Reviewing the cards, I’ve been really pleased with the Uncommon Legends. While not the best, many of them are at least interesting to build around. I’ve been deck-building them as thought experiments, and some of them can be made good for a fairly cheap price. This set should hopefully also increase the diversity of decks we see at the store level. I’m not going to miss playing against three Edgar Markov decks in a game.
IKR? Uncommon legends is like a huge blessing for people on budgets and for deck diversity. While it shouldn't be like having 20 legends or something at uncommon or even common for that matter, having at least 5 at uncommon allows there to be more neat little options and alternatives besides what gets placed at rare or even mythic.
Well the color black is said to be selfish and a demon trying to take credit for everything that other characters did makes a lot of sense. I wouldn't mind if this was an official card.
This is above average for a card. Add C by itself, 4x C with 2 out, 9x C with 3 out, and 16x C with four out. This is CloudPost as a manarock and it also doesn't ETBT.
Have the wording be: At the start of your third turn while this card is in your graveyard or library, search for it, then put it onto the battlefield. Shuffle your library afterwards.
Also doesn't work for the same reasons.
Its also fine if its parasitic. While it may have a bad connotation, good things can come out of parasitic things. I should know, I designed cards that revolved only around curses.
28 Curse cards have been printed and more will probably be added in the future. Big difference from a card that only does anything with a single specific other card...
First, fine, my bad on the wording.
Second, even if more cards are designed around a specific thing, its still a parsitic mechanic. Just the degree of how parasitic that is becomes lower. For example arcane and splice are actually very generic words and aren't like a word such as bushido, they could have been used in other sets. The only thing that kept it parasitic is WOTC themselves.
Well, it's... kind of... unfixable? Triggered abilities can't trigger from unrevealed cards in libraries. You'd have to do something nightmarishly wordy to achieve what you want to. "Before you shuffle your deck to start the game, you may reveal this card from your deck. If you do, at the beginning of your third turn of the game, search your graveyard and/or library for a card named Zahid's Lamp and put it onto the battlefield. If you searched your library in this way, shuffle it."
Is the payoff really worth it? Just... free Zahid, Djinn of the Lamp? That ability is also sort of grossly worded. Might as well just say "You may tap Zahid's Lamp rather than pay the mana cost of spells named Zahid, Djinn of the Lamp you cast."
Finally, a 5/6 flyer for no mana and no effort is definitely too powerful even if it takes up two card slots...
Its to avoid paying commander tax as commander tax is treated as an additional cost. You still pay 3U and tap an artifact to cast it for its alternate cost.
Have the wording be: At the start of your third turn while this card is in your graveyard or library, search for it, then put it onto the battlefield. Shuffle your library afterwards.
Its also fine if its parasitic. While it may have a bad connotation, good things can come out of parasitic things. I should know, I designed cards that revolved only around curses.
I don't see much talk of Nissa's Encouragement. Gets you a land, a creature and a planeswalker for 1 spell and even sets up your next turn(s).
I did look at this card, but the fact that the Forest isn't actually ramp (goes to hand rather than battlefield) was enough to put me off my particular decks. But I do think this card is good in this format.
Which is honestly fair in my book. I just thought it was strange it wasn't mentioned.
Brawl is a new format for FNM.
Its standard cards only.
Deck Size 60.
You may have a legendary creature or planeswalker as your commander.
Its multiplayer.
30 life for each player.
Now while it has been discussed at good length about it, the main thing to view it, as some have called it, "a bridge for new players" so as to wrap their heads around a commander-variant format without feeling as overwhelmed.
One of the key problems I notice is Commander itself. As lets say, hypothetically, brawl takes off. A new player really loved their Teferi, Hero of Dominaria Brawl deck and it has now rotated out. They look to Commander at first as a way to continue having fun with Teferi, but whether by misreading or not reading at all, they are told Teferi, Hero of Dominaria can't be a commander. So they might feel disenfranchised with Commander, even given the wrong impression, and stick with Brawl instead.
To remedy this and make the transition as smooth as possible for new players who were influenced by Brawl, planeswalkers would need to be commanders by default.
Second, even if more cards are designed around a specific thing, its still a parsitic mechanic. Just the degree of how parasitic that is becomes lower. For example arcane and splice are actually very generic words and aren't like a word such as bushido, they could have been used in other sets. The only thing that kept it parasitic is WOTC themselves.
Its also fine if its parasitic. While it may have a bad connotation, good things can come out of parasitic things. I should know, I designed cards that revolved only around curses.
1 Grunn, the Lonely King
Creatures (12)
1 Channeler Initiate
1 Druid of the Cowl
1 Llanowar Elves
1 Llanowar Scout
1 Manglehorn
1 Marwyn, the Nurturer
1 Multani, Yavimaya's Avatar
1 Prowling Serpopard
1 Ramunap Excavator
1 Rishkar, Peema Renegade
1 Thrashing Brontodon
1 Wayward Swordtooth
Enchantments (06)
1 Cartouche of Strength
1 Gift of Paradise
1 New Horizons
1 Sandwurm Convergeance
1 Shapers' Sanctuary
1 Song of Freyalise
1 Nissa, Genesis Mage
1 Nissa, Nature's Artisan
1 Nissa, Vital Force
Sorcery (09)
1 Beneath the Sands
1 Broken Bond
1 Harvest Season
1 Hour of Promise
1 Monstrous Onslaught
1 Nissa's Encouragement
1 Overcome
1 Thunderherd Migration
1 Verdant Crescendo
Instant (06)
1 Blinding Fog
1 Commencement of Festivities
1 Haze of Pollen
1 Heroic Intervention
1 Blossoming Defense
1 Verdant Rebirth
1 Arch of Orazca
1 Endless Sands
1 Evolving Wilds
1 Field of Ruin
1 Hostile Desert
1 Scavenger Grounds
1 Hashep Oasis
16 Forest
Its standard cards only.
Deck Size 60.
You may have a legendary creature or planeswalker as your commander.
Its multiplayer.
30 life for each player.
Now while it has been discussed at good length about it, the main thing to view it, as some have called it, "a bridge for new players" so as to wrap their heads around a commander-variant format without feeling as overwhelmed.
One of the key problems I notice is Commander itself. As lets say, hypothetically, brawl takes off. A new player really loved their Teferi, Hero of Dominaria Brawl deck and it has now rotated out. They look to Commander at first as a way to continue having fun with Teferi, but whether by misreading or not reading at all, they are told Teferi, Hero of Dominaria can't be a commander. So they might feel disenfranchised with Commander, even given the wrong impression, and stick with Brawl instead.
To remedy this and make the transition as smooth as possible for new players who were influenced by Brawl, planeswalkers would need to be commanders by default.
TL;DR: Commander would need to adapt.