If it were a sign of pairs then Teysa and Emmara work well together by creating a load 1/1 flying spirits that have their damage prevented. Varolz and Vorel; Tajic and Exava; even Mirko Vosk and Lavinia have some synergy. Alas Ruric and Melek are awful together, a sign that Izzet/Gruul are doomed in Dragon's Maze
Yeah, there is also that. But hey, would you expect Izzet and Gruul to get along, anyway? I mean, even Boros/Rakdos kind of works, even though you might be expecting Boros and Rakdos to be butting heads, since the Rakdos are primarily laborers. Also, I think that Azorius and Dimir worked together before in storyline.
Not really sure of much else. But with that new cleric, a Selesnya/Orzhov pair sounds better and better as we go along.
Big picture. If you redesign Emmara Tandris with a lower cmc, do you need to redesign another champion to fill her 7 cmc slot?
I... didn't even notice this. I almost kind of wonder if these are the pairings we can expect for the guilds (if this hasn't already been revealed), though not a lot of them seem that reasonable.
I still maintain that it should either be cheaper or with a very powerful ability/stats.
Now that I'm realizing that proper play effectively grants these all haste, I'm also realizing that they're all powerful in a way that I had not previously realized. For now I'm going under the assumption that they're not so powerful that I have to start gimping them. We'll see. I want to make animated land cards that people will actually use.
I guess they're all a little beefy for the cost and effectively with haste, but I think they're good. 1/5 for 2W is on par, 2/3 flyer for 2U is probably okay. We already know about 2/2s for 1B. 3/1 first striker (I'm just assuming this is what you'll go with) for 2R is a little ahead of Viashino Shanktail or Kessig Wolf, but you'd probably be okay? The green one is just fine, too.
In short, these are all decently comparable to existing common creatures; they're no great shakes, but they're pretty playable, especially because you still get mana from them each turn if you need to.
I still think Wind Zendikon is better than the blue one, though.
That spell is about as good as any draw spell they'll print.
This is about the point when you go from not just being a bad card evaluator, but into being completely and utterly wrong about the state of the game.. I'm fairlysurethatthisnotthepeak when it comes to draw spells.
I know we like to talk about how control is dead and buried on this forum, but it's not completely. Also, draw spells aren't getting worse. They aren't necessarily getting better, but they aren't getting worse. This care isn't so much about the drawing, either, it's about the damage. The card draw is there to give you an increased range of options to discard for damage.
New Morphling is pretty legit. Matches up nicely to the old one but is generally a lot more aggressive. Do want. It's probably not AS good as the original, though, I guess, but that's because a. combat damage doesn't use the stack anymore, and b. it costs 6.
The aura is nice. Maybe not the second coming of Armadillo Cloak, but it's still good.
The gorgon is gonna be very useful in limited. Past that though... not sure.
Blast of Genius... well, it looks nice. Not the card effect, just the art.
That new bloodrush guy is sweet, but I don't know how good it'll be in standard. I could see it finding a place, though, for sure. If not in standard, he's gonna be usable in some format or another.
I like this mechanic, and I like these cards. You get really handy effects if you've cast a spell this turn, but still decent ones if you haven't. Since you only ever get one copy, the costs can be very reasonable, too, which is definitely acceptable. I think this would be fun to play around with.
On the blue card, I think that +1/+0 and flying is still okay, since it's a knock below Distortion Strike. However, in that case, I might move it to sorcery speed.
The problem that storm has (and I, too, love storm) is that unless the cost is prohibitively high (Dragonstrom), then the card must be weak if you cast it alone. Tempest allows for cards that are slightly behind curve - and much cheaper costs overall - even when they're all you have. I feel like it achieves a lot of the good feeling of storm without the huge power sings.
Actually, that's a good point. I mean, Volcanic Awakening has great potential, but 6CMC for one land just bites, and its cost is enough to, usually, make it kind of a pain in the neck to basically eat half of an opponent's lands or something like that.
Resourcefulness1R
Sorcery (u)
If you have no cards in your hand, draw two cards. Corner a red mage, and they'll find an option you probably won't like.
Not sure this is red, but it's probably something that could be gotten away with.
FixationR
Instant
Discard your hand. If at least three cards are discarded this way, search your library for a card and put it into your hand. Thog saw the trinket, and knew in his heart of hearts that he wanted it.
This is a huge madness enabler for just one red mana, plus lets you tutor if you discard enough cards. I'm not sure I like this, since it has the potential to be seriously ball-breaking.
Desperation Bid2R
Instant
Choose one card in your hand and exile the rest. Then do the same for creatures, lands, artifacts, and enchantments you control.
Add R to your mana pool for each card exiled this way. (Or, until your next end step, you can't lose the game and your opponents can't win the game? Both?) It wasn't his first choice, or his second, or even third, but it was something.
Not really sure what to say about this, but it, again, can be massive. With the right setup, this fuels a massive, game-ending Kaervek's Torch early on with the mana boost. It'd be something that'd have to be accounted for often, I think.
Yawgmoth's Option2BB
Enchantment
Whenever you cast a spell, lose 2 life. If a card would be put into your graveyard from anywhere, exile it instead.
Hellbent- As long as you have no cards in your hand, you may cast spells from your graveyard.
This is fairly interesting. I think it's fair, honestly, though up until when you actually use it to Will, it's really, really painful, so I'm not sure how often it'd be played unless you're triggering the Will effect as soon as you drop it.
Suppose I'm about to be shuffled into my own library, this ability triggers and I counter it with Stifle. I proceed to shuffle myself into my own library.
If you could, would you be considered a marked card and disqualified from a tournament as a result?
Yeah, there is also that. But hey, would you expect Izzet and Gruul to get along, anyway? I mean, even Boros/Rakdos kind of works, even though you might be expecting Boros and Rakdos to be butting heads, since the Rakdos are primarily laborers. Also, I think that Azorius and Dimir worked together before in storyline.
Not really sure of much else. But with that new cleric, a Selesnya/Orzhov pair sounds better and better as we go along.
I... didn't even notice this. I almost kind of wonder if these are the pairings we can expect for the guilds (if this hasn't already been revealed), though not a lot of them seem that reasonable.
I still maintain that it should either be cheaper or with a very powerful ability/stats.
I guess they're all a little beefy for the cost and effectively with haste, but I think they're good. 1/5 for 2W is on par, 2/3 flyer for 2U is probably okay. We already know about 2/2s for 1B. 3/1 first striker (I'm just assuming this is what you'll go with) for 2R is a little ahead of Viashino Shanktail or Kessig Wolf, but you'd probably be okay? The green one is just fine, too.
In short, these are all decently comparable to existing common creatures; they're no great shakes, but they're pretty playable, especially because you still get mana from them each turn if you need to.
I still think Wind Zendikon is better than the blue one, though.
Also, Ruination, but I know Wizards would never do that anyway.
This is about the point when you go from not just being a bad card evaluator, but into being completely and utterly wrong about the state of the game.. I'm fairly sure that this not the peak when it comes to draw spells.
I know we like to talk about how control is dead and buried on this forum, but it's not completely. Also, draw spells aren't getting worse. They aren't necessarily getting better, but they aren't getting worse. This care isn't so much about the drawing, either, it's about the damage. The card draw is there to give you an increased range of options to discard for damage.
Generally pretty common for limited designs -- they cost too much to be able to run in constructed.
The aura is nice. Maybe not the second coming of Armadillo Cloak, but it's still good.
The gorgon is gonna be very useful in limited. Past that though... not sure.
Blast of Genius... well, it looks nice. Not the card effect, just the art.
You could probably just say who won and what the next challenge is and that'd be enough.
For me to forget what the challenge is ten seconds later.
I forgot the challenge. Let's go change that.
(
No, the placeholder is going to be changed, but I'm a pretentious ass.Oh, look at that, I have 1,234 posts. This cracks me up.)Tribal Artifact -- Spellshaper (R)
~ enters the battlefield tapped.
2(B/R)(B/R),T, Discard a card: Destroy target land. ~ deals 2 damage to that land's controller.
IIW: Multitasking
On the blue card, I think that +1/+0 and flying is still okay, since it's a knock below Distortion Strike. However, in that case, I might move it to sorcery speed.
Actually, that's a good point. I mean, Volcanic Awakening has great potential, but 6CMC for one land just bites, and its cost is enough to, usually, make it kind of a pain in the neck to basically eat half of an opponent's lands or something like that.
Just for an example.
Not sure this is red, but it's probably something that could be gotten away with.
This is a huge madness enabler for just one red mana, plus lets you tutor if you discard enough cards. I'm not sure I like this, since it has the potential to be seriously ball-breaking.
Not really sure what to say about this, but it, again, can be massive. With the right setup, this fuels a massive, game-ending Kaervek's Torch early on with the mana boost. It'd be something that'd have to be accounted for often, I think.
This is fairly interesting. I think it's fair, honestly, though up until when you actually use it to Will, it's really, really painful, so I'm not sure how often it'd be played unless you're triggering the Will effect as soon as you drop it.
"So if you're a minor, please get a parent or guardian to click the button which says you aren't."
I appreciate the strange sort of honesty involved with this, i.e. that kids won't be deterred by something that says "KIDS AREN'T ALLOWED HERE"
If you could, would you be considered a marked card and disqualified from a tournament as a result?
Creature - Oyster (U)
T: Return target creature being blocked by ~ to its owner's hand.
0/5
IIW: "I got nothin'."