*Bets money all the half-interest people asking questions will forget everything and end up repeating the process at JOU*
For those who are actually up on these and interested in Heroes for Game Day (and other variants), I want to ask you: Do them feel more like permanents or Vanguards/Emblems?
Those who read the FAQ closely will recall that the Hero cards were ruled permanents there. I remember getting into disputes with people over the merits of this, especially for variants. I erred on the side of them being permanents. I felt that for balance and interactivity reasons, this made sense. Otherwise, you end up with broken cards that can't be killed (since they're in the Command Zone).
This new series seems to fall in line with my thinking. They're all fairly playable, and some are downright overpowered (especially as emblems).
I'm half hoping that the Horde has some way to kill Heroes, just so players can't roll it too easily.
Also, what's this about fighting Xenagos in JOU? Where was that confirmed?
They can't be interacted with, they are not permanents. They had a fairly large, multi-day MTGO standard constructed tournament with these cards. Everyone was able to use 2 at a time, and it was a pretty fun tournament. I never found out if the community ended up beating the hydra though....
Anyone figure out which color choice, on average, gives the most monetary value? Looks like White to me, the god isn't worth that much, but you get Fleecemane, Pantheon, and Chained to rocks.
I skimmed over this thread, and it looks like no one mentioned it, so...
My roommate and I both picked RED for our color, and our packs were 100% identical, including the order of the cards. Not a single difference. We opened the version with Anger the Gods
Well, you could have done that with any cheap double strike creature like Fencing ace...
You could even switch turn 3 for turn 4 an play hexproof.
All very fun if you draw the cards and your opponent is a goldfish.
Fencing Ace required a very specific draw to kill on turn 3. This guy can kill on turn 3 with any number of different cards.
Actually UWR has been all but hated out by Burning Earth. It went from roughly 10-12% of the metagame to 2.30% (as of this morning). UW is the new blue based control king, at a cool 11.50%. You just can't risk getting an auto-loss to a 4 mana enchantment!
Wow.....those deck lists are very unbalanced. It's going to take Koth deck drawing a super well timed Jaws of Stone to every win a single game. Sooooo unbalanced lol
Here's a link describing what they're about: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/257c
They can't be interacted with, they are not permanents. They had a fairly large, multi-day MTGO standard constructed tournament with these cards. Everyone was able to use 2 at a time, and it was a pretty fun tournament. I never found out if the community ended up beating the hydra though....
My roommate and I both picked RED for our color, and our packs were 100% identical, including the order of the cards. Not a single difference. We opened the version with Anger the Gods
Fencing Ace required a very specific draw to kill on turn 3. This guy can kill on turn 3 with any number of different cards.
Turn 1 Temple Garden + Elf. Turn 2 Plains/Garden + Fabled Hero. Turn 3 Phytoburst/Giant Growth/God's Willing/Etc.
There's like a million different ways to get a turn 3 kill with known cards. Think of him as a 3 mana Glistener Elf
Actually UWR has been all but hated out by Burning Earth. It went from roughly 10-12% of the metagame to 2.30% (as of this morning). UW is the new blue based control king, at a cool 11.50%. You just can't risk getting an auto-loss to a 4 mana enchantment!
That would be my guess for Enchantment StPS
Edit: It worked, I'm number 663 lol
or maybe damage = to number of artifacts you control. There's got to be something with artifacts! lol