Results 961 to 990 of 1504
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2017-03-20, 01:31 AM (ISO 8601)
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- Jun 2010
Re: Magic the Gathering XXII: Where Puns Go to Die
Okay, three things to say.
1) I suddenly want to roleplay a murderous Kithkin planeswalker who is is to stubborn to die. Maybe not Kithkin, but it would be a way to go.
2) And unfortunately I forgot the second thing. It might have been an idea for a set. The two ideas I had lately were for an archeology dig as a setpiece where Green would be themed around protecting artifacts, notably using Champion to hide them. And my old idea of a Innistrad set where a new continent was discovered shifting the tribes around.
3) If I could travel through time I would use this talent to build semi-weird decks and play Magic the Gathering.
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2017-03-20, 04:34 AM (ISO 8601)
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- May 2009
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2017-03-20, 07:13 AM (ISO 8601)
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- Jul 2005
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- WI, USA
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2017-03-20, 11:20 AM (ISO 8601)
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- May 2009
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Re: Magic the Gathering XXII: Where Puns Go to Die
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2017-03-20, 03:02 PM (ISO 8601)
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- May 2013
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- most dangerous place ever
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Re: Magic the Gathering XXII: Where Puns Go to Die
So, we've apparently gotten an interesting spoiler for amonkhet
Spoilerdusk//dawn - with a new keyword (seems to be something like "aftermath", which was the translation I saw)
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2017-03-20, 03:32 PM (ISO 8601)
- Join Date
- Jan 2016
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- To the cosmos, nearby you
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Re: Magic the Gathering XXII: Where Puns Go to Die
LGBTitP
Proudly Founded Team 2
"Everyone starts off making garbage.
If you finally make something halfway
decent, it'll be the best day of your life."
— Nehra, inventor_________________
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2017-03-23, 01:50 AM (ISO 8601)
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- Oct 2010
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2017-03-23, 02:22 AM (ISO 8601)
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- Jan 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
Body Electric is probably too good, almost certainly so for limited. It's a free burn spell conditional of you playing a Red creature without Haste this turn. Think of it like Gut Shot for 2. Too good.
Witch Pyre, on the other hand, is awkward design space. It's like Searing Blood but worse. Comparing Stoke the Flames to Exquisite Firecraft, the cost for Witch Pyre could probably be 1RR with a restriction on damage to players (ie, has to kill the damaged creature, landfall, other mechanic) for constructed formats, but that might need to be bumped up for Limited purposes. Difficult to say.
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2017-03-24, 01:31 AM (ISO 8601)
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- Oct 2010
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2017-03-25, 11:26 AM (ISO 8601)
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- Jan 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
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2017-03-25, 03:49 PM (ISO 8601)
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- Feb 2013
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2017-03-25, 05:15 PM (ISO 8601)
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- Jan 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
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2017-03-25, 08:39 PM (ISO 8601)
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- Oct 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
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2017-03-26, 02:33 PM (ISO 8601)
- Join Date
- Jan 2006
- Location
- Esslingen, Germany
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Convoke on a 1 CMC plain doesn't work from a flavor perspective - Convoke is about creatures working together with you or each other to cast spells, not one creature taking over the casting of one spell. (It's in the word itself - the latin convocere means to assemble, to call together.)
I don't think it's too good, per se - Sorcery speed limits what it can do. Gut Shot is good because it's instant speed - it can fizzle pump spells on 1/1 Infect creatures, for instance. In Limited, it's probably not even as good as shock - having 1 red mana open is easier than having a creature around that you can afford to sit down for a turn, and Shock is, again, instant speed and can fizzle pump spells or enchantments and be cast on part of a gang of blockers to get the occasional 2-for-1. It's the concept of 1 CMC convoke that outright disqualifies the spell in my eyes, not the power level.
Witch Pyre works out as written. Flavor-wise, too - the entire village gets together to burn a witch (convoke) and it's thoughtless, direct, brutal, and involves fire (red). Assembling creatures isn't trivial, and since it's Sorcery speed those creatures will be tapped through the opponent's turn, and can't attack the same turn, so the spell won't fit in a straight-up burn deck (which typically only play hasty creatures).Last edited by Silfir; 2017-03-26 at 02:39 PM.
This signature is boring. The stuff I write might not be. Warning: Ponies.
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2017-03-26, 04:17 PM (ISO 8601)
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- Jan 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
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2017-03-26, 05:04 PM (ISO 8601)
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- Jan 2006
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- Esslingen, Germany
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Re: Magic the Gathering XXII: Where Puns Go to Die
Just because Wizards has done it doesn't mean it makes sense :P
Also, both of these are buff spells. The intended flavor is that the creature you tap helps the creature you target win combat.This signature is boring. The stuff I write might not be. Warning: Ponies.
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2017-04-01, 11:15 PM (ISO 8601)
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- Oct 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
Thanks for the input, I agree that convoke should be on larger spells that can be fluff linked to the effect.
One more card for consideration?
Spoiler
Prismatic Hydra XG
Prismatic Hydra enters the battlefield with X +1/+1 counters on it.
Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)
0/0
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2017-04-01, 11:20 PM (ISO 8601)
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- May 2013
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- Gainesville, GA
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Re: Magic the Gathering XXII: Where Puns Go to Die
As the more recent version of that mechanic is Converge, wouldn't that keyword be used instead?
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2017-04-01, 11:22 PM (ISO 8601)
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- Oct 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
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2017-04-02, 07:32 AM (ISO 8601)
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- Jan 2006
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- Esslingen, Germany
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Re: Magic the Gathering XXII: Where Puns Go to Die
The card seemed really bad at first before I understood it.
So for WUBRG it's a 9/9 - bigger than Fusion Elemental, but not unforgivably so. For, say, UG it's a 3/3 - 2 mana 3/3s exist, there's Watchwolf, Kalonian Tusker and Fleecemane Lion, which even has an upside.
Seems like a card that would wreck house in Limited, since it'll always be wildly above the curve no matter when you cast it; it can be as large as 5/5 on turn three without ramp, surpassing Woolly Thoctar and Leatherback Baloth, both of which require specific colors to be cast, while Primordial Hydra needs green and any two others. It might be too flexible - you'd have to playtest to see if it needs to be XGG instead.
The main issue might be that 0/0 XG hydras, as a rule, tend to be smaller than the amount of Mana you pay for it, and have abilities that make up for it, even if that ability will quickly make it much, much bigger. Take Primordial Hydra - if you cast it for 4, it starts as a 2/2 - it'll win the game in a couple of turns if nobody does anything to it, but it dies to pretty much any removal - Shock, any given -2/-2 spell - as well as blinking effects, and it won't save you if you're behind on board. Prismatic Hydra comes down as a 5/5, 6/6 or 7/7 instead and immediately rules the board - at least it doesn't grow and doesn't give itself Trample.
I think hydras generally aren't intended to be "stupid big". Big, certainly - with the proper mana investment - but they generally have something going on besides power and toughness, like Primordial Hydra's exponential growth, Genesis Hydra summoning a permanent from your library, Protean Hydra turning damage into even more +1/+1 counters, Apocalypse Hydra (which does get bigger than Prismatic Hydra at 7+ mana) turning counters into direct damage. What I'd do, probably, is find something cool it can do besides be big.
I think one addition I'd make would the ability "1: Add one mana of any color to your mana pool". The hydra is prismatic, after all.Last edited by Silfir; 2017-04-02 at 07:34 AM.
This signature is boring. The stuff I write might not be. Warning: Ponies.
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2017-04-02, 12:50 PM (ISO 8601)
- Join Date
- Mar 2012
Re: Magic the Gathering XXII: Where Puns Go to Die
I think it's brilliant as is.
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2017-04-02, 02:58 PM (ISO 8601)
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- May 2015
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2017-04-05, 10:47 AM (ISO 8601)
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- Mar 2012
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2017-04-05, 02:23 PM (ISO 8601)
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- May 2015
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2017-04-07, 06:13 PM (ISO 8601)
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- May 2013
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- Gainesville, GA
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Re: Magic the Gathering XXII: Where Puns Go to Die
So, has anyone seen Champion of Rhonas?
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2017-04-08, 11:24 AM (ISO 8601)
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- Oct 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
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2017-04-09, 07:50 AM (ISO 8601)
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- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2017-04-09, 08:30 AM (ISO 8601)
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- May 2013
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- Gainesville, GA
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Re: Magic the Gathering XXII: Where Puns Go to Die
Yeah. We just need a way to give it haste.
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2017-04-09, 12:44 PM (ISO 8601)
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- Dec 2008
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- Carlisle, Englund
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Re: Magic the Gathering XXII: Where Puns Go to Die
The Cartouche of Zeal gives haste for single red.
"Three blokes walk into a pub. One of them is a little bit stupid, and the whole scene unfolds with a tedious inevitability." - Bill Bailey
Androgeus' 3 step guide to Doctor Who speculation:
Spoiler- Pick a random character
- State that person is The Rani
- goto 1
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2017-04-09, 02:32 PM (ISO 8601)
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- May 2013
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- Gainesville, GA
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Re: Magic the Gathering XXII: Where Puns Go to Die
Well, then, let us build R/G beats.