I guess so. I may have worded my thoughts poorly, but I didn't mean exactly that I wanted cipher cards to be a bomb mechanic but moreso that I would have liked dimir as a guild to be a bit less bad? Maybe DGM will have some knockout cards (Notion Thief looks neat but it's at 4 at I think that's a tad bit too much-- like a lot of dimir cards).
Any strategies to watch out for?
I'm thinking about going Golgari for one (since I'd dodge getting Boros, which I despise, as my allied guild)
I guess so. I may have worded my thoughts poorly, but I didn't mean exactly that I wanted cipher cards to be a bomb mechanic but moreso that I would have liked dimir as a guild to be a bit less bad? Maybe DGM will have some knockout cards (Notion Thief looks neat but it's at 4 at I think that's a tad bit too much-- like a lot of dimir cards).
There's just waaaay too much going on here. How was this format viewed by veterans? Was it remembered as good/bad/indifferent?
Okay, SSE is a weird limited format.
All of the Shadowmoor boosters are allied colors. The Eventide booster is enemy colored. Each booster is filled with cards that care if you do things in two different colors at the same time.
Creatures untap themselves, and there are enchantments that give creatures tap abilities (I just won a match by putting Presence of Gond on a Pili-Pala).
Going first has been huge so far. I've won every game that I've gone first, and lost every game that I haven't. Every play you make seems to be a huge tempo swing.
Flying seems really important (more so than usual). And you randomly just won't be able to block a number of your opponent's creatures. Oh you have a R/G hybrid creature? Well, my U/B hybrid creature can't be blocked by green creatures, so suck it.
There's just waaaay too much going on here. How was this format viewed by veterans? Was it remembered as good/bad/indifferent?
Shadowmoor Sealed Deck is one of my favorite formats ever, but I never got a chance to draft it.Man I love Lorwyn and Shadowmoor for many reasons but yeah, the board complexity was insane. My Merfolk deck could pull some sick shit with Merrow Commerce in play
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It's back!
It's back!
Era's almost over, they've admitted to Geist/Stalker being massive mistakes.In the era of Hexproof, they really shouldn't print crazy auras :/
Era's almost over, they've admitted to Geist/Stalker being massive mistakes.
Essentially, we won't be seeing 1/2 drops with Hexproof. Expect bad green creatures and expensive creatures.The fact that on the "evergreen" keyword list in YMTC, Hexproof was present while Shroud was absent still makes me worried.
The fact that on the "evergreen" keyword list in YMTC, Hexproof was present while Shroud was absent still makes me worried.
What ever happened to Rebecca Guay? Why doesn't she do Magic art anymore?
Is it just me, or is voice of resurgence going for a lot less than it should? Cards added late in design with questionably overpowered mechanics are pretty good.
Dragon's Maze is looking to be very kind to Izzet players in Limited.
Also:
It wasn't added late in development, it was just swapped with Emmara so that she wouldn't hog a mythic slot. I think it isn't even a decent hate bear (more like "bear that suggests you don't do something"), and it probably won't break standard right open. It's only good against control decks, and even then it merely hoses Azorius Charm (anything else could be played at sorcery speed). If anything, I think people are probably setting themselves up for a disappointment, as many of the chase cards before a set comes out often end up being not as good as people originally thought, since they were evaluating them on a vacuum.
I agree that the card isn't likely to break standard open - never claimed such - but the bolded is all pretty blatantly untrue.
You're evaluating the card in a vacuum, and not considering how it's going to be played in standard (and modern) - as a hyper efficient attacker with an extremely powerful punisher effect, preventing the incremental advantage decks get from flash, think twice, counters, end of turn removal, etc. A lot happens during your opponent's turn in standard right now, and putting your opponent in a situation where this wouldn't benefit them is ludicrous.
obviously, I realize the instants = elementals ability is the punisher mechanic, and is worse than grand Abolisher's ability... The thing is, most of the time, in standard, it will still manage to be a good approximation of grand Abolisher -- except it's easier to cast, generates a token when it dies, and is in a format where instants are MUCH more important.
Abolisher was a 4-of archetype staple.
Restoration angel can't act as a removal spell without generating one or more blockers for you. Snappy is forced to hit the board at sorcery speed. Searing spear becomes volcanic hammer.
It hurts control most, but it's solid against nearly every other deck in the format just by being an efficient 4-of in a deck that lacks two drops. It also forces them to be careful about when to cast tricks and burn.
Still, punisher cards are often weak since they simply let your opponents optimize their game plan, even if they have to play around the card. Gruul aggro decks, for example will often end up throwing a Flame Spear or Pillar of Flame at it with leftover Burning-Tree Shaman mana.
I was mostly speaking not about the standard metagame (which I don't pay attention to), but rather the card by iself. I might've missed some important trends this card could capitalize on, and it's true it will mostly force your opponents to play their spell-based removal on their own turns, and think twice before playing a Restoration Angel or Snapcaster Mage on your turn, but I still don't like it that much.
do you have any idea how good it is for you to have a sorcery speed searing spear hit your two drop and give you a token after? You're using the 'dies to removal' argument on a creature that doesn't die to removal. It gives you something else and forces your opponent to throw off their game by denying them the ability to play that searing spear later.
I agree that pillar of flame is an answer, but it's a narrow one that doesn't see as much play as it did when zombies was a more impactful deck.
Is Voice really a $20+ card? The closest thing to this is Abolisher, but that guy was only $8 at his peak iirc. Not to say that their effects are the same, but they way you're describing it is that no opponent would ever play a spell on your turn, which in effect is Abolisher. The extra body that appears after it dies is pretty relevant too, I guess, but how much more does that add?
I agree that pillar of flame is an answer, but it's a narrow one that doesn't see as much play as it did when zombies was a more impactful deck.
I think Voice is very, very bad right now. It's not a Human.Is Voice really a $20+ card? The closest thing to this is Abolisher, but that guy was only $8 at his peak iirc. Not to say that their effects are the same, but they way you're describing it is that no opponent would ever play a spell on your turn, which in effect is Abolisher. The extra body that appears after it dies is pretty relevant too, I guess, but how much more does that add?
I think Voice is very, very bad right now. It's not a Human.