MaRo on "vanilla creatures matter" as a major theme
He doesn't bring up heavy use of tokens, but that also has its share of problems and would warp the environment, as seen by populate in Return to Ravnica. Plus, you know, many of the tokens in that set had abilities.
And creatures with "when this ETB, create tokens" are not vanilla creatures themselves.
MaRo on "vanilla creatures matter" as a major theme
He doesn't bring up heavy use of tokens, but that also has its share of problems and would warp the environment, as seen by populate in Return to Ravnica. Plus, you know, many of the tokens in that set had abilities.
And creatures with "when this ETB, create tokens" are not vanilla creatures themselves.
I'm with him, vanilla matters has to be the lamest theme people ask MaRo for. No one wants to play with a bunch of vanilla creatures. It's just stupid.
MaRo on "vanilla creatures matter" as a major theme
He doesn't bring up heavy use of tokens, but that also has its share of problems and would warp the environment, as seen by populate in Return to Ravnica. Plus, you know, many of the tokens in that set had abilities.
And creatures with "when this ETB, create tokens" are not vanilla creatures themselves.
Or wizards could have just printed good removal. Lingering souls would have been banned if not for the oodles of graveyard/mini boardwipe that were available.I think they would've been better received if they hadn't been quite as pushed as they were. I mean, they've had to ban one of them and there's no shortage of people who said they should've banned another. Even stuff like Aethersphere Harvester is pretty pushed, it's just that no one uses it because Heart exists.
I'd have been down for more exploration of vehicles as a returning card type if this fist batch hadn't been awful to deal with.
There it is.400.7i When a card moves to a new zone, it becomes a new object with no relation to the object it was in its previous zone. The 400.7 subrules list exceptions to that rule. Madness is joining them: if you don't cast the card you exile with madness, the game can track it when it moves to your graveyard.
There it is.
In some ways, it's sort of a reversion. Until SOI, madness gave you the choice of discarding to the graveyard or exile.A logical change, honestly. It more fits what I think the average player expects.
There it is.
A lot of people underestimate how popular Eldritch Moon draft was with the pros. I read a few of them saying it was as like top 5.I don't think you'd get a quorum on this from most people. Basically every 112 draft format ever is famously bad. There's only a very few 123 formats that tend to crack people's top lists -- mostly IPA, RGD and TPF. If we're real honest with ourselves Draft is just a better format when your whole cardpool comes from one single curated set.
I mean, at that point how is this really different from just having two blocks? If you want to do this, just get serious about actually reducing complexity in the sets proper and sell a set of tournament staples with local creative as a deck product every fall.
People say stuff like this, but it's not actually like there was this great era of storytelling previously that was lost with this switch. KTK is one of the few blocks that actually pulled it off -- Theros had basically no story over the three actual expansions, RTR had a laughably incoherent story that wasn't reflected in the cards, Innistrad's would've worked fine as just ISD -> AVR (and same for ZEN -> ROE), etc.
"This problem, which the literal best minds available have not solved in twenty years, can now be solved because it would be inconvenient if it couldn't." This is the Donald Trump approach to set design.
He also said that he had zero involvement with C17 on his blog
It's bad inasmuch as it's a set that retailers hate, players don't care about, and nobody buys, which it's been from approximately 5th edition onward until its demise.
As people previously understood the new madness rules, a card with madness isn't actually discarded when you discard it then don't cast it, because it is exiled before it goes to the graveyard. This rule clarifies that it is considered to be discarded anyway.Maybe i'm too dumb but what does this mean in the context of the game?
In some ways, it's sort of a reversion. Until SOI, madness gave you the choice of discarding to the graveyard or exile.
I feel like a vanilla creatures matter block would become "Build your own creature." Sort of like Boggles. Or Dino-Riders.
Imagine a Muraganda set where most of the creatures (dinosaurs) were vanilla creatures all across the p/t and cmc spectrum, but you kit them out with laser beams (oops, wait, no guns in MTG), auras, equipment, etc. They start as a Grizzly Bear or Mountain Giant, and end up as Heart of Kiran.
Well no, because as soon as you started putting auras and equipment and such on them or having global effects granting abilties they'd stop being vanilla creatures and only the first played effect would matter due to timestamp order + dependencies.
Primal (This creature is counted as having no abilities in all zones)
I feel like a vanilla creatures matter block would become "Build your own creature." Sort of like Boggles. Or Dino-Riders.
Imagine a Muraganda set where most of the creatures (dinosaurs) were vanilla creatures all across the p/t and cmc spectrum, but you kit them out with laser beams (oops, wait, no guns in MTG), auras, equipment, etc. They start as a Grizzly Bear or Mountain Giant, and end up as Heart of Kiran.
I feel like a vanilla creatures matter block would become "Build your own creature." Sort of like Boggles. Or Dino-Riders.
Imagine a Muraganda set where most of the creatures (dinosaurs) were vanilla creatures all across the p/t and cmc spectrum, but you kit them out with laser beams (oops, wait, no guns in MTG), auras, equipment, etc. They start as a Grizzly Bear or Mountain Giant, and end up as Heart of Kiran.
As people previously understood the new madness rules, a card with madness isn't actually discarded when you discard it then don't cast it, because it is exiled before it goes to the graveyard. This rule clarifies that it is considered to be discarded anyway.
If you cast the spell, it doesn't trigger any "when you discard" effects. If you don't cast it and it goes to the graveyard, it does trigger those effects.Ok, so its discarded INTO exile upon paying the madness cost, correct?
I'd be totally up for that, honestly. Voltron is fun as long as you can interact with it, even if it might be historically bad in limited.
Finding ways to give global pseudo-abilities to your vanilla nonsense could also be fun:
1WW
Enchantment
Vanilla creatures you control get +1/+1.
Vanilla creatures you control can block an additional creature each combat.
2U
Enchantment
Creatures you control with no abilities get +0/+2.
Creatures with abilities can't block vanilla creatures you control.
1BB
Enchantment
Creatures you control with no abilities get +1/+0.
Whenever one or more vanilla creature you control attacks, gain 1 life.
2RR
Enchantment
Vanilla creatures get +2/+0.
Whenever one or more vanilla creature you control attacks, target creature can't block this turn.
Probably too clunky/limited design space, but it'd give you a way to go wide.
No, that's not how it works. Whether or not you decide to cast a card for the madness cost, it's still discarded and will trigger effects like Drake Haven. The thing is, whether you cast it or just send it to the graveyard, it changes zones from exile, thereby becoming a new object. This means that, even if you don't cast a card for its madness cost, Shadow of the Grave wouldn't be able to 'see' it as a discarded card. This rule makes it so that's not the case by making an exception.If you cast the spell, it doesn't trigger any "when you discard" effects. If you don't cast it and it goes to the graveyard, it does trigger those effects.
Whoops, yeah, I forgot what the madness discard confusion was.No, that's not how it works. Whether or not you decide to cast a card for the madness cost, it's still discarded and will trigger effects like Drake Haven. The thing is, whether you cast it or just send it to the graveyard, it changes zones from exile, thereby becoming a new object. This means that, even if you don't cast a card for its madness cost, Shadow of the Grave wouldn't be able to 'see' it as a discarded card. This rule makes it so that's not the case by making an exception.
What if they played with emblems to boost creatures?
Red Dragon 2R
Haste
Emblemize - 4R: Exile this creature and pay 2 life then create an emblem that has "All creatures with no abilities have haste"
2/3
White Eagle 3WU
Flying
Emblemize - 5WU: Exile this creature and draw a card then create an emblem that has "Whenever a nontoken creature with no abilities enters the battlefield create a copy of it. It gains flying until end of turn"
What's the benefit of jumping through hoops to give creature non-ability abilities? What's the benefit over just giving them abilities to begin with?
In the case of emblems, for example, there's two issues. First is that R&D wants emblems to be a planeswalker-only thing (which is annoying, because Sigma Lasher really should give an emblem). Second, emblems are impossible to interact with. It makes for bad gameplay, especially in limited, to have a way to permanently get a bonus that the opponent can't interact with at all.
What if they made them symmetrical so they work like old slivers? Or an ability that lets you cast a creature and pay an alternate cost to have it enter as vanilla? Have lords that boost and flexible creatures that work with them.The reason they don't do symmetrical lords anymore is twofold: It creates board states that are harder to keep track of, and it can often lead to game states where not playing your best cards are the best strategy because it helps your opponent more than it helps you.
It's not hard to make undercosted creatures and its not hard to make creatures that get better as the game goes on like Goyf. They do it all the time.Its an interesting design challenge because if you create a undercosted creature with high P/T you basically have made a new tarmogoyf
Vanilla Ice Cream 3W
Creatures with only flavor text in their text box get +2/+2 and double strike.
You should always get two scoops.
It's not hard to make undercosted creatures and its not hard to make creatures that get better as the game goes on like Goyf. They do it all the time.
Eldritch moon was soured by the loss of investigate. Made that one pack of soi look sad.A lot of people underestimate how popular Eldritch Moon draft was with the pros. I read a few of them saying it was as like top 5.
What if they made them symmetrical so they work like old slivers? Or an ability that lets you cast a creature and pay an alternate cost to have it enter as vanilla? Have lords that boost and flexible creatures that work with them.
Its an interesting design challenge because if you create a undercosted creature with high P/T you basically have made a new tarmogoyf
Again, vanilla matters is literally the most boring concept to make a set around. It will never happen.
I think the kickback when Maro finally gets his way and makes a mythic vanilla creature should show them it's a dead end. Why he's determined to do that is beyond me.
I think the kickback when Maro finally gets his way and makes a mythic vanilla creature should show them it's a dead end. Why he's determined to do that is beyond me.