Terrible Thunderlizards?Do you know what happens to a dinosaur when it gets struck by lightning?
I don't follow.
Do you know what happens to a dinosaur when it gets struck by lightning?
Holy shit, Ramunap Red lives one stronger than ever!
That art is terrible though.
I'm not against reminder text I don't understand the usage of the reminder text on these lands, as in I doubt the necessity and functionality.For twenty years WotC has been doing things with card layout and visual design to try to make them easier for people to engage with, players who think of themselves as highly invested have complained about those things, but history has never borne those complaints out. I still think of people throwing fits about the existence of reminder text in 1997. It's just basically always silly to complain about attempts to make the game simpler or easier to understand because they're always fighting against the tide.
You do realize that the dinos go in a ramp deck that already has cards right? Hour of promise, the cycling thing that gets you a basic land, Chandra Tod, and the three mana rampant growth all look like they work well with the dinos. And they haven't even given us ramp cards in this set yet which looks like they will. Be patient...God i hate wizards so much
What the hell is the point of 7 cmc dinosaurs when you have lands that hit for 2 damage, and lightning strikes ?
There isn't enough lifegain in the world that can stop decks with Lightning Strike and Ramanup Ruins. I still remember the days when a 2/4 that gained you up to 2 life a turn, and a 4/5 gain 3 life draining rhino weren't good enough to stop red decks, and there is nothing like either of those cards in standard right now.
Has Wizards already commented on the possible infinite loop with Hostage Taker? Seems like errata is in order, you don't want to cast it on an empty board.
Has Wizards already commented on the possible infinite loop with Hostage Taker? Seems like errata is in order, you don't want to cast it on an empty board.
I'm curious to see how they handle this on the digital version since playing on a small phone favors less text, but you can also have way more dynamic pop-ups and reminders.For twenty years WotC has been doing things with card layout and visual design to try to make them easier for people to engage with, players who think of themselves as highly invested have complained about those things, but history has never borne those complaints out. I still think of people throwing fits about the existence of reminder text in 1997. It's just basically always silly to complain about attempts to make the game simpler or easier to understand because they're always fighting against the tide.
I think it is mainly for people who don't play the game that often and might see one of these. They might have not played through Innistard and Origins so have not seen DFC cards before (You read this thread and it seems like at least a few times a year there is the "Haven't played in over a decade, where do I start," post. The text is for those people. The text is for kitchen table crowd that might not ever open one, and when it shows up on the table they can easily see why the other player didn't just play the card as a land.I'm not against reminder text I don't understand the usage of the reminder text on these lands, as in I doubt the necessity and functionality.
I'm curious to see how they handle this on the digital version since playing on a small phone favors less text, but you can also have way more dynamic pop-ups and reminders.
I'm curious to see how they handle this on the digital version since playing on a small phone favors less text, but you can also have way more dynamic pop-ups and reminders.
If the released screens are anything to go by the cards are going to be presented as mostly name and art. Seems easy to assume functionality from there. And we get to find out on saturday, whoo!
Thursday 1pm
They never thought that. They just had a problem with it being instant speed and able to target both creatures and playersWow, I'm glad they've reversed the stance in thinking 3 damage for 2 was too strong. Glad to see it back.
I'm not sure where you got that idea from. Abrade, Incendiary Flow and Oath of Chandra all deal 3 damage and all cost 2. I don't recall them ever mentioning that they thought 3 damage for 2 mana was too powerful.Wow, I'm glad they've reversed the stance in thinking 3 damage for 2 was too strong. Glad to see it back.
They already said its receiving errata. The card now starts off with "When Hostage Taker enters the battlefield, exile another target creature or artifact until..."
Yeah they errataed it to say "other"
They never thought that. They just had a problem with it being instant speed and able to target both creatures and players
So is this the supposed full replacement for MTGO? I looked at downloading it once but I just couldn't. The interface was too much.
That is a very good card.
being a 1/1 hurts it for as long as ballista is legal.
being a 1/1 hurts it for as long as ballista is legal.
Servant only sees play where energy matters, ramp decks are actually resorting to druid of the cowl in the sideboard right now.Oh, I'm talking limited. Servant of the Conduit is probably going to be the go-to 2 mana ramp guy.
Thursday 1pm
Pirate captains are female, so the trope is turned on its head.That's a very good 1 drop. I wish it was a Merfolk though.
EDIT: Cropped the pic for easier viewing:
First male siren in mtg?
Another bomb uncommon!
Every pre-released card has looked good. I might actually try to get the entire Ixalan set.
Wonder if this will be a viable strategy.
Anointed Procession instead of that.
Oh, I'm talking limited. Servant of the Conduit is probably going to be the go-to 2 mana ramp guy.
Wonder if this will be a viable strategy.
This might have been an explanation a decade ago but nowadays the internet is accessible everywhere and the first thing anyone picking up a double faced card for the very first time is going to look it up or ask the internet.I think it is mainly for people who don't play the game that often and might see one of these. They might have not played through Innistard and Origins so have not seen DFC cards before (You read this thread and it seems like at least a few times a year there is the "Haven't played in over a decade, where do I start," post. The text is for those people. The text is for kitchen table crowd that might not ever open one, and when it shows up on the table they can easily see why the other player didn't just play the card as a land.
I really think it makes sense to have something like that reminder text in the card. The other option is "~ can only enter the battlefield if ~ was transformed." or something similar. These are the only lands I can think of that you can't just play, so they are very unique in the game and require something for people that casually play can easily understand.
I mean the obvious thing to do is steal gratuitously from Hearthstone and do little reminder flags that pop out next to the card when you go to interact with it.
jehomovah asked: Will the DFC's in ixalan be treated like the ones on Innistrad, where theres one in every pack taking up its own unique slot?
No, there are only ten total and none at low rarities.
This card only affects cards drawn from the library, not the graveyard, right?
Does this stop all subsequent draw higher than 2? For exmaple, if I Pull From Tomorrow X=4, and it gets flashed out, instead we would each only draw one card?
yes.
Looks like my post about the naya dino ramp deck seems like it's coming true.