Yeah, have to agree on that. It'd make a lot more sense if it had reach only when it was huge.
This is still the biggest case of flavorfail to me specially if you look at the original picture.
lol, that looks like a miscommunication. At every level.
Biggest flavour-win for me lately has been using Skyship Weatherlight to grab the Legacy Weapon (proper art).
I don't really know the Weatherlight story, but I just that the art lines up. Unless that's not the Weatherlight in Legacy Weapon's art...
Well, it kind of makes sense if it's bolstered as it's a 10/10, but unbolstered it's smaller than an Ivorytusk Fortress and the latter has archers on its back! It should have: "if ~ has one or more +1/+1 counters, ~ gains reach."
Another case of flavourfail methinks, in the same vein as vampires that can't fly. Flight should be a natural ability! They kind of explained it in Zendikar (Innistrad?), but Krovikan Vampire has no such excuse. Maybe the ice age has affected their flight, but vampires don't have wings. It is a mystery.
Neat, SUPER CONDENSED, summary of Magic Lore so far.
I don't follow. PLENTY of vampires across the various vampire mythos outside the realm of Magic can't fly. Even within the same fictional universe, is very often that you'll find variation in the abilities of vampires. As such, the variation of the abilities of vampires within each plane in the multiverse and across planes in the multiverse is not at all unprecedented.
Creatures
4 Elvish Mystic
4 Goblin Rabblemaster
4 Heir of the Wilds
2 Sylvan Caryatid
4 Savage Knuckleblade
4 Stormbreath Dragon
2 Boon Satyr
1 Ashcloud Pheonix
2 Polukranos, World Eater
3 Forest
3 Mountain
4 Frontier Bivouac
3 Mana Confluence
2 Shivan Reef
2 Temple of Mystery
4 Wooded Foothills
2 Yavimaya Coast
Other Spells
3 Stubborn Denial
3 Temur Charm
3 Crater's Claws
1 Nissa, Worldwaker
Sideboard
3 AEtherspouts
3 Disdainful Stroke
1 Stubborn Denial
2 Lightning Strike
3 Anger of the Gods
1 Sarkhan, the Dragonspeaker
2 Kiora, the Crashing Wave
(needs Reclamation Sage, but I keep forgetting)
Naya!
2x Elvish Mystic
3x Sylvan Caryatid
4x Courser of Kruphix
2x Ashcloud Phoenix
3x Polukranos, World Eater
4x Stormbreath Dragon
2x Wingmate Roc
4x Xenagos, the Reveler
1x Chandra, Pyromaster
2x Sarkhan, the Dragonspeaker
2x Ajani, Mentor of Heroes
2x Elspeth, Sun's Champion
3x Lightning Strike
3x Banishing Light
4x Wooded Foothills
4x Temple of Abandon
3x Battlefield Forge
3x Temple of Plenty
2x Windswept Heath
4x Forest
2x Mountain
1x Plains
Side:
2x Destructive Revelry
2x Glare of Heresy
2x End Hostilities
1x Magma Spray
3x Anger of the Gods
2x Nissa, Worldwaker
3x Nyx-Fleece Ram
Brewed for funsies. Maybe could be refined into something more. I would wish for more lifegain, but I'm not sure if that means I want to be running Ajani Steadfast.
Well your main board is lacking hard removal and enough solid early plays. You're also running foothills with no red spells which is actively bad in your deck because it costs life and thins your deck when you want to hit six lands every game. The foothills should definitely be a swamp.0-2, 0-2, 1-1, 2-1
I give up *cry*
In all seriousness, I think I drafted a lot better this week, but feel free to critique as much as you want. I'm trying my best to get better. I didn't have enough mana for all my bad high cost cards last week but I may have gone in the other direction a bit too much with a lot of mana generation in my cards.
I got RNG screwed so hard in one or two of the games (one game I got completely mana flooded while in another I was sitting there with four mana with 3 morphs down and not enough to pay for a flip for like five turns). I also made some really stupid newbie errors like trying to play a sorcery during the combat phase because I thought the card was an instant...(roar of challenge).
I kind of like this deck. Almost everything good has flying. I'm just upset that I did so damn poorly with it.
You tried to draft mono blue?Straight blue kind of sucks in Khans draft unless you get like 4 Windscouts for some insane reason.
I wish I could be cubing instead of Christmas shopping with the missus.Something is wrong with me. I've been at Disneyland for the past few days, and I keep thinking "I really wish I could be playing Holiday Cube." Somebody slap me.
Best multicolour block by far.You know what, even with all the Weatherlight crap, I really did enjoy the Invasion block. Fun ass block.
Not a fan of Rattleclaw?I don't think Mentor of Heroes is a terribly good card to be honest. I think Nissa, Worldwaker would be better in general.
Also, go full 4 Mystics.
I wish I could be cubing instead of Christmas shopping with the missus.
Best multicolour block by far.Let me be nostalgic.
Not a fan of Rattleclaw?
Guesses for remaining clan mechanics for Fate Reforged, acting under the assumption that they are designed to enable or be enabled by the Khans of Tarkir clan mechanics and that the design space will be small enough to only fill out a small set.
Abzan - Bolster X - Choose a creature with the least toughness or tied with the least toughness among creatures you control. Put X +1/+1 counters on it.
Jeskai - I don't know. The weakness of prowess is being able to cast the noncreature cards, but cost reduction or card drawing abilities seem too powerful, and a bestow-style ability is too similar to bestow.
Sultai - When enters the battlefield, mill one card, then do X if that was a creature card.
Mardu - You may cast this creature for X. If you do, it has haste, and sacrifice it at the beginning of your next end step.
Temur - Pay X, discard this card: Put a 4/4 green Elemental creature onto the battlefield.
I also thought of a kicker restricted to adding +1/+1 counters, but that's what kicker is already mostly used for.
I doubt a small set will have more than 2 or so new mechanics.
Alright, FNM in a few hours. Drafting. I want to do a shitload better than I did last week, aside from the few videos which people linked me on evaluating cards (thank you a bunch!), anyone got any good tips?
It also seems unlikely that Abzan would have a new mechanic but the other clans wouldn't. It was mentioned that they considered the possibility for Return to Ravnica block of giving some guilds returning mechanics, but they turned that down because they figured that fans of the guilds that got returning mechanics would think that was unfair. I would imagine a similar thought process would apply to the clans.
My guess for how this block will go is that Fate Reforged will give new mechanics to every clan, but then Dragons of Tarkir will bring back the ones from Khans of Tarkir--though not necessarily with the same clans.
The "new" clan mechanics in FRF are likely showing up again in Dragons.
A thing to remember is that, before the dragons went extinct, the clans were all aligned against the dragons. I'm thinking we'll get two or three new mechanics all together. Two for the clans and maybe one for the dragons. Even though bolster reads like an Abzan mechanic, it also works well for Temur. I think we'll get another clan-aligned mechanic that works well for Mardu and Jeskai. I don't think Sultai will get a new named mechanic, but will get a few more cards for its toughness-matters theme, which would make bolster also work well for them.It also seems unlikely that Abzan would have a new mechanic but the other clans wouldn't. It was mentioned that they considered the possibility for Return to Ravnica block of giving some guilds returning mechanics, but they turned that down because they figured that fans of the guilds that got returning mechanics would think that was unfair. I would imagine a similar thought process would apply to the clans.
My guess for how this block will go is that Fate Reforged will give new mechanics to every clan, but then Dragons of Tarkir will bring back the ones from Khans of Tarkir--though not necessarily with the same clans.
The "new" clan mechanics in FRF are likely showing up again in Dragons.
According to MaRo, the story was originally going to be very different, but it was taken out of his hands and he won't elaborate on what happened after that.
You know what, even with all the Weatherlight crap, I really did enjoy the Invasion block. Fun ass block.
Guesses for remaining clan mechanics for Fate Reforged, acting under the assumption that they are designed to enable or be enabled by the Khans of Tarkir clan mechanics and that the design space will be small enough to only fill out a small set.
It's not going to include the old clan mechanics because they need them gone when the "new world" emerges in set 3.
The clan mechanic we've seen for set 2 is stupid simple- so simple in fact that you wouldn't keyword it unless you were desperate for a cycle.
If you're familiar with Scourge it's playing in the same space it tried to - creature buffs to let smaller critters be useful in a world with lots of big flying ones. But it is super weird.I still think Bolster is really weird for a keyworded mechanic.
You do not mix in FRF because it is a time travel story. The 5 Khans mechanics need to be dead in Dragons.
The Khans mechanics need to not be in FRF because FRF will be drafted with both sets. You need the clean mechanical break from Khans to sell the altered reality. There is not going to be a mix.Which they... will be? I can't tell where you're actually disagreeing with me.
Not when it's Vampiric Tutor + Dark Ritual.
The Khans mechanics need to not be in FRF because FRF will be drafted with both sets. You need the clean mechanical break from Khans to sell the altered reality. There is not going to be a mix.
No mechanic from Khans of Tarkir besides Morph will be present in DRG/DRG/FRF draft. Full stop. It ruins the time travel gimmick. That is why the clans will get new mechanics here. The clans are not going to be the same when we go back to the future. (They are either Shards or never picked up the enemy color.) This is how they will indicate how they've changed. It also allows you to not bother having to introduce the new clan mechanics in Set 3 alongside all the Dragon mechanics you're playing around with, reducing the learn-time on them.Yeah, I don't buy it. Bolster's clearly an Abzan mechanic and they're not going to do five brand-new mechanics in a small set that never get expanded anywhere and never have support in either big set.
The whole pitch is that FRF is supposed to have elements of both sets so it makes sense to draft with both. Having some of the mechanics from each accomplishes that; making it mesh with KTK and having a 100% break from DTK doesn't.
What Kirblar is saying makes sense. Again, the third set is going to be showing an altered future. It doesn't make sense to have the KoT mechanics show up in them because Sarkhan alters history in the middle block so the Khans mechanics will never come to be.