http://magic.wizards.com/en/articles/archive/making-magic/species-origins-part-2-2015-06-29
Seems white is go wide/pump spells
Seems white is go wide/pump spells
The draft archetypes were already listed in Monday's article from Rosewater.So far the archtypes are U/R Thropters and B/G Elves. What are they doing with white?
Theros: Red-White "Go wide"
Bant: Green-White Renown mechanic with pump spells
Vryn: White-Blue Control with flyers (and spell mastery)
Ravnica: Green-Blue Tempo
Dominaria: White-Black Auras
Innistrad: Blue-Black Graveyard
Kaladesh: Blue-Red Tempo aggro/Artifacts
Regatha: Black-Red Sacrifice
Zendikar: Red-Green Midrange beatdown/creature ramp
Lorwyn: Black-Green Midrange attrition/Elves
It's okay in MM but it seems way too ambitious for a core set.I think the "10 distinct archetype" thing really isn't working out like they want it to- not everything can or should be Innistrad.
I think the "10 distinct archetype" thing really isn't working out like they want it to- not everything can or should be Innistrad.
I'm perfectly ok with Rift/Slide being disembowled with a rusty hatchet as far as constructed-playable cards go.Hey, Burning Veneance and Lightning Rift were playable. Astral Slide too with damage on the stack. The problem is they always overcost them now.
10 archetypes is ridiculous potential variety. Compare to something like Scars of Mirrodin limited, which had maybe four archetypes (with two really pushed) but still ended up with little freedom to build decks outside those archetypes.I think it has reduced the longevity of many retail limited formats because there really aren't that many viable decks outside the ten archetypes per set and after a while, each draft is just an exercise in "how good a version of archetype X will I get?". They throw in some offbeat build around cards from time to time (Goblin Slide et al.) but they are almost always so awkward to use that your win percentage in the long run will be higher if you avoid those cards like the plague.
I'm perfectly ok with Rift/Slide being disembowled with a rusty hatchet as far as constructed-playable cards go.
Man, some guy just ended my winning streak with turn two Bitterblossom every game. In game two I had the Celestial Purge, but then he followed it up with Karn. Some people just have all the luck.
10 archetypes is ridiculous potential variety. Compare to something like Scars of Mirrodin limited, which had maybe four archetypes (with two really pushed) but still ended up with little freedom to build decks outside those archetypes.
Having more archetypes not only means more paths already thought up by the designers, it means there aren't as many cards solely dedicated to one archetype because there are less cards per archetype and they need to be flexible.
We know the planeswalkers are on their own sheet, so I wonder what effect that has on the actual rarity of the cards on the rare sheet.
There's 2 extra rares and 1 extra Mythic.We know the planeswalkers are on their own sheet, so I wonder what effect that has on the actual rarity of the cards on the rare sheet.
Didn't realize. I haven't been paying attention to the crunch; too busy with other things.There's 2 extra rares and 1 extra Mythic.
I didn't either, Sam tweeted it out.Didn't realize. I haven't been paying attention to the crunch; too busy with other things.
A red effect that's in blue, but should be red is Snapcaster Mage, really.
When CARDNAME enters the battlefield you may cast target red instant or sorcery spell from your graveyard without paying its mana cost
That's an interesting design. I guess it ties into the Lorwyn elves hating ugliness.
A "target creature must attack or block this turn is able" is a way to do a "fight" effect for extremely cheap, like just one red mana. It doesn't work against mana producers and shit though cause they just tap in resp.
If you wanted to put the creature in a "blind rage," you could print a card that says "Target creature can't activate abilities this turn. Untap it. It attacks this turn if able."
So it's landfall without calling it landfall?
I think the "10 distinct archetype" thing really isn't working out like they want it to- not everything can or should be Innistrad.
I saw one of the most diverse, insane MTG block formats get utterly shit on by Scourge and all the cycling/goblins garbage. Fun? What universe was this?
Would need to be red/white, can't well have red locking out non-tap abilities as a random side effect of a card like this.
I mean, the Splicers in Scars were like that; different rarities, all making 3/3s, but with different CMCs and granting different abilities. It's totally okay to have some level of design symmetry across rarities, but when your Legendary Creature is realistically comparable to an uncommon the same set, that's a mistake.
Just make them 3RR and make 3 thopters. Then you've got a Siege-Gang Commander throwback and it's cool again.
That being said, I want Whirler Rogue in my C/Ube so bad...
How about this then:
Blind Rage (2R)
Instant
Untap target creature. Until end of turn, only you may activate abilities of that creature, and you decide how it attacks.
It's on cast, doesn't work.Sigil of the Empty Throne is a reprint. That is dumb as fuck with Pharika.
Also there's a dumb 7/7 robot that does 7 damage to a creature when it attacks.
Sigil of the Empty Throne is a reprint. That is dumb as fuck with Pharika.
Also there's a dumb 7/7 robot that does 7 damage to a creature when it attacks.
Yeah I noticed that later. Oh well.It's on cast, doesn't work.
Seems nutty for the next 3 months lol.
For those that don't know.
the trollsWorst to best?
That Whirler Rogue looks rather frightening in limited. You get four power and toughness and the ability to make any creature unblockable for four mana. Never mind the flying tokens or synergy with other cards in the set.First: I really like the Thopter tribal theme in this set. It really appeals to me, and I'm actually starting to get a little interested in drafting this set. But come on Wizards. I don't expect you to make every rare a constructed powerhouse, but these are Chandra's parents - important characters in the story, I'm sure. They do something kinda cool, but not super powered. Then you print a random blue uncommon that is shockingly similar...
I'm not fussed about the "red rare" being similar to the "blue uncommon;" I'm fussed about the "red Legend" being so similar to the "blue uncommon." It seems like a mistake.
Wow, any idea why? He seemed really involved.
They brought in an AD that only gave me shitty assignments. Eventually they stopped calling. This card was the one ray of sunshine in my last year with them.
Good riddance. I've got a big rant saved up about how bad they are ripping off the artists but that's another post.
RIP assorted second land cycle dreams.