I don't really see how it's offensive. It's one of the big things people think of when they think of Indian Culture/Society, and I'd rather have Wizards give us a risky thing and fail then to completely ignore that aspect.
Plus, Wizards has a bunch of supporting Southern Asian /Indian individuals helping out with the set, so I'm more inclined to believe it would be handled with care.
Just noticed, on that woman... monkeys confirmed!
It's a metaphor. The who "Inventor's Fair" is really just an intervention.Just noticed, on that woman... monkeys confirmed!
They used to do this.
Back in the day the only way I knew what cards even existed was to buy the Encyclopedia.
I don't really see how it's offensive.
Mostly because it's a cliche setting element that's over-represented in fiction by people from outside the region and which is almost always done very poorly.
Which is not to say it couldn't be done well (and clearly there's a plot element of class warfare or revolt against the nobility, so the theme is present to some degree), just that the obvious execution is terrible and bad.
That's my main point, though. The announcement definitely has several creative consultants listed, so I'm inclined to believe they'd definitely approach this with nuance.
I mean, I think they are doing it with nuance by having a story that features an element of class conflict. My point was more that I don't think it could possibly be done well in a heavyhanded mechanic/tribal way where there are mechanically relevant castes that have different mechanical effects, etc. That's what I meant by the obvious execution.
obazervazi asked: Is Kaladesh/The Awesome Set the one where you solved a longstanding design issue?
Yep.
I totally get that. I mean, it's going to focus on Artifacts hard, so I don't see why they'd go keyword tribal here. I do see different colours having different ways they interact with Artifacts, like Metalcraft or something, which could be seen as primarily URW because Artifacts and Artificers.
Been trying to make a clue deck work since they were first revealed.
Started as U/G, then was Bant colored for a while. Finally in its last iteration, is Temur Colored, splashing only for Ghirapur Aether grid.
Played it Friday night at my weekly Kitchen Table get together, did pretty well. It gets really fun when you have like 16 Clues and some thopters and can just ping for so much damage every turn.
Are the graf moles and the ongoing investigations necessary, wouldn't Ulvenwald mysteries give you the option to go wide instead and double the use for second harvest?
Ghirapur aether grid is one of the best cards in recent years, really hope it gets reprinted in Kaladesh.
Ongoing investigations is really good in the deck. The graf moles are mostly there to get you some life, but youre not really using the clue tokens tobe sacked, just to tap them for more damage.
I'm really just honestly super curious what an artifact setting that isn't Mirrodin looks like. With Innistrad we finally answered that question about graveyard sets and Odyssey, and I think the result was pretty interesting; I'm hoping this one is similarly interesting and different.
Do you hate Shards of Alara so much that you struck it from your memory?
Esper isn't an artifact block, it's just some dumb garbage.
I quit buying cards when Ice Age came out. One of my friends loved that set but I fucken hated how weak the set was because it felt like putting any of the cards in would make my deck shittier.I don't want to oversell how much ignorance there actually was in this period. When Magic started out there was a lot of uncertainty about what cards existed (which led to plenty of rumors and legends arising from this fact, like the infamous Throat Wolf), but the period of total mystery was pretty short. The last set that wasn't spoiled completely before release was Fallen Empires (from Ice Age on people compiled lists at the prerelease) and by 1997 within a month after a set there was a new issue of InQuest with a full text spoiler. Invested players with access to the internet still knew what cards did.
The real huge difference was in the gap between invested and newer/more casual players. At that point, you were dependent on those resources -- a magazine or a printed-off spoiler/price list -- for relevant information, and if you didn't have one (or were too new to know you needed one) it was easy for you to get taken advantage of.
Mostly because it's a cliche setting element that's over-represented in fiction by people from outside the region and which is almost always done very poorly.
Which is not to say it couldn't be done well (and clearly there's a plot element of class warfare or revolt against the nobility, so the theme is present to some degree), just that the obvious execution is terrible and bad.
why are they getting rid of Æ?
And who is leading the robits revolt? The Karnfather, natch.
And who is leading the robits revolt? The Karnfather, natch.
What if the source of the magic from the plane is Karn and they have him strapped somewhere draining him? Then Chandra finds him, frees him and they lead the Aether Revolt.
Or they are using all the magic to keep Karn trapped, then Chandra finds him, frees him and magic comes back to the plane, thus starting the Aether Revolt against the old system.
Esper isn't an artifact block, it's just some dumb garbage.
Best basics in Magic history.
They are what I use for basic in my Modern decks.
So I went and bought a toolkit messed around with the cards a bit and then started playing through the compaign on Magic Duels to get familiar with the game. The only big question I have that I feel is just sort of brushed over in the tutorial is the whole idea of physically tapping mana to add to your mana pool. In the tutorial it did it in the case of having a Planeswalker that could untap a card. So tapping the card and untapping the card added a mana to my pool?
That whole process just kind of confuses me a bit. Mind you I only played the first campaign so this could come up more in detail later on. I guess I just don't understand the process of doing it outside of the planeswalker being able to untap it.
Thanks for any help.
So, when you tap a land for mana, it adds 1 mana to what is commonly called the "mana pool." You can only tap a land once (until your next untap phase, which comes right before you draw your card for the turn) unless an effect - such as that Planeswalker ability - allows you to untap it. If it's untapped, you can then tap it again for another mana.
Ok, so I get that for the most part but where my confusion is, is there any other use for this outside of being able to untap it. Like, If I have 4 lands and tap one I'll still only have 4 mana correct? I'm not going to have 5(4 cards and one extra) the next turn right? If I have no way to untap that is there any other use of this? Or is that just too hard to expand on because of more complicated cards down the line?
If you have 4 lands and tap them all you will have 4 mana to spend. If you then untap one of those lands with an ability or effect that allows you to do that, you can then tap it again to get 5 mana, which will allow you to cast a higher cost spell.
Quick note, the mana doesn't stick around if you do not spend it. When you move to the next phase (like going from your first main phase to combat) the mana vanishes.
Already confirmed as Kaladesh-block set two, Aether Revolt.Probably because Aether is going to be in the name of a set and the ligature makes it a pain in the ass to google. The confusion isn't worth the (debatable) style points.
Already confirmed as Kaladesh-block set two, Aether Revolt.
Did you think I was just guessing or something?
Also if "prerelease" existed around Ice Age I didn't know about it.
Best basics in Magic history.
Isn't this just the plot of Scars blockWhat if the source of the magic from the plane is Karn and they have him strapped somewhere draining him? Then Chandra finds him, frees him and they lead the Aether Revolt.
Or they are using all the magic to keep Karn trapped, then Chandra finds him, frees him and magic comes back to the plane, thus starting the Aether Revolt against the old system.
I don't know, I wasn't playing during scars.Isn't this just the plot of Scars block
Colored artifacts are also just actually stupidIt took several years before they started doing multiple regional pre-releases, but starting from Ice Age they had a giant tournament ~2 weeks before set release for every expansion.
Yes, the whole problem with Esper is that it has this absolutely gorgeous visual and setting design and then just completely squanders it.