I guess they went with commander crap. Too bad, I was hoping for something that would actually address how stupidly inconsistent Werewolves are as a tribe.
I thought commander qualified as a casual format,which allows you to pick from literally all of your cards?
Some text that works with werewolves to give you incentive to actually play werewolves for reasons other than "my commander is a werewolf and I like werewolves so let's play a bunch" would have been neat. I don't think the card needs to be break the flip mechanic to accomplish this.
house rules
There was no such problem in that case. The problem was a werewolf themed commander.
Rules explicitly disallow it for whatever dumb reason.
I mean, I'm not saying it's the best conceivable execution ever of a werewolf legend, I just think it'd be punting to make one that doesn't actually behave the way other werewolves do and I feel like just making it a standard lord-type card would also be pretty boring.
When the New Phyrexians leave their plane, I still think the place they'll invade will be Vryn. We've seen enough of it to be somewhat attached, but we've already seen enough to know that place is really boring so there'd be no love lost for the Phyrexians spicing it up. The Mage Rings look like portals anyway.
Oh wow I got totally wasted last night, but why the hell does Emrakul time walk your opponent? Oh well at least it has trample this time right?
edit: also lol at the people being mad about the werewolf in edh. i'm still waiting for a mono red dragon general that isn't vanilla rorix or useless tarox.
i think you're looking at it from the wrong perspective. edh is a casual format. i mean, you could choose ruric thar as your general, but you could also choose stonebrow who has cool points because he's a centaur instead of a big fat ogre. ulasht has cool points as a hydra with freaking teeth-filled mouths as heads.
the new werewolf has his own cool points, namely the first flip general that does cool stuff and looks badass while bashing your head in. maybe i'm just not that picky when it comes to generals. :lol
right? people over emphasize the general aspect of edh. people want to pick a general that does cool stuff, but the generals that do cool stuff generally don't survive for too long. and the generals that do broken stuff like maelstrom wanderer and mimeoplasm are goddamn stupid. i really dislike the direction of commander products over the past years who are more concerned to design the most spectacularly stupid generals than it is to design actual cool decks.EDH generals really aren't very interesting cards.
There's so many commander decks were the commander acts like a fail safe in case their combo doesn't work out.
Karador boonweaver combo for instance or any commander for Mono U, jank aristocrats,...
I'm interested to see what lessons they learned from BfZ block with the Eldrazi and if they'll be improved in this set. I'm also interested in not seeing another fucking Eldrazi block for at least five years.
To be honest, many of those combo EDH decks are just the worst. OK, we get it, you immediately cast your combo, you win, where was the interaction and strategy in that?
Wouldn't mind if we got something other than Eldrazi and Phyrexians. Although in all fairness, it's been a while since we had Phyrexians.
There's still Bolas, Garruk, and Ashiok that could be individual villains. But yeah they could use another villain group.
Oh wow I got totally wasted last night, but why the hell does Emrakul time walk your opponent? Oh well at least it has trample this time right?
Emrakul doesn't really give your opponent another turn, it's more like it gives you a weird extra turn. Look at it this way:
Without Mindslaver effect:
Your turn, Opponent's turn
With Mindslaver effect:
Your turn, Turn where you control opponent, Opponent's turn
The idea seems to be that you use all your opponent's sorcery-speed answers when you're controlling them. If they happen to top deck it after the fact, that's bad luck, but the idea of a card just being unbeatable doesn't make for an interesting game. Emrakul having Hexproof would be incredibly dull.Emrakul dying to a 2-drop sorcery still boggles the mind. At least give the dude hexproof.
Do I smell an Injustice League brewing?
That situation seems like an extreme to me. You'd have to play Emrakul into a completely empty board on both sides, which shouldn't be too common.The caveat is that only works if there are targets for the removal though.
All the cards spoiled kind of suck. 2 of them are "all-star mythics" too.
Emrakul dying to a 2-drop sorcery still boggles the mind. At least give the dude hexproof.
Emrakul 1 technically died to Journey to Nowhere, assuming your opponent had enough mana to cast anything and reached another turn. But Emrakul 1 was the epitome of "I win the game right now" cards.
I wanna build narset superfriends but with stax and tokens, no extra turn or extra combat steps shenanigans.
That's basically what I was looking for. I feel like Ulamog is better value this generation of Eldrazi. He at least survives a ruinous path.
Yeah, that's why I suggested hexproof, so this giant world-ending monster is actually somewhat frightening.The most commonly played removal all exile though.
Yeah, that's why I suggested hexproof, so this giant world-ending monster is actually somewhat frightening.
I don't disagree, just expressing my desire for Emrakul, Aeon's Torn level of busted.That would be broken.
The idea is that your opponent doesn't just scoop. Because that is horrible design.
I don't disagree, just expressing my desire for Emrakul, Aeon's Torn level of busted.