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  1. sigh

    General Edict Effects in Cube

    I design almost entirely as a mental exercise at this point. I haven't played physical magic besides with my wife since before the pandemic. Back when I did play with other people, I designed for the group with a strong bias towards my preferential playstyle. So I picked power levels that seemed...
  2. sigh

    General Edict Effects in Cube

    The average power level of the cards of magic changing in relation to some reference card is absolutely possible. It's how card games can have the concept of "power creep" in the first place. I'm not even sure what you are trying to say, to be perfectly honest. "proper power level" in this...
  3. sigh

    General Edict Effects in Cube

    Then there's the argument of whether BSZ was actually weak, or it's at the proper power level, and the power of the game has been dragged too far up past it. I think that's the crux of the original statement anyways. Almost all of the cards mentioned above are widely known as design mistakes in...
  4. sigh

    General Edict Effects in Cube

    Creatures don't need to staple Baneslayer and Mulldrifter together to lead to the problem ravnic describes. These days, incremental advantage is so much higher on things you commit to the board (not just creatures) that often something like blue sun's zenith seems like a silly inclusion these...
  5. sigh

    General Edict Effects in Cube

    And they've had the puzzle pieces in place too lol. They have several examples of both ward and shield effects as powerful but fair abilities through MTG history. At least they've figured it out now
  6. sigh

    General (SNC) Streets of New Capenna Previews

    The information I've found says that the drop to the ground is a very real 840 feet beneath them, just that the arrangment on the beam is staged.
  7. sigh

    General Edict Effects in Cube

    This is a prime reason (of many) I keep tokens to a minimum where possible. Edicts have still gotten worse, but if you restrict their primary fail state, they can pull through. Fleshbag Marauder still pulls its weight, because you can also utilize a token or something that wants to go to the...
  8. sigh

    General (SNC) Streets of New Capenna Previews

    It has a similar issue to ethereal forager in that its in bolt range, and incentivizes you to exile good stuff from the grave, which incentivizes its removal aka permanent exile of the good stuff. Maybe thats a fun mini game for some.
  9. sigh

    General (SNC) Streets of New Capenna Testing/Includes Thread

    It only has to trigger once to be solid, which I think is very likely in most games considering it triggers on any player. And a flying body is always decent even if it never gets the chance to trigger. It also helps trigger that faerie vandal :p
  10. sigh

    General (SNC) Streets of New Capenna Previews

    Whyyy no reminder text on Lethal Scheme :(
  11. sigh

    General (SNC) Streets of New Capenna Previews

    They could just canonize the rule text meaning of "help". It's their rulebook.
  12. sigh

    General (SNC) Streets of New Capenna Previews

    I think this would have been the perfect time to bring back their friend: the word "help". "The first spell you cast each turn with help from a treasure has cascade" Reference: chord of calling "Your creatures can help cast this spell"
  13. sigh

    General (SNC) Streets of New Capenna Previews

    Wow I hate the way that second sentence on Rain of Riches is worded lol. Took me like 5 tries to understand what it wanted to say.
  14. sigh

    General (SNC) Streets of New Capenna Previews

    was thinking the same thing Important to note: it can BLOCK!
  15. sigh

    General (SNC) Streets of New Capenna Previews

    What a neat green card! G is most likely to have creatures at some spot on the curve that will win the fight, so you have this cool removal/ramp engine thingy. Nice!
  16. sigh

    General (SNC) Streets of New Capenna Previews

    The owner of the card gets to choose where to put it, or you do?
  17. sigh

    General (SNC) Streets of New Capenna Previews

    That's a nice lower power reanimator payoff. Reanimating it both gets around the extra cost, and makes the effect a bit more punishing (if you can reanimate it ahead of curve)
  18. sigh

    General (SNC) Streets of New Capenna Previews

    No, that's still Adorned Pouncer in most situations, but if you have a strong Heroic theme this might edge the kitty out a bit.
  19. sigh

    General (SNC) Streets of New Capenna Previews

    The creature you get is color count restricted, not mana restricted. So it could be a 10 drop from a 2 drop. Still have to pay for it, so yeah not great, but :edh: The fact that it's color and not cost is why you have to pay. Otherwise you could slap out turn 4 or less Inkwell Leviathans or...
  20. sigh

    General (SNC) Streets of New Capenna Previews

    So if I'm reading it correctly, you still have to pay the mana for your newly tutored X+1 color creature... And you don't have to cast it that turn so you can stock up some creature for later. Interesting.
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