I can confirm that having (almost) no lands in the draft is fairer and more fun.
It is rare for non-entrenched players to grasp the strength of fixing. Similarly, for players who do not know your cube. Having fixing in your draft makes the stronger players even stronger. This is completely...
I agree with everything you said. However the gold example you showed is flawed. Bloodthral priest or a madness wurm do not differ much. A gold card should be a card which (I only play pre8 so forgive my weird examples)
1) is much stronger than normally,
spiritmonger
2) cement the powers of the...
Yes I meant add flying to it. The 3/2 flying trample accidental lifegain is weird. Green has some lifegain, but blue not. I would like to have a ability on it that feels blue Green and that signals the colour pair/or is interesting. This one does not do that for me.
Well, this can make cards really strong… I do love the idea though, but I also love gold cards. The problem of gold cards is correctly pointed out by Ravnic.
That said, back to the example above. Why not use mystic snake with flying tacked on?
Well, they are different. Given all the artifacts I guess the sage is too strong. The sage is card advantage. This one is not (but a stronger creature)
It is not that strong. Yes it will poop out a x/1 trample haste but the sacrifice at the end of turn is what makes it rather weak. I think it is nice to see it against a dimir control deck. It forces the control deck to operate on a different axis without being dead in the water.
No it is nowhere close to assemble the legion.
1) Serra zealot nullifies the forge
2) the legion truly snowballs since those tokens stay.
On the fifth turn in play the forge gives you a 5/1 trample haste while the legion has given you 6 tokens before this turn (which are still there if they...
Is part of feeling dated not due to the strength of ‘modern’ creatures? The clock is so quick that stumbling on a land drop is most of the times game over.
Compare it to the sets starting from urza block. The game was much more forgiving and one could stumble a turn on a land drop. One has...
Yes, I mostly play with only old cards. Still, the flip flop from no we do not want the story to span multiple sets to yes we do and so on, and just copying storylines, and the lack of returning to weak creatures rubs me the wrong way.
mmq block cube let’s go
This could indeed be the culprit. Even though in the old days the creatures were weak. In cube/draft/sealed most of the times the bad creatures did the work. It was also very much less bomby than it is now. The clock is soo much quicker recently.
Simple, cater to the playgroup (and a bit of accessibility). Most of the people I play with are familiar with the old rules but do not remember all the cards anymore. Also they stopped playing after mirrodin.
Most of the players do know regenerate but are overwhelmed with too many different...