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...
I asked before, never ever mention the abomination of the ringers.
That you can name all the rules and can handle the complexity is because you curate it and spent years in the game.
I cater for my playgroup and those do not know the cube by heart, do not want the complexity of 60 keywords and...
I also immediately shortcut. But I do the same with channel. The area is gray, e.g., we have cycling, cards with cycling that actually behave like channel cards (with a draw added), and we have channel cards.
Channel cards read cleaner to me than cycling which do something when you cycle...
I find it weird that one like channel is not a keyword and kicker is. It could be that this is due to the decoupling. But that is just a rules thing that can be solved. These keywords you have showed are also an example of that you do not know what this ability does unless you read the whole...
Sorry, I disagree. Especially with multiple kickers on a card. Then it is really difficult. Yes, kicker keyword tells you that something is up, which is nice.
But what it does is not clear unless you went through the whole card. Kicker is actually more like an ability word like channel. Yes it...
I think it is correct to not keyword those mechanics. Flailing could be keyworded but why. Pumping was around for a long time keywording it is unnecessary. A good keyword is when you know without further reading what the card does. Kicker is an example of not a good keyword, it only tells you...
So it started in onslaught block. Still, yes it is too much. It often feels like most cards have to do something with one of the new abilities and I like it when the next set expands upon an ability. I do not miss the chaff that was around but I do miss the geeky/fun cards that they made without...