Huuuuuuge update
- Human theme is gone!
Champion of the Parish was cute, but was still just a vanilla */* at the end of the day. I'm looking both to slow down my environment by half a turn or so, and to make weenie rush more interesting, so Champions no longer fit the bill.
- Less generic midrange good stuff that are easy includes for any decks in their colour, but don't push any archetypes forward (
Desecration Demon,
Creeperhulk,
Siege Rhino).
- Land destruction theme removed in Gruul, replaced by a lands-matter theme.
- Way fewer multicolour creatures, and fewer gold cards period. A lot of them were boring pseudo-vanilla bodies (e.g.
Dreg Mangler,
Flinthoof Boar) that didn't pull their weight.
- Upgraded some spot removal here and there - less removal that checks toughness (e.g.
Sunlance,
Last Gasp), because big stuff needs killing too.
- Go harder on the enchantment theme. Not sure yet if it'll sink or swim, but only one way to find out.
- A couple cards axed on power level (
Thundermaw Hellkite,
Myr Battlesphere,
Ashiok), to give themes like enchantments and lands-matter room to breathe.
- Higher spell density overall - overall creature ratio is down from ~49% to ~46%. My strongest player pointed out that my format is very creature-centric, and doesn't leave a whole lot of room for more spell-heavy decks; I'd like to change that.
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