What are we looking at on Planar Genesis?
Is this pseudo counter spell broken, useless or something in between?
Is this pseudo counter spell broken, useless or something in between?
This set feels like an AER BFZ custom cube.
I feel like this is mostly because Energy and Colorless Mana both require a ton of support to make work well, both in limited and constructed. The other two horizons sets were working with more modular synergies (like “discard,” “artifacts,” and “tokens”) that are both easy to support and easy to overlap with specific designs. While Energy and Colorless Mana Matters both have the potential clean and open-ended designs (some of which we’ve seen in this set!), their status as critical mass mechanics compounded with their limited existing card pool means that it is harder to implement them into the set well without their inclusion feeling forced. To WOTC’s credit, I think they’ve done a better job than I was expecting with both mechanics. Colorless is not nearly as overbearing as I thought it would be, and the energy stuff is leaning towards the “modular” design approach rather than the “critical mass” approach. That said, the two mechanics are still eating up most of the set, which makes the whole product a bit less interesting for people who don’t find those themes resonant.Yeah, that's my problem with this third iteration so far ...
MH1 had snow, which is really similar to colorless. It also has goblins and ninjas which aren't really modular either. MH2 was far better though!The other two horizons sets were working with more modular synergies
More synergies that way!EDIT: I want to like this lady, but man, did they have to say "permanent"?
The worst part was that they basically didn't make any interesting Planeswalkers during this time period! It would have been one thing if all of the Planeswalkers during this time period had been certified bangers with unique play patterns like Liliana of the Veil, Jace, the Mind Sculptor, Elspeth, Sun's Champion, but that's not what we got. They were almost all forgettable 5 and 6-mana cards that had cookie-cutter abilities like Chandra, Flamecaller, Ajani, Unyielding, and Vivien Reid. The best and most impactful Planeswalker from this time period, Teferi, Hero of Dominaria, is a snoozefest to play against. "Thankfully," he's fallen off in recent years, but that's still an indictment of that era of design.Design trends that I think are net negative for the game from this period:
2. Planeswalkers as the central card type
More synergies that way!
I forgot those card types exist. I wanted to have a laugh with some Vivid lands.Look, as funny as it is to run Dark Depths as a super team buff...
OK, actually, no, that's funny as hell. I'm more annoyed because it counts Battles and Planeswalkers, which both start with a bunch of counters by design. Funny Hydra Lady actually likes invading random planes with the Superfriends more than Hydras, apparently.
I forgot those card types exist. I wanted to have a laugh with some Vivid lands.
My one issue with the card is that the Landfall trigger is worded in a way that's almost certain to cause misplays.
I know it's a rare but, I feel like if any card using a set mechanic can't include the reminder text it needs to be redesigned.
I'm kind of confused by this. Daretti seems like a pretty clear case of enabler and payoff by being a Trash for Treasure that can discard your reanimation target, Foundry is kind of in the gray zone, not to mention that you're maybe the biggest Inti stan on this board to my knowledge, which is like the quintessential card for modern design trends, including being a self-enabling payoff.3. The beginning of enablers and payoffs being the same card
I'm not feeling this one. Am I wrong? Convince me to play it.Some neat two drops. I *really* like the idea of Idol of False Gods as a buildaround.
Play it! Or else!I'm not feeling this one. Am I wrong? Convince me to play it.