I've been mulling this over a bit, and as much as I think it's stupid that Moonmist doesn't work for day/night werewolves, I think some of the new werewolf designs are so sweet, that it would be worth cutting Moonmist for. I could never in good consciousness advocate running them together though. If you don't run Moonmist (or other similar cards that can transform creatures) to begin with, I think the day/night cards are intuitive enough that it's worth it to run the good ones (i.e. the right ones for your environment).Guys I need your help with a decision: Should I include some of the Day/Night Werewolves or not?
— I really hate the Day/Night change to the Werewolf transform mechanic. It doesn’t explain on the cards what the ability does. If you have the token, you get most of the explanation but not all of it.
— I really love the showcase frame for this set’s werewolf transform cards. I also want most different frames in my cube because I like the diversity and the feeling of “That frame is from the Mystical Archive from a set that had extra focus on instants and sorceries” etc.
— I like the way the mechanic works. It’s almost like the old transform and I like that play pattern. It gives the players a mini game within the game.
You could always make a house rule and give Moonmist the line of text "It becomes night." The spirit of the card remains the same, then.I've been mulling this over a bit, and as much as I think it's stupid that Moonmist doesn't work for day/night werewolves, I think some of the new werewolf designs are so sweet, that it would be worth cutting Moonmist for. I could never in good consciousness advocate running them together though. If you don't run Moonmist (or other similar cards that can transform creatures) to begin with, I think the day/night cards are intuitive enough that it's worth it to run the good ones (i.e. the right ones for your environment).
Yeah. As always I think you exactly the right things. What will you do in a few years with the “Permanents enter the battlefield nightbound”? Tell the players before the tournament or just let the ones who did not know this be at a disadvantage?I've been mulling this over a bit, and as much as I think it's stupid that Moonmist doesn't work for day/night werewolves, I think some of the new werewolf designs are so sweet, that it would be worth cutting Moonmist for. I could never in good consciousness advocate running them together though. If you don't run Moonmist (or other similar cards that can transform creatures) to begin with, I think the day/night cards are intuitive enough that it's worth it to run the good ones (i.e. the right ones for your environment).
I would probably explain as it comes up. Cube is (usually) a complex format, there's bound to be some mechanics that are a bit harder to grasp. Just make sure your drafters know it's alright to ask questions during the draft.Yeah. As always I think you exactly the right things. What will you do in a few years with the “Permanents enter the battlefield nightbound”? Tell the players before the tournament or just let the ones who did not know this be at a disadvantage?
That was nasty o_OWe have a trailer for Innistrad: Midnight Hunt now.
You can find it on Youtube or in the lore thread.
Seriously? Like... the prerelease for Midnight Hunt was just this weekend. Insanity...(and what, we only have 3 weeks or so until spoilers, right?)