I like that Oath of Nissa being Legendary is super duper irrelevant, but is there only for the sake of the cycle.
Yes, they said on the mother site the symbol will be used from now on forward.Will <> transcend this set as an evergreen game component?
It's not a new color though, it's literally had the same function since alpha. Brown has always had a "color pie slice" with artifacts.
The symbol sure, but are we going to get cards that cost diamond in shadows over innistrad?
I'd have a hard time believeing that unless the plot just went haywire and the eldrazi are in all blocks from here until the end times
As far as the color pie goes, sure. But functionally, its a new color. The manager works exactly like other colored mana. Lands make and of the 5 colors or colorless, a spells cost any of those 6, or generic.It's not a new color though, it's literally had the same function since alpha. Brown has always had a "color pie slice" with artifacts.
I think it's a great card and people are probably just hung up on the PW part of it. The "look at 3 cards and put one into your hand for " is the exciting part of it.
entirely devoid of emotion and personality, or in another interpretation devoid of life/energy. Its hard to even think of a card that could fit that bill. Makes me think it won't come up much, required support issues aside.
Oath cards feel like the modern equivalent of gimmees for peasant cube. Here's a card that is almost like thirst for knowledge but reinforces gaining advantage onboard and reminds you that we don't live in the world of instants, sorcereries or fact or fiction anymore.
We can probz do better unless we are trying to play their game and go devotion-style-enchantress but honestly it's probably a step in the right direction if it leaves players obsessed with snapcaster+bolt out to dry.
That's one of the things they do. I read an article on it sometime last monthish... I think the article was about Miracle. Basically they want the fancy version of the card to feel amazing, but they don't want to make it broken-amazing. So rather than being reasonable and making the "bad" version of the card only a little bit worse, they make it intentionally unplayable so that it feels that much better to play the card in the intended, awesomer-but-you-gotta-jump-through-hoops mode.So, what are your guys' thoughts on Surge?
Wow, you've managed to articulate what I've been thinking about Magic design as of late. I played in a local Modern tournament this afternoon and played against a UB Faeries deck for the first time ever (as you might know I play UR Twin). It was one of the more exciting games of Magic I had played in a while, because the entire match eschewed (for the most part) sorcery-speed interaction, and was played out on end steps, at instant speed, with several complicated 4-or-more spell stacks. Because our decks are entirely flash threats and instants, it was refreshing to have to consider something other than removal could be going on at instant speed, and having to think about position in terms of information, cards, hands, mana, and life. Essentially, everything mattered, all the time. It probably helped that it was a Vendilion Clique mirror (that card is the pinnacle of interactive, decision-rich Magic). I just don't see those kinds of games often, and love to play them when they come up, and I think that's partly due to NWO designs forcing commitment to the board so heavily.
Are there enough cards for a Flash cube?