Onderzeeboot
Ecstatic Orb
I think the ability is aptly named and am not planning on running it Also, I don't think I want an 8-line Mother of Runes in my cube regardless.
Hmm. Part of the power of mom is that it can stonewall. This one cannot block and is lacking the prevent damage part to be able to make another one a wall. This could be a good thing, but it is definitely weaker.May I present: the world's cutest Mother of Runes!
I wonder how many good cards need to have toxic before there's enough that people feel comfortable giving the mechanic a try. I think toxic is gravy on most cards with the mechanic– I definitely don't think these cards need a poison archetype to be good. Having said that, I know some people see "poison" and think "trapping drafters" (as the original Infect mechanic often did), so they want there to be a critical mass of Toxic cards so that the counters actually matter.
Personally, I'm kind of close to wanting to try some of these– I think if I had a stronger artifact theme Skrelv's Hive would have been enough to push me over. As is, there are some really nice G/W toxic cards. I could definitely see trying some of these out on quality alone.
You know its a cube forum and not a constructed one when you see modern horizon and nicely designed cards in the same sentence.
Edit : I posted at the same time with Velrun, but i disagree with him. While in constructed you play with the pool available, Wotc giving us tons of toys to build around is great for cube ! If you don't like new toys, don't include them.
I just wish every product didn't have to be a commander product, and I wish every standard set didn't have to invent three new mechanics. Those two factors give us a lot of crap text on cards that soil the designs of otherwise nice cards.Funny how you disagree with me but I also agree with you at the same time
I like cube because we can ignore cards for our cubes.
For the game in general I wish they would focus more on Standard and less on Masters, Horizons, Legends and Commander products. And Secret Lairs.
To be fair, a virus was conspiring against them!im not saying it’s a good thing. Just saying that one obvious response to Standard being an unappealing format is to shift design focus away. They tried like 6 different ways to reinvigorate standard post-Energy, and none of them worked.
What constitutes as "all in?" Would you need a full-blown Poison Cube, or just a Poison component in something like a Proliferate Cube? Could it just be a large archetype or would it need to be foundational to the Cube?would never touch poison unless I go all in.
To be fair, many of these changes come back to the end of blocks. It used to be that the Mechanics in the fall set would carry all the way to the spring set, with between 4 and 6 more mechanics being layered over the fall mechanics in the subsequent sets. Now, the new mechanics in the fall sets aren't being carried through the entire year, with each set being mechanically isolated from the others. Even though we aren't seeing that many more mechanics than we did previously, the switch between sets feels more jarring because each set has its own unique identity rather than being an extension of something else.I just wish every product didn't have to be a commander product, and I wish every standard set didn't have to invent three new mechanics. Those two factors give us a lot of crap text on cards that soil the designs of otherwise nice cards.
What constitutes as "all in?" Would you need a full-blown Poison Cube, or just a Poison component in something like a Proliferate Cube? Could it just be a large archetype or would it need to be foundational to the Cube?
Honestly, it'd be fine if they just picked one format and did all of their design targeting that format in particular.Hot take: Magic would be a better game if they would primarily design for limited.
To be fair, many of these changes come back to the end of blocks. It used to be that the Mechanics in the fall set would carry all the way to the spring set, with between 4 and 6 more mechanics being layered over the fall mechanics in the subsequent sets. Now, the new mechanics in the fall sets aren't being carried through the entire year, with each set being mechanically isolated from the others. Even though we aren't seeing that many more mechanics than we did previously, the switch between sets feels more jarring because each set has its own unique identity rather than being an extension of something else.
An additional consequence of the switch to standalone sets instead of blocks, it also means we're seeing a world's worth of Legendary characters in one set instead of three. For example, the three sets of the original Theros block had 26 legendary creatures, the same number as just Theros: Beyond Death.
Well, actually we are seeing much more new mechanics/keywords than before. We have to go a while back but look at https://en.m.wikipedia.org/wiki/Invasion_(Magic:_The_Gathering) and https://en.m.wikipedia.org/wiki/Ravnica.To be fair, many of these changes come back to the end of blocks. It used to be that the Mechanics in the fall set would carry all the way to the spring set, with between 4 and 6 more mechanics being layered over the fall mechanics in the subsequent sets. Now, the new mechanics in the fall sets aren't being carried through the entire year, with each set being mechanically isolated from the others. Even though we aren't seeing that many more mechanics than we did previously, the switch between sets feels more jarring because each set has its own unique identity rather than being an extension of something else.
An additional consequence of the switch to standalone sets instead of blocks, it also means we're seeing a world's worth of Legendary characters in one set instead of three. For example, the three sets of the original Theros block had 26 legendary creatures, the same number as just Theros: Beyond Death.
Standard is deader than a doornail and has been since like 2019. To me this explains why cards look the way they do, post-M21 or so. Listen to Maro’s drive to work on “design for an eternal world” for more.
im not saying it’s a good thing. Just saying that one obvious response to Standard being an unappealing format is to shift design focus away. They tried like 6 different ways to reinvigorate standard post-Energy, and none of them worked.
That point on the path was here.Somewhere along the path they made the mistake of making many different keywords each set.
I maintain that keywords that are only on one card are not that different from the flavor words we enjoyThat point on the path was here.
I miss blocks so much. They also lead to way better stories (on the cards, at least) — blocks let you have time to set up the world and conflicts in said world before you resolved them in later sets. They could theoretically still do that with the current model, but it kinda feels like they don't want to?
Like, take Kaldheim — in older Magic, it would be something like...
Set One: We're introduced to the Plane of Kaldheim and its gods. This is where you do the whole "oh snap, Tibalt is here and usurped one of the gods — what's that little shit planning?"
Set Two: Set up the whole "Kaya hunting Vorinclex" thing, set up for the Doomskar happening. Generate hype.
Set Three: We let the tower topple down and resolve all the plots. Boom, we're done!
Even though the overall narrative is still as annoyingly Planeswalker-heavy, everything has a chance to breathe.
No. That wasn’t. It was way before. Somewhere around original kamigawa.That point on the path was here.
It is not about keywords only. It is about new mechanics. And yes 4 is a lot in one set but it is maybe more that each set has 3 or 4. This has nothing to do with blocks since it started around original kamigawa. Before that there were 2 to 3 mechanics in the first set, maybe one new in the second, and maybe one new in the last. Most of the time the new set had a different interpretation of the original mechanic. Eg. Two types of kicker instead of one.Are there really too many new mechanics each set, though? Like, The Brother's War had only four if you count Meld (on three cards) and Powerstones (not really a mechanic, but does feel like one). I think it's not so much that individual sets have too many keywords (though some certainly could do with one or two less), it's more that a) WotC makes sure to keyword everything nowadays (compare e.g. Wandering Stream to Aven Trailblazer), and b) due to stand-alone blocks, keywords get less time to marinate and evolve, so it all feels a bit cramped.
I mean, Mirrodin before it had affinity, imprint, entwine, and equipment as new mechanics, which is more new mechanics than The Brother's War had. Then Darksteel added indestructible and modular, and Fifth Dawn had five of those six (with imprint and modular appearing only once) and added sunburst and scry, both making them more mechanically dense than many contemporary sets. I think Onslaught was the last "simple" set, with really only morph and cycling (though fear was finally keyworded in this set). Legions added amplify, double strike, and provoke, making it a lot more complex, and Scourge added landcycling and storm instead.It is not about keywords only. It is about new mechanics. And yes 4 is a lot in one set but it is maybe more that each set has 3 or 4. This has nothing to do with blocks since it started around original kamigawa. Before that there were 2 to 3 mechanics in the first set, maybe one new in the second, and maybe one new in the last. Most of the time the new set had a different interpretation of the original mechanic. Eg. Two types of kicker instead of one.
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 the abilities.I mean, Mirrodin before it had affinity, imprint, entwine, and equipment as new mechanics, which is more new mechanics than The Brother's War had. Then Darksteel added indestructible and modular, and Fifth Dawn had five of those six (with imprint and modular appearing only once) and added sunburst and scry, both making them more mechanically dense than many contemporary sets. I think Onslaught was the last "simple" set, with really only morph and cycling (though fear was finally keyworded in this set). Legions added amplify, double strike, and provoke, making it a lot more complex, and Scourge added landcycling and storm instead.
Also, one of the greatest limited environments in recent memory was Kamigawa: Neon Dynasty, even though it had ninjutsu, sagas with transform, channel, modified, and reconfigure. Oh, and compleated as a one-off for poor Tamiyo. And that's not even mentioning things like vehicles, colored artifact creatures, enchantment creatures, and shrines. Plus, our cubes are chock full of different mechanics as well, and are still fun to draft, presumably.
Before that. Specifically, Onslaught.No. That wasn’t. It was way before. Somewhere around original kamigawa.
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 that you can pay additional but what it does is unknown. Scy is a good keyword, it tells you immediately what it does.Before that. Specifically, Onslaught.
also wish I could find the time MaRo wrote that people complained that Masques "didn't have any keywords" because rebels/mercenaries/spellshapers (and I guess also mongers/flailing) weren't keyworded