We are doing this in our Multiverse app:
(Old shared Google spreadsheet for this is here:
https://docs.google.com/spreadsheet/ccc?key=0Ag7TtjWsLhYkdHBBUHF4RG... )
Channel Fireball just did Top 8 Mechanics:
* Retrace
* Dredge
* Landfall (not for attacking like Steppe Lynx - Grazing Gladehart and Roil Elemental style)
* Scry
* Flashback
* Kicker
* Flying
* Cycling
http://www.youtube.com/watch?v=SiNNg5aj-xo
I wonder if we could use that, or some of that, as the basis of You Make the Set 5. I know that some of you were keen on Landfall.
Not sure when we would play it out but some time in late May probably?
Tags:
CUTS
White Rare: Astral Magus.
Black Rare: Dalgath Prophecy (I love this card but it's the one we can afford to lose).
Green Rare: I actually dislike every single G rare. I'd cut Cyclopean Commander first I think.
Green Uncommon: Heroic End or Arctotheir Dynast. Probably Heroic End.
Other notes: I quite hate Staff of the Towers. Compare Trading Post M13 Rare.
Other Decisions
> Is ZEALOUS PROTECTOR okay as a 1/2 with double strike or should he be left as the only reprint?
Either way is fine.
> What is IMPOSSIBLE HORROR going to be? A big flier with more of a drawback, a smaller cheaper flier, or left as he is?
Left as he is.
> Should DALGATH THUG lose Deathtouch?
No.
> Should CALIPH OF TYROSH be a better creature?
No.
> Does MAGE FANATIC need a new name?
"Fanatical Mage"?
> Should SIMPLE OFFERING have flashback for White or some other way for White to use it?
No.
> Should HEROIC END and MIGHT OF EONS swap rarities?
Not if we cut Heroic End. Otherwise, yes.
> What should CYCLOPEAN COMMANDER's ability be?
+1/+1.
> Is RAGESLAVER any good? The only time I saw it in action it was being used as a Fog.
Skill tester.
I've always had fun with Song of Anara. The only thing I've seen Astral Magus do is make a game absolutely desperate for the opponent but not actually end. That said, I don't mind if Song of Anara is the one to make way.
Dalgath Prophecy sounds like it is the one to go from B.
I don't mind what happens with G and I certainly don't have a quick solution.
Works for me.
posting some of my thoughts.
WHITE - Cut Song
BLACK - Cut Dalgath Prophecy
GREEN - Cut Oracle and Commander, move Dynast up to rare as per the suggestion. Although I would make him bring in two 2/2 cyclops friend instead of three 1/1s. Makes it easier to keep track anyway and you can cut his cost to 4GG. Six mana for six power, which can become 9 power seems just nice for a green rare.
ZEALOUS PERSECUTOR - Keep as 1/2 with double strike
IMPOSSIBLE HORROR - Make him 3/3. You are basically missing your next draw step if you play it on t3
DALGATH THUG - remove deathtouch
CALIPH OF TYROSH - Make the ability trigger when it etb
MAGE FANATIC - name sounds good!
SIMPLE OFFERING - don't need the off-colour flashback, or the Plains-pitching
SIGNAL SOLITAIRE - seems alright to me as a filler.
RAGESLAVER - feels like its in the wrong set. How about:
RECYCLER
6
Artifact
6,T: Put target card in a graveyard on top of owner's library face up. Use this ability only as a sorcery.
make them 2/2s at least Kieran, 1/1s are squirrels, saprolings or elves - I think your average cyclops is bigger than that!
One thing I woud say is remember that splashy rares ruin limited, they don't make it better. They are a necessary evil in real Magic for two reasons: (1) to get the cards out there for Constructed and (2) to give bad players a chance against good players. We don't actually have either of those needs so we don't actually need splashy rares.
5 power for 7 mana (inc GGG) isn't that awesome, with no other anthem or mass pump effects - i'm not sure that this is even playable...
Thomas David Baker said:
One thing I woud say is remember that splashy rares ruin limited, they don't make it better. They are a necessary evil in real Magic for two reasons: (1) to get the cards out there for Constructed and (2) to give bad players a chance against good players. We don't actually have either of those needs so we don't actually need splashy rares.
4GGG used to get you a 7/7 trampler that gained 7 life and drew you a card when it died, at uncommon :)
Paul Hodgson said:
5 power for 7 mana (inc GGG) isn't that awesome, with no other anthem or mass pump effects - i'm not sure that this is even playable...
Thomas David Baker said:One thing I woud say is remember that splashy rares ruin limited, they don't make it better. They are a necessary evil in real Magic for two reasons: (1) to get the cards out there for Constructed and (2) to give bad players a chance against good players. We don't actually have either of those needs so we don't actually need splashy rares.
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