I've really been feeling like my old Saproling Infestation deck from Invasion Block (almost took it to a PTQ, I think it was solid) is ready for an update. It could have been "improved" a long time ago, of course, but that would just have involved taking most or all of the existing cards out of it, including the Saproling Infestations, and it wouldn't be the same deck anymore. The kicker cards in Time Spiral block did nothing to change that. Zendikar and Worldwake, however, have lots of good stuff for an aggressive GRwb kicker deck. So much, in fact, that I'm not sure what to include!
Standouts from the original deck included Saproling Infestation, Kavu Titan, Skizzik, Thornscape Battlemage, Emblazoned Golem, and the often underrated Primal Growth! How come Primal Growth wasn't reprinted in Zendikar? It seems perfect for the set.
Coming up with weird ideas to make everyone happy since 2008!
I have now started a blog as an appropriate place to put my crazy ideas.
Yeah... Kicker and Multikicker are still horrible names for fantasy game mechanics.
The play feeling of multikicker is certainly different to kicker. But I don't think my description of it would have been like this:
The big decision with kicker is always "now or later?" Do I cast the spell unkicked because I can and I want it now, or do I wait to get something better later? Multikicker is not about now or later. Most of the time when I play it, it's been about it being what I can get at the moment. Sure, I might prioritize playing other cards first, but multikicker isn't the "sit and wait" mechanic that kicker is. There is no end state. There is no moment to wait for. Multikicker shines because it's always usable when you need it.
One more comment:
what the majority of players look for most in expansions of a block is the furthering of the block's themes rather than blue-sky innovation.
(*: With perhaps the exception of Ravnica-block, which managed to be awesome in many ways despite mostly breaking this rule: Gui and Dis continued the themes of Rav but didn't really develop them, but it worked.)
On a completely different and frivolous note, one of my friends points out that you don't put ice cream back in the fridge if you want to eat ice cream on future weekends. That way you'd have flavoured cream on future weekends. The freezer would work rather better ;)
Creator of the Multiverse database for custom sets, the Magic Turing machine (proving Magic Turing-complete) and the random Magic card generator.
I think somebody in the web department confused the Wards and the COPs. Whoops.
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing.
--Aaron Forsythe's Random Card Comment on Kei Takahashi
Yeah... Kicker and Multikicker are still horrible names for fantasy game mechanics.I'm glad I'm not the only one who thinks so. Ironically, "Augment" would have been the perfect name for Kicker in the first place, except that now that we know kicker would eventually become multikicker, it can't be replaced by Augment because "multiaugment" doesn't really work. So I'm back to square 1 in my search for a preferable name. (Reinforce was a similar near-miss.)
I think when you say corollary you mean exception. A corollary is a natural statment that is cotained or easily follows from a previous one. The statment you gave is the antithese of the previous one. This is all.
Many keywords such as "cumulative upkeep" and "buyback" are purely functional with no fantasy flavor. "Kicker" dates from that era.
Oh, and MaRo? You might want to cast a few more 5/5 Gnarlid Packs for 8 mana and lose to people with 7/7 creatures they played for 1 less, before you claim that "multikicker shines because it's always usable when you need it". "Usable" maybe, but "shines" definitely not.
if those 7/7s for 7 are in their hand turn 2 and they have no turn 2 play, maybe YOU'RE winning those games because of all your early game 2/2 for 2 damage. cards that are good early game and useful late game can often be better that cards that are useless at a certain point in the game. ESPECIALLY in limited, but maybe you think limited isn't "real magic" or something.
AnavolverCreature - Volver, 3G, 3/3Twofold 1U, twofold B (You may pay an additional 1U and/or B as you cast this spell.)Anavolver enters the field with two +1/+1 counters on it and has flying if it was folded for 1U.Anavolver enters the field with a +1/+1 counter on it and has "Regeneration - Pay 3 life" if it was folded for B.Gnarlid PackCreature - Beast, 1G, 2/2Manifold 1G (You may pay an additional 1G any number of times as you cast this spell.)Gnarlid Pack enters the field with a +1/+1 counter on it for each time it was folded.
if those 7/7s for 7 are in their hand turn 2 and they have no turn 2 play, maybe YOU'RE winning those games because of all your early game 2/2 for 2 damage. cards that are good early game and useful late game can often be better that cards that are useless at a certain point in the game. ESPECIALLY in limited, but maybe you think limited isn't "real magic" or something.I continue to maintain that cards should be Constructed playable, at least by casual standards, regardless of the effect on Limited. If they need to alter the play value for Limited, then let them at least Oracle the cards to gain value as soon as you have time to look them up, or else print Limited-only cards on cheap cardstock which don't use the same cardpool as permanent Magic cards. I've mentioned all these ideas before.
Everything is playable by casual standards, and you're just being selfish. Like more than usual. And plenty of limited players use their cards for limited and thennnn for constructed. And some of us also like there to be trade in value. And purposefully having current cards be greatly different from printed versions in oracle is a terrible terrible idea. Awful.
And on the other side of that, we get Bushido and Ninjutsu, which are simple-enough functions that can't be repeated, due to 'flavor baggage'.
58086748 wrote:58335208 wrote:Disregard women acquire chase rares. There are a lot of dudes for whom this is not optional.
58335208 wrote:Disregard women acquire chase rares.
97820278 wrote:144532521 wrote:How;s a 2 drop 1/2, Flying broken? What am I missing? You're missing it because *turns Storm Crows sideways* all your base are belong to Chuck Norris and every other overused meme ever.
144532521 wrote:How;s a 2 drop 1/2, Flying broken? What am I missing?
And on the other side of that, we get Bushido and Ninjutsu, which are simple-enough functions that can't be repeated, due to 'flavor baggage'.I don't know how I feel about functions such as these. It leads people down a path to try and make a linear deck out of a keyword.A "Persist deck"A "Ninjitsu deck"A "Soulshift deck"I don't think that they should do away with block mechanics, but I don't like the way they are sometimes. It's like I wish for a way to do them and at the same time let people know that there can't be enough cards in a set or block to make a block mechanic function with any real synergy. But I'm sure WotC isn't going to replace the Hints and Tips card inserts with something similar, but with the added line "A deck that contains only cards with [block mechanic] probably will fail."Don't know if I would count Allies as a block mechanic, or something that they may hold on to. But it's really just a tame version of Slivers. Much more tame.
I continue to maintain that cards should be Constructed playable, at least by casual standards, regardless of the effect on Limited. If they need to alter the play value for Limited, then let them at least Oracle the cards to gain value as soon as you have time to look them up, or else print Limited-only cards on cheap cardstock which don't use the same cardpool as permanent Magic cards.