Seriously? An 8/8 for five mana whose only drawback is that you have to control a creature. I don't want to play against this. I don't want to be forced to choose between buying this or playing my favorite, formerly-decent 5-mana green creatures and falling behind the power creep. Why are you doing this? This isn't a chase mythic rare; it won't sell tons of packs. It just obsoletes so many fun and interesting cards and creates another moment of "Does anyone have a removal spell? Nope. Guess we all lose." and there are already way too many cards like that printed this last year alone.Stop printing overpowered creatures. Please.
192884403 wrote:surely one can't say complex conditional passive language is bad grammar ?
I'm pretty sure Daybreak Ranger is female, so I think it's pretty likely Nightfall Predator is as well. Unless there's some aspect to the werewolf transformation we haven't been told about??
But gender pedantry apart, this preview does seem pretty ridiculous. As the article says, 12 power for 5 mana hasn't been seen even at mythic; I suppose Grave Titan would get there given a turn to attack, but the Titans are not acceptable precedent for, well, anything, especially power levels of five-mana creatures.
All that said, I am really looking forward to playing with soulbond (just not this creature in particular). It does look a lot of fun. And I'm also happy to have at least two flicker effects at common.To Popengton: "This can be chump-blocked forever" may be enough to keep a card out of tournament Constructed, but tournament Constructed is *not* the only format. I really can't see this having a good effect on Limited or Casual, both of which are places where it's usually not difficult to keep a creature on the board. Would you say a 20/20 for 3 mana is okay because "it can be chump-blocked forever"?
Creator of the Multiverse database for custom sets, the Magic Turing machine (proving Magic Turing-complete) and the random Magic card generator.
The more I think about it, the more I like Soulbond. My initial reaction was negative, as it seemed so bland; however, now I'm starting to like it. It's got a lot of design space (admittedly almost all of it already covered by auras). I just wish it were flavored more as a mount mechanic, than as a "buddies for life", or whatever it is now.I agree that five-mana for an 8/8 that also gives another creature +4/+4 is ridiculously over the curve. But hey, it's not the most over-the-curve we've gotten lately, so I guess that's fine... I guess.
I'm disappointed that the wolfir are apparently just going to be regular ol' Wolf creatures. It looks like werewolves are well and truly dead.
Toutatis save us for the sky is falling on our heads! I love the ability of magic players to instantly jump up and down about a card and proclaim how broken it is. Let me say that I think this card is nice, but not overpowering. Lets look at what you're getting without the soulbonding ability, a vanilla 4/4 for 5 mana in green. Now that on its own is a pretty bad card. This card is only good when it has its friend still present. On its own its fairly useless yes? Thats the crux of a soulbond card, it needs its friend. So why are people forgetting this? Its not like there's a ton of removal available to players or anything... And never mind that, its an 8/8 with no other abilities. How is it going to get past that 1/1 spirit token? Of course in combination with another thats a different story, but thats just it, it needs a buddy to do anything. This card is fun, but not great. So quit dramatizing.
EDIT: re-read the paired text. So if you have a wingcrafter as well in play, as well as another misc. creature, all 3 get +4+4 and flying?
76125763 wrote:Zindaras' meta is like a fossil, ancient and its secrets yet to be uncovered. Only men of yore, long dead, knew of it.
Woah. Dat preview card. 12 potential points of power and toughness for a mere five mana in green is insane. A soulbond 1/1 blue flying and a soulbond 2/2 white double strike are costed the same as their non-soulbond counterparts since soulbond is a pro and a con. Nightshade Peddler is costed the same as Ambush Viper, Thornweald Archer, and Deadly Recluse which include an extra ability and point of power or toughness. Can't think of any precedent for an 8/8 green five-mana beatstick though...
You can add on Ezuri's Brigade, 8/8 plus trample for four mana (via metalcraft). Although if 8/8 for 5 is fine in green alone, that's pretty insulting to Fusion Elemental.
I think the greater concern here is that he grants 4, with no summoning sickness in effect. A 1/1 flyer suddenly becoming 5/5 is potentially a bigger problem than "just" an 8/8 creature. (And paired with Silverblade Paladin that's 14 points of doublestrike, though by then you're already in overkill.)
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So what happens if you pair one Wolfir Silverheart with another? Do they both become 12/12?
From Mark Rosewater's Tumblr: the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play? I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature.
MaRo: One of the classic R&D stories happened during a Scars of Mirrodin draft. Erik Lauer was sitting to my right (meaning that he passed to me in the first and third packs). At the end of the draft, Erik was upset because I was in his colors (black-green). He said, "Didn't you see the signals? I went into black-green in pack one." I replied, "Didn't you see my signals? I started drafting infect six drafts ago."
MaRo: I redesigned him while the effect was on the stack.
This card represents what green should be: Huge creatures. The block has been a big departure from the traditional role of each color:Blue-usually controlling, counterspells and library manipulation. Innistrad- beatdown flyers and ridiculously aggressive delver.Red-usually aggro creature/burn. Innistrad- tribal and creature beatdown.White-okay, you got me, not much changed here, except the human tribe.Black-not much different here either, but more removal and tribal than normalGreen-usually the color with the "High, im the huge guy who's gonna rip your face off now" kinda creatures. Now they are smaller and more horde style, including a lot of cards designed to support werewolves. That, or morbid/mill.Hopefully, this set will bring them back to more traditional roles. I can see this guy making green/blue a limited archetype, running aggro flyers+ soulbonders. the soulbond pump seems very real too.
Chronego:I hear you. But your point really is why I'm annoyed. My Mono-Green is always gonna be ramp up, and loads of cool fatties, and with Green Sun's Zenith, it can have a lot of silver bullets/more diffirent fatties. But what can I do with Mono-Blue? In short, everything. Blue is currently the only color with a lord that boost its own color instead of type, and it is the most aggressive, and it can control the game better than anything. Only tokens and ramp compete. Red isn't a one-trick pony, but everything it can do is now done by another color. Removal? lots of black. Green got prey upon, uncharecteristic removal, Garruk Relentless too, and the other Garruk (in standard) has card draw. Every color is basically gaining every other colors tricks. Magic is becoming a homogenous game, assuming no trajectory change in Ravnica, and the fact that each color had its own thing was its greatest strength, aside from the concept of mana costs.
They need to make the soulbond abilities this powerful otherwise they wouldn't be worth the chances of being sniped. Imagine the following scenario:A: I cast Wolfir Silverheart pairing it with my Silverblade Paladin. Attack with Silverblade Paladin.B: Doom blade the Wolfir. Block the Paladin with my 3/3 vanilla.I think it's perfectly fair.
(though less so in Limited, where the mechanic is frequent and removal is not.).