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5 years ago ::
Mar 30, 2008 - 10:43PM
#21
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Date Joined:
Jul 26, 2006
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If Limited gets in the way of printing good Constructed cards...
Screw limited
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5 years ago ::
Mar 30, 2008 - 10:44PM
#22
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So um... does this make them 1/1 vanillas or just their power and toughness into 1/1? I'm assuming it just makes their power and toughness 1/1, since it doesn't specifically say they lose their abilities, but that is horribly unclear on that card. And does that ability officially "change" the text on the card, so all creatures are regarded as having a 1/1 printed in their power/toughness box? Looks like I need to go read up on the rules for this one...
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5 years ago ::
Mar 30, 2008 - 10:57PM
#23
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- Celestial Teapots are broken!
Date Joined:
Feb 24, 2007
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So um... does this make them 1/1 vanillas or just their power and toughness into 1/1? I'm assuming it just makes their power and toughness 1/1, since it doesn't specifically say they lose their abilities, but that is horribly unclear on that card. And does that ability officially "change" the text on the card, so all creatures are regarded as having a 1/1 printed in their power/toughness box? Looks like I need to go read up on the rules for this one... It doesn't say they lose their abilities, so they don't.
Here are the layer rules: 418.5a
Show
418.5a The values of an object’s characteristics are determined by starting with the actual object, then applying continuous effects in a series of layers in the following order: (1) copy effects (see rule 503, “Copying Objects” ; (2) control-changing effects; (3) text-changing effects; (4) type-changing effects (which includes effects that change an object’s card type, subtype, and/or supertype); (5) all other continuous effects, except those that change power and/or toughness; and (6) power- and/or toughness-changing effects. Inside each layer from 1 through 5, apply effects from characteristic-defining abilities first, then all other effects in timestamp order. Inside layer 6, apply effects in a series of sublayers in the following order: (6a) effects from characteristic-defining abilities; (6b) all other effects not specifically applied in 6c, 6d, or 6e; (6c) changes from counters; (6d) effects from static abilities that modify power and/or toughness but don’t set power and/or toughness to a specific number or value; and (6e) effects that switch a creature’s power and toughness. Within each sublayer, apply effects in timestamp order. Note that dependency may alter the order in which effects are applied within a layer or sublayer. See also the rules for timestamp order and dependency (rules 418.5b–418.5g). The Godhead has a layer 6b effect. That puts it in the same sublayer as Peppersmoke , Giant Growth , and Wings of Velis Vel (to give just some examples). If there are multiple such effects, they'll be applied in timestamp order. That means, for example, that if you play Giant Growth on something and then the Godhead comes into play, the creature will be a 1/1. If the Godhead is already in play and then you play Giant Growth on a creature, it'll become a 4/4. Effects in layer 6c (P/T-modifying counters), layer 6d (static abilities like Glorious Anthem or Reins of the Vinesteed ), and layer 6e (P/T-switching effects like Merfolk Thaumaturgist ) will always be applied after the Godhead's effect.
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5 years ago ::
Mar 30, 2008 - 11:12PM
#24
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5 years ago ::
Mar 30, 2008 - 11:31PM
#25
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Date Joined:
Mar 12, 2007
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I always hoped they would have Primal Order return to standard. These days that card would have relevance and wouldn't be broken. Perhaps, but it should be red.
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5 years ago ::
Mar 31, 2008 - 12:21AM
#26
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Date Joined:
Dec 30, 2007
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Preview Card = Hot diggity-damn!
Wow. A finisher and board controller for both blue and white. Wow.
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5 years ago ::
Mar 31, 2008 - 12:21AM
#27
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That's what I thought Adeyke, but thanks for clearing that up. I just wonder if they could have worded it a bit better.
Either way, cool card. It's interesting to note that Godhead of Awe works very poorly with other copies of itself, while Demigod of Revenge works great with other copies of itself. I like how that's sort of against the usual flow of the colors. It really adds to the flavor that this set is totally opposite of the usual. Very cool.
Based on the card previews alone I am infinitely more excited about Shadowmoor block than I ever was about Lorwyn. I can't tell how much of that is determined by the flavor (I definitely prefer dark settings) and how much of it is based on the mechanics (I definitely prefer cards that trash eachother rather than help eachother). I really like the total lack (so far) of tribal in this set. I'm picturing much cooler games out of this block. Hopefully the games of "race to see who can build up a million of their creature type first" that I so often played in Lorwyn are gone. ::crosses fingers::
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5 years ago ::
Mar 31, 2008 - 12:44AM
#28
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Date Joined:
Aug 30, 2002
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I am really happy about hybrid becoming much bigger.
I am not that big a fan of the art. I somewhat wished the elementals/spirits of Shadowmoor stayed in the tradition of Lorwyn as being monsters from fairy tales, but of course made much more terrifying. This card's art seems more like a kami.
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5 years ago ::
Mar 31, 2008 - 3:02AM
#29
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Date Joined:
Mar 16, 2004
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Gnyah, this server downtime is immensely frustrating. I always read the MTGcom articles when I get into work, around 9:30 or 9:45; then I want to come to the boards and post. Usually I get as far as reading the thread, but then when I try to post or quote a post, I get that hugely annoying black page. Seriously, Wizards, what other global website goes down for AN HOUR, EVERY day?! And even if you had to do that, you could at least leave the URLs intact! When I quote posts, or just hit "forward" or "back", the stored URL gets overwritten to boards-status.wizards.com, which means once I've waited the hour for the site to come back, the URLs of my tabs aren't valid! Grnyah! Aaanyway...
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Are we missing something? You may be missing something, but just something that he wrote in plain text form. He's saying that there are multiple Shadowmoor cards that care about colour, and that they were sneakily able to hide support for this throughout all of Lorwyn, by the cunning trick of printing coloured cards. (Okay, it may turn out to be a little more cunning if the off-colour token-making of Guardian of Cloverdell , Summon the School and Stonybrook Schoolmaster becomes relevant. But I think the fact that he printed Imperious Perfect next to Wilt-Leaf Cavaliers suggests that it's number of permanents of X colour that matters. So Summon the School is still a bomb.)
In a similar way, Shadowmoor block is able to provide support for the Lorwyn-block tribes by just having cards with the appropriate creature types. (Contrast with things like Time Spiral block's cards that care about time counters: they're interesting for in-block interactions, but there's no way they can continue to provide some degree of support for that without shoehorning it in, whereas colour-matters and creature-type-matters they can support without being too obvious about it.)
Godhead of Awe is a pretty cool card, but I don't see how it's blue in any way other than being a 4/4 flyer for 5. (And, y'know, other colours get that too.) Setting creatures' p/t to 1/1 or 0/1 has always been white . ( Black gets to make them 0/2, green gets to make them 0/4... blue has had two cards that set P/T, but one of them was in the colour-weird set, so I'm somewhat confused.)
Hybrid is only interesting if the card is an effect that's plausible in both the colours it's hybrid between. Rhys just about manages that, since white is the second-biggest token colour after green. Demigod of Revenge has haste (red/black) and self-reanimation (black, with minor white and red splashes), so it's not very red. But Godhead of Awe is even less blue than Demigod of Revenge is red. Not too impressed so far.
On a different note, the poster who pointed out that Desert and Mutavault have never been costlier was very much right. ( Urza's Factory I'm not so sure about - that's normally only used by big mana decks anyway, who won't much mind if they're playing their finisher on turn 8 or 9.)
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5 years ago ::
Mar 31, 2008 - 3:19AM
#30
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And now for the question on all our minds: How does this interact with Tarms ?
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