Community

 
Jump Menu:
Post Reply
Page 1 of 8  •  1 2 3 4 5 6 ... 8 Next
6/29/2009 Feature: "The Magic Is Back"
1 year ago  ::  Jun 26, 2009 - 10:50AM #1
WotC_Monty
Posts: 1,362
Date Joined: 11/05/03
This thread is for discussion of this week's Feature Article, which goes live Monday morning on magicthegathering.com.
Quick Reply
Cancel
1 year ago  ::  Jun 28, 2009 - 9:12PM #2
Hacimen
Posts: 6,521
Date Joined: 10/23/06
Like Don Genaro in the Casteneda books, they will be searching for Ixtlan for the rest of their lives.
Quick Reply
Cancel
1 year ago  ::  Jun 28, 2009 - 9:24PM #3
Dream_Spinner
Posts: 2,284
Date Joined: 08/30/02
  • YMtC Idol
  • YMtC Champion
I still love Child of Night and still hate Undead Slayer's name. I'm a little thrown by how the Goblins don't have class types. I never noticed that about Siege-Gang Commander.

And is that a Star of David over the eclipse in the first image?
Quick Reply
Cancel
1 year ago  ::  Jun 28, 2009 - 9:47PM #4
SuperSpeedy
Posts: 1,313
Date Joined: 03/10/04
Well, Extended Gobbos... you'll lose your Warchief soon, but here... have a Chieftain.
Quick Reply
Cancel
1 year ago  ::  Jun 28, 2009 - 10:19PM #5
Shadowin
Posts: 5
Date Joined: 03/17/06
It would have been cool to have a block that could use the undead in M10. I suppose Zendikar will not have a small undead theme.
Quick Reply
Cancel
1 year ago  ::  Jun 28, 2009 - 11:04PM #6
Newbunkle
Posts: 1,959
Date Joined: 10/11/07
Where's my cat lord? Booooooo!

Apart from that this looks like the best core set I've ever seen!
Quick Reply
Cancel
1 year ago  ::  Jun 29, 2009 - 12:32AM #7
p_m
Posts: 68
Date Joined: 05/05/05
And of course, the dual lands are rares!
The cards that are auto 4s in most of the decks, are rares. For sure, they would screw up the limited play so much that having them on lower rarities was a no-go.
Quick Reply
Cancel
1 year ago  ::  Jun 29, 2009 - 1:20AM #8
GobalinKing
Posts: 128
Date Joined: 05/27/04
Goblin Chieftain makes both me and the young Goblin deck-toting Magic player inside of me happy. Thank you, Wizards.
Quick Reply
Cancel
1 year ago  ::  Jun 29, 2009 - 2:43AM #9
ManiacZombie
Posts: 289
Date Joined: 02/24/09
Red looks to have a considerably strong number of cards which I'm looking forward to trying to exploit.

"Neither first strike nor very strong cheap creatures are things that we often give black these days."


Make it a zombie and I'd shat a brick. :D


Whats up with the Lords not actually having the "lord" title in their creature text? Is this some way of helping to build the morale of the lesser gobs/vamps on the basis of some seemingly leveled caste system thus making them more likely to conform and accept their role as cannon... er, dragon - fodder? Hmmmmmmmmmm? Chieftain looks great though... /drool.

Also, I still do feel that "Undead Slayer" is a really generically lackluster name, especially for a righteous "protagonist who bravely fights against the darkness." Perhaps this makes it easier for the player to easily let go of this card when it's fragile 2/2 body is ripped apart by hoards of undead or a cheap burn spell... Now if that was a: "[Insert Cool Name], Slayer of the Undead" with a 3/4 body, duel +1's to other clerics, tap for exile, and mythic rarity... that would be a protagonist. Just saying.



On the whole - it appears that M10 will be one hell of a ride.


So long as there's zombies... :D

Quick Reply
Cancel
1 year ago  ::  Jun 29, 2009 - 4:12AM #10
Oleander
Posts: 18
Date Joined: 11/12/08
The new basic creature lords like the Goblin Chieftain are looking to be good; However, some of the newer cards are not so hot looking. The Vampire Nocturnus is very blah to be an mythic rare. It's price and it's power and toughness are good, yes, but vampires without fly in the first place seem very odd, as most nearly all of the previously printed vampires have fly. The "playing with the top card revealed" clause kinda hinders people from playing it, as it further reduces any chance of executing already limited surprise tactics, for an effect that won't be affecting a cheap, expansive creature population. Also, why does it specify itself in it's text? Wouldn't simply saying "All vampire creatures you control get +2/+1 and flying" suffice? He is a vampire, and would indeed fall under the "vampire creatures you control" category. The Undead Slayer is has a neat function, but it's wording is very clumsy. For starters, the name is too generic and it's flavor text seems very wrong somehow; I think using "soulless" and "soul" in that fashion assaults logic somehow. And finally, these new dual lands seem very much weaker than the previously released dual lands. For starters, you cannot use it turn one, making it that much more inefficient, and thus slowing down a great deal of decks. As they stand now, these lands are actually weaker than the tri-lands from Shards of Alara, and the tri-lands produce 3 colors of mana and don't rely on basic lands to function. As I have noticed in previous sets, the core edition has contained the so called "pain lands," which are playable the turn they come into play, at the price of a life; The block sets, such as Ravnica, Time Spiral, Lorwyn-Shadowmoor, and even Shards of Alara, have contained the dual lands that require some other component to function, be it a payment of life, a specific creature type, or some color of mana. Point being, the core lands until now have not been the wait-another-turn-to-use lands, and I think this will really slow down the game. On top of that, in tri-color plus decks, these new dual lands have the added risk of not being playable at all should you not pull the proper type of basic land needed to activate them. I think the pain lands should have kept their place in the core edition while this new type of land should have been saved for a future, dual color themed block set. Also, it seems to me that all this catering to the newbie, casual player is removing a great deal of the strategy and risk from the game; It should be noted, since Magic is taking a stronger swing towards the fantasy realm, that in these fantasy worlds the gaining of and use of power has a price and penalty for overuse, and stripping away these repercussions, such as the newbie player's disdain and confusion about pain lands and mana burning, takes away that particular element of the fantasy genre. If a player has difficulty understanding something like the power of pain lands or mana burn, they should take the time to learn about it from a fellow gamer or an article on the topic, rather than have these elements removed because they might be scared to take a risk.
Quick Reply
Cancel
Page 1 of 8  •  1 2 3 4 5 6 ... 8 Next
Post Reply
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing