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Switch to Forum Live View [RTR-ICD] Grim Roustabout
9 months ago  ::  Sep 01, 2012 - 6:35PM #111
magicpablo666
Date Joined: May 19, 2012
Posts: 4,918

Sep 1, 2012 -- 6:15PM, Fireballmage wrote:


There are some ways to stop that. For example, Grim Roustabout has an ability (Regeneration) that works best when it's blocking, so you have a choice between more aggression or a great regenerator in limited.



Oh, I understand that the ability can work well, but as a player, I want to utilize my creatures to their fullest potential. Like, it is almost a drawback mechanic. You can have this, but only if you sacrifice this. Call me greedy, but I want both. Where is the fun in keeping your creature on a leash? I want to smash things with it.

May 8, 2013 -- 12:39PM, Decembra wrote:

Whiny weenie and observant aren't the same thing pablo, somehow I thought you'd understand.

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9 months ago  ::  Sep 01, 2012 - 6:44PM #112
Flopfoot
Date Joined: Jul 16, 2007
Posts: 7,720
You don't need any extra incentive to unleash a creature assuming its a hill giant (3/3) or smaller. I think it's pretty obvious that a spineless thug is better than a fugitive wizard in every format in a vacuum, thats why this guy needs regen to make the options balanced. Theres also the risk that if you dont unleash, the opponent could scavenge on to it when you dont expect. Of course if you are on the back foot you will prefer the defensive mode (although the nice thing about being red black is that you can race with your removal rather than block with creatures). But if they make a really big unleash creature, like a 4/4 at least, they will need to give an ability to encourage the unleashed mode such as trample.
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9 months ago  ::  Sep 01, 2012 - 8:55PM #113
CommanderGreven
Date Joined: Mar 2, 2010
Posts: 11,292
Interesting mechanic.  Bad card though.
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9 months ago  ::  Sep 02, 2012 - 2:18AM #114
morticianjohn
Date Joined: Jun 14, 2006
Posts: 2,166
LOL, you need the 1/1 regen dude to keep blocking to stay alive but I just put a counter on you with my golgari creature in the graveyard and win the game.

I'm sure that they'll push some of these unleash cards to make the mechanic playable but seriously I just think that it's the mechanic that stinks and not this card specifically.
Don't be too smart to have fun
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9 months ago  ::  Sep 03, 2012 - 3:26PM #115
blood77
  • UnCon Prizewinner 2008
Date Joined: Dec 19, 2006
Posts: 2,778
Great option for limited, for ever where else well 

   
   
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How to Auto Card Show

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{c}Gelectrode{/c}= Gelectrode

How to Auto Card, with style Show

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{c=Gelectrode}Pinball Machine{/c}= Pinball Machine

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{deck}
Lands 20
4x Halimar Depths
4X Unstable Frontier
8X Island
4X Swamp

Creatures 12
4x Hedron Crabs
4x Nemesis of Reason
4x Mnemonic Wall

Spells 28
4X Spreading Seas
4X Suffer the Past
4x Mind Funeral
4X Archive Trap
4X Ponder
4x Into the Roil
4X Soul Manipulation
{/deck}

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9 months ago  ::  Sep 03, 2012 - 3:38PM #116
infinight
Date Joined: Aug 8, 2011
Posts: 887

Sep 2, 2012 -- 2:18AM, morticianjohn wrote:

LOL, you need the 1/1 regen dude to keep blocking to stay alive but I just put a counter on you with my golgari creature in the graveyard and win the game.

I'm sure that they'll push some of these unleash cards to make the mechanic playable but seriously I just think that it's the mechanic that stinks and not this card specifically.




That's why you hold back a combat trick in your hand. When your opponent wastes their mana making your creature stronger and tap all their creatures to attack, you cast a flash creature or kill spell to reduce your damage and finish the game with your pumped creature on your turn while your opponent's creatures are all tapped.

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9 months ago  ::  Sep 03, 2012 - 4:42PM #117
Weisse
Date Joined: Jun 27, 2012
Posts: 880
Why isn't it Unleash #? Would make a lot more sense gameplay-wise. Small creatures like this would probably just have Unleash 1 or Unleash 2, but sacrificing an 10/10s ability to block just to make it a 11/11 doesn't seem very right. Turning the 10/10 into a 15/15 that can't block would be interesting, however.
Standard Pauper!
(play it on MTGO)
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9 months ago  ::  Sep 03, 2012 - 5:00PM #118
Steinhauser
Date Joined: Nov 23, 2009
Posts: 1,435

Sep 3, 2012 -- 4:42PM, Weisse wrote:

Why isn't it Unleash #? Would make a lot more sense gameplay-wise. Small creatures like this would probably just have Unleash 1 or Unleash 2, but sacrificing an 10/10s ability to block just to make it a 11/11 doesn't seem very right. Turning the 10/10 into a 15/15 that can't block would be interesting, however.



Rakdos aren't concerned with the efficacy of their 10/10s, because the fight is usually over 5 turns before a creature that size hits the battlefield.

Also, according to MaRo: "Unleash with one counter proved plenty potent enough that we didn’t feel we need to make unleash with greater numbers. Also the variance between the two choices needed to stay close which wouldn’t be true with larger numbers of +1/+1 counters."

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9 months ago  ::  Sep 04, 2012 - 1:40PM #119
Burrow
Date Joined: Sep 14, 2009
Posts: 686
This is all I really want from Rakdos. I think its a great mechanic. It rewards players for getting off to an aggressive start. Plus, damage can really pile up now that black has Exalted.
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9 months ago  ::  Sep 04, 2012 - 2:22PM #120
LordofKhyber
Date Joined: Jul 29, 2009
Posts: 1,023
If there was a limited format where every deck had 4x Doubling Season automatically, I would so play it in that.

Other than that? I'm going to have go with SWDS: 2/5
Things that 5E needs to do:
-Make the use of battlemaps/miniatures the default.
-Make healing fun, magical AND non-magical needs to be an option. Long live the Warlord!
-Make magic items feel magic/mythical. I don't want a dagger +1, I want STING.
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