Community

 
Jump Menu:
Post Reply
Page 1 of 2  •  1 2 Next
8 months ago  ::  Oct 12, 2012 - 5:03PM #1
TheWrathofShane
Date Joined: Jul 13, 2010
Posts: 566
The game is evolving, no doubt about that. Nobody likes vanilla creatures, and even more so when they are under the ideal p/t ratio, i.e. Grizzly Bears , Goblin Piker . Furthur more, when was the last time Runeclaw Bear found its way into any tournament, no matter what color skin it might have been wearing .

Some cards need to be weaker then others, and vanilla creatures are at the bottem of the barrel. It helps take the burden from the demand of a massive pile of new cards, in a card game that has been around since 1993.

What I am propsing is giving greens vanilla creatures a stronger p/t ratio then their cmc. for an 8/8 vanilla wouldn't see play in constructed. But a 3/3 for might, while a 4/4 for might not. I beleive the safest way to introduce this new curve is at + cmc, while working our way down over the sets to the Watchwolf area, and finally breaking into Isamaru, Hound of Konda .

Goblin Guide is arguably a 2/2 haste for with no drawback. Would a vanilla 2/2 for see play? It might, it might not. Starting the transition at will smooth things out, and give us time to get us use to it.

Note that the only color to get this new standard would be green. That would add more definition to the color pie about its love for big creatures. It would also improve upon the stronger cards green has, you would see more cards with 1 or 2 positive abilitys with over the top cmc p/t ratios, but only in green. This would also have a minor effect on the other colors creatures, as they would have more room to be bigger without trying to compete with green.

Green does not get any creature removal or board wipes. So its the color that needs the biggest creatures. Well let me know what you guys think, agree or disagree?
My Music Show
Quick Reply
Cancel
8 months ago  ::  Oct 12, 2012 - 8:30PM #2
razorborne
  • Corporate Slave
Date Joined: Mar 23, 2006
Posts: 19,333
Green already gets 5/5s for 4 with no downside.

also Goblin Guide definitely has drawbacks.

 
120.6. Some effects replace card draws.
Quick Reply
Cancel
8 months ago  ::  Oct 12, 2012 - 8:38PM #3
ChaosLight
Date Joined: Aug 28, 2008
Posts: 14,422
I like vanilla creatures.
Quick Reply
Cancel
8 months ago  ::  Oct 12, 2012 - 8:46PM #4
Sleeping
Date Joined: Sep 23, 2011
Posts: 4,302

Goblin Guide has downsides. He can only be played effectively in the fastest of decks. If your deck is too slow for Guide he actually becomes a burden because your opponent is paying life for cards which is generally a pretty good thing for them.


Green has Garruk's Companion and Leatherback Baloth , which I think were attempting to follow your idea somewhat. They are solidified as green monsters since you can't splash them, and they both have power greater than their CMC and an additional upside. The same is true for Dryad Militant from Return to Ravnica.


Green gets removal now. in M12 it had Arachnus Web and in M13 it had Prey Upon . Though these removal spells are much like red's removal spells, they are limited by the size of the beast, and red's can at least hit players which is very important outside of control and combo decks.

Quick Reply
Cancel
8 months ago  ::  Oct 13, 2012 - 10:20AM #5
bay_falconer
Date Joined: Oct 12, 2010
Posts: 9,710

Oct 12, 2012 -- 8:46PM, Sleeping wrote:


Goblin Guide has downsides. He can only be played effectively in the fastest of decks. If your deck is too slow for Guide he actually becomes a burden because your opponent is paying life for cards which is generally a pretty good thing for them.


Green has Garruk's Companion and Leatherback Baloth , which I think were attempting to follow your idea somewhat. They are solidified as green monsters since you can't splash them, and they both have power greater than their CMC and an additional upside. The same is true for Dryad Militant from Return to Ravnica.


Green gets removal now. in M12 it had Arachnus Web and in M13 it had Prey Upon . Though these removal spells are much like red's removal spells, they are limited by the size of the beast, and red's can at least hit players which is very important outside of control and combo decks.




Arachnus Web is the way white would. Fight could be red.

I'd say for the most part, power's just moving around. So Counterspell's gone, but Snapcaster Mage is a thing.

Jun 27, 2012 -- 12:04AM, GM_Champion wrote:

Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.


----
Autocard is your friend.

[c]Lightning Bolt[/c]
= Lightning Bolt
Quick Reply
Cancel
8 months ago  ::  Oct 13, 2012 - 2:06PM #6
Sleeping
Date Joined: Sep 23, 2011
Posts: 4,302

Oct 13, 2012 -- 10:20AM, bay_falconer wrote:

Oct 12, 2012 -- 8:46PM, Sleeping wrote:


Goblin Guide has downsides. He can only be played effectively in the fastest of decks. If your deck is too slow for Guide he actually becomes a burden because your opponent is paying life for cards which is generally a pretty good thing for them.


Green has Garruk's Companion and Leatherback Baloth , which I think were attempting to follow your idea somewhat. They are solidified as green monsters since you can't splash them, and they both have power greater than their CMC and an additional upside. The same is true for Dryad Militant from Return to Ravnica.


Green gets removal now. in M12 it had Arachnus Web and in M13 it had Prey Upon . Though these removal spells are much like red's removal spells, they are limited by the size of the beast, and red's can at least hit players which is very important outside of control and combo decks.




Arachnus Web is the way white would. Fight could be red.

I'd say for the most part, power's just moving around. So Counterspell's gone, but Snapcaster Mage is a thing.




It may be white in form, but my point was that in a real game of Magic it functions like most red removal (burn), bad to big beasts and buff magic. White actually focuses on the oposite often, like with Selesnya Charm and Smite the Monstrous , killing only large creatures. Though it does get effects that destroy creatures under a certain power as well.

Quick Reply
Cancel
8 months ago  ::  Oct 13, 2012 - 8:11PM #7
green_girl
Date Joined: Jun 17, 2007
Posts: 698
Four words:



Call of the Conclave.
Quick Reply
Cancel
8 months ago  ::  Oct 13, 2012 - 9:49PM #8
Dragon_Nut
Date Joined: Feb 22, 2005
Posts: 2,136

Oct 13, 2012 -- 8:11PM, green_girl wrote:

Four words:



Call of the Conclave.



Watchwolf will be over here crying in the corner if you need him.


Meanwhile, Quilled Slagwurm may cost but it IS a 7 mana 8/8 in green. at and a rarity bump you can get Terra Stomper , which is not only 8/8, but also comes with trample and uncounterability as added bonuses.

Immature College Student
(Also a Rules Advisor)

   
   
   
Quick Reply
Cancel
8 months ago  ::  Oct 14, 2012 - 12:44AM #9
doomtomb
Date Joined: Jan 19, 2007
Posts: 72
So you are proposing that green gets better P/T per mana in exchange for vanilla-ness? I think they already have that if I'm not mistaken.
Quick Reply
Cancel
8 months ago  ::  Oct 14, 2012 - 1:55AM #10
Sleeping
Date Joined: Sep 23, 2011
Posts: 4,302

Oct 13, 2012 -- 8:11PM, green_girl wrote:

Four words:
Call of the Conclave.



That's white. If you count white there's Knight of the Reliquary , who gets rather ridiculous with fetches. Speaking of fetches and big "vanilla" green creatures, there's old Goyf , who can very reliably be a 3/4+.

Quick Reply
Cancel
Page 1 of 2  •  1 2 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing