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Switch to Forum Live View Hexproof Spot Removal - 2 Versions
5 months ago  ::  Dec 20, 2012 - 4:52AM #21
idrinkyourmilkshake
Date Joined: Dec 12, 2012
Posts: 473
You make a fair point about Invisible Stalker .  I can see where you're coming from.

But, I still don't think it warrants a response as gimmicky as 'target opponent sacrifices a creature of your choice.'
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5 months ago  ::  Dec 20, 2012 - 4:58AM #22
cats_and_me
Date Joined: May 29, 2007
Posts: 11,401
The second version was very clever + subtle, but for obvious reasons we quickly focused on power levels in this discussion, just like in most other threads!
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5 months ago  ::  Dec 20, 2012 - 5:02AM #23
Silly_Dragons
Date Joined: Aug 25, 2008
Posts: 8,019

Dec 20, 2012 -- 4:52AM, idrinkyourmilkshake wrote:

You make a fair point about Invisible Stalker .  I can see where you're coming from.

But, I still don't think it warrants a response as gimmicky as 'target opponent sacrifices a creature of your choice.'



Oh yeah, that's not a good card either.

I was just saying that Stalker was probably put in the wrong block. And in that block specifically the fact that it did have hexproof was a big problem.

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5 months ago  ::  Dec 20, 2012 - 6:00AM #24
cats_and_me
Date Joined: May 29, 2007
Posts: 11,401
By the way, the second version includes most positive effects of Aether Snap , although it's very often not exactly the same thing..
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5 months ago  ::  Dec 20, 2012 - 7:08AM #25
alan2here
Date Joined: May 17, 2012
Posts: 827
What sort of interaction are we talking about, all this interaction is removal right, the interaction that results in less interaction later in the game. Invisible Stalker is a 1/1 for 2, although it is blue. Why not play more creatures and have them interact with the stalker during combat, use an ability of another creature to tap it etc...
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5 months ago  ::  Dec 20, 2012 - 7:10AM #26
cats_and_me
Date Joined: May 29, 2007
Posts: 11,401
Huh, interaction during the combat phase? Are you sure that you're talking about Invisible Stalker ?
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5 months ago  ::  Dec 20, 2012 - 7:14AM #27
alan2here
Date Joined: May 17, 2012
Posts: 827
Good point.

Having thought more about it, shroud might have been a better choice. It's not as bad as the Hexproof on Dun Grove Elder, that makes no sense.

A few posts ago I provided some better costed and slightly reworded versions of these removals. Maybe they would be more reasonable. I agree that the original posters are too cheap.
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5 months ago  ::  Dec 20, 2012 - 1:18PM #28
Taramoor
Date Joined: Apr 13, 2012
Posts: 361
I only see Hexproof removal occuring in the future in a couple of different ways.

First way:

Cleansing Edict

Sorcery

Name a nonland card.

Each player sacrifices all permanents
with that name.

---------------

Second way:

Eagle-eyed Watchman

Creature - Human Soldier

, : Until end of turn, creatures your
opponents control that have Hexproof may
be targeted as though they did not have
Hexproof. 

2/2 

----------------

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5 months ago  ::  Dec 20, 2012 - 6:40PM #29
idrinkyourmilkshake
Date Joined: Dec 12, 2012
Posts: 473
Card 1 I like -- I have no problem with it because it's application doesn't predicate itself on whether or not a hexproof creature is in play.  It's like Nevermore meets Wrath of God .  A creature doesn't have to be hexproof for it to work, but it does work around hexproof anyways.

The second card however -- is specifically hating on hexproof to the point where it is utterly useless unless your opponent controls a hexproof creature.  Cards like that have such limited usefulness that they will not see play outside of the most particular metagames.  (all Hexproof FTW?)

A hallmark of a good design is that it doesn't work to undo a previous design.  Why would Wizards even start with Hexproof if they were just going to print hexproof hate in the next block?

Designs like these create unbalanced mechanics that seek to one-up each other, so that each iteration nullifies the last, until every creature is a 10/10 indestructible haste hexproof first strike, and every spell is "~ cannot be countered.  Exile all permanents."


And even if you are hell-bent on hating hexproof, why not just have card 2 say "Creatures target opponent controls lose hexproof until end of turn."?
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5 months ago  ::  Dec 20, 2012 - 7:16PM #30
cats_and_me
Date Joined: May 29, 2007
Posts: 11,401
@Taramoor: Your first card isn't white and it does exactly the same thing as Maelstrom Pulse in most cases.. Your second card is very narrow, there are so many abilities in the game that aren't totally useless against other cards and that can hose shroud in more subtle ways..
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