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CardName: Accursed of Yore Cost: 2BB Type: Creature - Spirit Pow/Tgh: 5/1 Rules Text: When Ragnarok arrives, return Accursed of Yore from your graveyard to the battlefield. (Ragnarok arrives the first time any player's seventh land enters the battlefield.) Flavour Text: Too frail to gain the promised land and too decadent to find rest lasting. Set/Rarity: "Norse" set Common

Accursed of Yore
{2}{b}{b}
 
 C 
Creature – Spirit
When Ragnarok arrives, return Accursed of Yore from your graveyard to the battlefield. (Ragnarok arrives the first time any player's seventh land enters the battlefield.)
Too frail to gain the promised land and too decadent to find rest lasting.
Illus. Keith Lord
5/1
Updated on 03 Jan 2018 by Tahazzar

Code: CB01

Active?: true

History: [-]

2017-12-20 20:30:25: Tahazzar created the card Accursed of Yore

Funny thing... doesn't Ragnarok also arrive when your opponent plays their seventh land? Neither rules text nor reminder text says "Ragnarok arrives for you", so that's the sensible interpretation - and thematically it makes sense that Ragnarok is a global event.

This though means that Ragnarok could conceivably happen a few times in short succession.

I will echo my earlier proposal of "Ragnarok arrives the first time a player plays their seventh land or more." While writing this I also started to wonder whether one would avoid Ragnarok under your version by playing the sixth land, ramping out the seventh land and then going on playing the eighth one turn later.

2017-12-22 07:19:13: Tahazzar edited Accursed of Yore:

updated "ragnarok"

There is a section about the design of ascend in today's article over on wizards.com that might be interesting with regards to gameplay of a land threshold mechanic.

This seems to be the paragraph most important for us:

> "If we were just counting lands, we had to keep the threshold number somewhat low in order to make it something players actually got to experience—but having that lower number took away people's feeling of accomplishment. Furthermore, we don't really give players many ways in Magic to remove each other's lands these days, so there wasn't really much counter play if you happened to be losing to this strategy except trying to win before your opponent could do it—which wasn't a terribly satisfying answer. Finally, the gameplay wasn't very dynamic and exciting, because unless your opponent had access to green mana, you could kind of just look over and roughly estimate how many turns they were from getting there and know that there likely wasn't much either of you could do to change that (short of them missing land drops)."

My gut instinct still tells me that Ragnarok should be something that "happens" (possibly multiple times or not at all) and not a threshold state that is achieved / reached. That has a lot of flavor, mechanical, and design implications that I'm not sure I can verbally express properly. Nothing short of mocking a playtest session isn't gonna move this forward though so maybe I look into that at some point...

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