Magic 20XX: Recent Activity
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Recent updates to Magic 20XX: (Generated at 2025-05-01 11:10:53)
Magic 20XX: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Magic 20XX: (Generated at 2025-05-01 11:10:53)
There's 3 of these "creatures that become another creature, wisdom dependant" in the file. Aether Snake was introduced a while ago, and there's another one down the line. One of the things I like about these buggers is that Aether Snake and Serpent Caller both have reasons why you want to try to turn it back into a 'normal' creature. In Aether Snake, it's so you can block, and, in Serpent Caller... well, you may need to swing for two in a game with no islands. It happens.
Reprint of Rhystic Deluge. Yet another card that helps wisdom out, but doesn't explicitly say "Don't cast any spells". The deluge is kind of neat because it super-charges two wisdom players, though the controller of the ability may not realize it...
I took a note from Magic 2010 and added Negate to common in an attempt to stop potential bombs I didn't forsee in draft. In 2010, this was seen as a necessary evil and a way to stop Sleep and Overrun from getting out of hand. 20XX turned out to be strangely balanced in testing (well, balanced considering I expect everything to blow up when it gets tested for the first time, and this set didn't.) No real reason to pull Negate, though. It does a good job.
Another part of the cycles from play cycle we see in Viashino Frontline. This card is a reprint of Illuminated Wings.
Er, Words of Wisdom seems like parity; this seems like a lot better than parity. It's Divination but tweaked for the set with a universal cantrip; seems pretty good.
I like the way this checks for relative-wisdom just before the opponent draws a card :)
Yeah, Repulse was excellent in Standard, and this is one of the more common modes for Cryptic Command, so yes, I expect this would see Standard play.
Reprinting Gush in the Wisdom v. Hellbent set got the reaction I wanted to see. People were like "Woah! Gush is a powerful spell!" Then immediately took a step back and said to themselves "Hmm... but is it powerful here?"
The answer? Yeah, actually, I should probably bump this uncommon. I think I put one too many spells in the set that help you get to wisdom, so the ability to get Wisdom for
should be given a special status. Not broken, though, so that's good.
That seems like parity, but 3 cards for 3 is a lot of cards. The fact that this has a chance to screw up Hellbent can be funny as well.
Dream Prowler. I don't think this reprint filled a specific purpose... it probably just filled a slot well.
Blue has a cerebral take on Wisdom in 20XX... it wants to have more cards in hand than you do. It care if it only has one and you have zero... it just wants to know it is better enough. This has a rather interesting interaction with the blue Hellbent cards... hellbent often draws you a card in blue, so the feel is that you want to skim over the surface doing just enough.
Unfortunately, counting the cards in my hand and counting the cards in my opponent's hands can be annoying. I tried to be jurisprudent how many cards I would put this on. Dominating Presence is one of the few. It still might be a mistake... nobody really complained about it, but that doesn't mean noone was annoyed by it.
Boomerang plus cantrip. Not anything crazy, though, it would have a chance of ending up in tier 1 standard decks. I wonder how many people who drafted 20XX recognized this as another card that could give them instant speed wisdom?
Yeah, this looks pretty solid.
I've always been amused that Goblin Striker was an acceptable card to draft in its environment. It looks so futile... and too easy to trump to be relevant. But people often didn't have an early defense in the combo heavy draft environment of Mirrodin, and later, you could pile a bunch of equipment on this guy and let the first strike do some work for you.
So, when thinking about what creatures could get the "Cycle from play ability", I realized I could slap it on Goblin Striker and call it a day. It's fun to see your opponent scrambe to deal with this card. Gets in there when you weren't ready. Gets in there the next round, because you slapped a Taste for Mayhem on it. Then, the round after that, when you double block, he kills one creature in first strike, then sacrifices. I've seen a number of players shake their head in frustration at this guy.
Also, I appear to have a Viashino theme that I didn't remember between this guy and the Viashino Firelord. Go figure.
Obviously, this card was made in an attempt to see how many times I could write "Viashino Firelord" on a simple common. I'm sure I could squeeze one more in there if I tried a little harder.
You can also tell that this card was made after the 2010 damage on the stack rules change because it's a good creature. Oh, burn! Take that, year of Susan Boyle!
This reprint of Taste for Mayhem was a simple implementation of Hellbent, so I wanted to include it in the set. But, I had a cycle of 5 flash auras already and a few other auras in the set... isn't this a bad thing? Red players didn't seem to think so. Since I never played red that much, I couldn't tell you if the reason why was because there was a right mix of enchantments versus creatures, or if it was because it didn't matter if the Taste 2-for-1'ed you... it already dealt its damage. I'm guessing the latter.
Yup. Smash. Efficient cantrip: Check. I'm still proud of how I tweaked Aura Blast's flavor text to mirror this card.