Replacing regeneration with indestructible is actually something I've "had to" argue about before it was done by WotC... at which point everyone just accepted as though it had always been there.
The whole "renegeration shield" concept that turns the next would-be-demise into damage removal through replacement effect is beyond clunky, making it extremely awkward and confusing. Even experienced players have trouble remembering that the regenerated creature is tapped and removed from combat when it's regenerated. Indestructible effectively does the same thing, but with lesser complexity, which makes it's just better design overall - and this is even if we don't take into account that indestructible can also be used as a static ability, pretty much doubling it's usability.
Btw, IMO protection is another keyword that's likely gonna fall out of favor in future.
Because regenerate's implementation is weird. See, you use it to set up regeneration; but that isn't actually regenerating, the death trigger is and then you might die again and.... it's all just mucky and "Shut up, I'm invulnerable now" is so much easier to understand.
Saying that; meh. Regenerate is perfectly clear. I guess it depends; do you want "Rise from the crypt" flavour; or do you want "Turn to mist and laugh" flavour for your immortal vampire?
Vigilance isn't something black normally gets, and I don't really see how it adds to the design other than generally making the card stronger. You can remove it and it'd still be fine and dandy, I think. A 6/6 flying lifelinker at 6 that can regenerate is already really strong.
> When ~ ETBs, you may pay 6 life. If you do, put a glory counter on it.
> As long as ~ has a glory counter on it, permanents you control can't be exiled.
Well, in this cards case I could imagine the following scenario:
You play multiple matches where you drop these and sometimes you activate them other times not. You play multiple copies of them in your deck as well. At some point later on in a following game, the opponent is about to Path to Exile your creature, but they go, "wait is that Hill active"? And then you say "I'm not sure..." You spend some time trying to determine whether it's active or not until finally giving up and saying it isn't (even though it might have been).
Even a simple counter put on the land would resolve this potential issue entirely though - something that the player may do themselves regardless just to remind themselves.
Replacing regeneration with indestructible is actually something I've "had to" argue about before it was done by WotC... at which point everyone just accepted as though it had always been there.
The whole "renegeration shield" concept that turns the next would-be-demise into damage removal through replacement effect is beyond clunky, making it extremely awkward and confusing. Even experienced players have trouble remembering that the regenerated creature is tapped and removed from combat when it's regenerated. Indestructible effectively does the same thing, but with lesser complexity, which makes it's just better design overall - and this is even if we don't take into account that indestructible can also be used as a static ability, pretty much doubling it's usability.
Btw, IMO protection is another keyword that's likely gonna fall out of favor in future.
Because regenerate's implementation is weird. See, you use it to set up regeneration; but that isn't actually regenerating, the death trigger is and then you might die again and.... it's all just mucky and "Shut up, I'm invulnerable now" is so much easier to understand.
Saying that; meh. Regenerate is perfectly clear. I guess it depends; do you want "Rise from the crypt" flavour; or do you want "Turn to mist and laugh" flavour for your immortal vampire?
weird, why? i dont keep up to standard lol
Regenerate is being (if it hasn't already) replaced with "gain indestructible UEOT".
Just from standard: Wily Bandar, Without Weakness, Renegade's Getaway, Destined // Lead, Accursed Horde, Pitiless Vizier, Rush of Vitality, Heroic Intervention, Syndicate Trafficker, and Yahenni, Undying Partisan.
I disagree, but okay.
Vigilance isn't something black normally gets, and I don't really see how it adds to the design other than generally making the card stronger. You can remove it and it'd still be fine and dandy, I think. A 6/6 flying lifelinker at 6 that can regenerate is already really strong.
will change the name, I suppose I could make it up to four for 2
Zap as a name has already been used.
Dual Shot reprint instead?
it fits the flavor too :DDDD
That wording reminds me of Rock Hydra and The Hive (alpha version) xD
I would recommend something along the lines of:
> When ~ ETBs, you may pay 6 life. If you do, put a glory counter on it.
> As long as ~ has a glory counter on it, permanents you control can't be exiled.
okay, I will do something to make it more user friendly, ty for this :3
Well, in this cards case I could imagine the following scenario:
You play multiple matches where you drop these and sometimes you activate them other times not. You play multiple copies of them in your deck as well. At some point later on in a following game, the opponent is about to Path to Exile your creature, but they go, "wait is that Hill active"? And then you say "I'm not sure..." You spend some time trying to determine whether it's active or not until finally giving up and saying it isn't (even though it might have been).
Even a simple counter put on the land would resolve this potential issue entirely though - something that the player may do themselves regardless just to remind themselves.
Hmm. memory issues are okay, not exactly sure what they are is the reason xD
ty i like this card :D
This set is much more positive than my others
also im up at 4 am ugghh xD