Adventure Set 2.0: Recent Activity
Adventure Set 2.0: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Flavor |
Recent updates to Adventure Set 2.0: (Generated at 2025-05-01 14:24:23)
Adventure Set 2.0: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Flavor |
Recent updates to Adventure Set 2.0: (Generated at 2025-05-01 14:24:23)
No use of experience counters? Ie. Ezuri, Claw of Progress.
That would prolly throw the focus of the set off, but it was kind of implied with the name...
This evokes experience gain much better. :)
Changed the design completely.
Yeah that was poor wording on my part. EDIT: Changed to check on each source of damage for clarity.
I get that this mechanic has been traditionally linked to vampires and bloodsucking flavor. Putting that aside though, the mechanic is essentially the idea of growth through combat, because the creature is literally growing after combat. My main issue with this mechanic is that it discourages chump blocking, which accelerates the format and pushes out decks trying to stall to later in the game. I’ll try to explore a way to make this mechanic more interesting or to come up with a better +1/+1 counter mechanic.
White human warriors don't, typically, drink the blood of their enemies. And yet, with the origin of this mechanic; it's what they seem to be doing.
I can get what is being attempted here; just saying that for me (and likely some others) there's a big mental block to "Gains +1/+1 when it kills something" as being anything other than "Vampire".
Why? Sengir Vampire easily can be seen to triumph. So can Trophy Hunter, so it's at least a little more open flavorwise. I don't know whether Zurgo Helmsmasher is a canibal, but I know he thrives on winning.
Huh. I'd also add that this is the classic vampire mechanic. Sengir Vampire eats and grows stronger! So the flavour is a big miss for me.
I recognize this as a mechanic that flavorwise represents the advancement and growth of a hero as they gain experience in battle.
I have to point out though that this particular mechanic is known to not play well, since it rarely matters - it often is either is avoided altogether or comes up only in lopsided games.
Many mechanics have been suggested to improve on this, e. g. renown. Just something to keep in mind.
So, a spell deals 2 damage to each player and each creature and you choose a 2-toughness creature of yours and prevent all damage from that spell except for 1 damage to that creature?
Afterwards spells and combat do not effectivey deal damage to you and your creatures?
Does this card make sense in the set?