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Mechanics |
Recent updates to The Pinery: (Generated at 2025-05-02 04:19:20)
The Pinery: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to The Pinery: (Generated at 2025-05-02 04:19:20)
Yes it does. Affinity is a cost reduction mechanic, which applies no matter what cost you're paying
Yea it don't feel right. Don't think too hard about it
So... Affinity for Goblins doesn't apply to the Align cost. It might not be wrong, but it don't feel right.
Um; uh; oh, I see. Yeuch. Also affinity; so double yuech.
Most things in the game involve creatures, so that's a bit of a restriction, but: regrowth effects, life gain, damage prevention, enchantment/land-based card draw, land destruction, countering abilities.
What does green do that doesn't involve creatures, ramping, and destroying artichants
Abilitis are now
and
. Still no green in it.
The first ability is kinda interesting; but it's also a really nasty tension with the second one. Usually you'd want the first ability to enable the others - here it's the ultimate that enables the + ability. Which is odd.
Changed again. Now it's pulling in different directions and doesn't know what it wants to be, so therefore it's on track. Something about the wording "Until the end of turn whenever you cast a spell you may discard cards. Each card discarded this way reduces its cost by
" bothers me however.
Cause I don't feel overly partial to white in color theory. I wanted a fog effect to mitigate the damage it deals. This new change looks stronger in most scenarios
Scratch that I made it weaker with better synergy.
Hmm. It's kinda kitchen-sink. But I guess it says "Play a stonewall game, preventing damage, building up an army and then zap then for 7 repeatedly"
Which... why isn't it white? Army, and damage-prevention are both white. What's green about this? Cards is blue, direct-damage is red - where's the green?
Powerlevel-wise; If anything, it looks a bit underwhelming. Until you realise that third ability is "draw 3+ cards". Which, hmm, might be too good; but it's tri-colour, so maybe ok.
Is this balanced? Can't say.
Timing doesn't matter so I didn't fill it in. I started the card with choose a creature type in play and worked from there. It really doesn't need it but I'm sure there's a card that could specifically care about a creature type in play.
Sorcery I assume? Seems like a reasonable card though I don't quite get why the 'in play' clause is there.
I don't get it. The Last Unicorn isn't called that because all non-Unicorns got destroyed.
Yup, I'd run that one for tha laughs too.
Hmm, how many bad-wrath effects are there. Can I make a deck out of them? :)
Lol see Last One Standing.
I'd make it 1BR but the comments would be different lol
So, roughly, "Flip a coin; if it's head, and you're playing a tribal deck; you win. Otherwise destroy everything except one creature that your opponent controls"?
That seems like a fairly bad version of a wrath effect. But what the heck; I'd run it for the laughs.
http://www.magicmultiverse.net/cardsets/1440/details_pages/1294
A breakdown of the mechanic and tribe elements of the set align comes from. It was designed to push players to pick from the creatures with creature type in mind for two of the mechanics, one mechanic drawing you to a one or two creature types and the other to as many as you could have out.
Gotta be honest... I don't get Vitenka's argument. The same could be said about how kicker eats into design space. But I don't think Kicker in a Tribal set would be inherently bad.
Anyhow, I'm less of a fan of tribal cards that ask me to be as linear as possible. Too many effects like Wellwisher or even Goblin Warchief tends to cut into the complexity of draft, and makes constructed choices too obvious. I much prefer cards like Silvergill Adept, which asks for you to play with 'enough' Merfolk... which could lead to a Merfolk/Goblin hybrid deck. A lot more interesting choices to be made there IMO.
If it was me, I'd let Align make the set feel like traditional 'dump all you creatures' tribal, and give a little support with a few Wellwishers, but mostly focus on the on/off tribal cards. But... well, you know... I'm not you.
That's the point- it massively eats design space. Once an effect exists in align; there's never any reason to print that effect as specific to a single tribe.
Which means that, to really exist, you'd need to have crappy low-power-only effects in align. Which would make it a feel-bad mechanic.