There's still such a thing as too good, I feel the combination of giving your down critters vigilence and hand critters convoke potentially too good a creature acceleration (without overly impacting ability to swing and all on one card) on a 2\2 for 2.
Potentially; I'll wait to hear what the next level of testing brings out about it.
This is better than Norwood Ranger and the white equivalent (and also Valiant Guard, not that anyone cares), but you're right, it's still only okay. It's a clever vanilla, in fact. Probably pushes the limited format towards longer games, which is an effect to be aware of, but it sounds like that's precisely what you're after.
the 1/3 for 1U is something that is only ever playable in weird formats (super fast ones, or core sets). Also, white is more of a creature color than blue, so it seems logical they're a little better at the 1/3.
This card, along with some of the other defensive vanillas, are here to encourage the "one big creature" style of play that Supply can create. I don't think it'd be a permanent mainstay vanilla guy, so we don't have to worry about power creep. In testing it's been a pretty average card.
It's not meant to just be a cute design. It's a blunt approach to something that all of my supply creatures are trying to solve. The typical course of action shouldn't be to put the +1/+1s on the creature with supply, otherwise, what's the point? You'll see this to be the case in almost all of my supply guys.
Also, as far as creating bad moments. They're unavoidable to some degree. Drawing two of the same Planeswalker is awkward. That doesn't mean we shouldn't make planeswalkers. Cards that are only useful in a specialized situation is also something that appeals to johnny.
The no counter ability also allows me to push up the base playability stats of the card, as well as the supply number, without worrying about having a creature that's above curve on its own. If there were a cleaner way to do this (other than shroud, which would be somewhat confusing) I would probably make a few of these, as I like how they play.
Its a flying 3/3 for 5 that gives out a permanent giant growth. not being able to be buffed by its buddies or itself(no doubt the intent) is a fair trade and makes it much more useful outside the set where the drawback don't matter so much... and it can be a boon anyway with wither in the past and infect currently available.
This guy makes me frown when I topdeck it in need of something awesome. As Maro always says it's not good to make cards that create bad moments for the player. At least not unless there's a point to it. And in this case there doesn't seem to be much a point. Sure, it's a smart design and all, but it seems like the kind of card the designer makes to show off how smart he is, not because it plays well. Doesn't mean the player will (or should) like it.
2011-04-12 04:24:36:
cgasparoni
commented on Mossalisk
This guy needs a P/T.
2011-04-12 04:21:19:
cgasparoni
commented on Furnace Blaster
Hmm + 1 to making threaten\act of treason instant is fair, but you know wouldn't a reprint of Mark of Mutiny mesh better with the set?
There's still such a thing as too good, I feel the combination of giving your down critters vigilence and hand critters convoke potentially too good a creature acceleration (without overly impacting ability to swing and all on one card) on a 2\2 for 2.
Potentially; I'll wait to hear what the next level of testing brings out about it.
This is better than Norwood Ranger and the white equivalent (and also Valiant Guard, not that anyone cares), but you're right, it's still only okay. It's a clever vanilla, in fact. Probably pushes the limited format towards longer games, which is an effect to be aware of, but it sounds like that's precisely what you're after.
@Latronis: Nah. White gets very good 2/2s for : look at Kazandu Blademaster, Leonin Relic-Warder, Knight of the Pale Orchid and many other knights. This is an awesome card, but not excessively strong.
Propagandist - no 'e'
the 1/3 for 1U is something that is only ever playable in weird formats (super fast ones, or core sets). Also, white is more of a creature color than blue, so it seems logical they're a little better at the 1/3.
This card, along with some of the other defensive vanillas, are here to encourage the "one big creature" style of play that Supply can create. I don't think it'd be a permanent mainstay vanilla guy, so we don't have to worry about power creep. In testing it's been a pretty average card.
Elegance wins, I suppose. Plus future compatibility with Contraptions!
On the flip side, anything abusing the convoke/vigilance combo will probably run out of cards pretty fast, and be vulnerable to wraths.
I think it looks more powerful than it is, but I'll try building a weenie deck powered by card draw to see if it's a bit too much of an engine.
It's not meant to just be a cute design. It's a blunt approach to something that all of my supply creatures are trying to solve. The typical course of action shouldn't be to put the +1/+1s on the creature with supply, otherwise, what's the point? You'll see this to be the case in almost all of my supply guys.
Also, as far as creating bad moments. They're unavoidable to some degree. Drawing two of the same Planeswalker is awkward. That doesn't mean we shouldn't make planeswalkers. Cards that are only useful in a specialized situation is also something that appeals to johnny.
The no counter ability also allows me to push up the base playability stats of the card, as well as the supply number, without worrying about having a creature that's above curve on its own. If there were a cleaner way to do this (other than shroud, which would be somewhat confusing) I would probably make a few of these, as I like how they play.
Its a flying 3/3 for 5 that gives out a permanent giant growth. not being able to be buffed by its buddies or itself(no doubt the intent) is a fair trade and makes it much more useful outside the set where the drawback don't matter so much... and it can be a boon anyway with wither in the past and infect currently available.
Maybe a touch too aggressively costed since once its done its so good at speeding up creature drops without slowing swings?
This guy makes me frown when I topdeck it in need of something awesome. As Maro always says it's not good to make cards that create bad moments for the player. At least not unless there's a point to it. And in this case there doesn't seem to be much a point. Sure, it's a smart design and all, but it seems like the kind of card the designer makes to show off how smart he is, not because it plays well. Doesn't mean the player will (or should) like it.
This guy needs a P/T.
Does this have Supply 1 or 2?