DBJones said: I also agree that none of these supports need to self-destruct, they're nowhere near that strong. Aether Vial losing 1-2 shields whenever you summon a creature would be fair, as long as reinforcing it adds 2-3. On the other hand, you seem to be underestimating mana drain and Curse of Predation (if they didn't kill themselves), Fluterstorm and Sphinx's Tutelage together would kill the AI's ability to play anything but that new dino that's immune. Curse of Predation, by the sound of the wording, might count double for double-strike creatures like Samut. If so, +2/+2 would be scary enough, though +3/+3 and not counting double would be more generally useful.
Furks said: Aether vial destroys itself when you cast a creature though. Not immediately upon charging. On the first turn it grants 1, then 2, then 3 etc... (assuming it starts with 1 shield?) So long as you don't cast a creature it will keep growing. You can reorder your hand on each turn and disable creatures from casting to manipulate the charging for maximum benefits. It works somewhat similarly to baral, where you can focus on charging spells/supports while the vial will charge your creatures.I don't think the card is crazy overpowered but it definitely has some interesting applications and interactions.
khurram said: Aaaand here we go again. From the most underwhelming set in the short history of mtgpq, we still managed to pick the few good cards (a very rare sight in this set) and go overboard about how they are too powerful. I blame comments like those for the current fiasco. (that and devs inability to wrap their heads around this game's card design)There's already mass support removal in the game. We will survive River's Rebuke. As for it not being blue... well it is technically bounce.
Stormcrow said: Given all the "this support loses 1 shield" going around, and Brigby's explanation for how Treasures are supposed to work...I almost wonder if Oktagon just doesn't realize that when you make a match that hits a support, the support loses 1 shield.
Drewster said: I'm so happy Sanguine Bond is in! I just wish it did not self-destruct... Hope it comes with at least 10 shields the way it is now. If the self destruct mechanism is removed, it could just have 2 shields and be perfect.
babar3355 said: Aether Vial: (7 mana - colorless- support) At the beggining of your turn, this support gains 1 shield. At the end of your turn, the first creature in your hand gains mana equal to this supports shield. Destroy this support when you cast a creature.Problem: Unless this card comes into the battlefield with 7+ shields on it, there are very few circumstances where it would be decent. It is susceptible to support removal, gem matching, etc. And the payoff is 1 creature before it self destructs.... Most times it would be better just to put the 7 mana towards the actual creature. Also, the effect at the end of turn makes it even worse.Solution: Don't have it self destruct. It would then be like an accelerating shrine/pyramid that only adds mana to creatures. You could focus on controlling the board state while working towards getting creatures onto the battlefield. A solid, somewhat niche, but interesting design.
wereotter said:babar3355 said:Aether Vial: (7 mana - colorless- support) At the beggining of your turn, this support gains 1 shield. At the end of your turn, the first creature in your hand gains mana equal to this supports shield. Destroy this support when you cast a creature.Problem: Unless this card comes into the battlefield with 7+ shields on it, there are very few circumstances where it would be decent. It is susceptible to support removal, gem matching, etc. And the payoff is 1 creature before it self destructs.... Most times it would be better just to put the 7 mana towards the actual creature. Also, the effect at the end of turn makes it even worse.Solution: Don't have it self destruct. It would then be like an accelerating shrine/pyramid that only adds mana to creatures. You could focus on controlling the board state while working towards getting creatures onto the battlefield. A solid, somewhat niche, but interesting design. This card is a combo piece. Let it charge up several creatures then drop them at once. This is especially valuable for creatures you want entering in a specific order for max effect. So you let this charge them all up, then drop 3 or more creatures all at once. Remember, combos and interesting interactions are exactly what they are trying to do with these cards, not just make an "easy" button.
babar3355 said:Aether Vial: (7 mana - colorless- support) At the beggining of your turn, this support gains 1 shield. At the end of your turn, the first creature in your hand gains mana equal to this supports shield. Destroy this support when you cast a creature.Problem: Unless this card comes into the battlefield with 7+ shields on it, there are very few circumstances where it would be decent. It is susceptible to support removal, gem matching, etc. And the payoff is 1 creature before it self destructs.... Most times it would be better just to put the 7 mana towards the actual creature. Also, the effect at the end of turn makes it even worse.Solution: Don't have it self destruct. It would then be like an accelerating shrine/pyramid that only adds mana to creatures. You could focus on controlling the board state while working towards getting creatures onto the battlefield. A solid, somewhat niche, but interesting design.
Brakkis said: wereotter said:babar3355 said:Aether Vial: (7 mana - colorless- support) At the beggining of your turn, this support gains 1 shield. At the end of your turn, the first creature in your hand gains mana equal to this supports shield. Destroy this support when you cast a creature.Problem: Unless this card comes into the battlefield with 7+ shields on it, there are very few circumstances where it would be decent. It is susceptible to support removal, gem matching, etc. And the payoff is 1 creature before it self destructs.... Most times it would be better just to put the 7 mana towards the actual creature. Also, the effect at the end of turn makes it even worse.Solution: Don't have it self destruct. It would then be like an accelerating shrine/pyramid that only adds mana to creatures. You could focus on controlling the board state while working towards getting creatures onto the battlefield. A solid, somewhat niche, but interesting design. This card is a combo piece. Let it charge up several creatures then drop them at once. This is especially valuable for creatures you want entering in a specific order for max effect. So you let this charge them all up, then drop 3 or more creatures all at once. Remember, combos and interesting interactions are exactly what they are trying to do with these cards, not just make an "easy" button.Aether Vial takes up a support slot to very slowly charge up only creatures in your hand while you hold off the opponent so you can dump them all out at once, maybe in a specific order, and then the support that builds up by 1 every turn goes poof. Or, alternatively, you could put Pyramid of the Pantheon in it's place for a lower cost, that reinforces quickly and can dump tons of mana into your hand for every card and doesn't disappear when you dump out creatures. You can still dump those creatures out, and everything else, in the order of your choosing.It's a worse Pyramid of the Pantheon.