Dominaria: First Thoughts
Mburn7
Posts: 3,427 Chairperson of the Boards
Assuming the card gallery is accurate to what we will get in game (roughly a 50-50 chance at this point), here are my initial thoughts on stuff. Based on my Ixalan posts, I'm probably wrong (will review after a month or so of playing), but here goes.
Kicker: This is a simple and elegant solution to kicker. Only issue I can see is how it ruins cascades (since your second card won't have enough mana to be cast anymore. Still, I like it.
Legendary/Historic: Making Legendary an evergreen and nothing else is fine. Sometimes the simplest solution is the best one. Historic is exactly the same as in paper, and historic triggers seem to be added to even more cards than in paper, making it more relevant. Looks good to me.
More Support Types: Fixes a big hole from the past in terms of differentiating. Also allows for semi-targeted removal, since you can specify a type (or not a type). Still not a perfect system, but going in the right direction.
Unique Tokens: Since I can't see what the tokens are I can only assume they are the same as paper. I like the idea of unique tokens to prevent weird stacking (most obviously Josu adding to an already large stack of zombies), but its annoying that those creatures essentially take up 2 slots. Definitely limits usability.
Legendary Sorceries: Look powerful and fun. Some look better than others, but thats nothing new. Lets hope they work right.
Saprolings: I like how they changed "sacrifice" to "remove a reinforcement" to make it more usable with the token theme. Not sure why they had to make Slimefoot even more powerful than he already was, but hey, op uncommons are good for everyone.
Wizards: Look super annoying, just like in paper! Nice job. Wizard's Lightning should probably do more damage, though.
Mana Bonuses: A nice unique way of doing "gain mana" effects without repeating the usual convert gems thing. Also makes them less overpowered and loopy, since you don't get tons of extra matches every turn. Also, it takes game strategy in a new direction. Thumbs up to this (even if it makes green a bit less powerful)
Yargle: Still best card ever made. You cannot change my mind on this. Kudos for changing nothing from paper.
Kicker: This is a simple and elegant solution to kicker. Only issue I can see is how it ruins cascades (since your second card won't have enough mana to be cast anymore. Still, I like it.
Legendary/Historic: Making Legendary an evergreen and nothing else is fine. Sometimes the simplest solution is the best one. Historic is exactly the same as in paper, and historic triggers seem to be added to even more cards than in paper, making it more relevant. Looks good to me.
More Support Types: Fixes a big hole from the past in terms of differentiating. Also allows for semi-targeted removal, since you can specify a type (or not a type). Still not a perfect system, but going in the right direction.
Unique Tokens: Since I can't see what the tokens are I can only assume they are the same as paper. I like the idea of unique tokens to prevent weird stacking (most obviously Josu adding to an already large stack of zombies), but its annoying that those creatures essentially take up 2 slots. Definitely limits usability.
Legendary Sorceries: Look powerful and fun. Some look better than others, but thats nothing new. Lets hope they work right.
Saprolings: I like how they changed "sacrifice" to "remove a reinforcement" to make it more usable with the token theme. Not sure why they had to make Slimefoot even more powerful than he already was, but hey, op uncommons are good for everyone.
Wizards: Look super annoying, just like in paper! Nice job. Wizard's Lightning should probably do more damage, though.
Mana Bonuses: A nice unique way of doing "gain mana" effects without repeating the usual convert gems thing. Also makes them less overpowered and loopy, since you don't get tons of extra matches every turn. Also, it takes game strategy in a new direction. Thumbs up to this (even if it makes green a bit less powerful)
Yargle: Still best card ever made. You cannot change my mind on this. Kudos for changing nothing from paper.
2
Comments
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First thought is that this set looks super, duper fun. The Lotus nerf aside, I'm pdamn hype.
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can see plenty of new elf decks coming lol, looks like sarkahan has a few new dargons to work with, and a new persisitent support removal for green( untargeted but for 6 it is worth a good try and see how it works)
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What about Leader?
There are only 2 in the entire set and Squee looks iffy. I don't even know how and what it will do...0 -
I live in terror of opening Squee from an elite pack.0
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That's a rare.0
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khurram said:What about Leader?
There are only 2 in the entire set and Squee looks iffy. I don't even know how and what it will do...
Slimefoot is just stupidly op. Like, possibly the best card in the set op. He's nasty enough as is, no need to slap free reinforcements on him. ****0 -
Slimefoot will be an absolute monster. I can't wait to get my hands on that card.
And the fact that they coded in this Leader ability for only two cards blows my mind.0 -
ZW2007- said:Slimefoot will be an absolute monster. I can't wait to get my hands on that card.
And the fact that they coded in this Leader ability for only two cards blows my mind.
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khurram said:That's a rare.0
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Grumpy opinion-
Sorry , but the mechanics of this set look a lot more complicated than the last two that are still riddled with bugs. Compound these together ,new ones will arise. The list of fixes doesn't come close to the total out there. I hope they use their due diligence as it does look like a interesting set. No pirates
Happy opinion -
I was interested how they would convert the protection from black knight- pretty good as it feels like a side board piece . Dang! that Angel!0 -
Conflux... If i ever put my hands on that elite... Karn will be the Prime Minister of value town.
I even have a name already: Karnflux!2 -
I can't wait for all the Rat Colony decks I'll be facing
Though they should have it as an additional rule that you can assign that card to multiple creature slots in your deck. Just sayin
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Mburn7 said:
Wizards: Look super annoying, just like in paper! Nice job. Wizard's Lightning should probably do more damage, though.2 -
Red damage spells don’t take reinforcements into account so they’re almost all underpowered1
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Gilesclone said:Red damage spells don’t take reinforcements into account so they’re almost all underpowered
all except Electrolyze … go figure that it would be a MP0 -
I think Wizard's Lightning should cost 6 and deal 3. If you control a Wizard it does 6. Still has the Wizard theme but actually makes it playable. Not everything needs or should be a direct clone of the paper card. Honestly Wizard's Lightning was one of the cards I was most looking forward too and it's a pretty big disappointment.1
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FindingHeart8 said:I can't wait for all the Rat Colony decks I'll be facing
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Gunmix25 said:FindingHeart8 said:I can't wait for all the Rat Colony decks I'll be facing2
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DumasAG said:Gunmix25 said:FindingHeart8 said:I can't wait for all the Rat Colony decks I'll be facing
0
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