Dominaria: First Thoughts

Mburn7
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.

Comments

  • jtwood
    jtwood Posts: 1,285 Chairperson of the Boards
    First thought is that this set looks super, duper fun. The Lotus nerf aside, I'm pdamn hype.
  • morgue427
    morgue427 Posts: 783 Critical Contributor
    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)
  • khurram
    khurram Posts: 1,090 Chairperson of the Boards
    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...
  • Gilesclone
    Gilesclone Posts: 735 Critical Contributor
    I live in terror of opening Squee from an elite pack.
  • khurram
    khurram Posts: 1,090 Chairperson of the Boards
    That's a rare.
  • Mburn7
    Mburn7 Posts: 3,427 Chairperson of the Boards
    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...
    Gonna be honest, totally missed those 2 on my first look.  Squee actually looks pretty fun with all the reinforcement shenanigans going on, but probably needs to be cheaper.

    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.  ****
  • ZW2007-
    ZW2007- Posts: 812 Critical Contributor
    edited May 2018
    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.
  • FindingHeart8
    FindingHeart8 Posts: 2,731 Chairperson of the Boards
    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.
    it makes me wonder (with the talk before this of making legendary creatures in mtgpq) if they'll make cards prior to this set have leader? 
  • Gilesclone
    Gilesclone Posts: 735 Critical Contributor
    khurram said:
    That's a rare.
    Good.  That’s a relief!
  • Aeroplane
    Aeroplane Posts: 314 Mover and Shaker
    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!
  • Coilbox
    Coilbox Posts: 202 Tile Toppler
    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!
  • FindingHeart8
    FindingHeart8 Posts: 2,731 Chairperson of the Boards
    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 :D
  • wereotter
    wereotter Posts: 2,070 Chairperson of the Boards
    Mburn7 said:

    Wizards:  Look super annoying, just like in paper!  Nice job.  Wizard's Lightning should probably do more damage, though.
    Using Exquisite Firecraft as a baseline, I would agree. That was bumped in this game from 4 damage to 6, so Wizard's Lightning should do 5, in my opinion. Can't access the card gallery right now for some reason, but I think currently that spell only does 3 damage, making it an exact copy of the paper card, and sadly 3 damage just isn't enough to be impactful in this game.
  • Gilesclone
    Gilesclone Posts: 735 Critical Contributor
    Red damage spells don’t take reinforcements into account so they’re almost all underpowered 
  • Gunmix25
    Gunmix25 Posts: 1,442 Chairperson of the Boards
    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 MP 
  • ZW2007-
    ZW2007- Posts: 812 Critical Contributor
    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.
  • Gunmix25
    Gunmix25 Posts: 1,442 Chairperson of the Boards
    I can't wait for all the Rat Colony decks I'll be facing ;)


    I was a HUGE rat deck fan in paper. Collected every card I could. Loved the speed and brutality
  • DumasAG
    DumasAG Posts: 719 Critical Contributor
    Gunmix25 said:
    I can't wait for all the Rat Colony decks I'll be facing ;)


    I was a HUGE rat deck fan in paper. Collected every card I could. Loved the speed and brutality
    May Marrow-Gnawer was my favorite paper commander deck!!!
  • Gunmix25
    Gunmix25 Posts: 1,442 Chairperson of the Boards
    DumasAG said:
    Gunmix25 said:
    I can't wait for all the Rat Colony decks I'll be facing ;)


    I was a HUGE rat deck fan in paper. Collected every card I could. Loved the speed and brutality
    May Marrow-Gnawer was my favorite paper commander deck!!!
    This is such an awesome card! Brutal