ninjark said: Akroma could use something to consider her over other red creatures of a similar cost (Darigaaz, Verix, Etali, Regisaur Alpha, Burning Sun's Avatar; all of which have an immediate impact). As @ZW2007- pointed out: she's a 17 to cast creature that commonly attacks for 9 after she survives a turn. There's not much to see there. Having +3/+0 activated gems (or even +2/+0) would make her stand out a bit more.Without a buff, I'd probably only run Akroma over another red baddie if I had Lyra.
Bil said: For 17 mana, she's already a solid creature. I can understand that a +1/+1 doesnt look too useful but i think a +3/+3 instead would be too much. Its not too difficult to activate 2 or 3 gems among the 4 if you build a bit around it. A +2/+2 would be the compromise ... Maybe? As a sidenote, If we are really talking about making her close to the paper version, then her mana cost should be raised too (she's an 8 mana creature in paper .... Much harder to gather than the 17 mana of the PQ version ... ). To compare, Gaea's revenge is 7 mana in paper and costs 23 mana in PQ.
Mburn7 said: *Updated with Akroma*Wow, there are a lot of underwhelming masterpieces that could be really good with really minor tweaks. Go figure.
ZW2007- said: Mburn7 said: *Updated with Akroma*Wow, there are a lot of underwhelming masterpieces that could be really good with really minor tweaks. Go figure. 8/10 in this batch meet that criteria imo. Living Death and Hanna just seem excellent. Deed, Piper, Magus, and Flash can be good but have very niche uses and generally don't seem worth playing. Akroma has already been discussed but her Vengeance is not really any better than Hour of Revelation (the only difference is you draw two cards). I have HoR and don't know if I've cast it more than a few times. Conflux is only good if you are Karona (aka never - forget the event and node name but it uses Karona, False God as an avatar). Port seemed good but a teammate has told me it is pretty useless.We had a similar situation with XLN but that entire set got buffed while some of the MPs remain terrible (looking at you Aether Vial) or broken (looking at you Knight of the Reliquary).
khurram said: Living Death exiles the graveyard and then destroys the board. So it does set you up for casting the next copy.
rafalele said: FlashTo be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled.
Rhasget said: rafalele said: FlashTo be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled. And add Haste to the creature since it is useless if the creature doesn't have it from the start. A blocker won't do anything since it gets summoning sickness.I don't know how cost adds up for abilities but adding that would kick it up 1 point to 9 and still be somewhat useable.
Mburn7 said: Rhasget said: rafalele said: FlashTo be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled. And add Haste to the creature since it is useless if the creature doesn't have it from the start. A blocker won't do anything since it gets summoning sickness.I don't know how cost adds up for abilities but adding that would kick it up 1 point to 9 and still be somewhat useable. Since you play the creature on your opponent's turn, it should be able to attack on yours. Does it not work like that? Other things in game that give you creatures on the opponent's turn work like this. I don't have Flash to test it, though.
Rhasget said: Mburn7 said: Rhasget said: rafalele said: FlashTo be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled. And add Haste to the creature since it is useless if the creature doesn't have it from the start. A blocker won't do anything since it gets summoning sickness.I don't know how cost adds up for abilities but adding that would kick it up 1 point to 9 and still be somewhat useable. Since you play the creature on your opponent's turn, it should be able to attack on yours. Does it not work like that? Other things in game that give you creatures on the opponent's turn work like this. I don't have Flash to test it, though. The creature gets destroyed on the turn it is played, not at the end of your next turn.If it gets played in Gregs turn the creature destroys when his turn end.Therefore it is mostly useless unless you have a specific build (like Flash out Ghishat to fill the next dino with mana).
Mburn7 said: Rhasget said: Mburn7 said: Rhasget said: rafalele said: FlashTo be a Masterpice this spell should ask to the player if it has to be casted or not. There is no way to prevent it to be casted neither enabled nor disabled. And add Haste to the creature since it is useless if the creature doesn't have it from the start. A blocker won't do anything since it gets summoning sickness.I don't know how cost adds up for abilities but adding that would kick it up 1 point to 9 and still be somewhat useable. Since you play the creature on your opponent's turn, it should be able to attack on yours. Does it not work like that? Other things in game that give you creatures on the opponent's turn work like this. I don't have Flash to test it, though. The creature gets destroyed on the turn it is played, not at the end of your next turn.If it gets played in Gregs turn the creature destroys when his turn end.Therefore it is mostly useless unless you have a specific build (like Flash out Ghishat to fill the next dino with mana). Ah. Makes sense. It really should give the creature reach, since the point of the card is a surprise blocker. But nice ETB or death effects work too, I guess.
DumasAG said: I thought the point of flash was that it ambushed opponent thinking they were safe against AI? Not so that you can attack the next turn. Seems good if you run with with prized amalgam and other zombays. Or as FindingHeart suggested - the Dargons.
Mburn7 said: DumasAG said: I thought the point of flash was that it ambushed opponent thinking they were safe against AI? Not so that you can attack the next turn. Seems good if you run with with prized amalgam and other zombays. Or as FindingHeart suggested - the Dargons. The problem is the "ambush" won't work if you play just any random creature. It works best with funky effects or defender/reach creatures, of which there aren't enough to guarantee use. If Flash gave the creature it cast reach until end of turn, it would be an awesome surprise blocker (just like in paper)