Release Notes 4.2 *UPDATE (05/12/2020)
New Content
The new collection Ikoria: Lair of Behemoths (IKO) is coming soon. Take a look at the Card Gallery HERE.
New Planeswalker
Vivien, Monsters’ Advocate
“Arriving in Ikoria to research its population of unique and incredible monsters, Vivien met with a new "bonder" named Lukka, and taught him how to commune with nature. However, after realizing that Lukka only wanted to use the monsters as weapons to overcome the city of Drannith, Vivien gathered a group of "bonders" to assist the city, and to stop Lukka.”
Lukka, Coppercoat Outcast
"Lukka was once a member of the Coppercoats, a military force sworn to protect the city of Drannith from Ikoria’s monsters, Committing the crime of bonding his soul with a winged tiger, Lukka was marked to die, by General Kudro. The former soldier then decided to weaponize the monsters to take control over Drannith, by controlling the creatures with the power of the crystal known as the Ozolith."
Max Level Stats
Narset of the Ancient Way
"Seeking to find enlightenment, Narset planeswalked to Ikoria to commune with the ancient and wild power of that land."
Max Level Stats
Greater Ancient Way
(White/Blue/Red) Support Mythic Card (4) Token
"When you cast or Cycle a noncreature card: Deal 4 damage to any opposing target. This effect can trigger up to 4 time(s) per turn.
When you draw a card without Cycling: That card gains Cycling 4."
New Mechanics:
Companion
Companion is a keyword for cards that have a special ability only if the player’s deck follows a specific restriction.
The Companion Ability Hint reads: “This card's Companion ability is active if: <Restriction>.”
Example of a restriction: “Your starting deck contains 4 or more creatures with one or more of the following subtypes: Beast, Cat, Dinosaur, Elemental, or Nightmare.”
Mutate
The Mutate ability hint reads: “When you cast this card from your hand, if you control a non-Token non-Mutated creature, you may choose it to enter the battlefield as a Mutation. If entered as a Mutation, reinforce target non-Token non-Mutated creature you control. That creature gains this card’s Mutation effect.”
This new mechanic brings two icons: Mutate, which is present in cards that have Mutate; and Mutation, that is given to creatures affected by Mutate.
New Abilities Category
Basic Evergreen
In order to simplify the interactions of cards that grant evergreen abilities from a given list, IKO brings a new ability category, named as Basic Evergreen abilities, to group the ones that were introduced in ORI and are present in every set since then.This way, instead of listing each of the available abilities in a card’s text, it will simply bring the keyword Basic Evergreen ability, which hint contains the list of all pertinent abilities.
The Basic Evergreen abilities in Magic: PQ are Berserker, First Strike, Double Strike, Deathtouch, Defender, Hexproof, Lifelink, Menace, Reach, Trample, Flying and Vigilance.
Changes
VIP Booster Packs Changes
Once received, VIP Packs will only provide cards of that set. VIP packs acquired during a current set will only contain cards from that given set. For example: if you receive a VIP pack while Theros Beyond Death is the newest set in Standard, that pack will only (and always) contain cards from THB. That pack content will not be updated with cards from the next set when this is released. Instead, each set will have its own VIP packs.
Standard Packs Changes
Standard Packs will have the cards defined once given, and won't update when new collections are released. Standard packs will only contain cards from the Standard configuration of when they were received. For example: if you receive a Standard pack while GRN, RNA, WAR, M20, ELD, and THB are the only sets in Standard, that pack will keep having cards only from those sets, even after the release of other collections, such as the upcoming Ikoria: Lair of Behemoths (IKO) collection.
Booster Crafting
Cards from the newest set will become available for crafting only after the release of the next set. In the upcoming 4.2 release (Ikoria: Lair of Behemoths (IKO) the cards from the collection Theros: Beyond Death (THB) will become craftable right away.
The IKO collection will then become available only when the new set after IKO will be released.
All Standard Sets will have the same price (except ORI).
Booster Crafting price for Standard Mythic cards: 5,000 (Origins: 3,000)
Other Changes
Added the phrase: “This ability counts as an Activate effect.” to the Ability Hints of the following abilities:
Adapt
Aftermath
Embalm
Eternalize
Exert
Trap
Cycling Mechanic Ability Hint and Tutorial (AKH) text has been updated and rephrased to better reflect the current implementation:
Tutorial Text has changed from:
“To Cycle a card with this ability, drag it to the trash while it is in your hand while the total mana of the cards in your hand is equal or higher than the number listed next to the Cycle keyword.”
to
“You can Cycle a card by dragging it from your hand to the exile, if you have a total amount of mana in the cards in your hand that is equal or greater than that card's Cycling value, which is the number next to the Cycling keyword.”
The Cycling Ability Hint has changed from:
“To Cycle a card, drag it to the trash while it is in your hand and you have at least X mana accumulated in your cards, where X is the amount listed in the keyword.”
to
“Whenever you exile a card with Cycling from your hand, if you have a total amount of mana in the cards in your hand that is equal or greater than that card's Cycling value, you drain that amount of mana and draw a card.”
Event Planechasing Fblthp: Booster Reward has been updated to THB Booster.
Event Trial of the Planes: Booster Reward has been updated to IKO Booster.
The text description of the Masterpiece Card Godsend (THB) has been rephrased for better understanding from:
“While on the board: Your first creature gets +6/+6. When your first creature blocks or becomes blocked: Exile the opposing attacking or blocking creature. At the beginning of your opponent's turn: Disable the first creature card in your opponent's hand until end of turn.”
to
“While on the board: Your first creature gets +6/+6. When your first creature deals combat damage to an opposing creature: Exile that creature. At the beginning of your opponent's turn: Disable the first creature card in your opponent's hand until end of turn.”
Uncommon Card Stonecoil Serpent (ELD) has its Stored Mana value changed from 2 to 5.
Mythic Card Hixus, Prison Warden (ORI) has changed from:
“Whenever you take combat damage from an opponent's creature, that creature becomes Disabled. When this support is destroyed, Enable all of your opponent's creatures.”
to
“When an opposing creature deals combat damage to your Planeswalker: That creature is Disabled as long as this card is in play. When this support is exiled or destroyed: Enable all opposing creatures.”
Rare Spell Card Camaraderie (WAR) has changed from:
“You draw X cards and gain X times 3 life, where x is the number of creatures and creature reinforcements you control up to 6. Your creatures get +1/+1 until end of turn.”
to
“You draw X cards and gain X times 3 life, where x is the number of creatures and creature reinforcements you control up to 6. Your creatures get +X/+X until end of turn.”
Updated Training Background Images (WAR, M20, ELD, THB).
Bug Fixes
Fixed some minor text issues.
Fixed an issue with the cards Elspeth, Sun's Champion (THB) and Elspeth, Sun's Nemesis (THB). Both cards are now creating Human Soldier tokens.
Fixed an issue with inverted art for the Soldier token and Human Soldier token.
Fixed an issue where Urza, Lord High Artificer would crash the game when in interaction with Castle Vantress.
Fixed an issue with the interaction from Folio of Fancies' and Walking Archive's effects.
Fixed an issue where the game would soft lock when killing tokens.
Fixed an issue where the game would freeze when casting Urza, Lord High Artificer and Yarok, the Desecrated.
Fixed an issue where Repeated Reverberation would crash the game.
Fixed an issue where Finale of... cards would crash the game.
Event The Great Tournament: Fixed an issue where the support card Being Inhuman was converting gems to both Planeswalkers' colors.
Fixed an issue where Teferi, Time Raveler's +1 ability was not triggering when the spell on the opponent's hand was not on the first slot.
Fixed an issue where Cry of Carnarium's -2/-2 effect was not being triggered.
New Event
The Colossal Tussle
PvP
Standard
Restricted Subtype: Human
3 Nodes (No Color Restriction)
Entry Fee: 30 Mana Crystals
Recharge Time: 23.5hs;*
*3 Charges per Recharge (per node);
Duration: 46h;
Initial Charges (per node): 3;
Max Charges (per node): 6.
Hunter X Bonder
PvP
Standard
Coalition
2 Nodes (No Color Restriction)
Recharge Time: 8hs (1 Charge);
Duration: 46h;
Initial Charges (per node): 2;
Max Charges (per node): 6.
Card Gallery
Available on Facebook:
Ikoria: Lair of Behemoths (IKO)
(You can access it even if you don’t have a Facebook account.)
Comments
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Finally another 3 color PW, and it's Jeskai at that. Super hyped!0
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I'm more excited about the bug fixes, then new PW or cards. It's so easy to make me happy thanks for listening to us about our bug experience and for being so fast at fixing them. @Oktagon_Support2
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New Event
The Colossal Tussle
PvP
Standard
Restricted Subtype: Human
3 Nodes (No Color Restriction)
Entry Fee: 30 Mana Crystals
Recharge Time: 23.5hs;*
*3 Charges per Recharge (per node);
Duration: 46h;
Initial Charges (per node): 3;
Max Charges (per node): 6.
Wow ... IS it really happening?4 -
Mutation ability is too different from its paper version, and not in a good way. Paper version specifically says that you can mutate token creatures as well and specifically says that you can mutate only non-Human creatures. This version seems to enable Human mutants which is not supposed to be a thing on Ikoria and the way it's worded implies you can only mutate a creature once unlike paper version, because once you cast a mutation for the first time, target creature becomes mutated and non eligible for further mutations.2
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I dont think I understand how mutate works:
other than the disappointment over not being able to stack mutations, the wording seems illogical.
Example:
If I play archipelagore on another creature, that other creature is reinforced and then what? the disable effect hits one time? if that is the case then 20 mana is very very steep.
i'd need a 14 mana creature on board for this to be mildy interesting (14 for the reinforce and 6 for the disable) and that must be a 14 creature without an ETB because it wont trigger but you will pay for it.
Am I getting this wrong?
The Mutate ability hint reads: “When you cast this card from your hand, if you control a non-Token non-Mutated creature, you may choose it to enter the battlefield as a Mutation. If entered as a Mutation, reinforce target non-Token non-Mutated creature you control. That creature gains this card’s Mutation effect.”
0 -
you're right that 20 is a steep price, but let's compare this with one of my favorite cards: quasiduplicate. For 11 mana, that card gives you a reinforced creature with an ETB effect if that creature has one.
For Archipelagore's 20 mana, you get the reinforcement without the ETB effect, but with the mutation effect, whatever the copied creature was.
Depending on the creature you can copy, that doesn't sound so interesting.
But wait! When you don't have a creature in play quasiduplicate is useless. While your 20 mana Archipelagore gives you a 7/7, which is not bad by itself.
So yes, this is more expensive but you never have a useless card in your hand, and versatility always has a price in Magic.
And let's not forget that our new friend archipelagore is an uncommon: he's not meant to be spectacularly cheap. I haven't checked the other creatures yet (the facebook layout is horrible on my phone), but I would bet that the rare and mythic mutate cards will be much more splashy.
0 -
The push towards Flash-cards continue, but that mechanic could really do with some changes. Are there any plans to change Flash?4
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Heartstone said:I would bet that the rare and mythic mutate cards will be much more splashy.But Archipelagore is literally in the oceanHow do you get more splashy???
3 -
jtwood said:Heartstone said:I would bet that the rare and mythic mutate cards will be much more splashy.But Archipelagore is literally in the oceanHow do you get more splashy???0
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so... let me try to get this right.
I play Archipelagore, then play another card with mutate on it, archpelagore reinforces and disables a creature till end of turn.
so, example: I play aupicious starrix on archipelagore, I have a 14/14 for 30 mana with the bonus of disabeling a creature once and cheating a 2 mana creature into play (starrix counts reinforcements)
It seems so clunky0 -
Oktagon_Support said:
New Abilities Category
Basic Evergreen
In order to simplify the interactions of cards that grant evergreen abilities from a given list, IKO brings a new ability category, named as Basic Evergreen abilities, to group the ones that were introduced in ORI and are present in every set since then.This way, instead of listing each of the available abilities in a card’s text, it will simply bring the keyword Basic Evergreen ability, which hint contains the list of all pertinent abilities.
The Basic Evergreen abilities in Magic: PQ are Berserker, First Strike, Double Strike, Deathtouch, Defender, Hexproof, Lifelink, Menace, Reach, Trample and Vigilance.
6 -
mrixl2520 said:Oktagon_Support said:
New Abilities Category
Basic Evergreen
In order to simplify the interactions of cards that grant evergreen abilities from a given list, IKO brings a new ability category, named as Basic Evergreen abilities, to group the ones that were introduced in ORI and are present in every set since then.This way, instead of listing each of the available abilities in a card’s text, it will simply bring the keyword Basic Evergreen ability, which hint contains the list of all pertinent abilities.
The Basic Evergreen abilities in Magic: PQ are Berserker, First Strike, Double Strike, Deathtouch, Defender, Hexproof, Lifelink, Menace, Reach, Trample and Vigilance.
3 -
There are also unblockable and flash, but both are a bit more rare on cards to be found, so they might not be so basic.
But definite info about which evergreens still exist and will keep on existing but are not 'basic' would be nice.
flying and haste are good calls for sure, though.
So if i may propose a simple solution:
Give us a second list. One that shows all the evergreens that are not considered to be basic.
0 -
Oktagon_Support said:
In order to simplify the interactions of cards that grant evergreen abilities from a given list, IKO brings a new ability category, named as Basic Evergreen abilities, to group the ones that were introduced in ORI and are present in every set since then.This way, instead of listing each of the available abilities in a card’s text, it will simply bring the keyword Basic Evergreen ability, which hint contains the list of all pertinent abilities.
The Basic Evergreen abilities in Magic: PQ are Berserker, First Strike, Double Strike, Deathtouch, Defender, Hexproof, Lifelink, Menace, Reach, Trample and Vigilance.
"Unblockable" exists in all "normal" sets (excluding "special", "Versus" and Odyssey sets) in some form except for THB. Many sets, including Origins, only have cards that assign or activate unblockability without having any cards with a "natural" unblockable ability using the icon. I agree that this feels like an evergreen, but it doesn't strictly meet the definition.
Flash isn't in Origins and definitely doesn't appear in all sets, although I feel that the regular use of flash on cards across sets does make it feel evergreen.
Legendary does appear in all normal sets, but might not be included because it is more like a characteristic than an "ability". Also, strictly speaking, it was added to the game later and therefore wasn't "introduced in ORI".
Flying appears in all normal sets and also all special sets, except ZVE. Menace is on the list but doesn't appear in any special set, though, so it seems unlikely that ZVE is holding up flying from being a basic evergreen.
Haste, like flying, appears in all normal sets. It doesn't appear in the "special" (shooting star) set and exists only in an activateable form in ZVE. This also compares to Menace.
@Oktagon_Support I definitely appreciate the communication of both the list of Basic Evergreen abilities and the definition used to create that list, however I feel that these five keywords deserve clarification for why they are not a part of the set of Basic Evergreen abilities (or correction of the list of they do in fact belong there).
1 -
If we compare the list of keyword counters from paper IKO and PQ list of Basic Evergreens, we have:
- both versions: Deathtouch, First Strike, Hexproof, Lifelink, Menace, Reach, Trample, Vigilance and Double Strike
- PQ only: Berserker (not a thing in paper) and Defender (a different thing in paper)
- Paper only: Flying, Indestructible (read: Prevent Damage)
- none: Haste
0 -
Release date of 4.2 would be nice as well. Then I know what day I can expect to be disappointed for anywhere between 4 hours to an entire day that it hasn’t come out on IOS yet. I just like to plan my disappointments.3
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Hi everyone,
Here are some answers I was able to get an answer with the team!
Thank you so much for all the feedback.
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1. “This ability counts as an Activate effect", should countdown gems (animist's awakening gem and Clues) be added to this list? (I guess, probably?) What about graveyard gems and energized gems? (I guess maybe deliberately left off?)
Answer: Activated effects with countdown gems count as an Activated effect. However, special gems such as energized, devoid or graveyard gems don't count.
2. "Basic Evergreen" is described as abilities introduced in ORI and present in every set (actually, this is kind of the definition of "evergreen" used by mtg, but mtgpq already uses "evergreen" differently, to mean "any icon ability". But that's an aside.) The comment is that ORI also introduced these basic abilities, which can be used in every expansion: Flying, Haste, Prevent Damage, Unlockable. Should some or all of those get added to the list?
Answer: Not all of the icon abilities were considered to be Basic Evergreen abilities due to some unintended interactions. Flying is considered as a Basic Evergreen for design purposes (we already fixed the misinformation regarding this ability being out of the list), the others were intentionally left out of the category.
3. Mutation ability is too different from its paper version, and not in a good way. Paper version specifically says that you can mutate token creatures as well and specifically says that you can mutate only non-Human creatures. This version seems to enable Human mutants, which is not supposed to be a thing on Ikoria and the way it's worded implies you can only mutate a creature once unlike paper version because once you cast a mutation for the first time, target creature becomes mutated and non-eligible for further mutations.
Answer: Regarding the non-Human subject, while we generally go by the limitation breeds creativity motto, this particular limitation seemed to restrict the options in a significant way and prevent some fun interactions that would be unique to MagicPQ. It is mostly flavor and, while we also move along the functionality over flavor motto, we usually weigh the costs between them before making a decision. In this case, we opted to remove it in order to expand the deckbuilding possibilities for the mechanic.
Regarding the nonToken creatures, this limitation had to be placed in order to prevent the creation of massive exceptions to certain rules regarding tokens in MagicPQ (they would interact poorly with bounce and other similar mechanics). Prioritizing the stability of the game was the main guideline for us to avoid mechanical complexity in regards to Mutation. Therefore we opted to prevent tokens from being mutable and creatures for being mutated more than once.4.I don’t think I understand how mutate works. [...] Example: If I play archipelagore on another creature, that other creature is reinforced and then what? The disable effect hits one time? If that is the case then 20 mana is very very steep. I'd need a 14 mana creature on board for this to be mildly interesting (14 for the reinforce and 6 for the disabled) and that must be a 14 creature without an ETB because it won’t trigger but you will pay for it. Am I getting this wrong? The Mutate ability hint reads: “When you cast this card from your hand if you control a non-Token non-Mutated creature, you may choose it to enter the battlefield as a Mutation. If entered as a Mutation, reinforce target non-Token non-Mutated creature you control. That creature gains this card’s Mutation effect.”
Answer: You can benefit from Mutate by casting a low-cost creature (that has a Mutation on its own or not) and then mutate it with a high-cost creature in order to trigger its effect and reinforce it once. Then, whenever you reinforce that low-cost creature by casting another card with that same name, all of its Mutations will trigger. This way, you can either have a huge creature with cheap effects in addition to its own, or small cheap creatures with a powerful effect that trigger very often.
5. The push towards Flash-cards continues, but that mechanic could really do with some changes. Are there any plans to change Flash?
Answer: Yes, we have intentions to make some future changes with Flash in the near future. But probably the changes will happen only after Core Set 2021.
6. Shouldn't flying be a basic evergreen? Also, Haste. Legendary, introduced later but found on Origins cards, also has an icon but might not be considered “basic”.
Answer: Flying is indeed a Basic Evergreen. We already fixed this misinformation. The other icon abilities, however, were intentionally left out of the Basic Evergreen abilities category.
7. Unblockable, Flash, Legendary, Flying, and Haste. I definitely appreciate the communication of both the list of Basic Evergreen abilities and the definition used to create that list, however, I feel that these five keywords deserve clarification for why they are not a part of the set of Basic Evergreen abilities (or correction of the list of they do in fact belong there).
Answer: Same as in question 2 and 6.10 -
Thanks for the quick and informative update!
2 -
Oooo Bonus Q&A! Thanks for taking the time to do this Marcela and please pass on thanks to the dev team!5
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@Oktagon_Support thank you so much for this Q&A!!! It’s very informative and I appreciate learning the reasoning behind design and mechanics decisions.1
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