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naabaldan
Posts: 552 Critical Contributor
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Some power creep on the horizon isn’t there?
P/T to mana ratio of 2 on several cards. Waiting to see the keyword explained before being sure that there is a power creep.0 -
Direct link to the Images0
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Tremayne said:Some power creep on the horizon isn’t there?
P/T to mana ratio of 2 on several cards. Waiting to see the keyword explained before being sure that there is a power creep.0 -
@critman - like these
Azusa 5/6 for 10 mana (M)
Baneslayer 8/8 for 17 mana (M)
Avatar of growth 7/7 for 16 (MP)
Barron 5/5 for 12 (M)
Chainer 6/5 for 13 (M)
Conspicuous snoop 4/4 for 9 (R) but have self exile, so CS have to be on the field with an extra creature
Containment priest 4/4 for 8 (R)
Dire fleet warmonger 5/5 for 11 (R)
Elder Gargaroth 9/9 for 19 (M) and can summon beasts on attack
Garruks harbinger 7/6 for 15 (M)Sparkhunter 6/7 for 11 (M)
I could go on, but I think that should do it, to wonder about power creep.Then there are cards like
Chromatic Orrey seems quite powerful (though at a high cost) just have to sneak it into play somehow.
Sublime epiphany seems a little situational but still strong.
Have you seen any extremely powerful cards?0 -
I vote 'discontinuity' the worst mythic of the set. As you cannot activatet PW's or vanguard's abilities during or after the attack fase, it's basically a 14 mana fog. Or a 10 mana fog if you don't want your own creatures to attack.1
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Heartstone said:I vote 'discontinuity' the worst mythic of the set. As you cannot activatet PW's or vanguard's abilities during or after the attack fase, it's basically a 14 mana fog. Or a 10 mana fog if you don't want your own creatures to attack.At first, I thought Discontinuity was the best in the set because you could pair it with Mirari and lock down the opponent on their turn for the rest of the game. Then, I realized their wickedly brilliant cost reduction condition actually prevented Mirari - or even you - from filling the spell with the necessary 14 mana to cast it on your opponent's turn (and I expect the reduction to "drain" 4 mana when the cost of the spell drops to 10 on your turn). You need a way to generate 4 mana on your opponent's turn in order to cast it on your opponent's turn (plus, they have to have a creature to trigger flash, since that ability is still conditional on an attack happening).Or, at least, that's how I expect it to work. Expectations and reality often not exactly lining up in this game, of course.0
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plus, they have to have a creature to trigger flash, since that ability is still conditional on an attack happening
Even worse, it can only trigger at the attack phase while loyalty and vanguards are played before the attack phase1 -
So we all agree: It sucks
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Well, as long as its actually possible to cast in on your opponent's turn (big assumption, but still), it is basically just a way to stop your opponent from attacking for the turn. Which isn't totally useless (I'd think it would be nice for taking no damage objectives) but yeah, not fantastic.0
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jtwood said:So we all agree: It sucks
My thought was that it's so terrible that maybe it signifies the alluded to reworking of Flash? Perhaps they're looking at creating upkeep phases where we can cast cards.
That doesn't solve the cost issue, of course.0 -
madwren said:jtwood said:So we all agree: It sucks
My thought was that it's so terrible that maybe it signifies the alluded to reworking of Flash? Perhaps they're looking at creating upkeep phases where we can cast cards.
That doesn't solve the cost issue, of course.
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andrewvanmarle said:plus, they have to have a creature to trigger flash, since that ability is still conditional on an attack happening
Even worse, it can only trigger at the attack phase while loyalty and vanguards are played before the attack phase0
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