Ixalan Blog Posts *Updated (2/8/18)
Comments
- 
            
 Welcome to the real world. A Cruel Reality if you willMADAFAKA said:On a serious note, are you guy tweaking them objectives for events?
 In this event for instance, how are you supposed to kill 3+ creatures when Greg is creatureless?
 The re is nothing wrong with creatureless decks but the objectives1
- 
            Vraska, this what I'm waiting for. It looks like ROI not comes with XLN and there's still content and PW's to make.0
- 
            
 My thoughts exactly. Greg doesn't have any self restraint right now. But this well help him save his loyalty and then demolish and BOOM!Krishna said:
 Im looking forward to sideboarding the spyglass. but When it gets popped, prepare for the Ai to Ultimatewereotter said:
 I can't wait to use it against Koth and his "I'm gonna use my loyalty ability and cascade every turn" stupid, ugly face :PGunmix25 said:That last mythic, sorcerous spyglass, locking down planeswalker loyalty abilities? Hoooo boy. That will be interesting to play and face.  
 Looking forward to the fun matches. 0 0
- 
            
 Play your cards right and it won't really matter. Notice the number of shields is reduced by 1 at the end of your OPPONENT's turn (so until their next turn they can't use their loyalty abilities).Krishna said:
 Im looking forward to sideboarding the spyglass. but When it gets popped, prepare for the Ai to Ultimatewereotter said:
 I can't wait to use it against Koth and his "I'm gonna use my loyalty ability and cascade every turn" stupid, ugly face :PGunmix25 said:That last mythic, sorcerous spyglass, locking down planeswalker loyalty abilities? Hoooo boy. That will be interesting to play and face.  
 Especially annoying for people relying on their ultimates in their Jace2 and Ob Nixilis decks, since those have the toughest time dealing with supports. (goes to brew concoction involving Spyglass, Whir of Invention and Starfield of Nyx)0
- 
            I see that Ixalan design is full of the same mistakes and assumptions that Hibernum used to make when they started designing.
 A bit disappointing. Still, at least they don't seem to be making too many of the mistakes and decisions that Hibernum were making before they got fired.
 Maybe in a year we'll hit a sweet spot again.0
- 
            Care to elaborate Martin?2
- 
            Well they're overcosting by a lot, for one thing.  
 They're not costing Defender like the awful drawback that it is: 
 They wrote 'Activate 1' on some cards, which is as rookie as rookie mistakes can get: 
 Cost reduction really, really hasn't been scaled up to relevant MTGPQ levels (did anyone play with Krallenhorde Howler?): 
 Converting cards directly from paper without considering the altered mechanics of MTGPQ seems to be a theme, here are some cards which very much forget you have a 3 creature limit on board:   
 And Enrage kinda forgets that creatures can't block, and so won't be dealing damage to each other nearly as regularly as in paper. (And, tbh, Enrage didn't even really kick off in paper until RIX anyway)
 Oktagon are new, so, sure, I'll cut them a break. they *could* have consulted with players of the game so they'd have known what was relevant, but, whatever. They didn't try attempt anything really new and different in their first expansion, like Hibernum did, with their void gems in BFZ, but, yknow, void gems weren't a massive success anyway, despite being a worthy experiment, and Oktagon probably had a lot of things on their mind coming into the project as they did.
 I just wish I didn't feel so Meh about everything we've seen so far.9
- 
            Uhm, are you sure you understand what is going on?
 Yes, they are de-powered, which is sorely needed to stop the power creep from getting out of hand, and allow lower rarities a chance to compete.
 You use two cards to say they forgot about board size, yet both are compatible with a 3-creature board, you seem to forget that all token making creatures work under the same restrictions  
 As for the boat, its a johnny card!
 Yes, a 2 mana reduction is close to nothing, but that is fine for commons and uncommons also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside. also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside.
 Heck, I like that the dork has defender. It comes down, reduces cost, takes. Hit, and dies so you got room for your newly discounted dinosaurs!
 Or you want another set of 12/12's and 16/16's that makes Commons and uncommon unplayable? 
 Heck, you just assume there won't be ANY enrage enablers, despite the card set being full of them, and ignore that Huatli's first ability is built specifically to trigger all your enrages 3 3
- 
            
 Maybe you're looking at different cards? Both those dino enablers very specifically say "While this creature is on the battlefield" meaning... well, while it's on the battlefield dinos cost 2 less. Once it's gone, the sales over.Thuran said:
 Yes, a 2 mana reduction is close to nothing, but that is fine for commons and uncommons also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside. also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside.
 Heck, I like that the dork has defender. It comes down, reduces cost, takes. Hit, and dies so you got room for your newly discounted dinosaurs!
 Again maybe we're looking at different things but the Huatli I see has a first that does nothing to trigger enrage and an ultimate that triggers enrage; an ultimate that you will not be using very often due to the fact that it's her ultimate and they generally cost enough that you can use it once or twice a game.Thuran said:
 Heck, you just assume there won't be ANY enrage enablers, despite the card set being full of them, and ignore that Huatli's first ability is built specifically to trigger all your enrages 0 0
- 
            
 This is one of those we won’t really know until we have the card things. The wordi difference between the two helpers might actually indicate different outcomes?ZW2007- said:
 Maybe you're looking at different cards? Both those dino enablers very specifically say "While this creature is on the battlefield" meaning... well, while it's on the battlefield dinos cost 2 less. Once it's gone, the sales over.Thuran said:
 Yes, a 2 mana reduction is close to nothing, but that is fine for commons and uncommons also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside. also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside.
 Heck, I like that the dork has defender. It comes down, reduces cost, takes. Hit, and dies so you got room for your newly discounted dinosaurs!
 0
- 
            
 Even if it did permanently reduce the cost of the cards in your hand (and, naturally, I hope the devs might be reading this and taking feedback on board), you could save yourself 13 mana for playing Dinos with by merely not casting a Kinjalli's Caller.ElfNeedsFood said:
 This is one of those we won’t really know until we have the card things. The wordi difference between the two helpers might actually indicate different outcomes?ZW2007- said:
 Maybe you're looking at different cards? Both those dino enablers very specifically say "While this creature is on the battlefield" meaning... well, while it's on the battlefield dinos cost 2 less. Once it's gone, the sales over.Thuran said:
 Yes, a 2 mana reduction is close to nothing, but that is fine for commons and uncommons also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside. also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside.
 Heck, I like that the dork has defender. It comes down, reduces cost, takes. Hit, and dies so you got room for your newly discounted dinosaurs!1
- 
            
 Yep. Still a pretty feeble pair of cards. Just like the Pilots in KLD, these will get no real play other than experimenting to see what they do. It’s unfortunate.Martin said:
 Even if it did permanently reduce the cost of the cards in your hand (and, naturally, I hope the devs might be reading this and taking feedback on board), you could save yourself 13 mana for playing Dinos with by merely not casting a Kinjalli's Caller.ElfNeedsFood said:
 This is one of those we won’t really know until we have the card things. The wordi difference between the two helpers might actually indicate different outcomes?ZW2007- said:
 Maybe you're looking at different cards? Both those dino enablers very specifically say "While this creature is on the battlefield" meaning... well, while it's on the battlefield dinos cost 2 less. Once it's gone, the sales over.Thuran said:
 Yes, a 2 mana reduction is close to nothing, but that is fine for commons and uncommons also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside. also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside.
 Heck, I like that the dork has defender. It comes down, reduces cost, takes. Hit, and dies so you got room for your newly discounted dinosaurs!0
- 
            I like the boat to an extent. The trouble is it relies on having two other creatures that have explore, that you can trigger often to make it grow enough to make it worthwhile. Extra copies of it will also become worthless because 19 mana to reinforce a 4/4 is terrible. Hopefully there ends up being a way to give the boat itself the explore ability.
 As for the token generating creatures, I think the rare pirate is leaps and bounds better than the mythic dino. The pirate needs another pirate to start doing its thing and we've actually seen another playable pirate already. It also has evasion so it will probably survive combat most of the time to keep making its tokens. 3 mana for a 2/2 that doesn't cost a card each turn is nice in my book (I'd imagine it triggers even if you don't have three mana, it just drains whatever you do have). The dino on the other hand is pretty lame in a vacuum. 18 mana for a 6/6 that also gives you a 3/3 with haste. Future 3/3 tokens won't need the haste part, and future Regisaur Alphas won't either. That leaves its main ability effecting one other creature slot. If his ability was "Dinosaur creatures you control have haste" meaning he gives himself haste, that would be better. If his other ability was "When a non-token dinosaur enters the battlefield under your control, create a 3/3 blah blah" that would be way better and not broken. Currently its a 2:1 mana:power ratio with the only benefit being it gives two creatures meaning it partially survives one single-target removal spell. We'll have to wait and see what the rest of the spoilers show us but realistically a spoiler season should not be disappointing and rely on "hopefully it will be better once we see the full set".3
- 
            
 I enjoyed playing games for Mastery with Pilots and Crew. I wish they'd been more playable in constructed.ElfNeedsFood said:
 Yep. Still a pretty feeble pair of cards. Just like the Pilots in KLD, these will get no real play other than experimenting to see what they do. It’s unfortunate.Martin said:
 Even if it did permanently reduce the cost of the cards in your hand (and, naturally, I hope the devs might be reading this and taking feedback on board), you could save yourself 13 mana for playing Dinos with by merely not casting a Kinjalli's Caller.ElfNeedsFood said:
 This is one of those we won’t really know until we have the card things. The wordi difference between the two helpers might actually indicate different outcomes?ZW2007- said:
 Maybe you're looking at different cards? Both those dino enablers very specifically say "While this creature is on the battlefield" meaning... well, while it's on the battlefield dinos cost 2 less. Once it's gone, the sales over.Thuran said:
 Yes, a 2 mana reduction is close to nothing, but that is fine for commons and uncommons also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside. also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside.
 Heck, I like that the dork has defender. It comes down, reduces cost, takes. Hit, and dies so you got room for your newly discounted dinosaurs!0
- 
            Octo-devs seem more willing to listen to players and generally have been introducing positive changes , and players may want to defend their first set. But I doubt if they don't want feedback. And I gotta agree with shteev...erm I mean Martin.
 Regisaur Alpha and Shadowed Caravel are making me cringe. I have nothing against their abilities, they just cost 6-8 Mana too much.
 I was so excited for pirate ships and dinosaurs. Let's hope the rest of the cards will be more exciting.0
- 
            
 Yeah, I could be totally wrong about that guy. I dislike the way that him+pirate tokens+another pirate = 3 creature slots, but at least he grows the stack of pirate tokens (albeit slowly). We'll see.ZW2007- said:
 As for the token generating creatures, I think the rare pirate is leaps and bounds better than the mythic dino. The pirate needs another pirate to start doing its thing and we've actually seen another playable pirate already. It also has evasion so it will probably survive combat most of the time to keep making its tokens. 3 mana for a 2/2 that doesn't cost a card each turn is nice in my book (I'd imagine it triggers even if you don't have three mana, it just drains whatever you do have).0
- 
            I also think that Fathom Fleet Captain has potential. Pretty decent as far as black creatures go.0
- 
            Oh, note that Fathom Fleet Captain doesn't have Menace himself, only his tokens.0
- 
            
 well...I mean...it's fairly solid to conclude it's just a bad card.ElfNeedsFood said:
 This is one of those we won’t really know until we have the card things. The wordi difference between the two helpers might actually indicate different outcomes?ZW2007- said:
 Maybe you're looking at different cards? Both those dino enablers very specifically say "While this creature is on the battlefield" meaning... well, while it's on the battlefield dinos cost 2 less. Once it's gone, the sales over.Thuran said:
 Yes, a 2 mana reduction is close to nothing, but that is fine for commons and uncommons also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside. also, its a permanent reduction, even if your dude dies. If you just have 2-3 dinosaurs when it enters, that is a pretty good deal of a 4 mana 2/3 with upside.
 Heck, I like that the dork has defender. It comes down, reduces cost, takes. Hit, and dies so you got room for your newly discounted dinosaurs!
 Unless their implementation of the cards goes against both the wording of that card (referencing Kinjalli's Caller) and the wording of cards from past sets (cards that permanently reduced the cost of creatures and spells either said "this card gains X mana" or would not have "while this creature is on the battlefield..." for the reduction of effect costs.
 It either does what it says and should be a common at best, or what the card actually does doesn't match its abilities.
 0
Categories
- All Categories
- 45.7K Marvel Puzzle Quest
- 1.6K MPQ News and Announcements
- 20.8K MPQ General Discussion
- 6.4K MPQ Bugs and Technical Issues
- 3K MPQ Tips and Guides
- 2.1K MPQ Character Discussion
- 185 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.4K MPQ Suggestions and Feedback
- 14K Magic: The Gathering - Puzzle Quest
- 536 MtGPQ News & Announcements
- 5.5K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 452 MtGPQ Deck Strategy & Planeswalker Discussion
- 313 MtGPQ Events
- 68 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.8K MtGPQ Bugs & Technical Issues
- 550 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 7 Adventure Gnome
- 6 Word Designer: Country Home
- 469 Other Games
- 177 General Discussion
- 292 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements








