Welcome, Guest. Please login or register.
April 20, 2024, 06:14:46 AM

Login with username, password and session length

Search:     Advanced search
we're back, baby
*
Home Help Search Login Register
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  Magic: The Gathering Online  |  Topic: New Mechanics 0 Members and 1 Guest are viewing this topic.
Pages: [1] Go Down Print
Author Topic: New Mechanics  (Read 5201 times)
Xilren's Twin
Moderator
Posts: 1648


on: April 26, 2010, 11:38:58 AM

Well, new to me at least since it has been a long time since I played regularly.  There are others in the new Rise of Eldrazi set but thats not online yet.

Many thanks to Johny Cee for dropping a metric ton of cards on me.  After perusing a bunch last night, here are the mechanics that were new to me that impact standard.

Landfall - card gets some sort of bonus if you played a land that turn, which is basically like Kicker listed below but the cost is just if you played a land.

Cascade -  When you play this spell, remove cards from the top of your library from the game until you remove a nonland card that costs less. You may play it without paying its mana cost. Put the removed cards on the bottom in a random order.  So basically that means if I play the really popular Blood Braid Elf (a 3/2 haste with cascade that costs 2RG) then I would reveal cards until I hit a non land that costs 3 mana or less and can choose to play it for free if I.  Which is insane ...  but in a good way. 

Exile = the new removed from game, but not really out of game just over to the side and out of play.

Kicker = and extra cost you can pay when you cast for additional effect.  Some cards have multi-kicker so you can pay it more than once if you want

Exalted - Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.  You control, not this specific critter with the ability.

Unearth - Return this card from your graveyard to play. It gains haste. Remove it from the game at end of turn or if it would leave play. Unearth only as a sorcery.  Built in raise dead.

Devour - As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.

And of course the Planeswalkers are totally new to me.  Like Elspeth.  Basically, you cast it from your hand and it becomes a sort of legendary enchantment that has counters for "health" known as loyalty.  Each one seems to have multiple abilities which either add or remove counters to them, which you can use as sorceries.  Elspeth starts with 4 tokens, and her abilities are... +1 token: Put a 1/1 white Soldier creature token onto the battlefield.  +1 token: Target creature gets +3/+3 and gains flying until end of turn. -8 token: For the rest of the game, artifacts, creatures, enchantments, and lands you control are indestructible.

You can kill Planeswalkers with damage (burn spells and such) or attacking it with critters instead of attacking the player.  Probably by using spells that remove all counters from cards too.  These are the Mythic Rare rarity, and apparently lots of them are really good.  Like say this highly desirable
son of a bitch
.  Check this crap out: starts with 3 tokens.

+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library.

0: Draw three cards, then put two cards from your hand on top of your library in any order.

-1: Return target creature to its owner's hand.

-12: Exile all cards from target player's library, then that player shuffles his or her hand into his or her library.

Free draw 3 replace 2 cards effect every turn? Really?

So fast environment, multi-color cards galore, multi-lands and planeswalker bombs. Geez do i have a lot to learn

"..but I'm by no means normal." - Schild
schild
Administrator
Posts: 60345


WWW
Reply #1 on: April 26, 2010, 11:56:35 AM

AFAIK Cascade and Unearth are not in the current sets. Neither is kicker.

Annihilator (you didn't list that), Devour, Exalted, Exile, and Landfall are in the current set.

Quote
Probably by using spells that remove all counters from cards too.

Nope.

Not nearly as many multicolor in the current type-2 environment (as you seem to suggest). Planeswalkers are overrated and don't last.

Edit: Tons of shit is cycling out once M2010M2011 comes out. Oh, lightning bolt is back, that's worth discussing. GIMME MAH DARK RITUAL. GIMME IT.
« Last Edit: April 26, 2010, 11:59:09 AM by schild »
Ingmar
Terracotta Army
Posts: 19280

Auto Assault Affectionado


Reply #2 on: April 26, 2010, 12:03:36 PM

Heh, I guess I could go down to the local game store and play kids using cards that are older than they are if lightning bolt is back.  Ohhhhh, I see.

The Transcendent One: AH... THE ROGUE CONSTRUCT.
Nordom: Sense of closure: imminent.
Johny Cee
Terracotta Army
Posts: 3454


Reply #3 on: April 26, 2010, 03:07:39 PM

AFAIK Cascade and Unearth are not in the current sets. Neither is kicker.

Annihilator (you didn't list that), Devour, Exalted, Exile, and Landfall are in the current set.

Quote
Probably by using spells that remove all counters from cards too.

Nope.

Not nearly as many multicolor in the current type-2 environment (as you seem to suggest). Planeswalkers are overrated and don't last.

Edit: Tons of shit is cycling out once M2010M2011 comes out. Oh, lightning bolt is back, that's worth discussing. GIMME MAH DARK RITUAL. GIMME IT.

Alara block mechanics:
-Exalted, Unearth, Cycling, Devour, Cascade.  Cascade is one of the most broken recent mechanics, leading to huge tempo and card advantage, and fuels the "Jund" (GRB) style aggro/mid-range decks.

It still is nowhere near as broken as Affinity or Storm.

Zen block mechanics:
-Ally.  An additional creature type.  These are a bunch of weenie critters in all colors that get a bonus whenever an ally comes into play (for instance, gain one life for each ally you control or put a +1/+1 counter on your critter).  Great limited mechanic, and there are some relatively cheap tier 2 and budget ally decks kicking around.
-Landfall.  Gets a bonus when a land comes into play, or it activates a triggered ability.  The best of these gives a +2/+2 to a weenie critter each land that comes into play, leading to very fast aggro critters.
-Kicker and Multikicker.  Kicker is old-school.  Basically, by paying more you get a good bonus effect.  A great example is a burn spell that is a Shock, with a kicker of 4 colorless.  Pay the 4, the spell now does 4 damage.
Multikicker gives additional amounts of something each time you play it.  So a critter will get an additional counter each time the multikicker is paid.

RoE:
-Considered a separate block mechanics wise, but will rotate with Zen.
-Annihilator.  When a critter with Annihilator attacks, opponent sacs that many permanents.
-Walls.  Walls are considered an Eldrazi mechanic, so lots of walls.  The best is the white colorshifted Wall of Blossoms (W1 for a 0/4, draw a card).
-Leveler.  Weenie critters that you can pay mana to put level counters on.  The critters get a new ability at different levels.
-Tokens.  Lots and lots of the card in RoE generate "spawn" tokens, which are 0/1 creatures you can sac to produce 1 colorless mana.  Chump blockers and mana accelarators.


"Exile" is an example of a new Evergreen mechanic.  Exile just means "remove from the game".  So Swords to Plowshares would now read "Exile target creature, it's controller gains life equal to it's power".

Basically, Wizards has been keywording abilites and mechanics it wants to reuse continually to cut down on text on cards.  Just like you know what "flying" means when you see it on a card, we now have things like "deathtouch" and "exile" and "intimidate" (new fear, not restricted to black).

There are some interesting twists and combinations of mechanics.  For instance, many cards with Unearth also can cycle.  So you can cycle a creature into your graveyard, then pay to Unearth it and do damage.

__________________________

The mythic rarity has some real positive and negative aspects.

Positives:
- Rares are something like twice as common in new sets as opposed to old sets.  Basically, Wizards cut way down on the old chafe rares.
- Lands and utility/staple cards are generally at uncommon/rare.
- No more mana bases that cost a small fortune, like in RAV.  Even the enemy fetch lands (all Rares) in Zen block are going for 2-4 tix.
- Most good rares can go for 2-4 tix, as opposed to the bad old days of at least 8 or 10 tix.
- Even most mythics (which tend to be either conditionally used or Timmy cards) bottom out at a couple of tix.

Negatives:
- Chase mythics rapidly go to crazy land in price.  Baneslayer Angel and Jace, Mind Sculpter both go for above 40 tix.


Planeswalkers can be pretty amazing (Garruk, Ajani, Elspeth, and Jace MS), but they aren't backbreaking.  The game hasn't devolved into an arms race of who can online their PW first.  They are basically "fixed" enchantments, upping the power level while at the same giving all colors a way to deal with them.


As I said to Xilren, if you feel like playing around and need a supply of commons and uncommons, send me a PM or hit me up in game.  I have PILES of cards from the recent sets from drafts. 

Xilren's Twin
Moderator
Posts: 1648


Reply #4 on: May 16, 2010, 12:09:28 PM

I mentioned in the other thread that im not playing and serious standard constructed.  The following is the reason why.
Found an article about some of the most popular Tier 1 standard decks and their costs....

Standard Deck types and costs
Jund
4 Bloodbraid Elf[/card] @ $4.99
2 Borderland Ranger @ $0.05
4 Plated Geopede @ $0.10
4 Putrid Leech @ $0.15
4 Siege-Gang Commander @ $3.49
4 Sprouting Thrinax @ $0.49
2 Bituminous Blast @ $0.99
2 Lightning Bolt @ $1.99
4 Blightning @ $1.99
4 Maelstrom Pulse @ $19.99
4 Evolving Wilds @ $0.49
4 Raging Ravine @ $4.49
4 Savage Lands @ $1.49
1 Scalding Tarn @ $9.99
4 Verdant Catacombs @ $10.99
3 Forest
3 Mountain
3 Swamp

Significant Sideboard Cards: Sedraxis Specter, Island

Total Maindeck Cost: $210.69

UWR Planeswalker Control
4 Wall of Omens[/card] @ $1.99
3 Oblivion Ring @ $0.75
4 Spreading Seas @ $0.10
2 Day of Judgment @ $7.99
3 Divination @ $0.05
2 Martial Coup @ $6.99
4 Path to Exile @ $7.99
3 Ajani Vengeant 7.99
3 Elspeth, Knight-Errant @ $44.99
3 Gideon Jura @ $49.99
3 Jace, The Mind Sculptor @ $69.99
3 Arid Mesa @ $10.99
4 Celestial Colonnade @ $4.99
4 Glacial Fortress @ $9.99
3 Scalding Tarn @ $9.99
2 Tectonic Edge @ $0.99
4 Island
1 Mountain
5 Plains
Significant Sideboard Cards: Day of Judgment, Wall of Denial

Total Maindeck Cost: $716.40

Mythic Conscription
4 Baneslayer Angel[/card] @ $47.99
4 Birds of Paradise @ $4.99
4 Dauntless Escort @ $3.99
4 Knight of the Reliquary @ $17.99
4 Lotus Cobra @ $9.99
4 Noble Hierarch @ $18.99
4 Sovereigns of Lost Alara @ $4.99
2 Gideon Jura @ $49.99
3 Jace, The Mind Sculptor @ $69.99
2 Eldrazi Conscription @ $3.99
1 Arid Mesa @ $10.99
3 Celestial Colonnade @ $4.99
1 Glacial Fortress @ $9.99
4 Misty Rainforest @ $9.49
1 Sejiri Steppe @ $0.15
2 Stirring Wildwood @ $3.99
2 Sunpetal Grove @ $4.99
1 Tectonic Edge @ $0.99
2 Verdant Catacombs @ $10.99
4 Forest
2 Island
2 Plains
Significant Sideboard Cards: Sphinx of Jwar Isle

Total Maindeck Cost: $868.64

UG Polymorph
2 Eldrazi Monument @ $7.99
4 Awakening Zone @ $6.99
4 Spreading Seas @ $0.10
4 Deprive @ $0.49
3 Into the Roil @ $0.25
1 Mind Spring @ $0.99
4 Negate @ $0.25
4 Polymorph @ $2.99
4 Rampant Growth @ $0.25
2 Emrakul, The Aeons Torn @ $9.99
4 Jace, The Mind Sculptor @ $69.99
4 Halimar Depths @ $0.25
4 Khalni Garden @ $0.15
4 Misty Rainforest @ $9.49
5 Forest
7 Island
Significant Sideboard Cards: Iona, Shield of Emeria (also a different Polymorph option)

Total Maindeck Cost: $402.01

UW Tap-Out
4 Baneslayer Angel @ $47.99
4 Knight of the White Orchid @ $4.99
4 Wall of Omens @ $1.99
3 Everflowing Chalice @ $0.99
3 Fieldmist Borderpost @ $0.25
2 Oblivion Ring @ $0.75
3 Day of Judgment @ $7.99
1 Divination @ $0.05
4 Martial Coup @ $6.99
3 Mind Spring @ $0.99
4 Path to Exile @ $7.99
3 Jace, The Mind Sculptor @ $69.99
4 Celestial Colonnade @ $4.99
4 Glacial Fortress @ $9.99
3 Tectonic Edge @ $0.99
5 Island
6 Plains
Significant Sideboard Cards: None

Total Maindeck Cost: $584.87

Vampires
4 Bloodghast @ $5.99
4 Gatekeeper of Malakir @ $0.99
3 Kalastria Highborn @ $2.49
3 Malakir Bloodwitch @ $3.99
4 Vampire Hexmage @ $0.75
4 Vampire Nighthawk @ $1.49
4 Vampire Nocturnus @ $18.99
2 Grim Discovery @ $0.05
2 Mind Sludge @ $0.25
3 Sign in Blood @ $0.25
4 Tendrils of Corruption @ $0.10
4 Marsh Flats @ $9.49
4 Verdant Catacombs @ $10.49
15 Swamp
Significant Sideboard Cards: None

Total Maindeck Cost: $213.95

Red Deck Wins
4 Goblin Bushwhacker @ $0.05
4 Goblin Guide @ $3.99
4 Kargan Dragonlord @ $14.99
4 Plated Geopede @ $0.10
4 Burst Lightning @ $0.25
4 Devastating Summons @ $1.99
2 Forked Bolt @ $0.25
4 Lightning Bolt @ $1.99
4 Searing Blaze @ $0.25
2 Staggershock @ $0.25
4 Arid Mesa @ $10.99
4 Scalding Tarn @ $9.99
4 Teetering Peaks @ $0.10
12 Mountain
Significant Sideboard Cards: None

Total Maindeck Cost: $179.76

Turbo Open The Vaults
4 Glassdust Hulk @ $0.10
4 Wall of Omens @ $1.99
4 Angelsong @ $0.10
4 Fieldmist Borderpost 0.25
4 Howling Mine @ $2.99
4 Kaleidostone @ $0.10
4 Mistvein Borderpost @ $0.25
4 Open the Vaults @ $0.99
4 Prophetic Prism @ $0.10
3 Time Sieve @ $1.49
4 Time Warp @ $6.99
2 Tezzeret The Seeker @ $14.99
3 Marsh Flats @ $9.49
6 Island
5 Plains
1 Swamp
Significant Sideboard Cards: None

Total Maindeck Cost: $118.36









"..but I'm by no means normal." - Schild
schild
Administrator
Posts: 60345


WWW
Reply #5 on: May 16, 2010, 12:25:47 PM

Don't let the cost that goes into Jace scare you. I run green/white and green/black at work (mana acceleration / control or vampires) and it works out pretty well as a counter to Jund / BW Control. I think my deck costs about oh, $30. I haven't had a chance to get to a serious tournament with it yet unfortunately. Though I did pop open another sadistic sacrament and Malakir Bloodwitch yesterday. This is, of course, in real life, and not on MTGO, that client still drives me batty.
Thrawn
Terracotta Army
Posts: 3089


Reply #6 on: May 17, 2010, 06:44:53 AM

Don't let the cost that goes into Jace scare you. I run green/white and green/black at work (mana acceleration / control or vampires) and it works out pretty well as a counter to Jund / BW Control. I think my deck costs about oh, $30. I haven't had a chance to get to a serious tournament with it yet unfortunately. Though I did pop open another sadistic sacrament and Malakir Bloodwitch yesterday. This is, of course, in real life, and not on MTGO, that client still drives me batty.

I'd rather put up with MTGO then the owners of my current local card shop.  Which depresses me because I actually enjoy playing with SOME of the people at the shop, but the bad currently outweighs the good significantly.

"Sometimes I think the surest sign that intelligent life exists elsewhere in the Universe is that none of it has tried to contact us."
Johny Cee
Terracotta Army
Posts: 3454


Reply #7 on: May 17, 2010, 09:38:51 AM

I mentioned in the other thread that im not playing and serious standard constructed.  The following is the reason why.
Found an article about some of the most popular Tier 1 standard decks and their costs....

Those are cardboard prices.  While there still are some expensive decks (anything dependent on lots of Mythic Rares), the prices for many decks are much more reasonable.

Enemy fetch lands, and most other lands, actually sell for between 2-4 tix online rather than the $10 those lists are quoting.   That drops the price of the aggro decks down a great deal.  Red Deck Wins and the Bushwacker decks are actually very cost friendly.  Vamps still need Nocturnus (which is pricey) but the rest of the list is chump change.

Even Jund is pretty cheap if you sub out the Maelstrom Pulses, which aren't a necessity.

The control decks are still expensive, though, since most rest on a base of Planeswalkers and Baneslayer Angels, which you can't really sub out for less pricey cards.
Johny Cee
Terracotta Army
Posts: 3454


Reply #8 on: May 17, 2010, 02:41:50 PM

Jund
4 Bloodbraid Elf[/card] @ $4.99 4 tix
2 Borderland Ranger @ $0.05
4 Plated Geopede @ $0.10
4 Putrid Leech @ $0.15
4 Siege-Gang Commander @ $3.49 1.7 tix
4 Sprouting Thrinax @ $0.49
2 Bituminous Blast @ $0.99
2 Lightning Bolt @ $1.99 .25 tix
4 Blightning @ $1.99 .25 tix
4 Maelstrom Pulse @ $19.99  This is still a problem.  17-19 tix.  Replace with more bolts or terminates.
4 Evolving Wilds @ $0.49
4 Raging Ravine @ $4.49
4 Savage Lands @ $1.49
1 Scalding Tarn @ $9.99 4.7 tix
4 Verdant Catacombs @ $10.99 3 tix
3 Forest
3 Mountain
3 Swamp

Significant Sideboard Cards: Sedraxis Specter, Island

Total Maindeck Cost: $210.69

Just as an example, this Jund list (outside of the Pulses) is actually really reasonable....  especially if you have the commons/uncommons from drafting or borrowed.  Realistically, commons/uncommons are close to free if you draft a bit.

The prices I changed are quotes from sell bots, so if you are willing to advertise you can buy them probably a tix or two cheaper.  The price is probably closer to 60 or 65 tix if you have to buy everything from scratch and ignore the Pulses.


On the other hand, the UWx style control decks are ridiculous if you didn't happen to luck into pulling some of the mythics.  Cards like Jace, Mind Sculpter and Baneslayer are fucking insane (70 tix and 43ish tix, respectively, from a quick look at the marketplace).
Xilren's Twin
Moderator
Posts: 1648


Reply #9 on: May 17, 2010, 05:04:31 PM

Just as an example, this Jund list (outside of the Pulses) is actually really reasonable....  especially if you have the commons/uncommons from drafting or borrowed.  Realistically, commons/uncommons are close to free if you draft a bit.
The prices I changed are quotes from sell bots, so if you are willing to advertise you can buy them probably a tix or two cheaper.  The price is probably closer to 60 or 65 tix if you have to buy everything from scratch and ignore the Pulses.
On the other hand, the UWx style control decks are ridiculous if you didn't happen to luck into pulling some of the mythics.  Cards like Jace, Mind Sculpter and Baneslayer are fucking insane (70 tix and 43ish tix, respectively, from a quick look at the marketplace).

Oh i dont disagree with your premise; the Br vamp deck i was able to assemble with the commons and uncommons you gave me isnt far off from being moderately competitive, but if you arent willing to invest in standrd, it pretty well limits you to aggro weenie type decks.  Just not worth taking such a deck into a tourney setting IMHO.  Heck the "non casual decks in the casual room" make that clear enough.

Drafting is just the only real viable option for lower cost magic, and it still expensive compared to most other only games i could be subbing to.  A bad draft with no reall money making rares but a couple of wins still means the next one is only $4 compared to 14. 

(The other issue with mtgo tournaments of all kinds is the time factor; if i dont have time to raid for 4+ hours i surely dont have time to play MTGO for 6-7 hours for a single event)

"..but I'm by no means normal." - Schild
schild
Administrator
Posts: 60345


WWW
Reply #10 on: May 17, 2010, 05:16:59 PM

Green as an enabler in the current environment for mana advantage + White or Black is pretty fucking devestating, even on the cheap. Though I'd recommend running Martial Coup in white with a couple Day of Judgements and Blood Tribute in black. I have no clue what those run online.

I do love me Ob Nixilis with a shitton of mana though.
Pages: [1] Go Up Print 
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  Magic: The Gathering Online  |  Topic: New Mechanics  
Jump to:  

Powered by SMF 1.1.10 | SMF © 2006-2009, Simple Machines LLC