Original use: Nicol Bolas signing off after writing a column on how to play Magic: the Gathering
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Original use: Nicol Bolas signing off after writing a column on how to play Magic: the Gathering
Current use: new NB flair

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People have been asking Mark Rosewater about Storm lately, and that got me thinking: There would obviously be fewer problems with a mechanic that gave a set number of copies of a spell when you’ve cast something else before My question to you is: What do you feel about the base idea? I feel like it doesn’t have too much space, needing to be something you’d find cheap-but-not-oppressive at the double or more of the effect, but with only two modes, it can’t be too horrendous at base level. It seems limiting, once you change it from “increasing amounts of efficiency” to “two modes”, to only make the benefit “you get a copy/copies of the spell” rather than any arbitrary benefits that you might want to put on. Like damage on an everyone-wheels spell if it’s the second or further spell cast, so instead of Metalcraft it’s “have you cast a spell”. (Molten Psyche is the example here)
Honestly, something I came up with for “Storm but capped” was the rather unoriginal “spell that costs {R} and produces {R} but you get two more copies if you’ve cast a spell previously” but that falls under all the same problems that just plain printing a {R} Dark Ritual would have, except with the smallest hoop to jump through. Apart from that, the design seems kind of like Visions of Beyond, doesn’t it?
You: Sarkhan’s Unsealing
Me, an EDH player:
On one hand, I understand the Design department’s issues with creating a card that fits a certain tribe, makes sense in its colors, and encourages that tribe’s playstyle without being the type of effect that you’d want to pile up on.
At the same time, I still really want a Defender-focused commander that lets me use Flamewright and Vent Sentinel.
I finally understood the power of Sunforger when I got into a counter battle with a Sultai deck without using any of the cards in my hand.
Game’s late, you know how this all goes. They use Forbidden Alchemy, I decide to flex on them by using Sunforger and fetching Pyroblast. They end up having Spell Pierce, so I detach Sunforger-form Masterwork of Ingenuity and use Increasing Vengeance on Pyroblast, the new copy targeting Spell Pierce. Obviously, I had the mana to pay for the Spell Pierce, but like I said before, flexing. Rings of Brighthearth got Exile for the opposing attacker and a Lightning Helix for their Creeping Tar Pit (which they left back for some reason after animating), and Brass Squire on the field and plenty of mana meant I was able to attach at least one Sunforger back to a creature and keep going. Still, even without Rings or Squire, I still would have stopped a quick tutor despite counter magic.

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You think WotC would print a creature with 3 power, 1 toughness, Haste, and a Threaten effect at 5 CMC? I mean, disregarding Eldrazi Obligator already existing as both that and a 3 CMC 3/1 Haste, for either 3CR or 2R respectively.
VANILLA MYTHIC
Maybe it’s just me, getting into the game around the time of New Phyrexia, going on hiatus, coming back for Theros and sticking with the game until now, but is it surreal for anyone else to see {R} getting 2/2 creatures for {1}{R} with only upside? I mean, it looks like they tried pushing the envelope a little more each set starting in KTK, starting off with red bears-with-downsides, before finally trying out Falkenrath Reaver in SOI. Suddenly, three blocks later, we’ve got 2/2 that attacks as a 3/3, a 2/2 with double-cost firebreathing, and a 2/1 with haste for {1}{R} (that last one had an even better version last block), {2}{R} getting a 3/3 evasive anti-life, anti-wide dino and a vanilla 4/2 (compare to Khans, where that only got a 4/1 compared to {2}{G} having a vanilla 4/2), a 5/5 Trample + Haste for {4}{R}. Like, I get “dies to removal” and all, especially with Walk the Plank existing, and the Pirates have good things to steal, and First Strike is more of a thing with Pirates and Vampires, and Merfolk grow super big, but still. Ixalan creatures aren’t just big; for {R}, they’re big for their cost.