This seems fun with [[Irencrag Feat]] whether you can manipulate the top of your deck or not. Either hit a teed up bomb or seriously ramp out with treasures.
andrew
Sorry if you're referring to the 10 I had in there, that was a typo from copying what was on [[Hit the Mother Lode]]!
Otherwise yes though, Discover values seem to be pretty high compared to the CMC of the cards they're on so far.
Yeah kinda can’t believe this is an uncommon for limited, seems super strong on both halves. 5 damage kills most non-vigilance attackers and then you get a decent sized body.
Awesome reprint! This card has gotten close to $30 and I've wanted one for a while.
Much better art too, on both sides.
Yeah you're right, it's just too much overhead. The examples below create the tracking requirement when those cards are played, this would require that you always track every token from the start of the game forever.
Could definitely work in Alchemy though.
Great feedback, yeah the nonland qualifier should definitely be there.
I agree the rules are a bit unclear to me but there is at least precedent with remembering tokens. [[Arcane Artisan]] and [[Dual Nature]] are two quick ones I found.
Couple thoughts after thinking about it a bit more:
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This smells a bit like a quieter way to just raise the price of boosters. Drafts will cost more now, which sucks. They say "Because that is six more boosters than Set Booster displays have right now, be aware the price of a Play Booster display box will be higher than that of a Set Booster display box." Most likely this coincides with a per-booster price increase too which probably (partly) drove this.
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Impact on draft seems way higher than they're leading on, even though they address this. An average of 3 cards from the List per draft has to increase variance. Granted it's now 50 cards instead of 300 in the List, and there is thought to tie it into the set, but that's still more variance. Relatedly, possibly opening 4 (!) rares but 3 fewer commons also has to change the game quite a bit too. 2-rare packs seem not crazy at least, and 3 fewer commons is substantial.
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I'm glad we're going back to just 1 type of booster pack though, I didn't like 2 different packs.
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I hope all cards from the List now make it to Arena! Could be a cool way to get more reprints there.
Differences from existing draft boosters: *
- The potential to open up to 4 rare or mythic rare cards
- -1 playable card
- -3 commons
- +1 non-foil wildcard
- +1 traditional foil wildcard
- 1-in-8 opportunity of getting a card from The List (The List didn't appear in draft boosters)
- ~1-in-3 opportunity of an art card (art cards didn't appear in draft boosters)
* Based on the default without a traditional foil card. Previously, draft boosters had a traditional foil approximately a 1/3 the time.
Wow was not expecting such a major change to card distribution! Here's an overview of the new booster contents:
Despite their reputation I've bought many cards from them off and on since the late 90s and have had good interactions, really sad to see them stop. Doesn't seem great for the game either, particularly considering they only dropping MTG and no other TCGs/games.
Yeah I believe so, this is the relevant rule:
119.8. If an effect says that a player can’t lose life, that player can’t make an exchange such that the player’s life total would become lower; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become lower. In addition, a cost that involves having that player pay life can’t be paid.
(Emphasis added)
Hit the Mother Load