The gift that keeps on gifting 3 months agoĭazard Excellent questions. I like Prison Term, I play Skyclave Apparition but I always use Cast Out : ) And my favorite is to have something like Moon-Blessed Cleric or Heliod's Pilgrim that can tutor out enchantments like Prison Term to deal with threats when you really need them.īut it looks awesome to me! The proliferate and saga synergy seems really strong, and it would be great to have blue for Flux Channeler and things, but for this commander, this build seems really solid to me : ) Nice one! Hitting anything at instant speed is great, but also being able to cycle it makes it always do exactly what you need in a game. Plus, controlling games with a set up Skybind feels like a definite win.Ĭast Out is one that I'm keen on, just because of the versatility. A Blightsteel Colossus is only scary if it isn't getting blinked every turn. Skybind is one of those, can steal games or do not much at all cards, but I love it : ) With flash enchantments like Swift Reconfiguration or a flash enabler like Vedalken Orrery you can use it to double down on your constellation effects, or offensively to blink your opponent's creatures at instant speed. Setessan Champion can sometimes just be another enchantress and sometimes she can be a big, bad enchantress. Just figured I'd throw a few oddballs out there : ) When they work, they work so well : ) This looks super synergistic as is, and the only recommendations I might have are ones I used in an enchantress deck, but it also wasn't sagas, so may not work. This looks like a really awesome deck, and I do love enchantress builds. Satsuki, the Living Lore - Into the Story (v1.0) 3 months ago It's a crucial part of the gameplay experience, but it shouldn't be able to dominate. There used to be regenerate, which is a more defensive mechanic.īut, like I said, blocking only slows down a game. (I'm not even sure if reach is evergreen anymore.) There's reach, and that's about it for blocking abilities that are evergreen. Avacyn, Angel of Hope has flying and can kick your opponents in the face. Blightsteel Colossus deals massive amounts of poison damage. Have you ever noticed that a LOT of indestructible creatures entice you to attack with them? Ulamog, the Infinite Gyre gulps down your opponent's board. Simply put, attacking should always be more highly rewarded than blocking, because it progresses the game, whereas blocking does not. That isn't to say there aren't those kinds of blocking abilities, say, Steadfast Armasaur or Spike-Tailed Ceratops, but they are rarer for a reason. Of course, with special abilities on blockers, it's harder to grant leverage to what a blocking creature can do, simply because that shifts the gameplay to the defending player, and those kinds of interactions are, for the most part, something Wizards would like to avoid outside of flash creatures. Hence why Force of Savagery dies upon entering and is still a rare card for 3 mana while Aegis Turtle is largely forgotten by the community, is a common from an underpowered set, and is 1 mana. That is to say, since blocking can't win you the game, as T y p i c a l T i m m y said, creatures can be given much higher toughness without boosting the rarity. I've long suspected that WOTC's design principles actually favor blocking over attacking, at least in mana value overall. What Niko9 says tracks, but I'd also like to bring in another angle. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.Why is WotC Emphasizing Attacking … 1 week ago Damage from a source with infect can be prevented or redirected. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. They're not removed if the creature regenerates or the turn ends.ĭamage from a source with infect is damage in all respects. The -1/-1 counters remain on the creature indefinitely. Damage dealt to planeswalkers still results in that planeswalker losing that many loyalty counters.Ī player who has ten or more poison counters loses the game. Instead, it results in that many -1/-1 counters being put on that creature or that many poison counters being given to that player. Damage that a creature with infect deals doesn't result in damage being marked on a creature or a player losing life.
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