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PostPosted: Fri Apr 07, 2017 2:42 am 
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Zenbitz wrote:
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Green: Control the creature with the greatest power?


Could they word it so it wouldn't count itself?

yes, but I doubt they'd do this 'cause one player always has it.

:duel:

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PostPosted: Sat Apr 08, 2017 5:59 pm 
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control creature with power equal to or greater than D

D is one higher than the god power


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PostPosted: Mon Apr 10, 2017 11:32 am 
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Apparently the Desert subtype is coming back, but not Desert itself.

Desert appeared in Magic's first expansion, Arabian Nights. The card saw some play in tournaments, but was greatly hampered by the fact that so many of the early decks were completely (or almost completely) creatureless. We actually had Desert in early design files but it proved to be a little too powerful to bring back.

Desert also has the distinction of being one of the first lands to have a nonbasic land subtype on it. While we couldn't bring back Desert, the card, we definitely could bring back Desert, the subtype. The theme shows up lightly in Amonkhet, but will evolve quite a bit with Hour of Devastation.

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PostPosted: Mon Apr 10, 2017 11:34 am 
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... At least give us a Desert masterpiece in Hour.

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PostPosted: Mon Apr 10, 2017 12:10 pm 
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Well we got obvious white god is obvious. Desert was too powerful? In standard? I guess there was a tokens deck in FFL??

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PostPosted: Mon Apr 10, 2017 3:53 pm 
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He did say "a little too powerful", which suggests to me that it was good enough for them to main-deck routinely, and then very annoying for their opponents to play around. Not really an ideal place for anything to be.

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PostPosted: Mon Apr 10, 2017 5:35 pm 
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What I think we're going to see is another land with the Desert subtype. Most likely in the second set because he hints Desert is more Hour of Devastation.

BTW, is it just me, or would delve play well with some of the things Amhokhet's doing?

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PostPosted: Mon Apr 10, 2017 5:37 pm 
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I read the MaRo comment as we will get at least one Land - Desert or Deserts matter card in Amohkhet and Hour will have more possibly to the point of a minor subtheme.

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PostPosted: Mon Apr 10, 2017 7:26 pm 
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Oh yeah delve + cycling wouldn't be busted.

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PostPosted: Mon Apr 10, 2017 8:16 pm 
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BTW, is it just me, or would delve play well with some of the things Amhokhet's doing?

Delve has the same problems here as the ones that kept it out of Innistrad block. It competes too much with embalm and aftermath. Delve is much less appealing when the cards in your graveyard are actually useful.

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PostPosted: Tue Apr 11, 2017 3:08 am 
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Zenbitz wrote:
Well we got obvious white god is obvious. Desert was too powerful? In standard? I guess there was a tokens deck in FFL??

Was it played vs. Fairies? Judging by it's blogatog comments he seems to be talking about standard so there might be some serious desert support like a rampant growth/ farseek for them in hour or something.

And then they just spoiled a 4 mana uncounterable cantripping instant speed rampant grown for desert & basics with upside, sorta called it, yay.


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PostPosted: Tue Apr 11, 2017 11:32 am 
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Seems like Rhonas is basically ferocious, which is not really surprising, but kind of underwhelming.
also a 5 power deathtoucher for some reason

Only black remaining then, the likely candidates being lifedrain and > X life, discard and hellbent opponent, or maybe some sort of threshold type deal with self-mill.

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PostPosted: Tue Apr 11, 2017 12:21 pm 
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Bontu's trial is Ambition.

His monument is already "cast a creature drain 1", but the white and green monuments also basically just repeat the god activated ability. Blue taps instead of draws ("durdles")? Red just rummages instead of discard/shock face.

But how is a 5/5 lifelink (or whatever) that only can attack or block when you have >20 life or more life than your opponent any good? It's only a creature when you are not losing?

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PostPosted: Tue Apr 11, 2017 12:33 pm 
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I would bet more life than any opponent would serve Ambition well. Badly win-more unless his stats are really interesting.

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PostPosted: Tue Apr 11, 2017 12:40 pm 
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Zenbitz wrote:
But how is a 5/5 lifelink (or whatever) that only can attack or block when you have >20 life or more life than your opponent any good? It's only a creature when you are not losing?

I mean all the other gods so far are eyeblights so who am I to tell them to stop

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PostPosted: Wed Apr 12, 2017 12:27 am 
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well it's out and it's... not good. It's sweet though.

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PostPosted: Wed Apr 12, 2017 3:35 am 
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we've reached a new low

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PostPosted: Wed Apr 12, 2017 10:57 am 
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I do like the new gods, but I've realized why they're so much less exciting to me than the Theros ones were.

The Theros gods felt like enchantments first and foremost. You could play it for the enchantment parts of the card and be decently happy. Turning it into a creature was a powerful bonus if you got enough devotion, but the interesting parts of the card were the enchantment abilities.

The Ahmonket gods feel like creatures. Every part of the card points you in the direction of "make this a creature". The only "enchantment" part of the card is an ability that helps you get the god into creature mode. So instead of feeling like cool enchantments that are sometimes creatures, these feel like cool creatures that don't always work.

I do think it's good that they went a different direction with the gods this time, but it just doesn't appeal to me as much. That said, it does line up well with the flavor of the Ahmonkhet gods being much more tangible than the Theros ones.

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PostPosted: Wed Apr 12, 2017 11:53 am 
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I do like the new gods, but I've realized why they're so much less exciting to me than the Theros ones were.

The Theros gods felt like enchantments first and foremost. You could play it for the enchantment parts of the card and be decently happy. Turning it into a creature was a powerful bonus if you got enough devotion, but the interesting parts of the card were the enchantment abilities.

The Ahmonket gods feel like creatures. Every part of the card points you in the direction of "make this a creature". The only "enchantment" part of the card is an ability that helps you get the god into creature mode. So instead of feeling like cool enchantments that are sometimes creatures, these feel like cool creatures that don't always work.

I do think it's good that they went a different direction with the gods this time, but it just doesn't appeal to me as much. That said, it does line up well with the flavor of the Ahmonkhet gods being much more tangible than the Theros ones.


It makes sense since the new Gods aren't, in fact, Enchantments.

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PostPosted: Wed Apr 12, 2017 3:02 pm 
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felbatista wrote:
I do like the new gods, but I've realized why they're so much less exciting to me than the Theros ones were.

The Theros gods felt like enchantments first and foremost. You could play it for the enchantment parts of the card and be decently happy. Turning it into a creature was a powerful bonus if you got enough devotion, but the interesting parts of the card were the enchantment abilities.

The Ahmonket gods feel like creatures. Every part of the card points you in the direction of "make this a creature". The only "enchantment" part of the card is an ability that helps you get the god into creature mode. So instead of feeling like cool enchantments that are sometimes creatures, these feel like cool creatures that don't always work.

I do think it's good that they went a different direction with the gods this time, but it just doesn't appeal to me as much. That said, it does line up well with the flavor of the Ahmonkhet gods being much more tangible than the Theros ones.


It makes sense since the new Gods aren't, in fact, Enchantments.


And it was undoubtably done because Amhokhet's schtik is something other than enchantments.

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