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We Need To Talk About Ward 

PleasantKenobi
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I can't rant about it if Gavin admits the issue. That's too upfront and self-relfective!
Gavin's video:
• The Future of Ward! | ...
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#mtg #magicthegathering #commander

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24 апр 2024

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Комментарии : 491   
@GoodMorningMagic
@GoodMorningMagic Месяц назад
Nice video, Vince! Sorry I stole your video topic. Guess I have... Ward - Make a Video Explaining Ward
@izaiahsundquist6877
@izaiahsundquist6877 Месяц назад
Or rather Ward - Let Gavin make the Ward video first
@syndicate5357
@syndicate5357 Месяц назад
You're good, I think we all appreciate the openness and accessibility to reach a lead designer of such a massive game we all love.
@jesseknorr8037
@jesseknorr8037 Месяц назад
​@@Vorniforousclueless
@zaneamburn8195
@zaneamburn8195 Месяц назад
​@@Vorniforous"clueless" isn't really an insult, but I guess if you get offended by being called ignorant 😂
@Typher_
@Typher_ Месяц назад
@goodmorningmagic the ward on Sauron is perfect. My favorite card ever!
@ebbandfloatzel
@ebbandfloatzel Месяц назад
Gavin did kinda hit on it by looking at Voja and Tivit but... My BIGGEST problem with ward is that when it's larger numbers it can feel like hexproof at most stages of the game, even in commander. Tempo still matters in commander, even if it is more casual. But they wouldn't have printed actual hexproof on the card. So the card feels pushed in most games, because the ward is acting like the keyword it shouldn't have. Ward is really best at 1, 2, and unique costs like discard a card or pay life. 3 and higher, and it runs into the "im basically hexproof, but im given power like im not actually hexproof."
@Bluecho4
@Bluecho4 Месяц назад
I love when Ward has costs other than mana. It can really push the design space in interesting directions. Like how the one Sauron from the LotR set had a Ward that forced you to sacrifice a Legendary Creature or Artifact. It's a really flavorful and strong Ward, against certain match-ups. Meanwhile, a Ward of 3+ mana is, as you said, functionally Hexproof. And the designers were handing it out like candy, on cards that really shouldn't have functional Hexproof.
@Dyllon2012
@Dyllon2012 Месяц назад
@@Bluecho4 isn’t Sauron’s ward a lot worse? Sacrificing a legendary creature is generally more punishing unless you’re playing Henzie or something.
@YokedDrunkard
@YokedDrunkard Месяц назад
Really well put. I've got a ratafrabik and a Ardix&Nev deck, both have ward 2 and that alone usually allows them to go untargetted by removal until late game. They're some of my best decks and I think that Ward has a big reason to do with them working so well. It just deters opponents from spending 5 or 6 mana on removal early enough into a game, especially when they want to do their own thing. Ward 3 seems a bit ridiculous, especially on a commander that's already so pushed and useful. I also enjoy the unique costs you mentioned and think they should be utilized more often instead of numbers like 3 or higher.
@davidmaxwell4696
@davidmaxwell4696 Месяц назад
@Dyllon2012 Yes it is, but it’s also inherently a lot more interesting to engage with. Wards bypassed by mana are just generic taxes, you may as well have Thalia or Augustine in play most of the time Wards like Sauron’s though require a tactical sacrifice that both players can play around. And it’s also just a lot more flavorful-like Sauron’s ward references Gollum falling into Mount Doom with the One Ring
@legendunbound5845
@legendunbound5845 Месяц назад
I personally think the rule should be that ward shouldn't be able to cost more than half of the card that has it. So a 1-3 drop can have ward 1, a 4-5 drop can have ward 2, and so on. Ward feels like its intended to make it so the opponent has to pay an equal amount of mana to kill it as you did to play it, rather than hexproof which is intended to protect it forever, so having half the cost as ward seems to handle that well.
@js91666
@js91666 Месяц назад
Decks change. People change. But ward, ward never changes
@NeoZhinzo
@NeoZhinzo Месяц назад
Ward! Hooh! What is it good for?
@JustRightPinedo
@JustRightPinedo Месяц назад
Hexproof crying under the burial shroud
@viralpirate9700
@viralpirate9700 Месяц назад
😂
@UnknownUser-jx2mg
@UnknownUser-jx2mg Месяц назад
It's really wardping the meta around itself
@BloodMoonGo
@BloodMoonGo Месяц назад
Maybe the MTG Goldfish crew was right, and the 9 wrath meta is the way forward now that spot removal isn't as viable.
@Djm939
@Djm939 Месяц назад
Especially with the best sweepers ever getting printed like sunfall it definitely does feel like the best way to go for control
@irou95
@irou95 Месяц назад
Spot removal has been bad for like 5 years already. Shelly/gix is the only thing that makes it relevant
@FreeFromAllThings
@FreeFromAllThings Месяц назад
​@@irou95 whay about slickshot?
@BloodMoonGo
@BloodMoonGo 28 дней назад
So let Pantlaza and Hakbal builds run rampant with free value while we fail to prevent the incremental value?
@st1k3r63
@st1k3r63 27 дней назад
@user-pq8on8bx9gwhat a completely lost take. Ward is not only lazy but is also a mechanic given to the wrong legendaries. “Just ramp more forehead” isn’t a good defense
@maxmazza2987
@maxmazza2987 Месяц назад
Horobi, looking at creatures with Ward: *You have no power here*
@_Mythic777_
@_Mythic777_ Месяц назад
Same with Chimil players like myself lol
@rubiusstudios5709
@rubiusstudios5709 28 дней назад
Uh, you use Chimil as a commander? Or is he in the 99? It's a legendary artifact, not a creature lol
@_Mythic777_
@_Mythic777_ 28 дней назад
@@rubiusstudios5709Chimil in the 99 of a very commander-focused deck: Naya Dinos
@kjf5212
@kjf5212 21 день назад
Void Rend reporting for duty!
@silence_dais
@silence_dais Месяц назад
I think Ward in of itself is a good mechanic when it does something more than make your opponent pay one extra mana. We've seen this with Black cards that have Ward, instead of just paying 1 extra mana, your opponent has to decide if they want to sacrifice a permanent or discard a card, which not everyone is going to be able to do or want to do. I'd like to see we do more with the other colors, like White having your opponent choose things like you gaining a life or making a token, Green lets you search for a basic or put a +1/+1 counter on a creature you control, red deals damage to them or they sacrifice a land, blue has you draw a card a card or they bounce a permanent to their hand. There's some excellent space here that makes it more interesting than just a Poorman's Hexproof, but it also shouldn't be pushed to the extreme its being used.
@adammorin2955
@adammorin2955 Месяц назад
I personally disagree with this. Ward is a powercreep in a nutshell. Its terrible card design when they could just give the creature hexproof.
@mawillix2018
@mawillix2018 Месяц назад
@adammorin2955 and you're just wrong.
@adammorin2955
@adammorin2955 Месяц назад
@@mawillix2018 how so
@questionyourself718
@questionyourself718 Месяц назад
​@@adammorin2955because ward is weaker hexproof.
@adammorin2955
@adammorin2955 Месяц назад
@@questionyourself718 it’s really not. Its honestly 100% better at most cases especially with ward 3,4 and sacrifice a permit or even sacrifice a legendary creature/discard a card/discard a card ones where you can’t even pay the ward cost. Yeah its targetable still but that doesn’t mean you’re gonna spend a turn casting a path or removal spell, plus you rather just use a wrath at that point just like hexproof/shroud.
@idanthyrsus6887
@idanthyrsus6887 Месяц назад
Ward: go next door and get me pepper chicken with shrimp fried rice.
@vgleo43
@vgleo43 Месяц назад
THEN you can kill me
@RPGFanboy14
@RPGFanboy14 Месяц назад
Ward is fine as long as the cost isn't ridiculous. Ward 3+ may as well be hexproof in most instances cause it will practically cost you the whole turns worth of mana to deal with it and often will result in whatever it is going uncontested without a wipe in my experience. But I do like alternate ward costs like paying life or sacking something. Sauron having one of the most insane alternate ward costs I think.
@derekcline950
@derekcline950 Месяц назад
ThrabenU had a good point on his podcast about the Ward 1 on Lavaspur boots. It literally doubles the cost of the best removal spell in Legacy. When I started thinking about it this way, it made me realize how even small Ward is powerful
@adammorin2955
@adammorin2955 Месяц назад
Ward is literally a gateway for wotc to print more busted creatures and say wait it’s targetable because not having shroud or hexproof which is arguably weaker
@DrewskiTheLegend
@DrewskiTheLegend Месяц назад
@@adammorin2955it’s not weaker, WotC is just putting ward on more powerful permanents than the typical big bogle that they stuck hexproof on.
@motomike71
@motomike71 Месяц назад
"Ward, we need to talk about the Giant Beaver."
@T_Peazy
@T_Peazy Месяц назад
I showed you my Giant Beaver. Please respond.
@tapedeccard
@tapedeccard Месяц назад
Good to see the Whatnot crowd showing up lol
@curtisjohnson524
@curtisjohnson524 Месяц назад
bless the beaver
@origaminosferatu3357
@origaminosferatu3357 Месяц назад
Are we not gonna talk about the giant beaver in the room?
@brendans1983
@brendans1983 Месяц назад
Worst mistake I ever made was mounting the Giant Beaver.
@RayearthIX
@RayearthIX Месяц назад
To copy/paste my comment on Gavin's video on this subject yesterday: The issue is that MTG designers seem to ignore that Ward, like Hexproof and Shroud, should be on a limited number of cards. In all of Magic, there are around: 250 cards with hexproof, 120 with shroud, and over 110 cards with ward despite the mechanic only existing for 3 years. Think about that… Ward has nearly 1/2 the number of cards that Hexproof has, a mechanic that’s existed since 2011, and within a set or two will have more cards than Shroud, a mechanic that’s existed since 1994. Ward is being handed out like candy to cards that frankly shouldn’t have it. Powerful cards are kill on sight because they are powerful. They don’t need to have built in protection. For example, if I play Kaalia the Vast, I full expect my opponent to kill Kaalia immediately if I don’t have some sort of protection available for her. Someone playing Voja or Miirym as their commander knows it’s a kill on sight card… they should be required to work to protect it, not have that protection built in so they don’t need to do anything. All three keywords should be used as appropriate, but they really need to be included in the casting cost better. Going back to Voja as a recent example: a 5/5 trample vigilance for 5 that makes +1/+1 counters and draws cards seems fair… why does it also need Ward 3, and where is the mana value going to show that? Like… even without Ward 3 it’s arguably worth 5 mana, so why doesn’t it cost even more for having such great built in protection? Basically, Hexproof would cause a card to cost 1 - 2 extra mana, but it doesn't seem like ward is increasing the CMC of the cards it's on, it's just being put on cards with no thought to that element of the design.
@Nephalem2002
@Nephalem2002 Месяц назад
Just bring back Hexproof.
@RayearthIX
@RayearthIX Месяц назад
@@Nephalem2002 All three should exist. Ward, Hexproof, and Shroud, should appear on cards, but they need to be costed appropriately in the CMC (which ward absolutely hasn't been so far), and shouldn't be put on already extremely powerful cards a la Mirrym and Voja. Instead, they should be put on lower and mid-level cards to make them stronger.
@bwahchannel9746
@bwahchannel9746 Месяц назад
Voja should have been 7-9 mana depending, def not below 7. 8 seens the right place.
@MusicoftheDamned
@MusicoftheDamned Месяц назад
I don't disagree, but I think part of the overuse and inflated numbers of Ward vs. Hexproof is simply due to there being *far* more product being pushed out. So that's definitely a factor beyond WotC tending to almost always overuse universal keywords after introducing them, with both being similarly responsible for why we have such an obnoxious amount of Treasure-generating cards already. Still, I'm glad that we have Ward now for all of my other recent issues with the game since gods Hexproof was even more obnoxious on most things. So I'd be glad with that Hexproof never coming back, personally.
@legendunbound5845
@legendunbound5845 Месяц назад
I said it already in another comment but I think ward should be limited to being half or less of the total CMC of the card its on. So Voja having ward 2 seems fine, pushed but acceptable, while that 3rd mana adds a lot of unnecessary burden to it. They could have upped the CMC to 6 and kept the ward and stats the same but with the current cheap cost AND high ward, it adds up quick.
@adamstewart5188
@adamstewart5188 Месяц назад
Ward 1: A small tax for interacting with the permanent, encourages opponents to pick something else to target Ward 2: A serious defense for the permanent, usually gets to stick around at least until an opponent untaps and you may get to untap with it even if it's an obvious "remove on sight" target Ward 3: Don't put it on something you would immediately rule out hexproof for Ward 4+: Keep it conditional, like on Iymrith Ward--Pay 2 life: Neither the permanent's controller nor the opponent feels great after a removal spell, but neither feels awful, either Ward--Pay 3 life: The permanent's controller is starting to feel better about it being removed Ward--Discard a card: It really hurts, but sometimes the two-for-one is worth it, particularly with cards that can do stuff from the graveyard In any case, use it sparingly and keep it flavorful.
@sleprvrru6y-lin-92
@sleprvrru6y-lin-92 Месяц назад
ward - Sacrifice a legendary permanent : ............
@RandySpaceblast
@RandySpaceblast Месяц назад
My issue with ward is twofold. One, it's another protection effect that while, "strictly worse than hexproof," it can be slapped on to more cards because of this and shows less restraint in design. Two, it makes single target removal less effective, pushing players into playing more board wipes. I have no problem with board wipes, but a lot of players do, so I have to hear more people moaning about "slowing the game down."
@lostalone9320
@lostalone9320 Месяц назад
Yeah, these things can get really obnoxious. I would almost prefer to see the horrible "protection from a player" from True Name Nemesis return, because at least it means that someone else can kill it in a commando game.
@sharlockshacolmes9381
@sharlockshacolmes9381 Месяц назад
Shield counters where better designed ward you can't change my mind
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 Месяц назад
I do wish we had as many shield creatures as ward. ward is still good though
@OninRuns
@OninRuns Месяц назад
Proliferate breaks shield counters, tho.
@izaiahsundquist6877
@izaiahsundquist6877 Месяц назад
I'll do my best. Shield counters are the more fair version of Indestructible and comparing them to Ward isn't enough of a one to one. Sure they're both forms of protection yet they fulfill different goals in the same way regenerate and hexproof fulfill different goals.
@zilchdelerion4076
@zilchdelerion4076 Месяц назад
@OninRuns Simple fix, make Shield a keyword counter like Trample or Flying, so that they are exclusive regardless of how the creature received them.
@Daybed4448
@Daybed4448 Месяц назад
They should evergreen shield counters and stun counters 🙌
@hoodiegal
@hoodiegal Месяц назад
I think the issue is that the prescence of Ward rarely factors into the cost, even when the Ward ability might as well be hexproof. Voja and Sauron might as well have Hexproof, but they aren't costed accordingly.
@SilverAlex92
@SilverAlex92 Месяц назад
Ward 2 is such an interesting mechanic, becuase it looks so unamusing but when you realize your go for the throat cost 4 and thats basically means deciding between timewalking yourself to answer the thing, or letting it run rampant and you realize its true power. I loved Gavin's video on it. I love your take. Its a cool mechanic, we just all missevaluated a bit.
@Billchu13
@Billchu13 Месяц назад
Non mana ward is based
@leadpaintchips9461
@leadpaintchips9461 Месяц назад
I just got back into MtG recently after a long time being away. When I left, they just keyworded shroud (it was Lorwyn/Shadowmoor) and had it on a bunch of stuff and that felt almost oppressive but was balanced in that you paid a high price to play it. Coming back and reading about hexproof and ward just feels.... _immensely_ powerful. Being able to buff/manipulate targets while your opponent can't is just so strong.
@MFMegaZeroX7
@MFMegaZeroX7 Месяц назад
As primarily a limited player, I definitely appreciate Ward, particularly since removal feels like it keeps getting more and more abundant at lower and lower mana, so ward is a way to keep your bombs feeling fun without resorting to hexproof, which is often unfun.
@javierpatag3609
@javierpatag3609 Месяц назад
My solution to Gavin’s double Shock vs. a Ward (2) Toughness 4 creature = total 6 mana problem is to make it like the ability of Clergy of the Holy Nimbus and Knight of the Holy Nimbus.
@christopherb501
@christopherb501 Месяц назад
Pay the not-ward cost, it loses the ward until end of turn?
@javierpatag3609
@javierpatag3609 Месяц назад
@@christopherb501 Yep. “Hexproof. (Cost): [CARDNAME] loses Hexproof until end of turn. Only your opponents may activate this ability.”
@mr.mammuthusafricanavus8299
@mr.mammuthusafricanavus8299 Месяц назад
Oh So like Regeneration? ;p
@majordude83
@majordude83 Месяц назад
I had the same thought. Could rewrite the rules to make ward abilities stop triggering after you've paid for them once on a given turn. Alternately, retire ward and replace it with a new keyword that has the "pay once to turn off for rest of turn" rule. They could also make more red burn spells/effects with "This spell/effect can't be countered by abilities" (basically "Wardproof").
@bwahchannel9746
@bwahchannel9746 Месяц назад
some of the ideas I have: make some spells and abilities have the "Choose a" wording that gets around targeting, or delve more into temur sabertooth's ability, like have a spell with "destroy a creature on the battlefield". Years ago when i was into creating cards i had a mechanic called Breakthrough that ignores/isn't affected by spells and abilities. Something like that would be nice. Have ward shut off after it's been triggered and the cost paid, shut off for a player that has paid the cost, or any player can pay the cost, or make the owner of the ward card have to pay something everytime after the first ward is paid. Make ward have to be paid upon casting/etb and the ward is ignored while it's on the field if it's paid. re-errata ward where any player that targets has to pay, or make cards that turn it around and make ward a detriment rather than a benefit, like tainted remedy for ward.
@kaemonbonet4931
@kaemonbonet4931 Месяц назад
I like how flexible ward is as a mechanic. Ward pay 3 life is really good on an aggressive creature. On a value engine not so much. Ward, "sacrifice a creature" and "discard an instant sorcery or enchantment" can be brutal depending on the state of the game but not always. Ward 2; on a two mana 1/1 that grows every turn is not gonna save the creature forever but it might save ot long enough for you to win.
@tomasbalestrini122
@tomasbalestrini122 Месяц назад
Gisa, the hellraiser has ward 2 and pay 2 life
@PleasantKenobi
@PleasantKenobi Месяц назад
How did I miss that???
@dragade101
@dragade101 Месяц назад
@2:26 We have the very playable Shadow Spear. What colourless permeant turns off Ward abilities as cheaply? (In many cases, Ward is better than Hexproof to actually protect your creatures). To illustrate this better, if every creature that has Ward, they just gained Hexproof, then your meta would be around dealing with and circumventing Hexproof. Shadow Spear’s price will climb accordingly and you will want to draw/tutor the Shadow Spear (same goes for lands like Arcane Lighthouse). The only counter play to Ward is ‘cant be counted’ spells. Until that anti Ward tech is printed on more playable spells, you cannot in an alt way disable Ward (iff the Ward tax is too much of a tempo loss).
@kevanrynning5078
@kevanrynning5078 Месяц назад
Yeah I think that is a good point that isn't mentioned. If spells can't be countered for whatever reason ward is definitely worse than shroud and hexproof. Sort of a rare ability, but I like that ward is countered by such simple text where hexproof requires non targets, sweeps, or complicated text that removes it or makes it targetable for whatever reason. Also "this spell can't be countered" effectively countering ward is funny in and of itself
@dragade101
@dragade101 Месяц назад
@@kevanrynning5078 oh certainly. When you look at Trample vs Protection from that source of Trampling damage: Magic has plenty of circular logic loops. Or simply that a fight is a form of noncombat damage. I just try to not look too deeply at the linguistic paradoxes.
@bobconway5958
@bobconway5958 Месяц назад
better play testing is needed most. With arena, they have a readily exploitable venue for play test. While they may insist that they do not want consumers to see cards while in development, they would have a difficult time justifying it. This does not mean open up play testing to all of Arena, but more likely a carefully currated population which still needs to be large. This would be a big marketing win as well as beneficial to the overall quality of each set.
@KestrelForever
@KestrelForever Месяц назад
One thing I really love about ward (as someone who plays Fleshgorger with cheat-death cards) is that you can let your opponent pay the ward cost, then respond to the spell that targeted it.
@seandun7083
@seandun7083 Месяц назад
There are also a couple instances (mainly just with vein ripper) where you can respond to the ward trigger to stop your opponent from being able to pay for it.
@jacobhoare2797
@jacobhoare2797 Месяц назад
Wouldn't the solution be to include start making "ward hate" cards. Cards that either get an extra effects if you pay the ward or can ignore ward and get a smaller benefit. So... examples... RR instant - Deal target 2 damage. If the target has a ward cost that you paid deal 4 damage instead. 1R Instant - Deal target 3 damage. Players and permanents with shroud or hexproof can be targeted. If the target has ward you may choose to not pay the cost. If you target a player or permanent with with shroud, hexproof or ward you deal 1 damage instead unless the ward cost was paid. 2 Artifact - 1 {tap}: When target permanent with Ward is targeted by a spell or ability you control the owner must pay 2 or the ward cost (your choice). If they don't the cost of the triggered ability becomes 0. 1 {tap}: Permanents with Shroud or Hexproof lose the the effect of the ability against your spells and abilities until end of turn. They also gain 2: Counter target spell or ability targeting [name]. 2U Sorcery - When you cast this spell make a copy on the stack. Return target creature or artifact to it's players hand. While this spell is on the stack, as a part of their casting cost, when you target a permanent that has ward with a spell or ability you may choose to ignore the ward cost. Afterwards remove this spell from the stack. While this spell is on the stack, as a part of their casting cost, spells and abilities you control can target players and permanents with shroud or hexproof. Afterwards remove this spell from the stack. This a bit wordy, but with rules short hand that could avoid the need to treat ward and shroud/hexproof separately. Alternatively you could change the core ward rules. - You only need to pay the ward cost of a permanent once per turn. - You only need to pay the ward cost of a permanent once per turn but a ward 1 cost must be paid each additional time you target the permanent that turn. - You get 2 generic mana when pay a ward cost. If the Ward cost is 1 or 2 you instead get 0 or 1 mana respectively.
@urnx6172
@urnx6172 Месяц назад
As something who doesn’t interact with commander I think ward is great. There are overturned and egregious cards to be made with any mechanic, but having a tool that makes expensive creatures not trade down so hard is great for formats dominated by hyper efficient 1 mana removal
@incogneat0901
@incogneat0901 28 дней назад
So, most of the players at my store in DFW Texas really like OTJ, the flavor, and the cowboy stuff. even the humor. i think when you are surrounded by earnest examples of people who are into all this cowboy stuff all the time it's kind of nice to have product that pays some homage to it also acknowledge and lean into how goofy it is sometimes. I really appreciated how campy some of this stuff was.
@Tvboy777
@Tvboy777 Месяц назад
Amazing how much goodwill Gavin's video seems to have bought with the community.
@PleasantKenobi
@PleasantKenobi Месяц назад
I know, right?
@craigstege6376
@craigstege6376 Месяц назад
Ward - sacrifice a permanent On mishra tamer of mak fawa is overlooked af.
@anarchond
@anarchond Месяц назад
Ward - sacrifice a creature Also this too, as against any noncreature deck is insanely good
@cjh.1920
@cjh.1920 Месяц назад
Sauron, The Dark Lord noises
@adammorin2955
@adammorin2955 Месяц назад
Honestly would you rather have ward discard a card(sometimes you can’t) ward 3, sacrifice a permit or hexproof? Cause to me its basically the same thing but ward is wotc saying its targetable
@JohnFromAccounting
@JohnFromAccounting Месяц назад
Ward 3 is basically hexproof.
@dragade101
@dragade101 Месяц назад
@3:30 There are some conditional cards that have ward 4 and some of these are not even commanders but playable creatures with super ward: Iymrith, Desert Doom Tyrranax Rex Winged Boots Kappa Cannoneer Neverwinter Hydra Tyranid Harridan I am glad this list is short and hopefully we see some very different Ward costs (maybe OR’d together costs so you can either sac something or pay mana cause you are flooded. Concurrently Ward costs are AND’d together.)
@quadeflanders7905
@quadeflanders7905 Месяц назад
I really like ward, more specifically, I like ward that makes you pay a cost other than mana. Vein ripper is one of my favorite examples. "Ward: sacrifice a creature" is most certainly a cost, but not an unpayable one. I personally would love to see more of that.
@Norwag
@Norwag Месяц назад
The main difference between Ward and Hexproof/Shroud is players really need to pay attention to what they do. Recently I had a game playing an Arahbo deck, in which I played Sovereign Okinec that really got out of hand at one point (dealing 68 trample dmg in one turn) and one turn one of the players tried to destory Okinec with I believe Feed the Swarm (or some other single removal), BUT he had only one open mana, forgetting that Okinec has Ward 2. If it was Hexproof, we'd just say "you can't target him" but with Ward, it was "Can you pay 2 more? If not, it's countered" so yeah, this way Okinec was still on the board and opponent was down one removal spell from hand.
@anarchond
@anarchond Месяц назад
6:00 the fact that they cant depict actual guns, makes this cowboy set feel extremely weird
@Enja_Near
@Enja_Near Месяц назад
Even weirder is the most wanted artwork of indomitable creativity is a cowboy making a trick shot with a laser gun.
@motomike71
@motomike71 Месяц назад
I would have liked to have seen a more serious fantasy-western theme like The Dark Tower than the Eldrane tongue in cheek theme we got.
@bwahchannel9746
@bwahchannel9746 Месяц назад
but they can depict halo energy blades
@DerpHerper
@DerpHerper Месяц назад
Before this set I was worried we'd never see a fair commander again. But then I got Miriam Herd Whisperer. I think people will look back fondly on this set, for all its issues (Kellen).
@HumdrumMadman
@HumdrumMadman Месяц назад
I've run into problems at the casual commander table due to the way Ward had to be worded. If someone cast Murder on a creature, but forgot it had Hexproof, it was very easy to roll it back, as the action would have been illegal anyways. With Ward countering the spell unless you pay the cost, it gets awkward asking the table if they can roll it back to keep their spell, or they get the feel bad moment as the opponent has to let their spell be countered and wasted.
@spoopyboi1882
@spoopyboi1882 Месяц назад
"look over the main set of thunder junction and only see 1 legendary with ward attached to it" did you forget about Gisa?
@PleasantKenobi
@PleasantKenobi Месяц назад
Yep. Lol
@_Mythic777_
@_Mythic777_ Месяц назад
So far, I've seen a huge variety of Ward costs. 1, 2, 3, Sacrifice a creature, Discard a Card, Discard Enchantment, instant, or sorcery, Sacrifice a legendary artifact or creature... there's a lot of ways to go about it. It's a versatile keyword, so I don't think it's going anywhere anytime soon. (Ban Voja please.)
@drkruggles5961
@drkruggles5961 27 дней назад
Looking back at a lot of commanders I've made over the past year, it's startling how many have just incidentally had Ward on them, for one reason or another. Wilson/Raised by Giants, Karlach/Cultist of the Absolute (grants Karlach Ward), Fblthp, Lost on the Range.... It's not like I'm going out of my way looking for Ward commanders, either. They usually have other mechanics that I'm interested in, and Ward just shows up.
@liamhandley666
@liamhandley666 Месяц назад
this is a comment i made on gavins video regarding ward - I feel like you can split things into 3 abilites - ward which is NEVER a mana cost but instead a cost befitting it (black creatures have ward pay life for example) then you can easily do cards that cannot be target by spells ... simple easy and means threats cannot be dealt with easily but abilities still get through so evoke or tap to destroy abilities become fruitful and then on the opposite side you could do cannot be the target of abilities - means spells have high function but targeted removal from permanents alreayd in play is less threatening.
@rajamicitrenti1374
@rajamicitrenti1374 27 дней назад
I mean, pretty much every set is loaded with Legendary creatures to cater to commander. A while back, I was curious how that compared to when I started playing back around Shard of Alara. There were 15 Legendary Creatures. In the entire *block*! And this was when the Core Sets were all reprints, and there weren't many expansions outside the 3 that made up the block each year.
@Doofindork
@Doofindork Месяц назад
Having a scaleable Hexproof is really cool. My favorite are the ones with Ward that don't really require people to pay mana, but to do a different action. Like, say, sacrificing a legendary creature ( looking at you, Sauron ) or paying 9 life. It's a cool space to innovate on.
@BoardWiped
@BoardWiped Месяц назад
A good mechanic is compatible with cards of Magic's past, making more things viable in some capacity. Ward does the exact opposite of that, making less efficient removal much harder to play. Cards like Generous Gift and Hagra Mauling start to feel pushed out of the format, and pet cards are cut entirely. Spin into Myth or Gild weren't even good to begin with, but now they're borderline unplayable.
@michaelsaldana4103
@michaelsaldana4103 Месяц назад
I made a Nine Fingers deck as a Voltron using totem aura's and life link equipment and single mana counter spells to protect him from targeted removal after they would pay the ward cost. The point of the deck was to make people pay the 9 life then counter the spell lol.
@phugginright9407
@phugginright9407 Месяц назад
Right.. you really gotta work to make those treasures. I kid I kid, I love when a commander is just a piece of the puzzle like OG quintorious
@silentcalling
@silentcalling Месяц назад
I think Ward in general is fine (especially at 1, maybe at 2) but should have been limited more into certain colors/color combinations. For instance, Voja having the same Ward cost as Tivit is, frankly, absurd to me. Tivit is already a powerhouse, but A: it can't swing the turn it drops, B: it costs 6 (as opposed to 5), and C: Esper is the most famous color for control effects, while Naya is not.
@michaelmiller5177
@michaelmiller5177 Месяц назад
There's a balance with Ward that is hard to achieve where it's not impossible to remove the creature, but hard enough it's still worth playing it. Disguise walks that line. Because the Disguise cost is three, when playing it on curve your opponent can respond if they hit their 3rd land drop. It does limit the kind of removal to a one-drop and prevent a double spell turn. But that also limits the card to being a decoy for your hand, and if you get the payoff it's just icing on the cake. That reality made Disguise fun to pull off but kept it from becoming a mainstay in the meta. I think the best place Ward can go is to move to a modular design for the payoff: Ward 3 or discard a card/sack a land/pay 3 life.
@dragade101
@dragade101 Месяц назад
I'm here for the Ward IFF there is proper interaction with it. The idea that a spell 'cannot be countered' is powerful (yes to keep Blue players in their place) but also balancing Warded creatures. Ideally there should be a mana rock which can activate to shut off ward+hexproof+shroud while helping you to cast an uncounterable spell. (Unless WotC wants to make Shadow Spear 2.0). Even just having a choose 3 modes destroy wrath (creatures, artifacts, enchantments, or then exile graveyards) would help to curb Ward (to be more alone the lines of Cleansing Nova and half of Farewell).
@zackerymorris8268
@zackerymorris8268 Месяц назад
I feel like wards big thing for me at least is the psychological cost. It's hard to make me want to pay 4 to use a Swords on Voja compared to the 1 on any other non ward commander. It's like paying at a marked up value, and as the prof over at TCC says, Don't Pay Markups.
@spearhead2054
@spearhead2054 Месяц назад
You can get around Ward also via "cannot be countered" which makes cards like Void Rend incredible good these days.
@Hemlocker
@Hemlocker Месяц назад
For me, the problem with ward is not so much the ward by itself, it's when ward gets combined with multiple other powerful effects. If Voja had a keyword or two removed, lost its card draw effect, and lost one or two points of P/T, then its ward would no longer be egregious (although the card would still be very strong, which just goes to show how much of a design mistake that card is). Similarly for Miirym; you could tune its abilities, cost, statline, etc such that the ward is no longer ridiculous. I think this is true with basically everything in MTG (there are of course going to be exceptions). For example, people have said that treasure tokens are fundamentally broken, but I disagree; I think there are a dozen or so specific treasure cards that are busted. Almost any mechanic on its own can be made either overpowered, balanced, or underpowered, depending on how it's utilised. And right now, the way they're utilising ward is by slapping it onto cards that are already extremely powerful, which is the part that they should reconsider, imo.
@thew1ldcard886
@thew1ldcard886 Месяц назад
Ive always equated ward to being a Tax type effect like Smothering Tithe /Rhystic Study rather than worse hexproof.
@juliyamollen5286
@juliyamollen5286 Месяц назад
I think Ward is a great mechanic. You can play cards that make your spell not counter able. You can also ask the table if they think the card is problem and say you want a favor if you remove it. But I do see how if everything does have ward that will be a problem.
@hoodiegal
@hoodiegal Месяц назад
I like that the legendaries of thunder junction lean more towards "unusual and interesting" more than strictly "powerful". However, the non-legendary cards definitely do the latter. There's a freaking 4 mana 6/5 trampler with no drawback that also has an activated ability in the graveyard to fetch you a land. and I thought the 3 mana 4/4 toxic creature from ONE was pushed in terms of stats per mana.
@AlluMan96
@AlluMan96 Месяц назад
There is a creature with ward 4, but it is conditional. Iymrith, Desert Doom has ward 4 if he's untapped. I think my issue with ward is a combination of what gets ward alot of times and the fact that it's design tends to default to the generic mana-cost. The first point is pretty self-explanatory. Big, game-winning pieces like Voja shouldn't have inherent protection like ward. If you're running something that pushed for it's archetype, you should be expected to at least protect it until it untaps. At the very least, it should be a ward 1, not 3. Something like Fblthp, besides just the theming being on-point, is a small dude that isn't really gonna rip the game apart by itself, so I think it's fine to give him a bit of lasting-power. Same with like the disguises. They're a pretty big investment of time and mana to use, so giving them a chance to resolve is fine. As for the second point? Well, I of the different forms of ward I like, I tend to prefer ones that force more unique costs that offer more interesting choices. Discarding cards, paying life, sacrificing permanents, I enjoy having stuff like that on ward costs, as it makes the decision making around it more interesting and can also lead to some more interesting interactions with your deck, forcing payments that might benefit your deck's strategy uniquely. I get that from a design-perspective, the generic cost is easier and less headache-inducing to implement as standard, but I'd like to see more ward costs experiment with other forms of costs for the effect that play into unique strategies, especially on legendaries made to be commanders.
@jameseddleman6944
@jameseddleman6944 Месяц назад
So instead of having to have things like shadow spear and the lighthouse land and takes away hexproof, you get a mechanic that makes it so you don't have to use card slots just for removal. Now the card you want to get rid of is like hexproof, but built in get around to it. 3 mana is nothing.
@thetimebinder
@thetimebinder Месяц назад
Ward should only trigger once per turn.
@Rasudido
@Rasudido Месяц назад
Ward is 100% an improvement over Hexproof but the exact problem is that keep printing ward on stuff they would have never even thought about putting hexproof in the first place. The problem cards with ward are already heavily pushed without ward and could have easily had a second keyword that replaced ward completely and made more sense (Haste on Voja, Flash on Tivit, etc.) yet they went with essentially hexproof when that woudlve never been on the table even when hexproof was shroud (and had an actual downside).
@majestyzx9081
@majestyzx9081 Месяц назад
Yeah, ward should have just been "This creature can not be affected by opponent spells that cost less than (?)" That essentially gets around the issue of early removal without literally giving your opponent a turn advantage because you're having to use 6 mana to use a 3 mana removal. It also has the potential to make high mana drop creatures less frustrating to spend a turn playing because you don't have to worry about them getting insta-countered or swords to plowshares immediately.
@lostalone9320
@lostalone9320 Месяц назад
Would also create a niche for X spells and/or spells that are nominally inefficient. Which I think is fine, honestly.
@majestyzx9081
@majestyzx9081 Месяц назад
@@lostalone9320 It could also be interesting to see players use "spells cost 1 more" to their advantage, rather than to the detriment of their opponents. As well as give the opponent "your spells cost (1) less" which would prevent them from touching the ward. I think it'd be interesting to see how decks would work around that hypothetical version of Ward. Just a thought though, I have no idea how that version of Ward would work inside the actual game, but I think it'd be better than what it currently is.
@lostalone9320
@lostalone9320 Месяц назад
I think the real issue with the present ward is that command is a powerful format and you NEED powerful tools to interact with your opponent. Ward makes a powerful plow into a seriously mid spell. But it also uses up your plow too. At least having "protection from CMC 3 or less" would let you play more removal overall, and find a balance that works. Would also let you use abilities.
@christiangreff5764
@christiangreff5764 Месяц назад
@@lostalone9320 "hexproof from CMC X or less" would create one of two options: 1) You still play efficient removal to deal with everything else, which means it's effectively just hexproof since the removal can't target it 2) You play expensive removal, pay just as much mana as with ward BUT have to pay the extra mana when targeting literally anything else aka now everything has ward!
@drewlanz6287
@drewlanz6287 Месяц назад
Candlestick Maker: Tawnos, Urza's Apprentice
@tapedeccard
@tapedeccard Месяц назад
Ward 1 = “I can work around that…” Ward 2 = “Well, that’s frustrating.” Ward 3+ = Scoop
@somebodyspecific2410
@somebodyspecific2410 Месяц назад
Do you feel the same about shroud and hex proof?
@davidbeckbeef
@davidbeckbeef Месяц назад
Cause there's no wraths at all...
@franslair2199
@franslair2199 Месяц назад
​@@somebodyspecific2410cards that have shroud and especially hexproof are usually weaker to compensate for it. Cards with ward are not affected in any way.
@Slynch25
@Slynch25 Месяц назад
@@KrayZieTyler Not every color has access to counterspells my guy. The problem is they're putting it on the cards that absolutely do not need it to still be strong, instead of the more janky ones like they really should do.
@Slynch25
@Slynch25 Месяц назад
​@KrayZieTyler Voja is a great example. I think that card would still be one of the most busted commanders ever printed if instead of ward it had "Spells that your opponents cast that target Voja cost 1 less to cast." So I think you're argument does not really hold any water.
@Lightmagician60
@Lightmagician60 Месяц назад
we could have had something with Shield Counters but they kind screwed them over Shield counters prevent the next Destruction or Damage the permanent receives... this was very narrow and very easy to pop for free... Chump blocking a Shield Counter poped it for free. it could still be Exiled or Sacrificed there are a few ways this could have been way better and not as powerful as ward 1) Make the Shield Counter not include Damage, as any death by Damage is Destruction, so it was redundancy just to make the mechanic worse 1-2) if thats still too weak, just make it include Exile. but add that it doesn't prevent Sacrifice 2) Make it pop on any "target" meaning it still dies by combat and repeatable target effects serve as good ways to pop it before you remove it.
@christiangreff5764
@christiangreff5764 Месяц назад
I always read it as "lethal damage" not ANY damage (basically regenration in counter form) ... OMG, thar's so much worse ...
@Bloody-Butterfly
@Bloody-Butterfly Месяц назад
This is why I love edicts
@TheJamieellis
@TheJamieellis Месяц назад
Ward would be fine if it had more interesting ways of paying it. Like idk, make someone sac permanents, make them tap certain kinds of creatures to prevent them attacking, make them discard cards etc or a combination of these. Like Ward 1, Discard a Card. Ward 1, Sac a Legendary Permanent or something. When you just make it a flat mana cost then it makes interactions like Roaming Throne + Voja where suddenly you need to pay 6 extra mana to target something. It's ridiculous and incredibly boring at the same time.
@JoeTheMagicGatherer
@JoeTheMagicGatherer Месяц назад
❤❤❤ I'm such a fan of Thunder Junction! I've had a blast opening packs and building new commanders to test out over the next few weeks!!
@OGNoNameNobody
@OGNoNameNobody Месяц назад
PK: Gavin video on ward is very good. Me: Strongly Agree
@TheMD93
@TheMD93 Месяц назад
I feel like ward is a well-designed mechanic but needs one slight tune-up: it should pivot more toward the way Sauron does it, where the cost is more interactive. Otherwise, I love the concept. Forces people to think more and is a hexproof you can get around, provided you can pay the cost!
@bwahchannel9746
@bwahchannel9746 Месяц назад
forcing a person to go through extra hoops just to go through extra hoops isn't really ideal. Giving the choice of either paying a flat mana cost or some other method to pay it and having the choice of what cost would be paid given to the owner of the ward card or the person targeting it would work better.
@kaichou902
@kaichou902 27 дней назад
Ward has a lot of design space left to be explored. It could be "pay 3 life" like sedgemoore witch, or draw a card, sacrifice a creature etc. All the ward x we got is boring.
@Pharrelliper
@Pharrelliper Месяц назад
I think the biggest problem with ward for me is we already had a more interesting "not as good" hexproof design in shroud. And we haven't gotten a lot of that in a while, which is a shame.
@golemqueen1988
@golemqueen1988 Месяц назад
I want so much ward pay life cards, itd be really neat to make a sort of ward pay life aggro deck.
@Chucky5525
@Chucky5525 18 дней назад
Difference being: you cant remove ward with Shadowspear, but you can remove hexproof
@antarath517
@antarath517 29 дней назад
The issue is that standard forms of removal should *always* trade up on anything 4 or more costed, so costing usually 5-6 mana to remove a 5 mana kill-on-sight is really bad design
@michaelnovak3417
@michaelnovak3417 Месяц назад
So. Let's say I have a golgari vanilla matters legacy deck. With 2 ancient tombs , 4 Herald of the Pantheon, and 3 petroglyphs. Would people run 4 Stampede Surfer (like I currently am running) for a potential 8 damage, turn four? (Nice against footfalls) Or is 4 a killer among us (from mkm) better at a 10 damage possibly turn four and a potential 12 damage turn five? 'A killer among us' being like a weird, slightly more powerful 'grave titan'. Of which I run a playset of in the sideboard.
@joehemmerling6793
@joehemmerling6793 Месяц назад
I don’t mind steeper ward values on higher cost permanents that are dropping later game, but when Voja drops turn 3, that Ward 3 makes it almost impossible to remove for a turn or two. It really sucks in Arena brawl because there’s almost no way to interact with it until it’s already done its thing, and then you just have to pray for a board wipe.
@Derek.Horton
@Derek.Horton Месяц назад
@3:31 we have one commander with ward 4, it's "Iymrith, Desert Doom", but only if it is untapped.
@SeriosSkies92
@SeriosSkies92 Месяц назад
that actually explains why only vihaan and obeka from OTJ interested me.
@MrColtux
@MrColtux 29 дней назад
If you're sick of Hasbro/WotC, check out Sorcery Contested Realm. Its only one set a year which is perfect for busy dads like me and is a great option for a secondary TCG. Super fun, feels nostalgic for old MTG, hand painted art, cards have value, etc.
@MrColtux
@MrColtux 29 дней назад
TBH I don't miss Magic at all.
@ashemabahumat4173
@ashemabahumat4173 Месяц назад
I feel like ward would be great for big boss monsters with not much else going on aside from being big assholes that either annoy you or swing for massive damage- if it wasn't as common as it currently is. Utility being resistant to interruption is pretty whack, especially when its _everywhere._
@stevenfraielli9869
@stevenfraielli9869 Месяц назад
Ward needs to have more creative or interesting costs attached to them for it to be interesting. Otherwise it will always be "Diet Hexproof" or "hexproof, but it came go on better creatures." I'm not a game designer, but I always thought Sauron's "Sacrifice a legendary permanent" was a cool requirement. It's something hard, but not impossible to compliment his high cost, it requires a hard choice to be made by the person targeting, it's not just "do you pay the 2?"
@LPchief
@LPchief Месяц назад
Like this non-rant, balanced Reaction with Gavin's points in it to react to. More of this pls!
@underscore_5450
@underscore_5450 Месяц назад
My biggest issue with Ward was how Gavin talked about it from a design perspective. Hearing Ward be included on cards because "players need it to stick around for a few turns to get value out of it" seems kinda handholdy. If I'm playing a big, splashy threat then removal is something I obviously have to consider. It should be on me as a player and deck builder to include ways to stopping interaction or protecting my value pieces from it. When he talks about Ward being included on cards because they might be targets of removal, it feels like Wotc doesn't trust me to run protection in my decks. Voja doesn't need ward because it should be the responsibility of the person piloting and building the deck to find a way to keep her on the board. Imo, removal should always stay cheap and efficient. Knocking a single card off the table should never be a herculean effort that consumes your whole turn. It's the role of the player playing that card to try and find a way to keep it around for as long as they need it.
@christiangreff5764
@christiangreff5764 Месяц назад
I'd argue it depends a bit on the cost of the threat in discussion, though. Ward {3} on Voja is 60% of that spells mana cost, that's a ridiculous additional cost for removing something. A Ward {3} on a 7-9 Mana threat? Between 50% down to 33%, that's getting much closer to the region where it's just making someone spend more than 1-2 mana on undoing my entire turn in the later stages of the game (assuming 'fair' magic as opposed to reanimator shenannigans, of course).
@morarotorybread7044
@morarotorybread7044 Месяц назад
For anyone who does not take a look at ward highest mana value is ward 10 on tarrasque as long as you cast it, nine fingers keene is ward pay 9 life (highest in life payment), and obvious to most people one of besr ward requirements which is Saucon, the dark lord at ward sacrifice a legendary artifact, or legendary creature.
@breadgehog
@breadgehog Месяц назад
I said so on Gavin's video as well but I think for me Voja feels like the last straw because the ward cost is the cherry on top of a pretty nonsensical sundae that could have been toned down in one of a half-dozen ways. I think my firmest stances with Ward are that: 1) Ward shouldn't be on legendary creatures that are already pushed; setting aside every other aspect of Voja, my biggest problem is that even assuming you do remove him on the spot, he's a 5 drop in elf typal - not only does your removal cost so much more, it also doesn't stick. They're going to recast Voja and you burned your whole turn to do it. EVERYONE has to take a turn removing him before the commander tax really gets problematic for a deck with so much ramp and so many dorks, and that's the problem. Even board wipes are few and far between and the Voja player is the most likely to build back quickly even if people draw into their wipes. It's notable that Voja isn't a problem in 60 card formats and I imagine a huge part of this is that he stays dead there. 2) Ward is INFINITELY more interesting when it's not a mana cost. People pushed back on Gavin's tweet over this, but I think this comes from a perspective of considering card advantage as the only thing that matters. Some of MTG's most powerful cards are inherently 2-for-1s like Force of Will/Negation, and I'd rather dump a couple of extra cards in EDH to deal with a threat that has "Ward - Discard two cards" than completely shatter my tempo, especially with all the recursion. Obviously it'll always come down to individual cases, but things like Annihilator and cards like Phyrexian Obliterator are much more frustrating to deal with than a discard tax, personally. Finally, on an unrelated note, "Outlaws of Commander Junction" is a hilarious Freudian slip, particularly since this is the set that brought us Obeka - as much as I love her, there are FOUR cards in the ENTIRE limited pool including bonus sheets and all of them are rare at minimum, she should have been part of BIG and not taken up a main set rare slot.
@UnreasonableOpinions
@UnreasonableOpinions Месяц назад
The chief problem with Ward is it seems that they just don't value it properly. Ward 2/3 are meaningful protections, but often cost like trivial protection. Fancy ward costs like sacrificing or discarding are actually treated like nearly hexproof and cost suitably.
@RaginKavu
@RaginKavu Месяц назад
We need the fair version of Ward and Hexproof back: Shroud.
@shogun452
@shogun452 Месяц назад
Ward 3 or ward 2 should often just be replaced with a reduction in cmc, or stat adjustments. If Voja was 4 mana, with slightly smaller stats but no ward, I think we have a much less offensive card. Easier to remove at combat to prevent triggers, but also easier for the voja player to replay. Fblthp is maybe an exception, because it feels like a weak puzzle piece that needs protection, so a higher ward cost feels appropriate.
@mzex1307
@mzex1307 Месяц назад
I like ward at the moment. A previous answer to dies to doomblade by making everything a 2 for 1 was way more frustrating for me personally.
@eelehtrikidd1002
@eelehtrikidd1002 Месяц назад
Correction: the new Gisa also has Ward 2, pay 2 life. So her and Fblthp
@ender_lord1202
@ender_lord1202 Месяц назад
You forgot about another legend with ward, the new gisa, who has a triggered ability on crimes that make 2 2/2 zombies. it's so easy to commit a crime for 1 or 0 mana, unliscenced hearse, graveyard trespasser, etc.
@Aarenby
@Aarenby Месяц назад
Can't be countered causes are the best thing for ward Though i can also see design space for anti ward "This spell casts 3 less to cast if the target has ward" *or* "if an effect requires an additional cost to cast this spell you may ignore that cost"
@ServbotNumba40
@ServbotNumba40 Месяц назад
The ward on Voja is essentially flavor text. You were likely not going to swords that dog, just to get hit by 10 elves anyway. You were going to send the Voja player back to the stone age anyway. I think people see the ability on a creature that was on a previously contentious commander Tivit and are saying the ward 3s are equal... but realistically they are not. When you wrath tivit you are always going down on card advantage, and the other players are just catching strays to remove a single threat. Where as Voja, Felix and a few of the other new ones are designed in a way where by them selves they are okay, but they are powerful with friends. Honestly, I wish Felix didn't have ward sometimes, so my Sabateurs would stop getting exiled. The real problem comes in that wraths have equally been pushed to be either 1 sided (Rift), extremely efficient (Deluge), or really oppressive (farewell).
@VivBrodock
@VivBrodock Месяц назад
Phage has long been my favorite commander and i totally get the "a commander thats not the engine but the pay off feels like a different game" Granted ive got my own hoops to jump through to even summon her but i like her so much more for MBC then a card like Ayara who is probably objectively better.
@edkolbe1850
@edkolbe1850 Месяц назад
The ward sac permanents or discard cards is where it gets strong
@CerbearusBane
@CerbearusBane Месяц назад
We got ward 8 on that one sea monsters card, and that shit's hilarious
@metalplaysgames
@metalplaysgames Месяц назад
i love ward!!! its great to protect and its still possible to overcome, i hope they dont change it at all
@patonnight
@patonnight Месяц назад
It still somewhat worries me that Gavin assures Voja should have Ward 2 instead of 3, when it shouldn't have Ward at all.
@bwahchannel9746
@bwahchannel9746 Месяц назад
agreed
@tthien93
@tthien93 Месяц назад
I don't have as much an issue with ward as much as which creatures I see it on. Hell, give ward to weird stuff like grulnok self mill frog tribal. But Miirym, volja, Roaming throne etc are all so incredibly strong already that ward just makes them that much harder to kill. Octavia has ward 8 but I've yet to see anyone lament that.
@jedstanaland2897
@jedstanaland2897 25 дней назад
I think that many of the things that were produced in the D&D sets were improperly implemented for example the tarrasque should have had either shroud or hexproof, but it didn't in addition to it should have either had regenerate or indestructible along side trample and other combat abilities but nope none of that was present. Instead it gets ward 10 which is able to be bypassed by spending (1) mana from over a dozen sources. Then they could have also given it a unique ability and I even have a name for it by the name of spell resistance or spell reflection. The ability would allow the controller of the tarrasque to change the target of any spell or ability that targets it to another target of the tarrasque's controllers choice. It could have a mana cost restriction of some kind either a minimum mana cost or a payment from the tarrasque's controller or maybe it makes the controller of the targeting spell to pay something extra to keep it from being redirected. Any of these options would have all been significantly better than what was received from Wizards.
@SteepWriter
@SteepWriter Месяц назад
Personally, I like that it has become a reoccurring mechanic, it has never felt too complicated, but spices up the game more than hexproof and shroud. (In my opinion)
@JoelBurger
@JoelBurger Месяц назад
Glad Gavin acknowledged that Kappa Cannoneer was a huge mistake. Good thing it's contained to Legacy and won't get stupidly printed into any other formats.
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