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Les cinq cartes Heliod, the Radiant Dawn, Rona, Herald of Invasion, Ayara, Widow of the Realm, Etali, Primal Conqueror et Polukranos Reborn, de l'édition March of the Machine, forment un cycle de créatures légendaires pouvant chacune se transformer en Phyrexian avec une couleur alliée.
Les cinq cartes Font of Vigor, Font of Fortunes, Font of Return, Font of Ire et Font of Fertility, de l'édition Journey into Nyx, forment un cycle appelé "Font". De plus leurs textes d'ambiance se font écho.
Les dix cartes Empyrean Eagle, Dreadwing Scavenger, Perforating Artist, Ruby, Daring Tracker, Good-Fortune Unicorn, Fiendish Panda, Balmor, Battlemage Captain, Wardens of the Cycle, Heroic Reinforcements et Tatyova, Benthic Druid, de l'édition Foundations, forment un cycle de sorts bicolores peu communs soutenant chacun un archétype de formats limités.

Source 1 (Foundations Draft Archetypes - "Magic sets are commonly designed around a specific strategy for each color pair. [...] For Foundations, the color pairs have been distilled into their most recognizable forms. [...] Each color [pair] has a "signpost uncommon," which is a two-color card that plays into its color pair's specific strategy. [...]") - Source 2 ("Draft, as an example, had a big influence on the uncommon gold cards that model Draft archetypes")

Source 1 a écrit :
If you're curious about what those archetypes are, you can find them all here alongside some key cards to look out for.

White-Blue Flying
Falcons, faeries, and feathered folk of all forms are the faces of the flying deck. Fliers are an easy way to get damage past your opponent's creatures, so focus on aggressive creatures that can close out the game. A card like Healer's Hawk may look innocuous, but a one-mana flier that gains life is just what this deck needs.

Blue-Black Graveyard
Just because something has gone to the graveyard doesn't mean it's gone for good. Sometimes, dead is better when you're playing blue-black. Churn through your deck as you draw and discard cards. Then, utilize those cards you discarded with creatures like Dreadwing Scavenger or Soul-Shackled Zombie.

Black-Red Raid
Charge! Barrel down on your foes with an unstoppable horde of red and black creatures. Several cards in this color pair have the raid ability word, which cares about if you've attacked this turn. This is one of the most aggressive decks in Foundations, so keep an eye out for cards that can clear a path forward like Gorehorn Raider.

Red-Green Power
Harness unlimited power with this aggressive color pair. This archetype wants you to control creatures with a power of 4 or greater. While some cards might not have that much power, they may be able to buff another creature or make you a large token, such as Dragon Trainer.

Green-White +1/+1 Counters
Just because a creature is small doesn't mean it will stay that way. Anything can become a massive threat as green-white builds up its creatures with counters. Low-power creatures with useful abilities, such as trample on Beast-Kin Ranger, can hit hard with a stack of counters on them.

White-Black Life Gain
Not only does life gain help you outlast your opponents for long enough to cast massive creatures, but it can also be spun into a defensive tool. Several cards care about when you gain life, so a card like Dazzling Angel can trigger Fiendish Panda's ability.

Blue-Red Spells
This deck spells defeat for your opponent. Commonly referred to as a "spellslinger deck," this strategy cares about casting several instant and sorcery spells on a single turn. Some of those spells can even be cast from your graveyard. Inspiration from Beyond can be cast twice, each time returning another card and enabling powerful turns.

Black-Green Morbid
Live, die, and repeat in the black-green morbid deck. Cards with the morbid ability word care if any creature has died, whether it was your creature on an opponent's creature. You can remove an opponent's creature with the concisely named Stab, then use that creature's death to trigger Wardens of the Cycle.

Red-White Aggro
Play fast, do smash, and have a blast at your local Prerelease. Rather than working toward a singular, massive creature, this deck wants you to create a large board of small creature tokens, then buff them up with large anthems. Cat Collector will continue to procure purring pals, then give them a massive boost with Heroic Reinforcements.

Green-Blue Ramp
Mana is the backbone of Magic, and green-blue decks understand this better than anyone else. Playing out more lands allows you to cast massive creatures while also triggering effects that care about lands entering. Tatyova, Benthic Druid will swim through your deck and dive down for powerful cards. Combine her with Grow from the Ashes for a card-drawing, land-ramping, game-winning deck.
Les cinq cartes Ajani Fells the Godsire, Tamiyo Meets the Story Circle, The Creation of Avacyn, Ral and the Implicit Maze et The Hunger Tide Rises, de l'édition Modern Horizons III, forment un cycle de Sagas, chacune faisant référence à l'histoire de l'un des cinq planeswalkers imprimés dans l'édition (Sorin ayant créé l'archange Avacyn).

Source (Avacyn)
Les dix cartes Knightfisher, Persistent Marshstalker, Reptilian Recruiter, Brambleguard Veteran, Harvestrite Host, Moonstone Harbinger, Harnesser of Storms, Honored Dreyleader, Flowerfoot Swordmaster et Long River Lurker, de l'édition Bloomburrow, forment un cycle de créatures, chacune appartenant à une tribu majeure associée à une des paires de couleurs dans l'édition (voir cette anecdote) et dont l'effet est renforcé lorsque vous contrôlez une créature de cette tribu ou qui accorde un bonus aux autres créatures de cette tribu que vous contrôlez.
Les dix cartes Dazzling Denial, Psychic Whorl, Scales of Shale, Take Out the Trash, Rabbit Response, Sonar Strike, Pearl of Wisdom, Cache Grab, Might of the Meek et Polliwallop, de l'édition Bloomburrow, forment un cycle d'éphémères/rituels dont l'effet est renforcé ou le coût de lancement est réduit lorsque vous contrôlez une créature d'une tribu majeure associée à une des paires de couleurs dans l'édition (voir cette anecdote).
Les cinq cartes Alliance of Arms, Minds Aglow, Shared Trauma, Mana-Charged Dragon et Collective Voyage, de l'édition Commander, forment un cycle.
Les cinq cartes Ring of Thune, Ring of Evos Isle, Ring of Xathrid, Ring of Valkas et Ring of Kalonia, de l'édition Magic 2013, forment un cycle appelé "Ring".
Les cinq cartes Dictate of Heliod, Dictate of Kruphix, Dictate of Erebos, Dictate of the Twin Gods et Dictate of Karametra, de l'édition Journey into Nyx, forment un cycle appelé "Dictate".
Les cinq cartes Fiendslayer Paladin, Tidebinder Mage, Lifebane Zombie, Mindsparker et Witchstalker, de l'édition Magic 2014, forment un cycle de "Color-Hosers".
Les cinq cartes Leave / Chance, Reason / Believe, Grind / Dust, Refuse / Cooperate et Driven / Despair, de l'édition Hour of Devastation, forment un cycle d'éphémères/rituels rares avec une Répercussion d'une couleur ennemie.

Source (Amonkhet and Hour of Devestation - "Aftermath showed up in two more cycles in the next set, Hour of Devastation. There was an uncommon cycle of ally-color cards and a rare cycle of enemy-color cards.")
Les cinq cartes Farm / Market, Consign / Oblivion, Claim / Fame, Struggle / Survive et Appeal / Authority, de l'édition Hour of Devastation, forment un cycle d'éphémères/rituels peu communs avec une Répercussion d'une couleur alliée.

Source (Amonkhet and Hour of Devestation - "Aftermath showed up in two more cycles in the next set, Hour of Devastation. There was an uncommon cycle of ally-color cards and a rare cycle of enemy-color cards.")
Les deux cartes Norika Yamazaki, the Poet et Heiko Yamazaki, the General, de l'édition Kamigawa: Neon Dynasty et illustrées par Magali Villeneuve, forment une paire de sœurs samouraïs humaines légendaires tout comme les Brothers Yamazaki #160a et #160b.
Leurs capacités déclenchées sont similaires, leurs textes d'ambiance se font écho, et enfin leurs illustrations forment un panorama.
La carte Mothers Yamazaki parue ensuite fait référence à ces paires.
Les dix cartes Abandoned Campground, Murky Sewer, Razortrap Gorge, Bleeding Woods, Etched Cornfield, Neglected Manor, Peculiar Lighthouse, Strangled Cemetery, Raucous Carnival et Lakeside Shack, de l'édition Duskmourn: House of Horrors, forment un cycle de terrains. De plus leurs textes d'ambiance se font écho.
Les dix cartes Inquisitive Glimmer, Fear of Infinity, Disturbing Mirth, Wildfire Wickerfolk, Baseball Bat, Rite of the Moth, Smoky Lounge / Misty Salon, Broodspinner, Midnight Mayhem et Growing Dread, ainsi que les dix cartes Gremlin Tamer, Skullsnap Nuisance, Sawblade Skinripper, Beastie Beatdown, Shrewd Storyteller, Shroudstomper, Intruding Soulrager, Drag to the Roots, Arabella, Abandoned Doll et Oblivious Bookworm, de l'édition Duskmourn: House of Horrors, forment un cycle de sorts bicolores peu communs soutenant chacun un archétype de formats limités, ayant respectivement le rôle de facilitateurs et de récompenses pour jouer cet archétype.

Source 1 ("I Feel a Draft") - Source 2 (Duskmourn Draft Archetypes) - Source 3 (vidéo "Prepare for the Duskmourn Prerelease! Sealed/Draft Archetypes & Primer") - Source 4 ("Draft, as an example, had a big influence on the uncommon gold cards that model Draft archetypes") - Source 5 ("One of the biggest changes from Draft Boosters to Play Boosters was the decision to increase from one multicolor card per two-color combination to two. One will be an enabler, helping make the archetype work. The other will be a strong payoff for doing what the archetype is telling you to do.")

Source 1 a écrit :
Finally, let's take a look at the ten draft archetypes.

Eerie Tempo (White-Blue)
The white and blue archetype is built around the eerie mechanic, encouraging you to play various enchantments, including Rooms, that can trigger eerie a second time. While white-blue is often a control deck, it leans more towards tempo in this set, meaning it uses its effects to get damage through to win the game more quickly. This deck is a fast to medium deck.

Eerie Control (Blue-Black)
The reason white-blue isn't the eerie control deck is because blue-black is. This deck uses similar tools to white-blue, those being lots of enchantments, but more as a means to lock down the opponent before gaining long-term control of the game. Since this archetype involves black, there's a bunch of creature removal and discard involved. This deck is a slow deck.

Sacrifice (Black-Red)
The black-red archetype in Duskmourn treads in familiar space for black-red. It creates a lot of resources and uses them as sacrifice fodder to strengthen its creatures and spells. The theme of sacrifice felt so at home in a modern horror set that it felt wrong not to have black-red return to its roots. This deck is a medium to slow deck.

Delirium Aggro (Red-Green)
The red-green archetype uses cheap creatures, many of which are artifact creatures and enchantment creatures, and attacks. A lot of them will die, as is the case in an aggro deck. The red-green archetype makes use of the delirium mechanic, fueled by your many dead creatures, to upgrade the next batch of attackers and overwhelm your opponent. This deck is a fast deck.

Survival (Green-White)
The green-white archetype plays into the survival mechanic. You'll activate your survival creatures by attacking, but when the board gets clogged, the deck has many other ways to tap your creatures, slowly whittling down your opponent. This deck is a medium to slow deck.

Reanimator (White-Black)
The black-white archetype is focused on reanimation. The deck stalls the opponent in the early-to-mid game as it gets giant creatures into the graveyard, which it then reanimates to win the game. This deck is a slow deck.

Room Control (Blue-Red)
The blue-red archetype leans the furthest into the Room subtype as opposed to some of the other archetypes that focus more on enchantments in general. This deck is a medium to slow deck.

Delirium Slow Grind (Black-Green)
The black-green archetype plays a lot of different card types to gum up the board, eventually reaching delirium. It then uses its graveyard as a resource to grind out a win. This deck is a slow deck.

Power 2 or Less Aggro (Red-White)
The red-white archetype, as usual, is an aggro deck. This deck plays a lot of small creatures and takes advantage of effects that specifically care about creatures with power 2 or less. This is a fast deck.

Manifest Dread (Green-Blue)
The green-blue archetype takes advantage of the manifest dread mechanic. It makes a lot of face-down 2/2 creatures, some of which grow into larger, nastier monsters. This deck is a medium deck.
Les cinq cartes Overlord of the Mistmoors, Overlord of the Floodpits, Overlord of the Balemurk, Overlord of the Boilerbilges et Overlord of the Hauntwoods, de l'édition Duskmourn: House of Horrors, forment un cycle appelé "Overlord".
La carte Lurker in the Deep parue ensuite fait référence à ce cycle.

Source 1 (Enchantments that turn into enchantment creatures - "Vision Design didn't envision this as a whole mechanic but as just individual cards. Set Design would then turn it into a mythic rare cycle [...]") - Source 2 (Cellarspawn - "[...] the overlords, which Valgavoth deliberately created to help enact his will and carry out occasional targeted campaigns of terror. There's one overlord for each zone of the House.") - Source 3
Les cinq cartes Enduring Innocence, Enduring Curiosity, Enduring Tenacity, Enduring Courage et Enduring Vitality, de l'édition Duskmourn: House of Horrors, forment un cycle appelé "Enduring".
La carte Enduring Friendship parue ensuite fait référence à ce cycle.

Source
Les cinq cartes Floodfarm Verge, Gloomlake Verge, Blazemire Verge, Thornspire Verge et Hushwood Verge, de l'édition Duskmourn: House of Horrors, forment un cycle de terrains appelé "Verge". De plus leurs textes d'ambiance se font écho. Chacun mentionne une des cinq zones de la Maison régie par un "Overlord" (voir cette anecdote).
Les quatre Mountain #274 (spring), #275 (summer), #276 (autumn) et #277 (winter), de l'édition Bloomburrow et illustrées par Andrew Theophilopoulos, correspondent aux quatre saisons en faisant varier la même illustration.

Source
Les dix cartes Brave-Kin Duo, Lifecreed Duo, Skyskipper Duo, Lightshell Duo, Daggerfang Duo, Glidedive Duo, Kindlespark Duo, Roughshod Duo, Bakersbane Duo et Treeguard Duo, de l'édition Bloomburrow, forment un cycle appelé "Duo", chaque créature combinant deux des quatre types de créature associés à la couleur dans l'édition. De plus leurs textes d'ambiance se font écho.
Ce cycle est inspiré d'un autre cycle paru dans l'édition Shadowmoor (voir cette anecdote).

Source (The Glue - "[...] We ended up using an idea we'd talked about in Lorwyn design, what we call duos. The idea of a duo is that it represents two creatures working together. This allows us to put two creature types on the card, making it attractive to drafters drafting either creature type. The duos are two cycles, both at common, and both monocolor, making use of each creature type twice. This also helps with boosting the as-fan of each creature type.")
Les trois cartes Soul's Grace, Soul's Fire et Soul's Might, de l'édition Shards of Alara, forment un cycle appelé "Soul's -". De plus leurs textes d'ambiance se font écho.
Ajani Vengeant se retrouve à l'arrière-plan de l'illustration de chacune d'entre elles, tandis que l'effet des sorts est amplifié en lien avec la force de la créature ciblée, ce qui représente la capacité du planeswalker à renforcer les autres en puisant dans leur âme.
Les cinq cartes Builder's Talent, Gossip's Talent, Bandit's Talent, Blacksmith's Talent et Hunter's Talent, ainsi que les cinq cartes Caretaker's Talent, Stormchaser's Talent, Scavenger's Talent, Artist's Talent et Innkeeper's Talent, de l'édition Bloomburrow, forment un cycle appelé "Talent".
Les cartes Fortune Teller's Talent, Alchemist's Talent, Gourmand's Talent et Fisher's Talent s'apparentent à ce cycle.

Source (Talents & Classes - "[...] Talents are Classes with a slight flavor tweak. They work the same, are laid out the same, and have the same art ratio. There are two cycles of them, one at uncommon and one at rare.")
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