I've already inquired with the team about that comment, and I'll be sure to update everyone once I hear back from them.
There were no changes to any of the other rewards. I only listed the increases to Mana Runes because it would save space in the post, and anything else would merely be redundant information. Once 3.0 arrives, I will update their Event Details pages with their reward structures.
I like the way to communicate before somthing happen. But please: make easy to comprehend (new standard rotation) and it woild be nice to have all event information in one place (new rewards) not the only changes here and rest somwhere else.
I think you will edit event details later but, would be nice to have.
I read it as making it consistent. I assume the player cast still means the player draws before the opponent. The change here being that when the opponent casts the spell they will draw first instead. Previously even if the opponent cast the spell, the player would still draw first. Making it one-sided with the cost increase supports you cite (always in the opponent's favor regardless of who cast.
By making it consistent here with the casting player drawing first it removes the one sided AI benefit. You would now be able to punish the opponent with the cost increase supports when they cast whereas before it was impossible.
Indeed, consistency is a good thing. This has always bugged me.
Oooooh yes, I missed that you no longer draw first when your opponent casts the card. I just read it as point blank your opponent always draws first. Guess we'll have to see how it functions exactly once the changes happen to know if as a player I can lock down my opponent's first two cards with this combo.
i don’t think you understand my point. Which is if a set of cards has 3 month expiration no one will buy or at least spend hard earned resources on them. It would make more sense to hoard all crystal and jewels through the last set of the rotation, in order to splurge on the newest set of the NEW rotation. Why would anyone invest in a set of cards that only last 3 months?
Essentially because the new model would highly value the first and second set while the third and fourth set would have close to no value because they would expire into legacy very quickly after they were printed.
So you said you like the new model can I ask why? Is there something I’m missing or overlooking?
In the new system, the shortest amount of time a set would be in Standard is 15 months.
Mmh... Bolas has access to 4 of this new mechanics. Maybe the reign of Bolas' power never ends.
On Paper, for this Game, covoke looks strong, with all the token cratures in GW (reinforcements!).
But in the end it heavly depends of cards. We will see.
Edit: surveil and undergrowth could be a great match for any reanimator decks. Well, surveil alone could be great for putting creatures in graveyard.
Mentor looks lame. +1/+1 doesn't sound great to me when couple af angles kicking on turn 3.
@Brigby Nice article. I'm looking forward to the card gallery!
The clips of those mechanics look like they are running at super speed. Had to sit through them a few times just to read what the card said fyi.
Jump Start looks kinda odd. Not bad, just odd.
Does the Jump Start card autocast from the gravayard?
How can you control which Jump Start card gets mana when you exile a card if more than 1 is in the graveyard?
I assume the Jump Start card is exiled after it is cast from the graveyard (if it isn't it should be). Will they function like Prized Amalgam does where if you hit "not now" to cast it it exiles itself instead of staying in the graveyard?
Yes. Once the card acquires enough mana, it will autocast that turn.
Jump-start cards in your graveyard will receive mana in the order that they were played.
Does the Jump-start card get exiled after being cast?
Yup! Here is the ability's description.
The card will not be exiled, if you select "Not Now." It will remain in your graveyard with all its acquired mana intact.
Thanks for the info @Brigby!!
Crazy question, will the AI know how to use the split cards or will this be another case of cycling for players only?
Hmm great question. I'd add one thing - more mechanics from Ravnica require interaction - ie exiting own cards. BTW does exile from hand only matter? What about exiting from board (isolate?).
As for the feedback regarding the mechanics, I think it's kind of obvious that the best designed are those that don't bring many questions or require lots of careful considerations (weird interactions and situations more than balance things).
Jump-Start as already started above looks quite convoluted and will probably be way too chaotic for anything but specifically targeted strategies to take advantage of it. At first glance I find it underwhelming and unappealing but time will tell just how it turns out.
Undergrowth is another straightforward effect, and especially since now we can look at the graveyard it's that more predictable. I only hope we don't see many capped effects such as with Liliana4's second ability.
Another thing that drags Mentor slightly down when compared to paper magic is that you can't really order the triggers, and that's a huge part of the mechanic. Since you can have multiple mentor creatures on the board, it was up to you to order them properly so that you may pump that nice 2/2 creature first by Tajic, and then by a pumped Aurelia (the other way around would lead to only one +1/+1).
Convoke is nicely adapted and looks rather straightforward. It plain reduces cost which I like, it also considers reinforcements which was exactly what I was hoping for, so kudos for that. The cap looks like a sane thing and depending on the card implementations we'll have to see just how debilitating is. I know for sure opening the can of Ghaltas would've been super dangerous and lead to some super degenerate strategies anyway.
Flip cards look cute, but to be very honest it will also probably be a lot of work to manage them into my hand. I am also suuuper curious how the mana charging will be handled. If I have a 5 and 15 costed flip card, and I have the 5 side turned, does the engine fill up to 5 mana only and then continues to the next card in hand? And then the other way it means that you actually waste 10 mana if you decide to flip and cast it? Is there some sort of internal design rule established to always have the front side cheaper than the back side? Do they autocast? And on which side do they go to the graveyard?
So many logistic things I can think of when it comes to Flip Cards it looks once again like a lot of figuring out. But they are a cute addition and it's taking advantage of an already in-game user interaction mechanism which is nice and intuitive.
Graveyard reveal is super nice and I'm glad we finally have it in place. One question here is whether we will also be able to look at our opponent's graveyard (in paper magic all graveyards are public zones).
First ability reminds me of Karn & Dovin's firsts having a baby. It will be super powerful and super relevant without being totally bonkers.
His second will probably see less play but I expect it will be a nice panic button. Nice to see it is not capped in any way.
Mana gains are naturally good, I actually think good enough to finally have an UR walker replace Saheeli.
Or ... you can look at it as a fully disclosed change that provides players more time to complete a set?