Post by Lil' Ragnaros on Jun 21, 2011 11:59:14 GMT -5
okay, Jace and Stoneforge should not be banned because they are not all that powerful.
Brainstorm: only counts first time you do it else you are just looking at the same 2 cards plus 1 new 1 every turn. More for Jace's erasure or other draw card combos.
Fateseal 1: not that game changing. Annoying, yes but there is that vampire that allows you to sac a creature to fateseal 1 also. Thoughtpicker Witch did something similiar as did dimir cutpurse. Not that hard to synergize with.
Unsummon: Probably most powerful ability rather than ultimate. It time walks you at least 1-2 turns.
Ultimate: Game winner though what plainswalkers ultimate isn't a game winner? The only OP'ness about it is the difficulty to recover from it.
Most powerful part about Jace: he has 4 abilities rather than just 3 to choose from as with the other plainswalkers and he is the cheapest with a +2 or more ability which makes him harder to damage to death.
So many cards have been added to geek plainswalkers. Pithing needle became a creature. Alot of cards got permanent added after the destroy target part, black got turn 1 plainswalker discard, Every single blue counterspell comes out before plainwalkers, white/green/red got serious early game agro buffs to help geek these... People forget about the white leyline?
Stoneforge, at best, is an equipment tutor that's also a 1/2 creature. Yes, a very good ability. Trinket mage is only a 2/2 for 3 that hits any artifact for 1, treasure mage, same thing, any creature with a come into play ability to scry or draw is just below par with this 1.
The second part allows you to cast all equipment in your hand for free. If anyone lets this stay on the field for more than a turn, they are just asking for a "insert biggest badest equipment" Elvish piper did the same thing, as did dragonarch, as did belbe's portal. They cost more mana but don't have summoning sickness, or cheaper activation cost, or wasn't a creature, or was a tribal creature.
At best, this gives them 1 epically amazing bad ass creature turn 4. Guess what? Every color has a similiar ability.
Black: Oozes. that enchant that makes your land a 3/3 ooze. Unholy strength still exists.
Green: it's not a moldervine cloak but +3/+3 for 3 and totem armor. There is also that green enchant but it might be from m10 I think.
White: Holy str, the holy str with flying attached, and just as good as blanchwood armor, armored ascension. 1 more but gives flying.
Red: Claws of valakut, +1/0 for each mountain and first strike for 3. Goblin war paint/volcanic strength are both +2/+2 for 2. Shiv's embrace is firebreathing and flying and +2/+2 for 4.
Blue: Unfortunately only has 1 good creature buff and that's drake umbra. +1/+1 and totem armor with flash for 2. The rest of type 2 blue enchants are icecage, worse than pacifism, narcolepsy, just as good as pacifism but still 2 cost that shuts down caw blade, and things that steal your opponents permanents. The fun thing is that the swords,unlike jitte's, can strike your opponents. Paralyzing grasp isn't any better than arrest and spreading seas is always fun, draw a card and stop their inkmoth nexus or whatever other funny land.
I find squadron hawks more annoying then these. 1 squadron hawk reduces deck size by 3 and gives them that many 1/1 flyers. Those extra ones can be used as discard fodder, chump blockers, or a turn 5 kill.
Brainstorm: only counts first time you do it else you are just looking at the same 2 cards plus 1 new 1 every turn. More for Jace's erasure or other draw card combos.
Fateseal 1: not that game changing. Annoying, yes but there is that vampire that allows you to sac a creature to fateseal 1 also. Thoughtpicker Witch did something similiar as did dimir cutpurse. Not that hard to synergize with.
Unsummon: Probably most powerful ability rather than ultimate. It time walks you at least 1-2 turns.
Ultimate: Game winner though what plainswalkers ultimate isn't a game winner? The only OP'ness about it is the difficulty to recover from it.
Most powerful part about Jace: he has 4 abilities rather than just 3 to choose from as with the other plainswalkers and he is the cheapest with a +2 or more ability which makes him harder to damage to death.
So many cards have been added to geek plainswalkers. Pithing needle became a creature. Alot of cards got permanent added after the destroy target part, black got turn 1 plainswalker discard, Every single blue counterspell comes out before plainwalkers, white/green/red got serious early game agro buffs to help geek these... People forget about the white leyline?
Stoneforge, at best, is an equipment tutor that's also a 1/2 creature. Yes, a very good ability. Trinket mage is only a 2/2 for 3 that hits any artifact for 1, treasure mage, same thing, any creature with a come into play ability to scry or draw is just below par with this 1.
The second part allows you to cast all equipment in your hand for free. If anyone lets this stay on the field for more than a turn, they are just asking for a "insert biggest badest equipment" Elvish piper did the same thing, as did dragonarch, as did belbe's portal. They cost more mana but don't have summoning sickness, or cheaper activation cost, or wasn't a creature, or was a tribal creature.
At best, this gives them 1 epically amazing bad ass creature turn 4. Guess what? Every color has a similiar ability.
Black: Oozes. that enchant that makes your land a 3/3 ooze. Unholy strength still exists.
Green: it's not a moldervine cloak but +3/+3 for 3 and totem armor. There is also that green enchant but it might be from m10 I think.
White: Holy str, the holy str with flying attached, and just as good as blanchwood armor, armored ascension. 1 more but gives flying.
Red: Claws of valakut, +1/0 for each mountain and first strike for 3. Goblin war paint/volcanic strength are both +2/+2 for 2. Shiv's embrace is firebreathing and flying and +2/+2 for 4.
Blue: Unfortunately only has 1 good creature buff and that's drake umbra. +1/+1 and totem armor with flash for 2. The rest of type 2 blue enchants are icecage, worse than pacifism, narcolepsy, just as good as pacifism but still 2 cost that shuts down caw blade, and things that steal your opponents permanents. The fun thing is that the swords,unlike jitte's, can strike your opponents. Paralyzing grasp isn't any better than arrest and spreading seas is always fun, draw a card and stop their inkmoth nexus or whatever other funny land.
I find squadron hawks more annoying then these. 1 squadron hawk reduces deck size by 3 and gives them that many 1/1 flyers. Those extra ones can be used as discard fodder, chump blockers, or a turn 5 kill.