![]() ![]() It just means that the creature needs to be balanced for the environment it’s in. It doesn’t mean P/T higher than CMC, because that’s always been more of a guideline for a starting point than a hard and fast rule. I think the point of all this though is with the increased power level of removal spells, forced sacrifice and other things that make creatures less effective, creatures need to get stronger to balance it out. When I think overpowered for the mana cost/power creep I’m looking at Serra Angel vs Baneslayer Angel, the evolution of the 2/2, reds variety of threatening one drops ( Goblin Guide ever?), ridiculous enter the battlefield abilities (Titans, Grey Merchant of Asphodel and Siege Rhino?) and stuff that’s hard to get rid of. I don’t understand what’s “over-powered” about it. No evasion built in, a small amount of protection in Regeneration, and a color changing ability that would need to be worked with to be at all relevant. Spiritmonger is just a big dumb beater that turns sideways though ![]() Give me your guesses and I will tell you the answers in the next post. When ~ attacks, all creatures that are attacking get first strike and deathtouch until end of turn. This spell can only be cast using mana from basic lands. It is something that happens more natural as there are expectations and guidelines such as lifetotals or available counterplay and removal that go into a creatures's p/t statting.įor example, if I told you how much should the card with this text and mana cost be: So, matching the P/T and manacost is not the end goal of design. The P/T will depend on what role it should fill, in this case being an undercosted threat that works very well versus token strategies. For example, Steel Leaf Champion is part of the cycle of triple symbol creatures, so its mana cost is set. It could be Leatherback Baloth.Ī creature is not a mana cost and stat line, it is there to fill a role. You do not sit down to create a creature and think "Ok, I want a creature that has 9 power and toughness and mana cost of GGG" the answer is not necessarily Steel Leaf Champion. The mana cost or the P/T are not the end goal when creating a creature. Meaning that the 3 mana difference is also super affective in how long it might take to get the card out (granted, if you don't draw things that make that probability more likely). So, it's way easier getting a 3 drop on time is way higher than getting a 5 drop. The probability that you'll get Elvish Archdruid out by turn 3 is around 86% while the possibility you'll get Gigantosaurus out turn 5 is about the same. Meaning it's way easier to cast Qasali Slingers and use their ability, although their stats are way lower.īut let's say you're playing a mono green deck with 35 forests, Elvish Archdruid and Gigantosaurus too. In a tri color commander deck with Gigantosaurus, Qasali Slingers and approximately 35 lands (12 of which tap for G), for example, the odds of you hitting 5 lands of any color in your by your 12th card is around 66%, while getting 5 green lands is actually around 2%. Not to mention, you should think of how Mana cost plays into it. Also, you have to consider how many color symbols of each color are required, how many keyworded abilities and how those exact abilities affect play.
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