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Shadows of doubt against nahiri
Shadows of doubt against nahiri












Still a 3/2 Menace for 3 ain’t bad and random upside is always welcome (even if your opponent is guaranteed to only flip lands off of Sin Prodder). It’s a punisher/Tribute card, so it’s less than the sum of its parts. If “sin” weren’t so problematic I’d be much more into this flavor. Matt: A devil giving someone a push towards sin is perfect. Your opponent is never letting you draw Lightning Bolt off this trigger, for example. Jess: I don’t think this is good outside of Limited? I don’t know, choice cards are always risky, and it’s a little too pricey for non-Commander constructed formats.Ĭarrie: Maybe your opponent will incorrectly evaluate whether you want to draw an extra land off this? If you can pressure your opponent’s life total aggressively, this becomes scarier, but you also tend to fill those sorts of decks with cheap spells. Rich: Has there been a mono-red burn spell before that bypassed Indestructible? Zach: I like new takes on old cards, and welcome Disintegrate back into the fold.

shadows of doubt against nahiri

The player I beat, a grinder, was so insanely frustrated and angry. I won my first FNM at Twenty Sided Store by casting Fireball, then Reveberating it. Matt: Fireball has always been one of my favorite cards. Rich: Good point Curtis on how the traditional aristocracy is evil while the good old common village system is good.Ĭlark: Blaze with Exile… yawnĬarrie: I thought Anguished Unmaking was the answer to Avacyn. Zach: This card is bad, unless your deck needs madness to function. There’s a pretty cutting commentary there! Well done.Ĭurtis: I love how, on Innistrad, the themes of aristocratic duty, honor, and traditional nobility are tied to the vampires and are therefore “evil” and black-aligned. Drop a vamp with that Falkenrath Gorger on the board, cast it and get a 1/1 lifelinker? Jess: You say this, but think of how perfect that framing would be for an Innistrad art book!Ĭlark: Really pushing that Vampire Madness Theme hard. Rich: Tamiyo’s journal would be terrible bedtime reading. Matt: This reminds me of my drinking days. How many playable big butt creatures are out there? Good card, though.Ĭlark: This is pretty great as an instant speed reset button. Jess: Lorthos is calamari, though… Well, more like Kozimari, but you get what I mean. It started as a practical limitation and has ended up as one of my favorite aspects of the gameplay.Jess: So, could this be Marit Lage? I find that argument a somewhat compelling one…Ĭarrie: Maybe Nahiri brought Lorthos over from Zendikar? And even when things do go wrong and you have people hunting you with guns, it's much more satisfying to be forced to rely on your environment: Ducking into an air duct, hiding in the shadows, or if you are committed to violence, chucking a chair in their face to knock them out as you dart for the exit. Much like in a horror game, not giving the player an arsenal at their disposal makes them much more vulnerable and this works really well with the 'creeping around places you shouldn't' vibe. While this may not feel in keeping with the game's noir roots, this limitation has actually become, in my opinion, a benefit to the gameplay. One of the early limitations of the gameplay was the player not being able to kill anyone, or specifically, be able to shoot people. The eagle-eyed detectives may even spot some useful graffiti scrawled on the side. Proper ones that give the citizens some privacy. This resulted in a very awkward public bathroom situation that involved a single toilet and sink in a large open room that anyone could just walk into. Before now we had the apartment bathrooms working, but the models for public ones were not yet present in the game. One of the last things to make the latest build, bizarrely, is the public lavatory setup. When that absolute banger from Erik Satie comes on The idea is you may want to play Shadows running through it with different builds in different generated cities. I want to give examples but it's probably better if I leave the discovery to you. For example, one disk will have you choosing between more health or more inventory space: That's one of the more 'standard' upgrades, but I've really tried to think outside the box a bit for many of the others: Some of them are more akin to modifiers that subtly change how you play the game rather than straightforward benefits.

shadows of doubt against nahiri

SHADOWS OF DOUBT AGAINST NAHIRI UPGRADE

The main idea though is for each one to have a choice of 2 or more upgrade options making for some interesting decision-making and bringing some RPG-like elements to the game. You won't have lightning shooting from your fingertips or anything these upgrades are much more grounded (ha) to something resembling reality.

shadows of doubt against nahiri shadows of doubt against nahiri

The biggest chunk of practical player progression comes in the form of "Sync Disks" think Bioshock-style genetic updates that give you a choice of buffs. I haven't really talked about this a lot previously. One such thing we're refining is player progression.












Shadows of doubt against nahiri