Kaladesh: Difference between revisions
1d4chan>Dies to Removal m link |
imported>Administrator m 30 revisions imported |
||
(21 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{stub}} | {{stub}} | ||
[[Image:Ghirapur.jpg|thumb|right|400px|Be sure to note the Thopters, you'll be seeing a lot of them here.]] | [[Image:Ghirapur.jpg|thumb|right|400px|Be sure to note the Thopters, you'll be seeing a lot of them here.]] | ||
''Steampunk. But no steam and no punk.'' | |||
Kaladesh is the home plane of [[Chandra]] and as such was one of the 10 planes featured in the set Magic Origins. It is also the setting for the Fall 2016/Winter 2017 expansion block of the same name. | |||
Not a great place for a pyromancer to be born, considering fire magic is illegal and punishable by death. Instead of magic being used in a way more common to other planes, artifice is used. These magic devices are fueled by aether. It's kind of steam punk, but instead of the usual Victorian England, it's more based off India, without the colonization (again, no England). Also no pollution and all around prettier than typical [[steampunk]]. Using aether as fuel doesn't put soot and shit in the air; instead it makes living soot-beings who are predisposed to vice and crime. | |||
As of the release of Aether Revolt, Chandra's mum lead a revolution which overthrew an oppressive, aether-flow-controlling government, [[Tezzeret]] escaped after the destruction of a Planar Portal he kidnapped a ton of inventors in order to build, and our noble heroes decided to set forth for the home plane of [[Nicol Bolas]]; [[Amonkhet]]. | |||
== Mechanics == | ==Mechanics== | ||
'''Energy''': A new resource for players to spend in order to activate the abilities of certain cards. | '''Energy''': A new resource for players to spend in order to activate the abilities of certain cards. ''As an alternate, persistent, liquid resource largely beyond the reach of opponents that fuels a handful of very potent artifacts, energy quickly proved to be one of the most broken mechanics WotC has ever come up with.'' | ||
'''Vehicles''': Artifacts that become creatures only when they are crewed by tapping creatures. | '''Vehicles''': Artifacts that become creatures only when they are crewed by tapping creatures. ''Vehicles proved to be a popular niche and are now deciduous, being well suited to lore-heavy big dumb objects like the Weatherlight. The virtue of vehicles lies in that they are not creatures by default, and revert to not being creatures at end of turn. This allows them to hide from many forms of removal, especially sorcery speed.'' | ||
'''Fabricate''': Either place +1/+1 counters on a creature or create 1/1 tokens. | '''Fabricate''': Either place +1/+1 counters on a creature or create 1/1 tokens. ''Pretty lame, was limited to black/white/green, but there were a few cards that got some good use out of it like Marionette Master.'' | ||
'''Revolt''': Abilities get powered up if a permanent was removed from the field this turn. | '''Revolt''': Abilities get powered up if a permanent was removed from the field this turn. | ||
Line 21: | Line 22: | ||
[[image:Fatal Push.jpg|200px|baseline|Fatal Push]] | [[image:Fatal Push.jpg|200px|baseline|Fatal Push]] | ||
This card is a staple in modern. Black is ''supposed'' to be the color with the best creature spot removal, and in modern, that wasn't the case until this card got printed. | |||
===B&=== | |||
These cards have gotten B& in at least one format. | |||
====Felidar Guardian==== | |||
[[File:Felidar Guardian.png]] | |||
1/2 of an instant win combo with Saheeli Rai. For a two-card infinite it's not actually that powerful due to needing three colors; remains legal in most formats. | |||
====Aetherworks Marvel==== | |||
[[File:Aetherworks Marvel.png]] | |||
If you didn't hit your win condition (New Emmy or New Ula) you would likely at least hit an energy producer which might allow you to spin again next turn. You might even hit another Marvel. If you do and you choose the Marvel, Marvel comes in, legend rule sends one of them to the graveyard (you choose to send the tapped one to the graveyard) and you gain 2 energy. If you now have 6 energy, you get to spin a marvel again right away. | |||
====Attune with Aether==== | |||
It may look innocuous card, and that's why I didn't bother to put up the picture. This was a ban intended to hose the energy decks, but not cripple them. If you don't get why this card matters at all, think of this card as an evolving wilds that gives you 2 energy. | |||
{{Template:MTG-Settings}} | {{Template:MTG-Settings}} |
Latest revision as of 16:10, 21 June 2023
![]() |

Steampunk. But no steam and no punk.
Kaladesh is the home plane of Chandra and as such was one of the 10 planes featured in the set Magic Origins. It is also the setting for the Fall 2016/Winter 2017 expansion block of the same name.
Not a great place for a pyromancer to be born, considering fire magic is illegal and punishable by death. Instead of magic being used in a way more common to other planes, artifice is used. These magic devices are fueled by aether. It's kind of steam punk, but instead of the usual Victorian England, it's more based off India, without the colonization (again, no England). Also no pollution and all around prettier than typical steampunk. Using aether as fuel doesn't put soot and shit in the air; instead it makes living soot-beings who are predisposed to vice and crime.
As of the release of Aether Revolt, Chandra's mum lead a revolution which overthrew an oppressive, aether-flow-controlling government, Tezzeret escaped after the destruction of a Planar Portal he kidnapped a ton of inventors in order to build, and our noble heroes decided to set forth for the home plane of Nicol Bolas; Amonkhet.
Mechanics[edit | edit source]
Energy: A new resource for players to spend in order to activate the abilities of certain cards. As an alternate, persistent, liquid resource largely beyond the reach of opponents that fuels a handful of very potent artifacts, energy quickly proved to be one of the most broken mechanics WotC has ever come up with.
Vehicles: Artifacts that become creatures only when they are crewed by tapping creatures. Vehicles proved to be a popular niche and are now deciduous, being well suited to lore-heavy big dumb objects like the Weatherlight. The virtue of vehicles lies in that they are not creatures by default, and revert to not being creatures at end of turn. This allows them to hide from many forms of removal, especially sorcery speed.
Fabricate: Either place +1/+1 counters on a creature or create 1/1 tokens. Pretty lame, was limited to black/white/green, but there were a few cards that got some good use out of it like Marionette Master.
Revolt: Abilities get powered up if a permanent was removed from the field this turn.
Notable Cards[edit | edit source]
Fatal Push[edit | edit source]
This card is a staple in modern. Black is supposed to be the color with the best creature spot removal, and in modern, that wasn't the case until this card got printed.
B&[edit | edit source]
These cards have gotten B& in at least one format.
Felidar Guardian[edit | edit source]
1/2 of an instant win combo with Saheeli Rai. For a two-card infinite it's not actually that powerful due to needing three colors; remains legal in most formats.
Aetherworks Marvel[edit | edit source]
If you didn't hit your win condition (New Emmy or New Ula) you would likely at least hit an energy producer which might allow you to spin again next turn. You might even hit another Marvel. If you do and you choose the Marvel, Marvel comes in, legend rule sends one of them to the graveyard (you choose to send the tapped one to the graveyard) and you gain 2 energy. If you now have 6 energy, you get to spin a marvel again right away.
Attune with Aether[edit | edit source]
It may look innocuous card, and that's why I didn't bother to put up the picture. This was a ban intended to hose the energy decks, but not cripple them. If you don't get why this card matters at all, think of this card as an evolving wilds that gives you 2 energy.
Settings of Magic: The Gathering | |
---|---|
Pre-revisionist: | First Magic Sets - First Urza Block - Arabian Nights Legends - Homelands - Ice Age - Mirage |
Weatherlight Saga: | Portal Starter Sets - Second Urza Block Tempest Block - Masques Block - Invasion Block |
Post-Weatherlight: | Otaria Block - Mirrodin - Kamigawa - Ravnica - Time Spiral |
After the Mending: | Lorwyn - Alara - Zendikar - New Phyrexia Innistrad - Return to Ravnica - Theros - Tarkir - Eldraine - Ikoria |
Two-Block Paradigm: | Kaladesh - Amonkhet - Ixalan |
Post Two-Block Paradigm: | Eldraine - Ikoria - Kaldheim - Strixhaven |
Never in a standard set: | Fiora (Where the Conspiracy sets take place) - Kylem (Battlebond) |