What the Blazes is Initiative?!? | Undercity Dungeon | Commander Legends Baldur's Gate Spoiler | MTG

  Рет қаралды 31,749

The Commander's Quarters

The Commander's Quarters

Күн бұрын

The Commander's Quarters is your Magic the Gathering source that helps you Command Your Budget! What the Blazes is Initiative and what is the Undercity?!? Today Mitch talks about some new exciting Spoilers from Commander Legends Battle for Baldur's Gate!
----------
Support us directly, get rewards, and join The Commander’s Quarter’s community on our Patreon page: / commandersquarters
----------
When you are buying decks or individual cards, make sure you are using any of our TCGplayer affiliate links below to help support the channel!
Commander's Quarters general affiliate link:
tcgplayer.pxf.io/commandersqua...
Commander's Quarters decklists:
tcgplayer.pxf.io/tcq_all-deckl...
----------
Get your official Commander's Quarters swag at:
thecommandersquarters.com/
----------
Follow and reach out to us on social media!
Instagram: / thecommandersquarters
Twitter: / edhquarters
Facebook: / thecommandersquarters

Пікірлер: 108
@TangibleTravis
@TangibleTravis 2 жыл бұрын
I’m going to be the guy using Initiative in my deck with the oversized dungeon card from the bundle to put in the middle of the pod, and will provide D&D figures for each player to use for tracking their place in Undercity.
@KannoYana
@KannoYana 2 жыл бұрын
I think that most people are misunderstanding the concept of "Venture into ". The templating seems strange, but it's a clever way of locking specific dungeons to specific sets. This allows them to print more powerful dungeons without breaking rotating formats. It is still dungeon delving, as initiative DOES say to venture into the dungeon. That means that it works with older dungeon cards, but also makes it more difficult to access the more powerful dungeons, as they are locked behind cards from a specific set. Once you enter, other dungeon cards absolutely work with the new dungeons as well. This is a sign that they plan to make more dungeons, and more powerful dungeons at that. I'd rather have a small set of base dungeons and a handful of cards that reference specific dungeons that I can choose to play, rather than have to carry around every single dungeon they ever choose to print, and then have to decide which of those dungeon I want to enter EVERY time I enter a dungeon.
@autobotjazz1972
@autobotjazz1972 2 жыл бұрын
Seems like a fusion of monarch and Venture into the dungeon
@whaleofdarkness
@whaleofdarkness 2 жыл бұрын
Why does this mechanic refer to the Undercity? Can any D&D nerd explain that to me? I thought the initiative was just who is acting when in combat.
@reverbstarlight3405
@reverbstarlight3405 2 жыл бұрын
I imagine that the Undercity is part of the Baldur's Gate setting (haven't played that setting myself so I'm just guessing here). You're right that initiative is who is acting when in combat, I think the WotC people just wanted to have a cute reference to D&D rules in their new mechanic, even if the mechanics have no similarities in game whatsoever.
@isaacthek
@isaacthek 2 жыл бұрын
For one, it's a play on words- taking the initiative means to move ahead on something. Initiative does apply to combat (hence the combat related trigger for taking initiative from others) "combat" in DnD can refer to just about any opposed contest where time is a factor, and doesn't necessarily require weapons. So racing through a dungeon to beat another party to the end certainly fits.
@gudaofujimaru4146
@gudaofujimaru4146 2 жыл бұрын
When talking around the table, initiative generally refers to who has priority to act in any given situation. Most people will just roleplay like actors in a scene, but as soon as anyone or anything is overlapping in a conflicting manner you roll for initiative to decide turn order. The Undercity is a vast network of catacombs, sewers, and "fun-geons" that exist under the major metropolis of Balur's Gate. In the context of how it's being added to mtg, I would say it's just good flavor for a new dungeon that functions like Monarch, except that people can keep dipping into it so long as they enter the dungeon initially.
@mbarker_lng
@mbarker_lng 2 жыл бұрын
Correct. I would hazard to guess that it specifically states "Undercity" to avoid players completing the already short Tomb of Annihilation dungeon too fast. If you are willing to make the sacrifices, ToA can be burned right through. There are a suite of creatures and spells that are seriously more powerful if you've completed a dungeon. Check out Acererak the Archlich for CMC 3 as an example. Finally, as others have said, Undercity is a major feature in the Baldur's Gate setting.
@shmrgn3160
@shmrgn3160 2 жыл бұрын
Idk, I like using Acerarak and Rooftop Storm to infinitely venture into Lost Mines and drain out the table, provided no one has any mana untapped for a counterspell or spot removal of some kind 😅
@dtopa7524
@dtopa7524 2 жыл бұрын
If i'm already in the undercity, and another player takes the initiative from me, do they start their own venture into their own copy of the undercity, or do they venture into the next room of 'my' undercity.
@dylanr.27
@dylanr.27 2 жыл бұрын
I like it, it’s going to be confusing at first but the monarch is a really fun mechanic and I’ve been hoping to see something similar, just as long as there won’t be to many monarch/initiative tokens flying around
@TraeKryzer
@TraeKryzer 2 жыл бұрын
I really like this. It introduces a way to add new dungeons to sets without needlessly complicating and power-creeping older venture cards, all while still totally working with them! It's neat and allows for a lot of interesting design options in the future. Albeit, specifically introducing this attached to a Monarch-like mechanic is more complicated than it was probably worth. Everyone wants/expected new dungeon cards, but no one *really* wanted to retroactively add what value old cards can get you. That would have a lot of nasty implications. This is quite literally the best of both worlds. A surprisingly good move from a company with so little reputation for those these days.
@TmurphyIT
@TmurphyIT 2 жыл бұрын
Was hoping for more dungeon options for my Sefris deck.
@TangibleTravis
@TangibleTravis 2 жыл бұрын
You still have more options, it just needs to be worked into how you do things and people will now be involved in our dungeon shenanigans (I also have a fun Sefris deck). We can still bring forth a creature once we complete Undercity so it’s in our best interest to have some defenses since it’s only five rooms no matter the path we take.
@pedrino321
@pedrino321 2 жыл бұрын
@@TangibleTravis nope, this mechanic limits a player to only using undercity as a dungeon if they already have initiative cards on the battlefield. Sure they could finish another dungeon, but after that, you’re screwed and trapped in undercity.
@TangibleTravis
@TangibleTravis 2 жыл бұрын
@@pedrino321 but it’s a dungeon, so once you’re in you can venture. So you do need initiative for this one but you can run through it just the same. I see the pro to that con being that you automatically get to advance a room at your upkeep.
@pedrino321
@pedrino321 2 жыл бұрын
@@TangibleTravis yeah except you will only be able to venture through that one dungeon as opposed to the three prior you could choose from. it restricts synergies for sefris players. i’m not into dungeon mechanics, but if i was, i would rather have a choice to venture than no choice at all lol
@TangibleTravis
@TangibleTravis 2 жыл бұрын
@@pedrino321 I have a Sefris deck and it wouldn’t be hard for me to venture once Undercity is completed into one of the other dungeons. Then, the initiative would advance me through that dungeon. Yes, I’ve seen dungeon players say they’d rather have more venture cards. But I like this for the interaction. I can still use it to my benefit but now others are engaged.
@metallicadragon8802
@metallicadragon8802 2 жыл бұрын
Wizards of the Coast really messed up by not putting the dungeon mechanic on land cards to specifically showed those are legendary Lands, And locations for those dungeons, LIKE the Isle of dread ,just really confusing when they put it on different random creatures and the backside of artifacts and enchantments, the concept of the dungeons are very good they just missed the mark by not allowing them to be on legendary land.
@godismyjudge4964
@godismyjudge4964 2 жыл бұрын
My question is how does the” if you completed a dungeon” mechanic work? Do you only have to complete one and that status stays with you for the rest of the game or do you have to complete a dungeon on that turn every time in order to activate?
@Tendedfatback
@Tendedfatback Жыл бұрын
If i have initiative and I’m already in the dungeon and I play a card that says take initiative do I move to the next room
@12jacobmar
@12jacobmar 2 жыл бұрын
Why couldn't it just be a dungeon, did wizards think it would be too OP?
@DemonaruMusic
@DemonaruMusic 2 жыл бұрын
With the more dungeons they add, it could become problematic balance wise as being able to enter every new dungeon with every old dungeon card means that the expectation requires you to make every new dungeon of equal or lesser power than the other dungeons. So locking at least entering into this specific dungeon behind new cards it makes it so they can worry less about the new dungeon having to be exactly the same power as the old dungeons and space to breathe and experiment with the mechanic in the already risky design space that is an eternal format.
@alexanderficken9354
@alexanderficken9354 2 жыл бұрын
The undercity specifically is way too powerful for constructed, and dungeon delving is balanced to 3 dungeons anyway
@breadguytv
@breadguytv 2 жыл бұрын
@@alexanderficken9354 Thassa exists how are these dungeons even remotely close to her power level
@alexanderficken9354
@alexanderficken9354 2 жыл бұрын
@@breadguytv for constructed play, like standard, this dungeon would be too powerful. Obviously this dungeon isn't amazing in commander, but there is a power difference. AFR was a standard set so wotc has to design the set to be balanced for standard
@breadguytv
@breadguytv 2 жыл бұрын
@@alexanderficken9354 This set isn't in standard though?
@mrurameshi9433
@mrurameshi9433 2 жыл бұрын
Complaining about new mechanics is like complaining about old mechanics. You’ll rarely see them. Old fogeys get banding/horsemanship while college kids come at you full force with double strike indestructible magecraft companions
@TheKillerman3333
@TheKillerman3333 2 жыл бұрын
If we get more magecraft, then rainbow craft in commander will be all too possible.
@aaronc6964
@aaronc6964 Жыл бұрын
So does the game start with a player having initiative or does a card need to be played that says you have it?
@Starfox2020
@Starfox2020 2 жыл бұрын
So.... the way I read this mechanic, I thought everyone was in the Undercity together and followed the same path. Like, the first to take initiative went to the first room, then whoever took it second chose which room to enter next, etc... It was very very fun when we did it that way, if anyone is curious.
@devin5297
@devin5297 2 жыл бұрын
Having specific cards related to specific dungeons is a cool balancing idea. But it’s a shame the initiative ability is limited to only one dungeon, otherwise I’d be more excited for it as a new monarch mini game to pass around
@gabrielmontes289
@gabrielmontes289 10 ай бұрын
So if I attack someone when I have initiative, do they also get initiative? And if they do, do we share the Undercity Token?
@imagineisto
@imagineisto 2 жыл бұрын
If they take your initiative and you take it back, do you start it over again from start?
@LnnoVnHllywd
@LnnoVnHllywd 2 жыл бұрын
Why isn't the effect "when you take the initiative and at the beginning of your upkeep if you control the initiative, venture into the dungeon"? Why would I split my Sefris deck between Initiative and venture triggers? I already jump through enough hoops just to venture.
@Grimjr7
@Grimjr7 2 жыл бұрын
Two reasons. Just like monarch once this is in play it stays there meaning you don't have to run that many take the initiative cards. Secondly and most important taking the initiative also Ventures you through whatever dungeon you are currently in. Example if you're in the Lost mines already and you play a take the initiative card it will Venture you through that dungeon. This also means you get a passive Venture trigger on your upkeep as long as you retain the initiative. You're only real issue would be to make sure you are in the dungeon you want to be in before the initiative trigger, unless you want to go into the under city.
@LnnoVnHllywd
@LnnoVnHllywd 2 жыл бұрын
@@Grimjr7 I just feel like I'm trying to run a keyword matters strategy and they have made initiative do the same thing that venturing does but made it different in a clunky way. I'm struggling to express myself but it feels like I have a double strike matters commander and they released a new set mechanic combat squared that work the same but doesn't interact with double strike. I guess what I want is to bin a creature in Sefris and then enter the undercity, and if there are cool initiative cards I like then it adds another dimension for me to venture but also allows other players at the table to join in on the dungeon mini game with me.
@LnnoVnHllywd
@LnnoVnHllywd 2 жыл бұрын
@@Grimjr7 But I don't know maybe I'm just too down on it to notice that it'll work just fine. Maybe the synergies will all come together in the end and it'll all work out.
@skyguytomas9615
@skyguytomas9615 2 жыл бұрын
@@LnnoVnHllywd My take is quite the opposite. This new mechanic opens up easy ways to venture without triggering Sefris, opening up new lines to turbo through Tomb of Annihilation for a quick reanimate. I mean, the new dungeon is great; goading with the third room is going to be a blast, but the added consistency of venturing once a turn cycle is the really cherry. If peeps want to get the initiative they have to get through your board, which should be substantial with Sefris, and will also give you the opportunity to chump block and prock Sefris easily. I can't see this as anything but a win.
@LnnoVnHllywd
@LnnoVnHllywd 2 жыл бұрын
@@skyguytomas9615 yeh you and Grim Jr. are right. While I can't choose the Undercity with an AFR card, the initiative does help to consistently pump through the mad mage to explode with card advantage
@bastionbrom8927
@bastionbrom8927 2 жыл бұрын
I wish this were a shared dungeon where a player would move into a room from the last spot the opponent was in and only when combat damage was dealt. It would lead to more interesting plays. maybe have some rooms that only lead into bad rooms, so the players wouldn't want to attack you. I understand that they wanted to do something to work with dungeons, but dungeons are just bad. I would rather they just ditch them.
@efrenmartinez6138
@efrenmartinez6138 2 жыл бұрын
So any player can venture through this dungeon? Not just the player of the deck?
@adventcross7400
@adventcross7400 2 жыл бұрын
If you complete undercity,and no one else is in it besides you, do you still get the initiative after its completed?
@Spectresse
@Spectresse 2 жыл бұрын
In French, Frist strike is translated as initiative, so the new use of this word is not so well found...
@AngelusNielson
@AngelusNielson 2 жыл бұрын
so in commander, you could be monarch, have initiative and adventure into dungeons all at the same time.
@jettblade
@jettblade 2 жыл бұрын
They really needed to have made Adventures as a supplement set with a dungeon for each commander deck.
@skyguytomas9615
@skyguytomas9615 2 жыл бұрын
The problem with this is that it adds a new level of complexity for the whole table to track. Now as a Sefris player I'm beside myself, but will also need to carry 3 extra copies of the undercity for the rest of the table.
@olafwulfgarson1224
@olafwulfgarson1224 2 жыл бұрын
As a sefris player, I'm afraid I'll need to add a bunch of specific 'initiative' cards into Sefris deck and by doing that, water it down even more. That deck already has a lot of components. The old dungeons were very underpowered for EDH and I've waited a whole year with the hope they'd correct that mistake and bring new more powerful dungeons. I feel betrayed.
@skyguytomas9615
@skyguytomas9615 2 жыл бұрын
@@olafwulfgarson1224 I'm not really seeing that as a big problem. My deck is in a very good place, so any more dungeon support is icing on the cake. Aside from White Plume Adventurer there's not really anything that looks like an auto-include so far. I don't know what you mean by 'water it down'. If the initiative cards detract from your deck's engine the mechanically correct choice is to forgo them, no?
@Werewolfoverlord12
@Werewolfoverlord12 2 жыл бұрын
Out of hand? The dungeon effects were lackluster AT BEST! WotC, WTF? I was hoping dungeons werent going to be a forgotten mechanic, but not like this...
@lewis9434
@lewis9434 2 жыл бұрын
If you regain the initiative after loosing it to another player, does the game remember where in The Undercity you were when you last had it? Or do you have to restart The Undercity again.
@chokfigaming
@chokfigaming 2 жыл бұрын
Lol, just hold onto this and monarch and it’s be pretty funny
@mbarker_lng
@mbarker_lng 2 жыл бұрын
Ugh...I was hoping to have new dungeons to work with old cards but the requirement to venture into Undercity *specifically sucks.
@jacobyspurnger8488
@jacobyspurnger8488 2 жыл бұрын
The physical monarch tokens have a typo on all of them
@T1nyFr0gg
@T1nyFr0gg 2 жыл бұрын
Not all, only the originals
@jacobyspurnger8488
@jacobyspurnger8488 2 жыл бұрын
@@T1nyFr0gg what set had monarch other than conspiracy 2?
@T1nyFr0gg
@T1nyFr0gg 2 жыл бұрын
@@jacobyspurnger8488 the one ge showed in this video, the DnD commander decks
@Blacklodge_Willy
@Blacklodge_Willy 2 жыл бұрын
@@jacobyspurnger8488 the first Commander Legends
@Grimjr7
@Grimjr7 2 жыл бұрын
I have a non typo Monarch but my friend has a typo one so it was obviously reprinted at some point.
@venkelos6996
@venkelos6996 2 жыл бұрын
Honestly, I'm not too thrilled with this. I see it as repetitive, and more cumbersome, to have one dungeon, which works like every other one we currently have, except now it can't even benefit from preexisting dungeon delivers, to start. A lot of the problem with dice rolls, dungeons, and some other AitFR cards was the lack of variety catds to trigger them, and while it's nice that these effects are mutually assisting ONCE YOU ARE IN A DUNGEON, it just seems clunky to have this one that requires a special mechanism just to enter it. One thing that COULD make me less grumbly would be if some other cards REFERENCE Initiative. Say something says "if you have Initiative, this creature has First Strike", to reflect "going first in order", or something. A few Monarch cards gain perks while you are, or maybe even while you aren't, and since Venture Into the Dungeon didn't, if this mechanic really wants to be different, maybe there will be some things that reward you for it, apart from the benefits of the Undercity rooms. Here's hoping, anyway.
@pyredynasty
@pyredynasty 2 жыл бұрын
Under where?
@Ace-ob9yk
@Ace-ob9yk 2 жыл бұрын
These new sets are really getting out of hand with new mechanics that basically does the same as an existing mechanic. Why not stick with venture?
@breadguytv
@breadguytv 2 жыл бұрын
This is really disappointing I was hoping we would have more dungeon synergy it's like going back to kaladesh and instead of energy we have *solar power* and they don't interact with each other.
@DDDHunter
@DDDHunter 2 жыл бұрын
It is more dungeon synergy. The difference is what dungeon can be started by what card
@breadguytv
@breadguytv 2 жыл бұрын
@@DDDHunter current dungeon cards can't enter the new dungeon... you need the new cards for that it's not synergy
@DDDHunter
@DDDHunter 2 жыл бұрын
@@breadguytv They can't enter it, but once you enter, you can use the old cards
@Grimjr7
@Grimjr7 2 жыл бұрын
@@breadguytv you can't enter with the old cards but all the cards new and old will Venture through an all ready entered dungeon. Basically if you're already inside one of the three older dungeons taking the initiative would allow you to move through them. Here's an example in case you still don't understand. Let's say you discard a monster while Sefris is on the field. You get a Venture trigger and go into the lost mines. Then you play a card that has take the initiative. The rules for take the initiative is if you get it you going to the undercity but if you're already in a dungeon you venture through that dungeon instead. This means that even your creatures that don't have a venture trigger and still cause you to venture through the dungeon by getting the initiative back.
@breadguytv
@breadguytv 2 жыл бұрын
@@Grimjr7 I understand how it works... I don't like the silly restriction.. it's not needed
@mannyramirez5630
@mannyramirez5630 2 жыл бұрын
I'm confused why people are saying this doesn't work with current dungeons? Taking the initiative let's you finish your current dungeon... Plus the dungeon commander is sort of a reanimation deck isn't it..?
@olafwulfgarson1224
@olafwulfgarson1224 2 жыл бұрын
I play Sefris dungeon deck and that deck already has a lot of components. Now we'll have to add a bunch of new 'initiative' cards into the deck just to enter the Undercity, which makes the deck (and gameplay) even more difficult. I feel disappointed and betrayed by this stupid 'initiative' mechanic. It might be fun for the whole table, but this didn't help dungeon players... Opponents will be able to benefit from dungeon without adding specific initiative cards, while you have harder time piloting the deck : (
@mannyramirez5630
@mannyramirez5630 2 жыл бұрын
@@olafwulfgarson1224 you don't have to use the undercity at all, the initiative cards are basically just "when this etb's, venture into the dungeon" you're in blink colors, clone colors, and reanimation colors. Plus you have the best colors to pillow fort with ghostly prison type things. The dungeon commander is a Timmy commander anyway, so I don't see adding more options hurting the deck
@olafwulfgarson1224
@olafwulfgarson1224 2 жыл бұрын
​@@mannyramirez5630 You're right, I'm considering all these options. Building a pillow fort Sefris deck is an interesting option. But I'd argue though that red is kinda important color for pillow fort (deflecting palm, brash taunter, insurrection, kazuul, goad) although black might open a new path for pillowfort...
@mannyramirez5630
@mannyramirez5630 2 жыл бұрын
@@olafwulfgarson1224 black has a lot of "opponent loses 1 life per creature that attacks you" effects and those that give zombies to players who attack opponents
@pedrino321
@pedrino321 2 жыл бұрын
yes, but once you finish that prior dungeon you have to go into the undercity. you no longer have a choice. and once you finish the undercity, the initiative tells you to venture into the undercity.
@qurangreen7041
@qurangreen7041 2 жыл бұрын
Not really seeing too much of the downside to this. Yeah you can argue it would be easier to have all the new cards perfectly interact with the old cards but I like this just fine. Literally dungeons came with its own infinite combo with Acererak and infinite mana or reduced casting cost along with others. I think people really sleep on the fact that dungeons effects are in ADDITION to whatever you're doing. If you venture off of a death trigger, discard trigger, ETB, LTB, or casting a spell, you're still going to get those benefits AND the dungeon benefits. Depending on what you're doing, it's almost always net gain, even if the dungeons by themselves are not busted. Plus there are cards that double dungeon triggers. Its quirky and it doesn't look impressive when its just the first dungeon and venturing once or twice a turn but imagine someone running the old dungeon cards, new initiative cards, and monarch in one deck. No matter what happens on each turn, something is probably going to trigger your effects and people are going to barely profit off of it while you quickly take over the game. Also buy singles 🤙🏽
@HinuHyuga
@HinuHyuga 2 жыл бұрын
This will be odd when all four players enter the undercity, cause they keep stealing initiative from you.
@jonathanblaqk
@jonathanblaqk 2 жыл бұрын
Apparently everyone else rolled high on their initiative. 😅 (See comments; 1st, 2nd, 3rd, etc.)
@oxpolitik
@oxpolitik 2 жыл бұрын
The dungeon mechanic was deeply mediocre in my anecdotal experience. Of course WOtC doubled down... Is this D&D set too D&D? 🤔
@mannyramirez5630
@mannyramirez5630 2 жыл бұрын
Wasn't black white dungeons a super competitive standard deck?
@bricknolty5478
@bricknolty5478 2 жыл бұрын
For me Dungeons were just too complicated to keep track of in addition to everything else.
@pedrino321
@pedrino321 2 жыл бұрын
well when you take initiative in dnd it’s a dice roll so i would say no. i actually wish it was a d20 roll card. it would be alot easier for players to understand and not as restrictive.
@TheKillerman3333
@TheKillerman3333 2 жыл бұрын
Oh my god, magecraft might be back in the next two years!!! LETS GO!!!!!!!!!!!!!!!
@Tommyhillpicker
@Tommyhillpicker 2 жыл бұрын
Huge fan of the monarch mechanic, but really not a fan of this one. The fact that you have to have an external reminder as to what the Undercity is makes this feel clunky and parasitic (so reading the card *doesn't* explain the card--an issue I had with venturing into the dungeon in general, to be fair). I think I disagree with the notion being made at 4:30 in that, despite the clunkiness of venturing as a mechanic, the prospect of WotC adding more dungeons in the future made the mechanics seem less esoteric/parasitic, and left the door open for them to make some more interesting decisions in the design space in the future. I guess they can still add more, but the fact that this is their first revisiting of the mechanic seems to indicate they might not. The fact that it is almost identical to venturing into the dungeon, but not quite, is pretty baffling too. The reminder text on the little initiative token is clear enough I guess, but I would not be surprised at all if I had to explain to a newer player in my play group something like, "Well yes, Undercity is a dungeon but you aren't allowed to venture into it when you venture into a dungeon, BUT if you venture into the dungeon while you already in the Undercity then that works just fine". Feels clunky just typing it here. To top it all off this seems like such a flavor miss/fail when it comes to emulating the concept of Initiative in MTG. Why does arguably the most important, universal combat mechanic in DnD pertain to some specific dungeon in one specific setting? Its like if I was making an MTG-themed Skyrim mod and made it so the concept of tapping a creature meant teleporting them to Windhelm. Oddly specific and not even really a good encapsulation of what the mechanic does.
@pedrino321
@pedrino321 2 жыл бұрын
you would think initiative would just be way easier to both create and add synergy by doing a dice roll rather than this restrictive dungeon mechanic lol
@chayadol
@chayadol 2 жыл бұрын
Sound very excessive to me lol We just introduce Dungeon mechanic for 1 set, now we were introduced 1 more Dungeon like mechanic to make things more weird and complicated lol It not improved nor do anything much about the Venture mechanic, it actually make things more complicated like if completing city will count as complete dungeon? and now we have to make separated cards for city and dungeon and can we venture both? or just one? why WotC keep making thing worst and worst lol
@Grimjr7
@Grimjr7 2 жыл бұрын
Literally is not at all difficult. I can answer all of your questions incredibly easily. First off for people who already use dungeons this won't be complicated for them. Of course a new mechanic is going to be complicated for people who don't use it. I was going to explain each of your questions individually but I have an easier way to just explain all of them in like two sentences or one. All rules for dungeons still apply the only rules that are different for this specific dungeon is how you enter the first room. I'm not trying to be an a****** but literally just go read The Initiative token. I'm pretty sure he showed it in this video and you can just Google the image of it it has reminder text at the bottom telling you exactly how it works. It basically says when you get the initiative and at the beginning of your upkeep Venture into the undercity and then the text under it that explains how that works states that if you're already in a different dungeon you just Venture through the dungeon like normal.
@chayadol
@chayadol 2 жыл бұрын
@@Grimjr7 oh no I dun think u r an as- at all lol I'm more an as- than you from not fully read the full text about initiate. Thank you so much for clarification!!
@pedrino321
@pedrino321 2 жыл бұрын
wizards i inadvertently screwed themselves with the wording of this mechanic. a lot of cards are limited to only this set and i see this as a huge disappointment to sefris players. yeah instead of just adding another dungeon they can use, will just make it so once they enter THIS dungeon, they can never leave. also I’m a collector and usually buy a set booster box with each new series, but i’m thinking i’ll just buy singles this time.
@Darlnezz
@Darlnezz 2 жыл бұрын
I am glad they did not return Venture in the Dungeon but rather did something new and interesting to keep the Venture into check. Because I seen what Sefris can do if properly built and it is basically like facing a Commander that is using a constant emblem against you. And the only dungeon a good venture player will use is Lost Mines of Phandelver because it is short, give you top deck manipulation, mana fix, life / damage and then drawing you cards. + with Sefris a means of abusing it further by returning what you lost. Adding more would be pointless because Tomb of Annihilation or the most fun dungeon, Dungeon of the Mad Mage is not being utilized by proper "Venture into the Dungeon Players" since they don't provide nearly enough value as Lost Mines. So this is a nice little spin on it, with a really powerful end effect that will make the whole table more swingy. Though personally, I am really tired of facing dungeons since you cannot really do much to fight against it.
@bricknolty5478
@bricknolty5478 2 жыл бұрын
I HATE the dungeon mechanic. Probably gonna sit this set out.
@vetrixgameing4244
@vetrixgameing4244 2 жыл бұрын
4th
@cameronbustos6059
@cameronbustos6059 2 жыл бұрын
2nd
@tolerateit13
@tolerateit13 2 жыл бұрын
1st
@argoz91
@argoz91 2 жыл бұрын
3rd
@mateoducote1137
@mateoducote1137 2 жыл бұрын
6th
@skyleroje7828
@skyleroje7828 2 жыл бұрын
5th
@user-dy5fk8ff1v
@user-dy5fk8ff1v 2 жыл бұрын
waiting for you to just say “what the fuck is this” on something
@nathantripathy
@nathantripathy 2 жыл бұрын
MTG is just painful to follow anymore. There are constant new mechanics which make the game increasingly unapproachable for new and returning players. While that's happening they are constantly releasing super priced collectables and special release which price the game out of the reach of anyone without significant disposable income. It's all just sad.
@Grimjr7
@Grimjr7 2 жыл бұрын
That doesn't make sense because the formats keep the game simple for people based on the format you're playing. It would be very rare for a four-player Commander group at a table to all be using obscure mechanics all at the same time. But regardless this isn't even complicated it works like monarch it just sugars during your upkeep and instead of drawing a card you do whatever the dungeon room says.
@nathantripathy
@nathantripathy 2 жыл бұрын
@@Grimjr7 Before I respond, do you regularly play and collect magic currently? I am speaking as a player who hasn't collected in several years and giving my feelings on the state of the game.
@mbarker_lng
@mbarker_lng 2 жыл бұрын
I am inclined to agree with you. I started playing in 1995 or 96 and have played up till now, not fanatically or anything, just as an on-going casual. A few years ago, a guy married my sister and viola- instant Brother-In-Law. So he hears about how me, my other Bro, and a bunch of really old friends who also have been playing since the 90's get together in a party-like atmosphere to play and wants to join. So I start thinking about how hard its going to be to teach a brand new player now vs. then. The days of simple 'meat wagon' creatures and a handful of abilities like trample to remember are now stacked on complex mechanics like Mutate, Raid, Connive, and a 1000 others. Its not that one of these in a vacuum are difficult to follow, its the summation of all of them "at once"; anything from Banding to Casualty to Ninjitsu can appear at any given time. This, along with the insane level of power-creep, makes me fearful for the future of the game.
Top 10 Best Cards with Hexproof in MTG
16:05
TheManaLogs
Рет қаралды 40 М.
Василиса наняла личного массажиста 😂 #shorts
00:22
Денис Кукояка
Рет қаралды 10 МЛН
Tom & Jerry !! 😂😂
00:59
Tibo InShape
Рет қаралды 64 МЛН
Khó thế mà cũng làm được || How did the police do that? #shorts
01:00
Magic: The Gathering Product Fatigue
18:36
Tolarian Community College
Рет қаралды 240 М.
What Went Wrong With Commander Legends 2? | Magic: The Gathering
25:51
Tolarian Community College
Рет қаралды 188 М.
Sefris of the Hidden Ways | Upping the Average
15:08
EDHRECast
Рет қаралды 29 М.
Top 10 Cards with Weird Specific Costs in MTG
15:10
TheManaLogs
Рет қаралды 124 М.
Baldur's Gate Commander Gameplay || Elder Dragon Social Club
1:00:03
skibidi toilet 75
3:52
DaFuq!?Boom!
Рет қаралды 26 МЛН
МОЙ ПИТОМЕЦ КАКАШКА СЕКРЕТНАЯ КОНЦОВКА и ЭТО ПРАВДА СТРАШНО!! (Bou's Revenge)
10:31