The glyphs were a cycle of cards from Legends that could only be played on Walls. The needless complexity on cards from that era is astounding.
Mode
★★★★★ (5.0/5.0)(1 vote)
Indeed, it contains certain really wordy commons you would never see again these days like that, especially since some of them have some really tiny restrictions that were partially added for flavor reasons. The only interesting glyph from that cycle is the red one in my opinion since a +10/+0 bonus sounds rather appealing.
Guest57443454
★★☆☆☆ (2.0/5.0)(1 vote)
This card allows you to kill the creature being blocked by your wall, CA is out the window by this point...The Glyphs are mostly useless...
I give this four stars simply because it has a quote from William Faulkner on it.
tavaritz
★★★★★ (5.0/5.0)(1 vote)
Bring Glyphs back! Or actual don't; make cantrip versions of them.
fissionessence
★★★☆☆ (3.8/5.0)(3 votes)
Andrew's Occasional Random Card of the Day #17 - 7/14/2011 - Glyph of Doom
In my Random Card of the Day talk about Wall of Vapor, I mentioned a Wall deck full of glyphs. Well here you go.
This card is actually very exciting to me, not because of the power level, but because of what it represents. I love the idea of runes and have long been trying to come up with card designs that represent runes the way I'd like. Of course, I'd want rune cards to be good, so the glyphs don't quite meet the standards I'd make for my own designs, but the fact that these cards even exist is pretty neat. The idea of drawing a rune on a wall seems perfect, and the trap element makes it even better. (It's kind of like a trap, because it's an instant!) This is like deathtouch for things with 0 power.
On another topic, I don't like 'real world' flavor text. Why does William Faulkner have anything to say about cards in the Legends expansion set? Did he live on Terisiare? Also, the Glyph of Doom's existence, as we've already determine above, is meant to be a surprise. So the idea that one would "know he must pass through the wall of oblivion" is silly; you don't know it's a wall of oblivion until too late. (Also: idea for a new card name.)
Comments (8)
In my Random Card of the Day talk about Wall of Vapor, I mentioned a Wall deck full of glyphs. Well here you go.
This card is actually very exciting to me, not because of the power level, but because of what it represents. I love the idea of runes and have long been trying to come up with card designs that represent runes the way I'd like. Of course, I'd want rune cards to be good, so the glyphs don't quite meet the standards I'd make for my own designs, but the fact that these cards even exist is pretty neat. The idea of drawing a rune on a wall seems perfect, and the trap element makes it even better. (It's kind of like a trap, because it's an instant!) This is like deathtouch for things with 0 power.
On another topic, I don't like 'real world' flavor text. Why does William Faulkner have anything to say about cards in the Legends expansion set? Did he live on Terisiare? Also, the Glyph of Doom's existence, as we've already determine above, is meant to be a surprise. So the idea that one would "know he must pass through the wall of oblivion" is silly; you don't know it's a wall of oblivion until too late. (Also: idea for a new card name.)