Aaron’s Random Card Comment of the Day #48, 12/10/10
Many players loved Circles of Protection when they first came out, and I’m sure the debut of this card in Antiquities was cause for a fist-pump: “Not even artifacts can hurt me now! I’m invincible!” Of course, the cost for such invincibility cost to activate, as opposed to the that the anti-color CoP’s cost.
The reason for the upcharge was probably (a) as artifacts were some decks’ last line of defense against CoP’s to begin with, the designer/developers of that time might not have wanted it to be too easy to completely shut opponents--even somewhat prepared ones--out of the ability to damage people. Or (b) they were trying to sell an artifact set, and having too many cards that were completely devastating against artifacts would be detrimental to cards from that set seeing play.
Funny enough, I think it was more (a) than (b), although (b) would be the reason we’d avoid putting too many massive hosers into sets these days. (Note that we did print this card again somewhat recently in Fifth Dawn… the truth is that it isn’t very good, most because it costs to activate. Go figure.)
I’ve picked on Fifth Edition for reprinting random cards in the past, but this one makes a bit of sense. It was a carry-over from Fourth Edition, and was a card newer players tended to look for once they found out artifacts could skirt the common CoP’s.
I’m not a fan of the gameplay of CoP’s in general, as they typically prevent either player from doing anything. (You can’t hurt me, and I can’t afford to spend mana casting stuff.) I do like some of the “Johnny” combo aspects of them, however--I’ve seen this particular one used with Copper Tablet, Time Bomb, and as A3Kitune mentions in this thread, Armageddon Clock.
willpell
★★★☆☆ (3.8/5.0)(4 votes)
I've always thought Circles of Protection were THE defining white spells, and been very saddened as the color moved toward the White Weenie model instead. One of the things about modern Magic that makes me very sad is that there isn't really a color that wants to stop things from happening, even though that should be the #1 priority of at least half the factions in a realistic world design - anyone who's above the median wants to make sure the median stays put, so some colors just plain shouldn't be aggressive at all. Currently the colors that play most to the slow game are blue and to a lessor extent black, but both of those still have an aggro option, blue's "fish" being less strong than black's vampires or zombies but still fairly viable. From a flavor perspective, green is supposed to want to prevent change, but this isn't reflected in the game play, as it doesn't take a defensive role at all. Since white is the color of preserving civilization, it always made sense to me that it would be the color that builds a Castle and sits inside it gaining life for a Test of Endurance. However Wizards still would rather make boring old White Weenie the default instead of this. So I'm a little bummed at times, and generally count white as one of my least favorite colors.
alextfish
★★★★☆ (4.8/5.0)(3 votes)
I partially agree with willpell. I think some factions should existing in Magic that want to prevent change. But I don't think entire colours should be characterised with so sweeping a brushstroke. I think it's great that blue is currently a fairly controlling colour but does get aggro cards as well.
I think it's perfectly appropriate for colours to go in waves: white should have some sets where it's primarily an aggro weenie colour but with a few controllish cards, and some sets where it's primarily a long-game controlling colour but has a few aggro cards.
Aaron's right that it's unfortunate when the controllish cards, like this one, mean neither player can do anything. I've seen a game between a mono-red deck and a Story Circle deck where the Story Circle player had to keep 8 or 9 white mana untapped in order to keep safe. That was a game that went nowhere for a very long time. There's a lesson for designers amateur and professional here: if you do want to make a card or combo that can lock a player out of the game, at least make it only lock one player out of the game. This is why Blazing Archon is so much better a design than Peacekeeper: sure, it completely shuts down most green decks and many aggro decks, but it gives you a giant flying beatstick at the same time. The game is at least likely to end fairly soon.
ChibiUnunnilium
★★★★★ (5.0/5.0)(1 vote)
Yeah, *philosophically* a faction that wants to stop change as much as possible makes sense, but in gameplay terms, a lack of change is deadly dull.
Moleland
★★★★★ (5.0/5.0)(2 votes)
At last! Something to stop those pesky Rod of Ruins! Ha ha!
Comments (6)
Many players loved Circles of Protection when they first came out, and I’m sure the debut of this card in Antiquities was cause for a fist-pump: “Not even artifacts can hurt me now! I’m invincible!” Of course, the cost for such invincibility cost
The reason for the upcharge was probably (a) as artifacts were some decks’ last line of defense against CoP’s to begin with, the designer/developers of that time might not have wanted it to be too easy to completely shut opponents--even somewhat prepared ones--out of the ability to damage people. Or (b) they were trying to sell an artifact set, and having too many cards that were completely devastating against artifacts would be detrimental to cards from that set seeing play.
Funny enough, I think it was more (a) than (b), although (b) would be the reason we’d avoid putting too many massive hosers into sets these days. (Note that we did print this card again somewhat recently in Fifth Dawn… the truth is that it isn’t very good, most because it costs
I’ve picked on Fifth Edition for reprinting random cards in the past, but this one makes a bit of sense. It was a carry-over from Fourth Edition, and was a card newer players tended to look for once they found out artifacts could skirt the common CoP’s.
I’m not a fan of the gameplay of CoP’s in general, as they typically prevent either player from doing anything. (You can’t hurt me, and I can’t afford to spend mana casting stuff.) I do like some of the “Johnny” combo aspects of them, however--I’ve seen this particular one used with Copper Tablet, Time Bomb, and as A3Kitune mentions in this thread, Armageddon Clock.
I think it's perfectly appropriate for colours to go in waves: white should have some sets where it's primarily an aggro weenie colour but with a few controllish cards, and some sets where it's primarily a long-game controlling colour but has a few aggro cards.
Aaron's right that it's unfortunate when the controllish cards, like this one, mean neither player can do anything. I've seen a game between a mono-red deck and a Story Circle deck where the Story Circle player had to keep 8 or 9 white mana untapped in order to keep safe. That was a game that went nowhere for a very long time. There's a lesson for designers amateur and professional here: if you do want to make a card or combo that can lock a player out of the game, at least make it only lock one player out of the game. This is why Blazing Archon is so much better a design than Peacekeeper: sure, it completely shuts down most green decks and many aggro decks, but it gives you a giant flying beatstick at the same time. The game is at least likely to end fairly soon.