Combat tricks are
tricky beasts. These Followthrough shenanigans on combat tricks must
usually be thought of as bonuses that overpower the opponent's own
combat trick. But when they work, they can lead to blowouts.
Only one of these even vaguely captures the feel of white on this plane. Breaking the bounds of references is hard! |
Well, excusing Gift
for the Faithful, where the Followthrough bonus is not particularly
game-breaking. Hey, not all of them can be amazing.
I don't have much
to say about these, since they're just combat tricks. I think with
these, since they are played in combat and can end in life or death
(of your creatures, primarily), you'd want to play these more
conservatively, like don't rush your creatures into battle expecting
to turn First Strike on with Trained Instincts.
On the plus side,
as I work on the art, I find it gets a little better each day, and
it's mostly because I'm discovering tools and taking more time on a
piece. Gift for the Faithful I probably just threw together (spending
more time figuring out what I wanted the picture to be than drawing
it), while I spent much more time on Trained Instincts. I hope my art
skills grow day by day, so maybe when I'm done with this set, I'll be
nicely bad, instead of terrible. Improvement!
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