#beluna grandsquall
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We-ell, that is true, the whole no demon lady thing, but someone you're familiar with snuck in on a technicality...
And if you're wondering, this art pre-dates BG3's release (and also, I think every BG3 party member is a card as well)
Sigh
So Sophie's getting me into magic the gathering
I've been using black and red decks
#magic the gathering#mtg#i also recommend looking up the following:#radha#arlinn kord#alesha who smiles at death#liliana vess#maarika brutal gladiator#beluna grandsquall
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"I wouldn’t say the [enchantment] theme 'grew substantially.'" The handoff doc literally labels it a 'minor theme.' Even if the pieces were all there, the Vision Design team clearly hadn't realized that, which means they weren't designing with that knowledge. "Adventures aren’t necessarily anti-synergistic with the enchantment theme." Of the 51 Adventures in WOE, 4 make Roles and 5 are on enchantments — and the latter are mythics. That's the entirety of the interaction between the two, AFAICT.
I was on the vision design team. We were well aware it was the core mechanical theme of the set, and we were 100% designing with that knowledge. Chris using passive language in the handoff document doesn't change any of those facts.
Adventure cards that can interact with/create/are enchantments besides the nine you named: Bramble Familiar, Devouring Sugarmaw, Elusive Otter, Frolicking Familiar, Heartflame Duelist, and Kellan, the Fae-Blooded. In addition, Beluna Grandsquall, Galvanic Giant, Questing Druid, Scalding Viper, Tempest Hart, and Woodland Acolyte all can technically interact with an enchantment although it's not called out by name. And that's not even getting into the fact that all the Adventures with creatures can be targets for the Role tokens. So, no that's not "the entirety of the interaction between the two".
Sets normally have multiple themes, not all of which have high synergy. That's the normal way we design sets. The enchantment theme and Adventures do have a decent amount of synergy though, more than I think you realize.
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You gave me such good recommendations for Myra that I was wondering if you might have some insight for me? You see I'm looking to build an adventures commander deck! While I'm looking for overall recommendations for an adventure deck, I'm actually looking for some other kind of input... As I don't know if I want to build Gorion, Wise Mentor or Beluna Grandsquall?
Can't speak of these two, my Adventures deck has been led by Extus for a couple years now!
Generally speaking, white and green will have the most good adventure cards so far, which would lead you towards Gorion. However, it's important to note that the cost reduction from Beluna I'd value more than the copy from Gorion. Copying the spells is powerful, but the main issue that arises when playing adventures is that the cards are bad and inefficient on both sides.
While Gorion remedies the problem by making the spell half better, Beluna remedies it by making the permanent half cheaper, and as such less inefficient. This leads you to wanting to play both halves of the card to get your value, and as such actually do the thing Adventures promise. Both of them are worthy payoffs, Gorion just lopsides the deal on spells' side.
Something really neat with adventures is that you can interact with them like creatures, which makes them easy to get back to hand from the battlefield or the graveyard, to be able to reuse the spell. You can't do that if you cast the spell half and then it sticks forever in exile because the creature is just bad to cast.
So, personally I'd lean towards Beluna out of these two, but if you want an experience more focused on the spellslinging half, Gorion is a fine choice.
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“Pawn takes A…6!”
With a thunderous roar, the giant let fly with an oversized support beam. The makeshift bludgeon merely scored a glancing blow on the keep, yet still effortlessly sheared off the tops of the highest parapet wall. Once the wooden instrument of destruction had sailed overhead, a frazzled guard appeared from behind the wall, half-heartedly brandishing a broken spear shaft at the giant.
“You…you missed,” he murmured.
The giant hissed apologetically at the relatively minute man. “Oh no! I’m so sorry! I just meant to act it out! Not actually-”
“Pawn takes rook!” chimed a sanctimonious voice from behind the giant. “Excellent work, Eleanor!”
The attacking giant fell silent, pleading apologetically to the guard with her eyes as she turned away. Behind her, a second giant sang out with haughty laughter, her chalk-white hand only half-covering her smug grin.
“Thank you…Beluna.”
“It’s ‘Lady Grandsquall,’” Beluna corrected flatly. “You! Enemy rook! Take your place among the other captured pieces at once!”
The guard looked around at the larger-than-life chessboard. Giants stood at attention all around him, the board barely disturbed. Though he searched for nearly a minute, he could see no other captured pieces.
“There’s, uh…only been three moves so far?”
“Oh, I forget…YOU are first blood this game!”
All the giants on Beluna’s side of the board broke out into aristocratic laughter - save for Eleanor. Meanwhile, the opposing “pieces” remained silent.
“Just get off the board! You’re slowing us down!”
The guard wordlessly tapped the butt of his stick against the concrete at his feet. The keep gave a fearful rumbling, rising on legs of dirt and mortar to stomp off to the side of the board.
“You’ll be called back when the enemy wishes to promote a pawn to you…If they do, that is!”
The guard grumbled under his breath, as another round of laughter graced Beluna’s side.
“I learn animation magic good enough to wake up a whole keep, and she just…Why I oughta…”
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Beluna Grandsquall?
Specifically just above the security stamp?
(How small of a crop can a card get and still be guessable?)
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