

I realize you've scaled down the complexity immensely, and you've executed (to a degree) on everything the judges talked to you about last time. I was hoping this mechanic wasn't still here. It's a fantastic mechanic, and a lovely process, for immensely analytical Spikey min-maxers, but brain sludge for everyone else-and that's bad news, because the latter group greatly outnumbers the former. If you illuminate another card or two, the complexity skyrockets, the game drags to a halt, and the average player drowns in decisions. Then there's a good chance your next draw is also the same problem, and your next, etc. an unknown, taking into account the makeup of your deck and the likelihood of your draws. Once I illuminate a card, my next card draw changes from being the simplest thing in the world (just draw the top card of your library!) to being an optimization problem of a known quantity vs. It's that it makes the rest of the game complex. It's not just that the card itself is complex as you're processing it. Illuminate is the worst kind of complexity. Neither you nor I represent the target audience for this game. I suspect the same is also true for many of the players reading this article. It's the kind of mechanic I can grok, and it gives me a decision tree to work through (a little puzzle to optimize, really). Illuminate is a terrible idea.įirst, let me state that I personally enjoyed playing with illuminate. MG: The judges in the last round trashed "illuminate." Your response was to strip the bonus riders off your illuminate cards (for example, "If you own an illuminated land card. (To illuminate, exile the top card of your library face up with "Whenever you would draw a card, you may put this card into your hand from exile instead.") When Infused Infantry enters the battlefield, illuminate. You don't want the card to just sit around until a noncreature spell is played. For example, I think this card would work better as a 2/2 that gets +1/+1 and flying. Since your trigger happens less often, the creature has to be better standing on it's own. This card is designed as if it's landfall, but playing a land is a much easier thing to do than playing a noncreature spell, especially in Limited. That issue aside, my biggest issue with this card is that it feels that too much of the weight of the card is on the energize side. This isn't to say that you can't sell me on the idea but the current set of cards doesn't. MR: While I have no problem with energize as a mechanic (to be even clearer-I like the mechanic) I don't understand why it's on the light side.
