[IKO] Kathril and ability counters
Posted: Thu Apr 02, 2020 2:43 pm
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I think you can place all counters on itself and give the +1 counters, however to me no matter how many creatures you have out, you can only distribute one of each ability counter, so you'll never get more than 11 +1/+1 counters. I don't know what happens if you have doubling season out say, creatures will get two flying counters etc, so I don't know if the wording of this card counts those and if you gave out 5 ability tokens, which doubles to 10 with season, this gets 10 counters? (well 20 with season ofc)ilovesaprolings wrote: ↑4 years agoSo, if i have all the 11 keywords in the graveyard, i can put all them on himself and also give him 11 +1/1 counters? And if i have another creature, i can give him 22 +1/+1 counters?
Meh, not cool then. Doesn't work with tokens.JoeyB11223 wrote: ↑4 years agoI think you can place all counters on itself and give the +1 counters, however to me no matter how many creatures you have out, you can only distribute one of each ability counter, so you'll never get more than 11 +1/+1 counters. I don't know what happens if you have doubling season out say, creatures will get two flying counters etc, so I don't know if the wording of this card counts those and if you gave out 5 ability tokens, which doubles to 10 with season, this gets 10 counters? (well 20 with season ofc)
That is pretty appropriate considering its creature type.
That is why you keep protection around to ensure he gets onto the battlefield and sticks around, and the three colors he is in excel at that.BeneTleilax wrote: ↑4 years agoGlad someone caught my pun. But seriously, seems like one of the more annoying voltron commanders if you can set him up. If you can set up your graveyard right, yay, you can kill someone with hasty evasive commander damage. If you don't, he eats removal and you just look stupid.
Going over the list, all the abilities are in color pie for those colors. And considering some of the abilities double up (first strike and double strike, reach and flying), there's some incentive to make sure you have other creatures to hand those abilities out to. There's definitely a bit of thought that went into this guy.BeneTleilax wrote: ↑4 years agoHuh, I just skimmed the soup and assumed it was. It's better designed than I thought then
Honestly i don't think so. The optimal choice is to give him all the counters 99% of the same. Shame for a "symbiotic swarm" commander. It just feel too much like Rayami
There's literally no point in stacking first strike and double strike, or flying and reach.ilovesaprolings wrote: ↑4 years agoHonestly i don't think so. The optimal choice is to give him all the counters 99% of the same. Shame for a "symbiotic swarm" commander. It just feel too much like Rayami
Wow, you give double strike and flying to your commander and first strike and reach to some other dude (if you even have it on the board... why should you try to get a board state with a commander like that). So much wow interesting gameplay! This completely change it, it's not a dumb voltorn anymore!Wallycaine wrote: ↑4 years agoThere's literally no point in stacking first strike and double strike, or flying and reach.
Funny how Rayami, First of the Fallen has double strike when none of the creatures in his color has it. Then again, he exiles other people's creatures too, unlike Kathril only does your own GY.Wallycaine wrote: ↑4 years agoGoing over the list, all the abilities are in color pie for those colors. And considering some of the abilities double up (first strike and double strike, reach and flying), there's some incentive to make sure you have other creatures to hand those abilities out to. There's definitely a bit of thought that went into this guy.
Oh. Ooooh... Doubling Season doubles the ability counters (redundant since they both go on the same creature, but...) which means you get twice as many +1/+1 counters that get doubled as well. One Doubling Season quadruples the number of +1/+1 counters this gets. @.@JoeyB11223 wrote: ↑4 years agoI think you can place all counters on itself and give the +1 counters, however to me no matter how many creatures you have out, you can only distribute one of each ability counter, so you'll never get more than 11 +1/+1 counters. I don't know what happens if you have doubling season out say, creatures will get two flying counters etc, so I don't know if the wording of this card counts those and if you gave out 5 ability tokens, which doubles to 10 with season, this gets 10 counters? (well 20 with season ofc)ilovesaprolings wrote: ↑4 years agoSo, if i have all the 11 keywords in the graveyard, i can put all them on himself and also give him 11 +1/1 counters? And if i have another creature, i can give him 22 +1/+1 counters?
Or you put all the counters on Skullbriar, the Walking Grave…ilovesaprolings wrote: ↑4 years agoWow, you give double strike and flying to your commander and first strike and reach to some other dude (if you even have it on the board... why should you try to get a board state with a commander like that). So much wow interesting gameplay! This completely change it, it's not a dumb voltorn anymore!Wallycaine wrote: ↑4 years agoThere's literally no point in stacking first strike and double strike, or flying and reach.
Maro talked about the standard set with that tease (in fact he named there is a card with a specific type of counters by itself), this card is from the C20 decks. Looking at the punch card for the counters in the boosters Indestructible it's not there
It doesn't target, so the controller doesn't choose until the ability resolves. If someone kills it, or any other creature, in response, the controller can simply choose to put the counters on something else.
13 was the number he named, right? I'm remembering that correctly? So if we're not getting indestructible counters, then it would have to be something generic, like charge counters, that wouldn't have to be on the punch cards.