Forge is filled with tons of interesting cards and while not all 3,000+ cards are outstanding, most are them are pretty darn good. Today I'm just going to point out 12 cards that you may or may not know about. (Basically this is just fluff piece but all writers write fluff occasionally. Even Earnest Hemingway wrote a few radio commercials.....I think.)
1. Holy Day, Fog, Darkness, and other similar cards that let you prevent all combat damage. I didn't code any of these cards but it is great to see them working. Forge doesn't really support skipping combat but like all good software, Forge can be hacked into submission.
2. Sengir Vampire has the ability "Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire." This is an example where Forge actual implements this strange card 100%. I understand the ability lets Sengir Vampire "feed" off of his victims and grow larger but since the ability rarely activates, the card just feels like a cheap 4/4 flyer. When I actually do activate his ability, I do a little victory dance.
3. Fourteen "level up" creatures like Transcendent Master. I enjoy using these cards. The cards do feel sluggish at first but they have a great payoff. I like these new "level up" creatures more than planeswalkers.
4. Huge Eldrazi creatures, move over Darksteel Colossus and 11 mana, that's nothing when compared to Emrakul, the Aeons Torn which costs 15. Forge has 5 huge eldrazi creatures that all have the devastating annihilator keyword which makes your opponent sacrifice permanents.
5. Pirate Ship which says, "Pirate Ship can't attack unless defending player controls an Island. When you control no Islands, sacrifice Pirate Ship." Both of these abilities are miscellaneous but quirky. Forge even has Dandan (UU, 4/1) "Dandan can't attack unless defending player controls an Island.When you control no Islands, sacrifice Dandan."
6. Forge has only 3 dredge cards but they are fun to use: Greater Mossdog, Moldervine Cloak and Dakmor Salvage. It is great just keep dredging Greater Mossdog.
7. Valakut, the Molten Pinnacle which is a land AND deals damage, sign me up!
8. Dark Depths lets you put a 20/20 creature into play. That sounds like a winning game plan. (I'm beginning to sound like a sport's announcer.)
9. I didn't know that Forge supported rampage but it does. (Hey, I didn't play Magic 10 years ago.) Forge has 10 rampage cards like Balduvian War-Makers (4R, 3/3) haste, rampage 1 and Wolverine Pack (2GG, 2/4) rampage 2.
Taken from the comprehensive rules: Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.”
10. Time Vault and Time Walk are two of Magic's greatest cards. Time Vault lets you skip a turn now in order to get another turn later. While Time Walk is utterly insane and lets you have another whole turn to annihilate your opponent. Kudos to anyone who actually owns a real, cardboard Time Vault or Time Walk.
11. Necropotence lets you exchange cards for life. At first most people considered this a crap rare but after it won a tournament or two, people realized how powerful this card really was. Do yourself a favor and build a deck around Necropotence.
12. Goblin Charbelcher is an odd "build a deck around me" type of card that gives red decks a way to repeatedly deal damage.
And the list could go on and on...
Time Walk's art is well...bizarre. Who knows what Amy Weber was thinking back in 1993?
What topics do you want me to write about? It seems like I've covered everything about Forge.