Started playing with M13 & Return to Ravnica
I guess I'm relatively new still.
Started playing with M13 & Return to Ravnica
I guess I'm relatively new still.
Have you met my friend Tibalt?
Started playing with M13 & Return to Ravnica
I guess I'm relatively new still.
I was going to mention that this approach has been a disaster (because no one knows they're legal!) but completely forgot to, thanks for bringing it up.
So it's bad because players don't like it, causing retailers to hate having a slow moving set.It's bad inasmuch as it's a set that retailers hate, players don't care about, and nobody buys, which it's been from approximately 5th edition onward until its demise.
I brought up the starter deck cards last thread I think. They have even sort of double downed on this with the planeswalker decks having unique planeswalker.I bet you didn't know these cards were legal because Wizards kind of doesn't mention it!
They really should just have a core set again. Make it all reprints, make it an every 2 year thing. Call it 11th edition.
Started in Revised. Friend's Mom found two starter decks after reading about them in the paper. Played through Exodus, got pissed at them adding rarity symbols and something else. Also around the time I was starting to work and didn't have time for more than one hobby (videogames won out) Bought packs through Mirrodin, then joined the Navy. Got back into it around Roe. Since then been playing pretty consistently.Speaking of "one time a year for players to jump in", when did all of you start playing Magic? I was introduced to the game with Alliances cards, but didn't really start playing till Stronghold.
I would like a Conspiracy-like product designed for 1v1. Give me new cards, give me "draft matters" cards, and give me a cohesive world, but please don't force me to play Multiplayer
The only other way to maintain it is to do current setup + a 5th core set that only comes out once every two years and takes the place of an *MA or CNS type product and has its own rotation.
I was going to mention that this approach has been a disaster (because no one knows they're legal!) but completely forgot to, thanks for bringing it up.
Some sort of core set is badly needed. The reason that jumps to "bye bye 2-block" is because of the rotation decision.
Speaking of "one time a year for players to jump in", when did all of you start playing Magic? I was introduced to the game with Alliances cards, but didn't really start playing till Stronghold.
PROPHECY BABY
All the Avatars were awesome as hell to me
RK post on each one
They can make it work of they put in the effort.
M12 was great.
But in college, around when Zendikar first hit, I got sucked back in when a few dorm neighbors and I started hanging out more and becoming friends. They had these fancy new cards called "planeswalkers" that just blew my mind haha...
I think vehicles were mostly well received. They did warp most of limited around them, but other than that I think most people like them.
Renegade Freighter was a hair too strong. Dino train was way too strong. Other than those two, I think the common and uncommon vehicles were in a good place.Some of the vehicles were too good for limited tbh. The power to rarity was weirdly unbalanced. When a common and uncommon vehicle feels more like rare and mythic, it can lead to some unfun games.
M12, really?!
I think vehicles were mostly well received
Going back to dominaria as a two block set is depressing to think about
I think vehicles were mostly well received. They did warp most of limited around them, but other than that I think most people like them.
I think vehicles were mostly well received. They did warp most of limited around them, but other than that I think most people like them.
MaRo seems pretty confident that vehicles were well received and are likely to return.I don't know anyone who liked them. In Limited they utterly dominate the format, and in standard their creatures that are immune to sorcery speed removal, which makes the game feel far more uninteractive.
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I honestly don't even see why they exist. They feel like something they did because everyone has been saying how easy they would be to do for ages. Also thematically I'm not keen - Magic doesn't have guns but it does have bullet trains and flying aircraft carriers apparently...
Isn't it more the opposite? Players get more excited about a mechanic if it has broken cards. Players like equipment for the Swords, etc.I think they would've been better received if they hadn't been quite as pushed as they were. I mean, they've had to ban one of them and there's no shortage of people who said they should've banned another. Even stuff like Aethersphere Harvester is pretty pushed, it's just that no one uses it because Heart exists.
I'd have been down for more exploration of vehicles as a returning card type if this fist batch hadn't been awful to deal with.
Isn't it more the opposite? Players get more excited about a mechanic if it has broken cards. Players like equipment for the Swords, etc.
I don't know anyone who liked them. In Limited they utterly dominate the format, and in standard their creatures that are immune to sorcery speed removal, which makes the game feel far more uninteractive.
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I honestly don't even see why they exist. They feel like something they did because everyone has been saying how easy they would be to do for ages. Also thematically I'm not keen - Magic doesn't have guns but it does have bullet trains and flying aircraft carriers apparently...
catnamedjones asked: In regards to Muraganda and a vanilla creature theme, sets tend to have only 15 or so cards with any given keyword ability with a few extra cards to support that ability. So, for Muraganda, you make 15 vanilla creatures or so, sets usually have about 5 so you're only increasing it by 10, put 5 more cards that care about vanilla creatures like Petroglyphs, and flesh out the rest of the set with 2 or 3 other mechanics. So for about 20 cards out of 264, not sure what the problem is.
Let's walk through this. I'm going to talk about this as a limited theme because it's easier to show the problem.
Players play roughly sixteen creatures and seven spells which means fifteen creatures in the set would have to push heavily towards common to get the as-fan up.
Usually we concentrate a theme in certain colors because it allows us to make less cards of the theme, but vanilla creatures serve a general purpose and need to be in all colors.
We could just push the theme in certain colors and have other colors have the normal amount of vanilla creatures but we're creating a trap for players unaware of the full content of the set. We don't usually put one Goblin in an off-color if we have a Goblin tribal theme, for example.
That means fifteen might not be enough and already we're above the level of vanillas in core sets. We have bigger problems to fry though.
What cards are you going to enhance vanilla creatures with? Creatures? That would make them not vanilla and eat into your viable creature space.
Let's assume you make them noncreatures. That's a smaller pool and you still need things like creature removal and other utility cards (card drawing, other permanent removal, counterspells and such).
Let's say we work all that out. What is the play experience? If you don't draw the cards that care, you're playing a game with mostly vanilla creatures. It's a bit monotonous and is missing important things like evasion to keep games from stalling.
Making you care about a tribe can be fun because we can make a bunch of cool individually evocative cards in that tribe that play fun even if you don't draw the tribal cards. That's very hard to do with vanilla creatures.
I've just hit the tip if the iceberg. There's a limit, for example, to how many power points you want to put into vanilla creatures as they aren't sexy.
And that in many words is why ”vanilla matters" is tough to do.
That's not saying we won't ever find a way, but it is a lot harder than I think most fans of the idea understand.
I don't know anyone who liked them.