Yeah that was about what I figured.It can catapult you to 9 mana on turn 5, so that's neat. There might be a way to do 8 mana on turn 4 but I'm not sure
Mark is posting photos of the Hascon floor on Twitter and I honestly have no fucking idea how this convention makes any sense or who it is supposed to be for
There are 70 million registered Hearthstone accounts, the ceiling for appeal here is way higher than MTGO's.
card game balance is too broad of a topic (and asymmetry is a very difficult topic to tackle), but the deck construction can usually be reduced to what is essentially a handful of different tradeoffs
I'm aware of the complexity of the problem, I'm just interested in how mathematical modeling approaches the problem. For mafia/werewolf for example there are interesting (albeit practically very limited) mathematical results on game set-ups.
I didn't say there was a vast majority, just that there's a lot of disgruntled Hearthstone fans looking for something more.
Generally you approve passing priority in any spot you have a "stop" set such that the game will ask you if you want to do anything with your priority. There's also only so many places you need to specifically be given priority to begin with (since MTGO always gives you priority to respond to something your opponent does), and it doesn't usually give anything away unless you press "6" to pass all priority (which the vast majority of players do anyways outside of Premier Level events).One question regarding the MtG Arena reveal.
So first of all the most important take away for me is the full rule support. What I was thinking when they showed the full control mode, wouldn't this essentially give away that I have some instant available?
Sure it could also be used for bluffs and we don't know much about how it works anyways. But what is your impression? How is this handled in MtGO?
hey man Odyssey was fuckin' awesome
Flashback has endured way beyond it and is one of the reasons Innistrad is great.
Posted?
Magic is an ultra fiddly, timing-specific game that will never, ever, ever appeal to casual game players the way Hearthstone does.
I can play full on campaigns of ultra-fiddly board games with my playgroup, but I can't get those same people to play Commander because I have played with them before and they pretty quickly figured out the only way they ever win is if I let them win. Everyone can say they don't do that when teaching others, but I don't ever believe them - I know every time they make a mistake and know all of the ins-and-outs of timing and spell restrictions Magic and virtually every game I play with unskilled players involves them making game-losing decisions. I honestly don't think any of my friends (the ones who were willing to learn to play at ALL) could beat me at Magic without weeks or months or practice unless there was something wildly off about deck construction.
The game is really fucking hard
When do they start cracking Iconic Masters boosters? Today (what time)? Tomorrow (what time)?
When do they start cracking Iconic Masters boosters? Today (what time)? Tomorrow (what time)?
I think Modern is in a pretty good place. Grixis Deaths Shadow is pretty good and shows up a lot, but there is a nice diverse play field. While you can still see some lands and know what deck is being played, but as soon as someone drops a land you dont immediately know.How is modern looking right now? I'm thinking of putting the Delver deck back together, I'm sure its not meta anymore but I miss playing RU delver. I also wanna try out Opt in it along side serum visions.
Magic gets a lot less complicated timing wise once you become more accustumed to it. The timing windows where you can do something are plenty but the ones where you actually want to do something considerably fewer, especially in standard and limited, something with less complexity, over formats like modern.
Like there's only very rare cases where you want to proactively do something in your opponents upkeep, draw, mp1, end of combat, mp2 for instance.
God, I cant stress enough how much more appealing Ixalan is than anything Ive seen since I came back to the game with Battle for Zendikar.
Because I don't care about blue green!
Also, because blue green tends to play more of a ramp/midrange game than a typical tempo game.
Ixalan feels old school in a way. Can't put my finger on it yet but it's very appealing.
QFT.hey man Odyssey was fuckin' awesome
Flashback has endured way beyond it and is one of the reasons Innistrad is great.]
Oh god yes. I'll have a hard time resisting to start playing in real life again.His list of design credits is Alpha, Arabian Nights, Tempest, Urza's Saga, Odyssey, Judgment, Ravnica, Innistrad, and now Dominaria. Odyssey block is the only one that wasn't a standout high at its time of release, he easily has the best individual record of anyone who's ever worked on 5+ Magic sets.
Magic is an ultra fiddly, timing-specific game that will never, ever, ever appeal to casual game players the way Hearthstone does.
and that will continue to happen for a long time. I'm still learning and I've been playing for 17 years but you'll have timing nailed down to be very instinctual soon enough.Well, every game I'm learning new mechanics or strategies. There's a ton to keep track of, for sure.
Yup. I was hoping to get in first run but apparently thats happening at 10 and not at 1 like I thought?So, Iconic Masters? Thats today, right?
This is complete bull. Magic has way, way, way, way more casual appeal than Hearthstone does.
Magic covers a wide spectrum of genres, themes, etc. etc. Hearthstone (as is now) is based entirely off of World of Warcraft, which is no longer the juggernaut it once was.
You are completely missing the posters point. The subject matter may have more appeal, but learning how to play properly is a serious commitment and can be frustrating at times. Much much moreso than Hearthstone.
I am also assuming they will have a good tutorial and campaign to ease people in. The tutorial in Duels was actually really good and is how I first learned the game. Hopefully the Arena one will include things like the stack and priority which Duels didnt have.
I'm really tempted to play ub pirates in standard. They remind me of faeries (my favorite modern deck)hey man Odyssey was fuckin' awesome
Flashback has endured way beyond it and is one of the reasons Innistrad is great.
Posted?
You are completely missing the posters point. The subject matter may have more appeal, but learning how to play properly is a serious commitment and can be frustrating at times. Much much moreso than Hearthstone.
The paper game is fiddly as hell but there is no reason the digital one needs to be. I can also see there being a significant number of HS players who are starting to get burned out (from what I am hearing) and might be looking for the next step up in complexity.
I think a lot of those timing rules are taught a lot more easily by playing digitally. The best way to learn priority and when you're actually allowed to do things has always been to play a few rounds on MTGO. It looks like Arena doesn't show the phases as explicitly, but it still gets across the base idea that the active player gets to go first, and then the other player can respond, until the other player decides not to do something, in which case you can then also act.
Having to hit a big "Resolve" button when you also have cards lit up in your hand that you can cast is a super important visual indicator that can teach this stuff.
Have you guys forgotten how much of Magic's audience is a bunch of kitchen table players for whom the complexities of the stack don't really much matter? The game has massive casual appeal already - putting it into this package is going to expand that audience significantly.
and that will continue to happen for a long time. I'm still learning and I've been playing for 17 years but you'll have timing nailed down to be very instinctual soon enough.
Man, i haven't played mtg (seriously) in 7-8 years but saw some video about "Commander" and started reading about it again and now i'm thinking on going to the pre-release ....