So are enemy fetches in Kaladesh? I'm asking for a friend...
So are enemy fetches in Kaladesh? I'm asking for a friend...
I mean, I know how their FFL department works but last minute development tweaks are always problematic.
So are enemy fetches in Kaladesh? I'm asking for a friend...
/|\Nah, the block after.
Didn't John Avon tweet something about painting a popular land cycle for the block after KD?
Yeah, I mean at this point it's clear that basically all their major format balancing errors (minus fetch+tango lands which is a bizarre miss, but more on that below) of recent memory are the result of late tweaks; they need to just bite the bullet and combine an earlier set-lock date with a dedicated procedure for power testing anything that changes afterwards.
...
On the mana base issue, somebody on Twitter made a good point about this today: the FFL mostly works in a sensible way as I laid out, but they have a systemic bias against 3+ color decks. I was thinking about why, and I'm gonna say it's some combination of three things:
- Just as a matter of temperament, maybe the developer group has internalized an idea of how risky multicolor strategies are that is more conservative than the general public.
- In short testing bursts the high-variance aspect of mana/color-screw is more prominent than over the whole population of players, and cards whose mana costs are in flux exacerbate this.
- The same way that red decks in FFL are closer in power to their real versions than complex ones, one and two-color decks will be closer in power than 3+ color ones, since the former have self-evident mana bases while the latter are often dependent on carefully built ones to function. (And again, you could miss a 3-color deck completely just by changing the dual lands late in a set's life.)
Something like this would definitely go a long way to explaining many of the different issues of different sizes (Abzan, four-color madness, Bant CoCo, etc.) we've seen in the last couple years of Standard.
They 100% are not.
I agree with you on your points. I definitely feel like multicolor should be an option but it just feels so completely dominant barring some special exceptions like RTR + THS standard. Every now and then you have a mono red or white deck stealing a tourney. So should they start pushing cards that have more mana symbols like WWW or RRR in them? Just thinking out loud, not even sure if the majority of players want monocolor to be viable, though I'd guess not.
even if they had been at some point they certainly shuffled that around after 4C standard.
I agree with you on your points. I definitely feel like multicolor should be an option but it just feels so completely dominant barring some special exceptions like RTR + THS standard. Every now and then you have a mono red or white deck stealing a tourney. So should they start pushing cards that have more mana symbols like WWW or RRR in them? Just thinking out loud, not even sure if the majority of players want monocolor to be viable, though I'd guess not.
They don't have an external testing group at all.In terms of magic development, do we know exactly what they do for testing?
When I tested for Decipher, we used to get very early drafts of sets with instructions on what they were looking to achieve with the set and what areas were being 'pushed' power wise. The some groups would focus on taking existing decks and adding new cards into them, whilst others built entirely new concoctions. About two thirds of the way through development, they would then fly and hold a long weekend play test where they changed the cards on the spot. Leads were picked by Decipher from their tournament scene - either folks who performed very well or folks who built 'weird' decks that somehow worked (that's how I got in).
It just feels like Wizards doesn't have a strong external testing group to identify problematic cards. Obviously their system overall is much better than deciphers in a thousand ways, but by the time I started play testing for them they had really gotten a grip on figuring out the format defining cards by bringing in external testers.
since that in no way is a draft card.
So are enemy fetches in Kaladesh? I'm asking for a friend...
I'm wondering if we're missing a GB tempo deck they figured out internally.
since that in no way is a draft card.
They gotta keep up with theThere's also something weird about a plant skeleton with haste, but that's just me.
I think I ranted about this a while back. Every set now feels like a multicolour set in some way. What used to be really special (enemy colour cards!) are now staples in every set. I understand why they have done it, but that fact that they deliberately build every limited environment around the 10 colour pairs irks the grumpy old man in me.
Yeah I went last today because I took some pot shots first and then automatically became the target to kill as that reaps the rewards. My draft was pretty low to the ground which is ill suited to multiplayer as well.I wish they'd do a 1 v 1 Conspiracy style product. The draft is real fun but uggggh multiplayer. (I think Maro said this was theoretically possible on the blog today or yesterday.)
the weird thing is it neither fits in constructed or limited. How do you get delirium that fast in an aggressive deck in colours with no burn, well there's alms of the vein if that counts and in limited delirium is just slow unless you get the perfect vessel turn 2 but even for that you spend 2 turns doing effectively nothing.Yeah, Mournwillow is a baffling card, it just doesn't fit with their GB or delirium theme at all.
No, just a huge amount of Modern decks run them in their sideboards.Is there a reason for the sudden jump in Engineered Explosives? Did it get hit with a buyout?
You Traverse for it against a weenies deck. That never happens in practice but that's the idea.Yeah I went last today because I took some pot shots first and then automatically became the target to kill as that reaps the rewards. My draft was pretty low to the ground which is ill suited to multiplayer as well.
the weird thing is it neither fits in constructed or limited. How do you get delirium that fast in an aggressive deck in colours with no burn, well there's alms of the vein if that counts and in limited delirium is just slow unless you get the perfect vessel turn 2 but even for that you spend 2 turns doing effectively nothing.
You Traverse for it against a weenies deck. That never happens in practice but that's the idea.
I mean maybe they have infinite chump blockers or something.but why? If you're winning on board against a weenie deck you're already winning.
Nope card makes no sense for constructed yet, to me.I mean maybe they have infinite chump blockers or something.
And here. we. go.
You know what I meanThat is pretty insane value to somehow pull an Imperial Recruiter out of a Conspiracy 2 pack.
Have to disagree. If you're lucky enough to pull something awesome, let the other guy get something as well. Makes no sense for stores to support this.You know what I mean
I'm super onboard with letting stores allow you to rebut a pack that is ridiculous in value. Keep the draft going without someone feeling like shit for passing $$$$. This isn't the pro tour.
Sometimes you have to push things you believe are good for the game, even if players don't see it or disagree with it. I think pushing monocolor via restrictive mana costs or special mechanics would be nice.
It just feels like Wizards doesn't have a strong external testing group to identify problematic cards.
I wish they'd do a 1 v 1 Conspiracy style product. The draft is real fun but uggggh multiplayer. (I think Maro said this was theoretically possible on the blog today or yesterday.)
If she's not R/U (aka the artifact theme in Origins and combo of creativity) I'll be shocked.
If she's not R/U (aka the artifact theme in Origins and combo of creativity) I'll be shocked.
It was probably slotted to hate against GW tokens. It was one of the decks they were worried about during SOI FFL.Nope card makes no sense for constructed yet, to me.
I don't know if you're playing cards in a different language, but the English text seems pretty clear to me.But hoooly shit, some of the cards do not do what they say! Example: Leovold's Operative. Flip to draft extra cards, skip packs equal to the number of operatives flipped for this pack. That's how that works, and that makes sense. That is NOT what the card says. The card just says to pass the next pack. Not 'next time you would draft a card pass that pack instead' or 'skip the next pack' or something more in line with when a player skips a turn. The wording on the card is perhaps fine if you're looking at it from programming standpoint or something, but in practice there won't be two packs for the player to immediately pick up and pass, so people would use magic logic and assume 'pack pass' triggers beyond the first fizzle since there are physically not generally more than one pack to pick up and pass.
He doesn't gain trample!Drafted the green avatar that exiles dudes as drafting with abilities and had him with flying, lifelink, trample, and hexproof and nobody else at my table had shit.
It was probably slotted to hate against GW tokens. It was one of the decks they were worried about during SOI FFL.
Also, I've actually played that card to good results in sealed league.
I don't know if you're playing cards in a different language, but the English text seems pretty clear to me.
"Pass the next booster pack without drafting a card from it."
Just print them when they go back.Sooner or later they will print new pain lands with generic (not Dominarian) names.
I don't know if you're playing cards in a different language, but the English text seems pretty clear to me.
"Pass the next booster pack without drafting a card from it."