I didn't like being stuck with MaRo's choices rather than my own for the round of 8 and on. (In particular, I voted... not so much for Stuffy Doll as against Shaharazad.)
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing.
--Aaron Forsythe's Random Card Comment on Kei Takahashi
This thread is for discussion of this week's Making Magic, which goes live Monday morning on magicthegathering.com.
I played a game with Endless Whispers once. Both I and the guy who had it were playing reanimation decks making heavy use of Kokusho. Everyone else died in short order, and the two of us were left constantly readjusting our life totals as we passed Kokushos back and forth. It wasn't much fun.
However, that still tops Warp World. I understand how the card is fun to build around. However, in practice, I feel like there are only two outcomes when it is cast. The better of the two is that the caster goes through Bogardan Hellkites and Siege-Gang Commanders and wins. The worse outcome for Warp World is that it functions as one-sided mana-denial. It gets cast a few times, and all of your lands (and creatures, artifacts, and enchantments) go away. Why is this considered fun? At least Obliterate affects everyone equally.
I'm a fan of both Cytoshape and Doubling Season, and I'm happy (and not surprised) to see that the latter won. Doubling Season is a neat card with both Johnny and Timmy aspects, and the power level is in just the right place so that it is viable (at least in more casual games) without being broken.
In a nutshell: if I play Doubling Season and manage to get out nine thousand saprolings each with twenty +1/+1 counters, yeah that's fun. Once. But each subsequent time I do it it's less fun and my opponent is less likely to want to play against me again.
However, each time I play Warp World it's a unique experience. Each time there is the feeling of "anything could happen," just like opening a new booster. And this effect is even more potent in multiplayer matches, as a wider variety of decks yields a wider variety of outcomes. Perhaps even more importantly, even if it doesn't end up balancing things, even if the same people end up in power after it resolves, for a moment there, everyone is on the exact same playing field. Everyone at the table gets to enjoy the moment of unpredictable possibility.
There's no real combo potential for Season... All a doubling season does is create a situation where Timmy cries in his chocolate milk when he gets killed before he can make his army, or wastes everyone's time building up his supermegaawesome army while his opponent just sighs and tries not to die of boredom before the big swing comes.
Creator of the Multiverse database for custom sets, the Magic Turing machine (proving Magic Turing-complete) and the random Magic card generator.
This article was sooooooooo casual-centric. Personally, I wanted to see Booster Tutor win simply to provide a little hope it'll be black-bordered soon.Doubling Season is not fun. People who like to build competitive decks don't have fun with bad combo cards.
Doubling Season interacts with a lot of things besides just Thallids and +1/+1 counters. Planeswalker ultimates (Ajani Goldmane+Doubling Season=two Avatar tokens!), charge lands, there's a huge list of viable things you can do.
Time to head off and build a Doubling Season/Warp World deck - you mean my Siege-Gang warps into six tokens and my planeswalkers are double big? Thanks MaRo!
Time to head off and build a Doubling Season/Warp World deck - you mean my Siege-Gang warps into six tokens and my planeswalkers are double big? Thanks MaRo!This is a bombo remember that warp world puts the creatures, lands, and artifacts into play before the enchantments. Still sounds like fun no matter which way you slice it. I think the problem with warp world and why it would not win is because it is usually just an "I win" card. If you build your deck with the card in mind then it usually serves as a finisher which I think puts doubling season over the top in this matchup.
Time to head off and build a Doubling Season/Warp World deck - you mean my Siege-Gang warps into six tokens and my planeswalkers are double big? Thanks MaRo!This is a bombo remember that warp world puts the creatures, lands, and artifacts into play before the enchantments.