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Switch to Forum Live View New Duel Lands Revealed + CRAZY RULES CHANGES
4 years ago  ::  Jun 21, 2009 - 4:08PM #411
DisruptivePitmage
Date Joined: Mar 29, 2009
Posts: 194
I think I'm more interested to see if CoP red is going to end up in the core set with all the powerhouse red card that have made it in so far.

Ball Lightning and Lightning Bolt don't have anything on CoP red and I'm hoping they aren't reprinting story circle
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4 years ago  ::  Jun 22, 2009 - 2:16AM #412
Rat_Bastardsen
Date Joined: Sep 15, 2007
Posts: 2,739
Rosewater defending the rules changes: http://www.wizards.com/Magic/Magazine/A … aily/mm/44

Why choose the removal of mana burn, one change that few people care about, as a rules change to defend? Why choose a change that is justified on the basis of allowing R&D to remove some text from the cards, and supposedly open up some design space? Why no examples of what can be done with that design space? Was preserving mana burn years ago the result of too much influence on the part of an immature designer, or is the removal of mana burn today the result of too much influence on the part of a designer who has been in the game too long?

Would not a defense of the new combat rules have been a much better read?
Attitude reflects leadership.

Vindicated!
* HawkBlade is aggro/control!
* Post-ban HawkBlade!
* Jace, the Mind Sculptor is good!
* End-of-Lorwyn TurboFog!

‘Everything that needs to be said has already been said. But since no one was listening, everything must be said again.’ – André Gide

'...but if you're repeating yourself in an online forum, chances are you're just feeding a troll.' - Rat Bastardsen
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4 years ago  ::  Jun 22, 2009 - 2:29AM #413
Rat_Bastardsen
Date Joined: Sep 15, 2007
Posts: 2,739
Magic is made by the same company that alienated a huge part of the player base of another of it's games with D&D v4. Veteran players of D&D didn't take long to conclude that they would continue to play by older rules. They were aware though that this meant a fractured played base, that new players would not be playing the same D&D that they played, and that this would mean fewer players for each version of the game.

Magic players can make the same choice, and play by the old rules. But it isn't the same, because organized, sanctioned play is such a large part of the game. And because while D&D players have all that they need to continue playing their game, Magic players, to keep playing, will continue to buy cards, and to contribute to the wealth of the company that places other interests before the player's love of the game.

I'd like to see Magic players take a short-term loss for a long-term gain. I'd like to see Magic players put aside a game that is a cash cow for a for-profit company, and create their own, community-based game that is created by players, for players. A game whose designers are not influenced by the profit motives of a gigantic game company, but in the interests of making the game fun for the players - themselves. In time such a game can become everything that Magic is now, but it will always have the advantage of being free - in every sense of the word.
Attitude reflects leadership.

Vindicated!
* HawkBlade is aggro/control!
* Post-ban HawkBlade!
* Jace, the Mind Sculptor is good!
* End-of-Lorwyn TurboFog!

‘Everything that needs to be said has already been said. But since no one was listening, everything must be said again.’ – André Gide

'...but if you're repeating yourself in an online forum, chances are you're just feeding a troll.' - Rat Bastardsen
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4 years ago  ::  Jun 22, 2009 - 2:57AM #414
CyrusBales
Date Joined: Aug 30, 2007
Posts: 9,267
The article did seem weak, I know MaRo isn't the greatest deabtor out there, but I feel he could have argued his case better.


Anyyyyyway, at a PTQ this weekend, I did a play that won't be able to happen soon

I attacked into a Swans of Brynn Argol with my Etherium Sculptor , put damage on the stack, onto the swan, then sacrificed him and some others to Time Sieve to take an extra turn, and then drew for the damage to swans.....

(Yes a hugely niche example, but an amusing one nevertheless!)
Website for my radio series: http://www.cyrusbalesfilms.co.uk/id2.html

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4 years ago  ::  Jun 22, 2009 - 3:07AM #415
MrIndigo
  • Mr. Indigo
Date Joined: Mar 27, 2003
Posts: 13,414

Rat_Bastardsen wrote:

Magic is made by the same company that alienated a huge part of the player base of another of it's games with D&D v4. Veteran players of D&D didn't take long to conclude that they would continue to play by older rules. They were aware though that this meant a fractured played base, that new players would not be playing the same D&D that they played, and that this would mean fewer players for each version of the game.


As it happens, I am an older player of D&D (started watching late 2nd, playing through 3rd), and I am yet to find a change in 4th Ed. that isn't simply removing rules only the most niche players ever used anyway, or otherwise improving the functionality of the game. The change to 4th Ed (and to 3rd Ed, before it) was analagous to the 6th Edition changes; they were changing the rules to make it more functional as a game (or power-balancing in some case).

As I've said elsewhere, I feel that the M10 changes are qualitatively different to this; they are an attempt to make the game less functional but more intuitive to players who can't (or don't want to) learn the rules properly. My grievance with this is not that they're attempting to make the rules more intuitive, but that making the game playable without knowing the rules is an impossible task and hence they're ONLY damaging the functionality, and not really reaping anything extra from the intuitiveness.

With D&D4, they were also faced with DIRECT competition from both other well-selling tabletop publishers, and also the MMORPG obsession, which why several flavour aspects particularly in 4th Edition are reminiscent of Warcraft mythos. MtG's closest non-WotC competitor is Yu-Gi-Oh, and that's not really competition at all because their markets only overlap in a small sense.

Magic players can make the same choice, and play by the old rules. But it isn't the same, because organized, sanctioned play is such a large part of the game. And because while D&D players have all that they need to continue playing their game, Magic players, to keep playing, will continue to buy cards, and to contribute to the wealth of the company that places other interests before the player's love of the game.


Good points.

I'd like to see Magic players take a short-term loss for a long-term gain. I'd like to see Magic players put aside a game that is a cash cow for a for-profit company, and create their own, community-based game that is created by players, for players. A game whose designers are not influenced by the profit motives of a gigantic game company, but in the interests of making the game fun for the players - themselves. In time such a game can become everything that Magic is now, but it will always have the advantage of being free - in every sense of the word.


The problem with this mechanism is that you lose the tournament circuit. You have no brand power, no commercial profit-influx, and hence you cannot set up prizes and you lose one of the primary factors to the game; indeed the very factor you labelled in your above paragraph as being distinctly critical to the game's success and the significance of the rules changes.

Nov 4, 2010 -- 9:11AM, Niche wrote:

Nov 3, 2010 -- 10:05PM, Razorgore wrote:

It's really not even about giving niche cards to black.



It should be about giving black cards to Niche.

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4 years ago  ::  Jun 22, 2009 - 3:33AM #416
Rat_Bastardsen
Date Joined: Sep 15, 2007
Posts: 2,739

MrIndigo wrote:

As it happens, I am an older player of D&D (started watching late 2nd, playing through 3rd), and I am yet to find a change in 4th Ed. that isn't simply removing rules only the most niche players ever used anyway, or otherwise improving the functionality of the game. The change to 4th Ed (and to 3rd Ed, before it) was analagous to the 6th Edition changes; they were changing the rules to make it more functional as a game (or power-balancing in some case).


I stopped playing D&D long ago, but a friend still plays and seemed to find quite a few things missing that he found important.

edit - maybe its a bad example, but I feel like it helps get some of my points accross anyway.

MrIndigo wrote:

The problem with this mechanism is that you lose the tournament circuit. You have no brand power, no commercial profit-influx, and hence you cannot set up prizes and you lose one of the primary factors to the game; indeed the very factor you labelled in your above paragraph as being distinctly critical to the game's success and the significance of the rules changes.


That's a short-term loss; ideally the game becomes popular enough to support all of these things. Supporting prizes is something that could go a lot of different ways, but to use a simple example, in small tournaments the number of packs won is the number that can be bought with the entry fees paid. I imagine the game starting with digital cards only, possibly moving to cardboard available for more personal, in-person play at the cost of the cardboard and the printing. There are lots of ways it could go.

edit - there's no reason that the approaches and options available should be limited to my imagination, of course.

Attitude reflects leadership.

Vindicated!
* HawkBlade is aggro/control!
* Post-ban HawkBlade!
* Jace, the Mind Sculptor is good!
* End-of-Lorwyn TurboFog!

‘Everything that needs to be said has already been said. But since no one was listening, everything must be said again.’ – André Gide

'...but if you're repeating yourself in an online forum, chances are you're just feeding a troll.' - Rat Bastardsen
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4 years ago  ::  Jun 22, 2009 - 3:40AM #417
MrIndigo
  • Mr. Indigo
Date Joined: Mar 27, 2003
Posts: 13,414

Rat_Bastardsen wrote:

I stopped playing D&D long ago, but a friend still plays and seemed to find quite a few things missing that he found important.


From what I've seen, it's only very niche things in particular areas. And as was mentioned before, D&D is very flexible; 3rd and 4th Edition are specifically designed that way. Any DM who wants a particular rule can institute it with only nominal work.

That's a short-term loss; ideally the game becomes popular enough to support all of these things. Supporting prizes is something that could go a lot of different ways, but to use a simple example, in small tournaments the number of packs won is the number that can be bought with the entry fees paid. I imagine the game starting with digital cards only, possibly moving to cardboard available for more personal, in-person play at the cost of the cardboard and the printing. There are lots of ways it could go.


It doesn't matter how popular the game is, without money coming in you can't be giving money out.

Nov 4, 2010 -- 9:11AM, Niche wrote:

Nov 3, 2010 -- 10:05PM, Razorgore wrote:

It's really not even about giving niche cards to black.



It should be about giving black cards to Niche.

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4 years ago  ::  Jun 22, 2009 - 3:48AM #418
Rat_Bastardsen
Date Joined: Sep 15, 2007
Posts: 2,739

MrIndigo wrote:

It doesn't matter how popular the game is, without money coming in you can't be giving money out.


Think more along the lines of a non-profit organization; there may be money involved at some point, but the game remains free from a commercial profit motive and corporate ownership - very important ways of being free.

My favorite example is still the example where entry fees are paid and those fees are divided among the winners. Money comes in and goes directly out in some form as prizes. Physical cardboard is a nicer option that isn't possible ( as prizes) before cards are actually printed, but some imagination should solve the problem.

Even more short term, consider Magic League - a lot of people play there every day with no possibility of prizes at all. Not a bad way to start, but an eye should be kept on moving beyond that.

Volunteer designers will be essential early, and later volunteer tournament organizers and judges. But a popular game can generate advertising income to cover costs that arise as the game grows. Again, I think there are a number of ways to go.

Attitude reflects leadership.

Vindicated!
* HawkBlade is aggro/control!
* Post-ban HawkBlade!
* Jace, the Mind Sculptor is good!
* End-of-Lorwyn TurboFog!

‘Everything that needs to be said has already been said. But since no one was listening, everything must be said again.’ – André Gide

'...but if you're repeating yourself in an online forum, chances are you're just feeding a troll.' - Rat Bastardsen
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4 years ago  ::  Jun 23, 2009 - 3:08PM #419
Rat_Bastardsen
Date Joined: Sep 15, 2007
Posts: 2,739
Here's what I'm thinking for phase1:

[LIST=1]
  • Work out the rules of the game
  • Design cards (after assigning design/art and other roles as required)
  • Create database for cards in MWS format
  • Work out ratings system
  • Create scripts necessary for ML-like functionality (not strictly necessary)
  • Run a large tournament in our new player-produced game
  • Attitude reflects leadership.

    Vindicated!
    * HawkBlade is aggro/control!
    * Post-ban HawkBlade!
    * Jace, the Mind Sculptor is good!
    * End-of-Lorwyn TurboFog!

    ‘Everything that needs to be said has already been said. But since no one was listening, everything must be said again.’ – André Gide

    '...but if you're repeating yourself in an online forum, chances are you're just feeding a troll.' - Rat Bastardsen
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    4 years ago  ::  Jun 24, 2009 - 1:29PM #420
    noviceuser
    Date Joined: Dec 31, 2008
    Posts: 167

    MrIndigo wrote:

    The beginning of the end step sounds a bit clunky, but I know why they're doing it.

    The damage thing is a really poor idea, I think. It basically makes cards like Mogg Fanatic worthless. Nice one Wizards, you just killed half of the worthwhile utility creatures ever printed.

    The lifelink thing I think was unnecessary; same with deathtouch. The fact that they were triggered abilities didn't confuse anyone who plays at tournament level, and for casual play the distinction is rarely that important. It's not a huge change though.

    I am really unimpressed with the new combat damage system.


    I was posing this question in the rules Q&A about this very topic.

    They aren't going to do the REVERSE side a favor with this attack thing and now Mogg are still usable as defense will be OP.

    They made the "swing" for damage in the damage step now which is why you can't kill 2 with Mogg. HOWEVER it doesn't apply in reverse. If i have 2x 1/1 soldier tokens (simplistic here) and you only have a Mogg you can declare the block on soldier A and then laser soldier B and soldier A still attempts to "swing" at you even though you no longer exist.

    I don't think this is right and it's funny considering how they are trying to "fix" the rules to make them make more sense.

    Anyone else agree?

    Do you think defense will become OP because of crap like this?

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