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3 years ago ::
Feb 25, 2010 - 6:34PM
#1
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Date Joined:
Jun 24, 2008
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This thread is for discussion of this week's Latest Developments, which goes live Friday morning on magicthegathering.com.
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3 years ago ::
Feb 25, 2010 - 10:48PM
#2
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Date Joined:
Oct 23, 2003
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Here's an argument in favor of multikicker using colored costs - it makes the creatures feel less like they could have all just read "XX" in the mana cost and avoided multikicker entirely.
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3 years ago ::
Feb 25, 2010 - 11:04PM
#3
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About the poll-
It upsets me greatly that Dragonmaster Outcast got more votes than Omnath, Locus of Mana.
Omnath has a better name. He has a much cooler ability. He has a better picture. And I consider him more fun to play. Then again, I guess the Outcast is a more powerful card... but still!
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3 years ago ::
Feb 26, 2010 - 12:26AM
#4
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Date Joined:
Jan 30, 2008
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"Comeback Potential" is an interesting concept, and I've never thought about it. I've only thought about slow spells and fast spells, but this is somewhat different..
I'm wondering, how can comeback potential be increased in the set? Can comeback potential only be increased by making cards that are "bad" in some way? For example making the early-game spells be as good as blank draws in the late game, or increasing the ability to be screwed by randomness and bad draws in the late game? Those seem to be the more frustrating moments in Magic.
Are there any good spell effects that are considered to be comeback effects? The only ones that comes to my mind is Wrath of God. While these are great, I guess too many reset spells can make the game frustrating, since you'd have to hold back on permanents and can't play aggressively. Cards like Balance always get abused rather than help even the board. I wonder if there has been any other spell effects besides reset spells that have been successful in specifically helping you when you are behind rather than when you're ahead?
Finally, don't multikicker cards also work as comeback spells? Depending on how you look at it, they can be considered as fatties (creatures that can turn around the board position in the late game), except that they have an alternate mode that allows them to be cast in the early game so you can have a higher ratio of "fatties" in your deck than you can with usual fatties. I guess the life-gaining multikicker angel must have been designed as a comeback spell. Maybe a vigilance multikicker creature, a lifelink multikicker creature, or one that makes tokens with fog effects could also have made multikicker a force for comeback rather than just being a way for the player who is ahead to keep drawing relevant spells every turn.
Goblin Artisans - A Magic Design Blog by GDS2 Contestants and Collaborators
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3 years ago ::
Feb 26, 2010 - 12:59AM
#5
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Date Joined:
Dec 14, 2008
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They can work as comebacks for you, but a lot of those comebacks come from your opponent drawing lands or small creatures. Multikicker means the player with the upper hand will always have the upper hand, making comeback moments hard.
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3 years ago ::
Feb 26, 2010 - 2:47AM
#6
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Date Joined:
Mar 16, 2004
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A brave article, Tom: you're basically admitting that you like the level of randomness in the game to be higher than you could choose to have it. Which is implicit in a number of MaRo articles, including the one about why Magic is so great, but nonetheless. Very interesting points. I generally like games with less variance. I do love dramatic turnarounds, but IMHO a dramatic turnaround isn't caused by an opponent's deck suddenly giving them rubbish for several turns in a row. When I'm on the ropes and my opponent says "I just need to draw one more of my ten X in the next four turns" (where X = burn spells or whatever), and then their deck gives them the freak draw of rubbishness and I go on to beat them, I don't feel like I earned that victory; I feel sorry for them, because it's like their deck let them down. I don't think increasing that factor is particularly desirable. I continue to maintain that manascrew and manaflood are the biggest sources of unfun moments in Magic. When you can play three casual games between two well-constructed decks (24 lands out of 60, reasonable mana curve, etc) and have two of them decided by manascrew, those are the occasions which make me question why I'm bothering to play this game. (And I've been a Magic player since Invasion.) I believe the game would have been much better if every card had the Dakkon Blackblade vanguard ability (though there's an interesting article here by an unnamed Wizards author claiming this would be a bad idea and that screw and flood are vital); with a few different card design decisions, the necessary amount of chance could have been preserved. But, anyway. I think the dramatic turnarounds I prefer are when the player draws a card that's useful in a fairly narrow set of circumstances, or perhaps it's always okay but not usually great, but it turns out to be perfect for that situation. When a card becomes better than it normally is makes for delightful and memorable moments. When a card or deck becomes worse than it normally is makes for frustration, and I don't enjoy the game if either I or my opponent am frustrated. Nonetheless, I do think the multikicker creatures are great early and late, and so I'm not going to complain about them. I'd like to see more cards like them, in fact.
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3 years ago ::
Feb 26, 2010 - 3:00AM
#7
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- Aww it's a cute OH MY GOD
- the bear goes RAWR!
Date Joined:
Jul 28, 2003
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"Comeback Potential" is an interesting concept, and I've never thought about it. I've only thought about slow spells and fast spells, but this is somewhat different..
I'm wondering, how can comeback potential be increased in the set? Can comeback potential only be increased by making cards that are "bad" in some way? For example making the early-game spells be as good as blank draws in the late game, or increasing the ability to be screwed by randomness and bad draws in the late game? Those seem to be the more frustrating moments in Magic.
Are there any good spell effects that are considered to be comeback effects? The only ones that comes to my mind is Wrath of God. While these are great, I guess too many reset spells can make the game frustrating, since you'd have to hold back on permanents and can't play aggressively. Cards like Balance always get abused rather than help even the board. I wonder if there has been any other spell effects besides reset spells that have been successful in specifically helping you when you are behind rather than when you're ahead?
Finally, don't multikicker cards also work as comeback spells? Depending on how you look at it, they can be considered as fatties (creatures that can turn around the board position in the late game), except that they have an alternate mode that allows them to be cast in the early game so you can have a higher ratio of "fatties" in your deck than you can with usual fatties. I guess the life-gaining multikicker angel must have been designed as a comeback spell. Maybe a vigilance multikicker creature, a lifelink multikicker creature, or one that makes tokens with fog effects could also have made multikicker a force for comeback rather than just being a way for the player who is ahead to keep drawing relevant spells every turn.
This old Sirlin article is pretty interesting read regarding comeback potential.
In Magic, obviously you've mentioned board resets like Wrath of God . A more extreme example of a comeback reset would be something like Decree of Pain .
Then there are cards which are better when you have less life. Convalescent Care is one of the best examples of this. Other cards in this category are things like Mirror Universe / Reverse the Sands , Pulse of the Fields , Death's Shadow , etc.
There are cards that get better when you have less resources. Land Tax / Tithe / Weathered Wayfarer , Pulse of the Tangle .
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3 years ago ::
Feb 26, 2010 - 4:37AM
#8
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Date Joined:
Oct 16, 2007
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Just wanted to say thanks for openly discussing the problems with 3xZen. Hopefully next time we get a past format it will be slightly better tuned as a result.
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3 years ago ::
Feb 26, 2010 - 5:23AM
#9
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- Jawsome UnCon Prizewinner
Date Joined:
Sep 22, 2003
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I generally like games with less variance. I do love dramatic turnarounds, but IMHO a dramatic turnaround isn't caused by an opponent's deck suddenly giving them rubbish for several turns in a row. When I'm on the ropes and my opponent says "I just need to draw one more of my ten X in the next four turns" (where X = burn spells or whatever), and then their deck gives them the freak draw of rubbishness and I go on to beat them, I don't feel like I earned that victory; I feel sorry for them, because it's like their deck let them down. I don't think increasing that factor is particularly desirable.
I somewhat agree, but I also feel that the most memorable games of Magic are those where one or both player can come from behind, and make it interesting down to the end. If you reduce the variance, you reduce the opportunity for that to happen. It's just unfortunate that the mana screw games are part of having that higher variance.
About the poll-
It upsets me greatly that Dragonmaster Outcast got more votes than Omnath, Locus of Mana.
Omnath has a better name. He has a much cooler ability. He has a better picture. And I consider him more fun to play. Then again, I guess the Outcast is a more powerful card... but still!
Human that makes DRAGONS >> walking blob of (yawn) Green mana.
In all seriousness, though - I think Omnath would have been better concepted as some kind of swarm of tokens, where each token is "a mana", or something like that. That feels more Green than just one more big giant guy.
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3 years ago ::
Feb 26, 2010 - 5:47AM
#10
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Date Joined:
May 28, 2009
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He Tom, I just wanted to say that I liked the article, it was a very interesting read, and I would love to here more about the ways R&D addressed this problem of variance, so maybe a part II on this?
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