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Switch to Forum Live View 5/24/2010 Feature: "Frontier Magic"
3 years ago  ::  May 21, 2010 - 11:52AM #1
Garmichael
Date Joined: Jun 24, 2008
Posts: 1,572
This thread is for discussion of this week's Feature Article, which goes live Monday morning on magicthegathering.com.
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3 years ago  ::  May 23, 2010 - 10:06PM #2
mirrorman95
Date Joined: Mar 12, 2009
Posts: 17
Magic: the Board Game. I've been trying to perfect a similar variant I had made; the major differences being that an 8x8 board is pre-established, you play lands normally from your hand, diagonal moves count, creature abilities like landwalk apply normally, you can tap lands you own for mana like in regular Magic, creatures can be summoned to land spaces you own, your own life total would be entrusted to a special starting player token, planeswalkers can move, and cards like Armageddon and Dryad Arbor still worked. It was more along the lines of Dungeon Dice Monsters and Chess than this, which is more along the lines of Reversi and Treasure Hunt. I'm glad I don't have to think of ways to fix my format, for I can now simply use this one.
BZPower.com
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3 years ago  ::  May 23, 2010 - 11:03PM #3
chucklezdaccc
Date Joined: Feb 27, 2007
Posts: 259
Frontier Magic reminds me of the DragonBall Z TCG.  I was the only person I knew of who even heard of that game.  I did get a foily Goten in my first pack. 

I wish I had more friends that played Magic.  Id like to try this, but the only person I know who plays doesnt play much.   FNM is mostly out because of stupid work.  Oh well, theres always MTGO.
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3 years ago  ::  May 23, 2010 - 11:26PM #4
faisjdas
Date Joined: Jan 17, 2010
Posts: 1,064
Frontier Archenemy Planechase Vanguard EDH.  I will play it.
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3 years ago  ::  May 24, 2010 - 12:40AM #5
Orbifold
Date Joined: Dec 16, 2005
Posts: 180
Wrath of God is almost an Armageddon in this format. I imagine White Weenie would be very powerful.

On the other hand, green gets a little knee-capped; every colour has the same ability to mana-ramp.

Can you imagine Bitterblossom in this format? (shudder)
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3 years ago  ::  May 24, 2010 - 3:26AM #6
Bezman
Date Joined: Sep 26, 2007
Posts: 359
I like the sound of this format but certain decks would just be so much more suited to it than others. Small creatures are essential. A few large/X-mana spells for when you get enough creatures out would work well. Maybe a goblin deck with 4 fireballs or something similar would be optimal.

In any case, I think it'd be fun to sidestep all those issues by having each player draw a spell by drafting each turn. Maybe combine this with Winston or 'Zeddemore' draft.

boardgamegeek.com/thread/524572/zeddemor...

The lack of necessary deck construction would also make it more like a traditional board game.

Or maybe even have a system whereby mana doesn't deplete (maybe handing out counters each turn to represent mana) and then that same mana is used to bid on a card each turn. The rule changes might be:

 - Mana does not deplete
 - PLayers start with 0 cards in hand
 - Use a communal deck.
 - during everyone's first turn, the 'draw' phase is skipped. This would let everyone gain 1 mana and move their guy.
 - Thereafter, instead of a normal draw, the top card of the communal library is revealed and - starting with the active player - players may bid any amount of mana for the privilege of adding that card to their hand. 0 is a valid bid and the mana paid can be of any colour - colours' values do not differ. Casting spells would require that much mana to be paid on top of the 'drawing cost'.

2 alternatives may be to start each player with a small amount of mana (<=3) and/or instead of just revealing the top card, reveal the top 3, allowing the winning bidder to choose any 1 of those cards.
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3 years ago  ::  May 24, 2010 - 4:48AM #7
Mage24365
Date Joined: Jun 23, 2009
Posts: 7,598
How do you win? The article doesn't say.
I also think they should have an example card for landhome, just in case people don't know what it is.
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My initial responses to rules questions are usually just answers. If you want an explanation as to why, say so.
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# Card Blind Hall of Fame Show
quotes Show

Sep 5, 2010 -- 9:26AM, Argus_Panoptes wrote:

So, how would I use a card that has a large in the top half and "sui?l? -- pu?? ?is?q" across the middle?

Dec 28, 2010 -- 11:36AM, razorborne wrote:

Dec 28, 2010 -- 10:46AM, signofzeta wrote:

Winning is not important if:

1.  You win by a blowout.

2.  You pay billions of dollars in cards to win.   If you like wasting money just to win one game, while you could have saved it to lose a few and end up winning more in the future, then it is fine by me.


what?

do you ceremonially light your deck on fire after a win?


Jan 26, 2011 -- 2:25PM, Gerdef wrote:

Or did no one notice Transmogrifying Licid before.  (And by not notice, I mean covered their ears and shouted LA LA LA LA )


Mar 2, 2011 -- 4:14PM, WotC_MattT wrote:

Mar 2, 2011 -- 12:53PM, Gerdef wrote:

Hmmm...

I think the most awkward situation at the moment is simply the Myr Welder / Equipment / Licid / Aura craziness, but I'm pretty sure he's aware of it.



If the most awkward thing going on right now involves Licids, I declare victory.



Feb 28, 2011 -- 9:50PM, zammm wrote:

We regret to inform you of Trevor Kidd's untimely demise in an unfortunate accident involving a mysteriously blown breaker box and a photophobic creature of unknown origin at his home near Renton, Washington. We at the Wizards Community apologize for any inconvenience or delay, and assure you we'll be preparing a replacement to assume his duties as soon as we finish warming up the cloning vats.


[02:47:46] It doesn't merely "come out of suspend" - you take the last time counter off, and then suspend triggers and say "now cast that! CAST IT NOOOOOW!"
[02:47:49] Because suspend has no indoors voice


[10:11:33] !opalescence
[10:11:33] Opalescence {2WW} |Enchantment| Each other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment. · Reserved,UD-R,Vin,Leg,Cla,USBC
[10:11:51] *sigh*
[10:12:10] Otecko: Do you have a question about Opalescence?
[10:12:17] sure
[10:12:23] $10 on humility interaction
[10:12:25] :P
[10:12:29] :D
[10:12:47] humility + opalescence put into play by replenish



Ego Show

Dec 14, 2010 -- 5:59PM, Niklor wrote:

Mage is awesome, BTW.

Jan 22, 2011 -- 4:44PM, MisterFour wrote:

Dear Mage24365,

You are totally awesome. Thank you so much. I hope you are able to dine in Paradise without kicking the bucket to actually get there, and that every dollar you ever make magically becomes two more.


Jun 13, 2011 -- 7:05AM, Mage24365 wrote:

Jun 13, 2011 -- 7:02AM, RootBreaker wrote:

I don't think there are any cards like that.

There are things that prevent you from activating activated abilities, things that increase their cost, and things that counter them, but I don't think anything triggers from them specifically.

There are things that trigger from targeting, so that might be relevant, but I can't think of anything that triggers from targeting a player.

I'm almost positive there's nothing that triggers from damage being prevented.


Rings of Brighthearth ; Dormant Gomazoa ; Samite Ministration .


Jun 13, 2011 -- 7:08AM, RootBreaker wrote:

Well played.




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3 years ago  ::  May 24, 2010 - 6:13AM #8
Mustached_Stranger
Date Joined: Sep 10, 2009
Posts: 125
It's implied that you attack your opponent as if they were a creature. I don't think the starting row counts as anything on the battlefield - meaning you can't play a bunch of artifacts to defend yourself.
The thing I don't understand is what you do if you cast a creature spell, but have no room in your starting row, wether filled with artifacts/enchantmens, or just other creatures. What happens if you summon six tokens at once? Does the last disappear? Does it go into waiting mode until the row is clear? Is it placed in front? Is a new column added just for the new creature?

This opperates a lot like MTG Battlegrounds for the Xbox, only you have control over everything and obviously the mana's different. I would love to see another Magic game that looks more like this.


I went through the keyword list and found some more keywords that would be reworded. I'm unfortunately too lazy to put them into proper game terms, though.

Spoiler: Show
Defender - Creature can't move beyond the first row, but it can move into it from the starting row.

Exalted - It only triggers if you declare exactly one attack.

Fear/Intimidate - Creatures with fear/intimidate may move through other creatures that couldn't normally block them as if that space said "move again in the same direction."

Flying - I just add that creatures can't fly over other creatures with flying or reach.

Hideaway - Whoever flipped the card looks at and chooses from the top four cards of his or her own library. Whoever controls the land may activate its ability (so long as the requirements are met)

Horsemanship - Instead of moving, a creature with horsemanship "charges" three spaces in one direction. If the creature hits another creature, it will stop and attack that creature during the combat phase with +X/+X until end of turn, where X is the number of spaces it moved this turn.

Landfall - Whenever a land is flipped, it is considered to have entered the battlefield under control of the player whos creature is on it. If the land is scouted, then it entered the battlefield, but not under anyone's control. Controversely, if you scout a land, it counts as playing a land for anything that checks such as Burgeoning or Jokulmorder .

Ninjutsu - Note that creatures can't attack empty spaces.

Phasing - Creatures may not move into spaces that a phased out creature was in.

Provoke - I don't know what to do for provoke. Creatures already have it in this format.

Rampage - The creature may attack again with +X/+X, where X is their rampage #.

Reach - Creatures with Reach may not be passed by creatures with flying.

[c]Hill Giant[/c] = Hill Giant
[c=Hill Giant]That guy[/c] = That guy
[[ b][/b]c]Hill Giant[/c] without the space = [c]Hill Giant[/c]

[mc]123456789[/mc] =
[mc]wubrg[/mc] =
[mc]TQxyzS[/mc] =
[mc](W/U)(U/B)(B/R)(R/G)(G/W)[/mc] =
[mc](2/W)(2/U)(2/B)(2/R)(2/G)[/mc] =
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3 years ago  ::  May 24, 2010 - 7:38AM #9
ThyGrimReaper
Date Joined: May 9, 2010
Posts: 496
Questions...

1) How am I supposed to win a frontier match?
2) What am I gonna do with cards like Rampant Growth ??
3) Control decks, especialy non-creature control ones, will not summon any creatures. I would never want to use a Merrow Witsniper just to get the mana I want. What should I do? (Same goes for Dread Return or Living Death Decks). Do I still earn My Token?! Such tactics deserve something like that....!!
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3 years ago  ::  May 24, 2010 - 9:26AM #10
Dothar_Vahlin
Date Joined: May 28, 2009
Posts: 141

May 24, 2010 -- 7:38AM, ThyGrimReaper wrote:

Questions...

1) How am I supposed to win a frontier match?
2) What am I gonna do with cards like Rampant Growth ??
3) Control decks, especialy non-creature control ones, will not summon any creatures. I would never want to use a Merrow Witsniper just to get the mana I want. What should I do? (Same goes for Dread Return or Living Death Decks). Do I still earn My Token?! Such tactics deserve something like that....!!




1) The article says:
"Players of Frontier Magic will find they already know most of the rules; you'll cast spells, tap creatures, and try to reduce your opponent to 0 life just like in the regular Magic game."
 It also states how to attack your opponent with a creature so attack him/her from 20 to 0 or use spells to do so and you win.
 2) & 3) The article says to make up rules on the fly if need be and that some cards are just not fun to use in this format. ( Armageddon for example) I would say Rampant Growth would reveal a land card of your choice as long as there still are any, if not it does nothing. (just like when you have already drawn all your land from your deck) You could also say that it allows you to shuffle your deck in addition to this alternatively you could rule that "dead cards" have cycling or something. Your point about Merrow Witsniper is not clear to me I guess you could try and use it to deck your opponent. The other two cards you mention just return creatures to the row between you and the first row of lands. Are these strategies fun in this format? I would say to try and find out. What happens when that row is full? I don't know, depends on what you and your opponent agree upon I guess.

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