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Switch to Forum Live View 01/31/2011 MM: "War Stories"
2 years ago  ::  Jan 28, 2011 - 1:41PM #1
Garmichael
Date Joined: Jun 24, 2008
Posts: 1,572
This thread is for discussion of this week's Making Magic, which goes live Monday morning on magicthegathering.com.
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2 years ago  ::  Jan 30, 2011 - 9:09PM #2
willpell
Date Joined: Feb 26, 2004
Posts: 4,835
I would have not given BSC trample.  First off, increasing its cost is completely irrelevant; no-one hardcasts an 11-mana creature, and if they do, forcing them to wait for  one more mana hardly makes a difference.  So giving it trample just  means it's deadlier when someone Tinkers it into play on turn 3.   Secondly, with trample and infect it's just a double-strength DSC, just  another beatdown fatty, not anything special and new.  But infect is all  by itself an alternate strategy - instead of trampling over blockers,  you just infect and destroy them, no matter how big they are, even if  they regenerate or are indestructible.  The only thing that could thwart  a trample-less BSC forever would be a repeatable token generator, and  that makes sense - if you keep throwing new guys in front of him to keep  him distracted, you survive.  But any single creature, no matter how  badass, will die to BSC, if not now then soon, and so your doom is  inevitable just as soon as you fall short of blockers.  That's a very  fitting message for Phyrexia's ultimate weapon.  It doesn't have to have trample, because it doesn't have to kill you right now - it will kill you eventually no matter what you do (virtually no matter what, I  should say), so you stalling only delays the inevitable.  That would  feel very Phyrexian.
My New Phyrexia Writing Credits
My M12 Writing Credits

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

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2 years ago  ::  Jan 30, 2011 - 9:16PM #3
willpell
Date Joined: Feb 26, 2004
Posts: 4,835

(Also remember, that post mythic rare being added, rares aren't as rare as they used to be.)




This is a blatant lie.  You still get one rare in a pack, only now that rare is a mythic one time out of eight.  So, buying the same number of boosters (nevermind paying more MSRP for them), you get 7 rares instead of 8.  They are in fact MORE rare than they used to be, because some of them have been split off to become mythics, which are even rarer still.

My New Phyrexia Writing Credits
My M12 Writing Credits

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

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2 years ago  ::  Jan 30, 2011 - 9:22PM #4
willpell
Date Joined: Feb 26, 2004
Posts: 4,835
As one of the most inveterate Vorthoi on this forum, I am actually totally okay with Ichor Wellspring.  Sure it doesn't really make flavor sense, but by attaching a rather random snapshot of the war to a card with no real flavor inherent in it, they're able to use a card concept that doesn't really speak for itself.  Seeing this giant pustule of Phyrexian oil bubble up out of the razorgrass fields - there's not really any way to capture the essence of such an event in a top-down design, but it's definitely a contributor to the overall feel of the set.  So having it have an ability that's sort of random is totally fine with me.
My New Phyrexia Writing Credits
My M12 Writing Credits

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

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2 years ago  ::  Jan 30, 2011 - 9:32PM #5
quadibloc
Date Joined: Aug 20, 2008
Posts: 4,193

Jan 30, 2011 -- 9:16PM, willpell wrote:

(Also remember, that post mythic rare being added, rares aren't as rare as they used to be.)




This is a blatant lie.  You still get one rare in a pack,


Yes, but now that rare is one rare from a set of 60 1/2 rares (in a large set) instead of one rare from a set of 88 (in a large set).

In a small set, as this one is, it's one in 50 instead of one in 40. So the individual rare cards are indeed less rare.

What I saw as a trifle disingenuous in the article was that people were likely to declare Blightsteel Colossus as "Public Enemy #1". That debate has already been waged back with Rise of the Eldrazi.

Large fat creatures, provided they're expensive enough that they can't enter play until the game is likely to be over anyways, are not going to break formats. It's cards like Sol Ring or Dark Ritual or Tinker or Demonic Tutor that break formats.

Coming up with weird ideas to make everyone happy since 2008!

I have now started a blog as an appropriate place to put my crazy ideas.
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2 years ago  ::  Jan 30, 2011 - 9:35PM #6
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,541
Triplepost?

You are missing two simple truths:
  1. A deck that Tinkers a Colossus (or even Pipers the damned thing) is already doing silly shenanigans.  Blightsteel doesn't significantly break it more.
  2. If a game gets to the point where it can be hardcast, that game damn well should end soon afterword.

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2 years ago  ::  Jan 30, 2011 - 9:40PM #7
Throgan
  • Deckbuilder Adept
Date Joined: Jun 8, 2004
Posts: 883
Willpell, you didn't feel like just posting once?

Jan 30, 2011 -- 9:16PM, willpell wrote:

They are in fact MORE rare than they used to be, because some of them have been split off to become mythics, which are even rarer still.



The key phrase there is some of them have split off to become mythics. Too tired to do any number crunching right now, but aren't there fewer rares in the set overall? Few enough to make up for the 1/8 of the time you don't open one
And really, if I open a mythic I'm not really complaining. Better than the 3 Distant Memories and 0 mythics I've opened out of 21 packs this weekend.

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2 years ago  ::  Jan 30, 2011 - 9:40PM #8
sawbladex
Date Joined: Apr 15, 2005
Posts: 259
..... Oh god, the set's MaRo is Gleemax, brain in a jar.

also, I like that Decimator Web is more of a mill card then a poison support card, but it does solve the entire (my keep the board clean and under control has been so effective that milling as a win con is just a way to make it even harder for my opponent to stabilize then an actual win condition) type thing.

.... that's probly because the draw 7 at the start of the game is like decimating the guys again.

and the wellsprings draw card effect makes a kinda sense in that you got to get more support (cards) somewhere.
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2 years ago  ::  Jan 30, 2011 - 10:30PM #9
bob_the_wonder_Beeble
Date Joined: Feb 1, 2003
Posts: 607
I wasn't very impressed with the way Maro has dealt with the various criticisms of the Blightsteel Colossus design both in this article and on twitter. I don't think he's made a fantastic case for why the various criticisms of the card aren't valid, and nothing he's said has helped me shake the feeling that if someone had submitted evil Darksteel Colossus for GDS2 they would have said it was terrible design.

On an semi-related note, it seems like his "favorite tweet" contradicts a lot of the what it seems like they are doing currently in design. Avoiding things like LD or counterspells, not printing rares with drawbacks, and the constant talk of sets like Odyssey being mistakes for making players do things that some players didn't like doing all seem like examples of "trying to avoid things that people hate." The GDS2 comments especially make me think that current Wizards policy is that design thrives when it strives to "avoid making things people hate."
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2 years ago  ::  Jan 30, 2011 - 10:57PM #10
mtgcolorpie
Date Joined: Aug 27, 2009
Posts: 3

Jan 30, 2011 -- 9:16PM, willpell wrote:

(Also remember, that post mythic rare being added, rares aren't as rare as they used to be.)




This is a blatant lie.  You still get one rare in a pack, only now that rare is a mythic one time out of eight.  So, buying the same number of boosters (nevermind paying more MSRP for them), you get 7 rares instead of 8.  They are in fact MORE rare than they used to be, because some of them have been split off to become mythics, which are even rarer still.




It's not a lie.

Ever since the creation of the Mythic rarity, the odds of pulling any single rare has greatly increased, especially for a small set. This is the reason why cards like Fauna Shaman aren't $20, there are simply more of them on the market. There have been many articles about the subject and I encourage you to check them out.

What MaRo was talking about was buying more than one pack. You can't just call mythics rares because they're not; that's like calling uncommons rares, but only show up once in a pack.

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