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2 years ago ::
Feb 11, 2011 - 12:53PM
#1
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Date Joined:
Jun 24, 2008
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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 ::
Feb 13, 2011 - 9:56PM
#2
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Date Joined:
Feb 26, 2004
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I guess hypothetically we could make a creature that triggered off of not attacking but my designer instinct feels it's probably design space best left unexplored.
This is a typically depressing example of MaRo's aversion to intelligent design. A creature that can either do the trick for which you selected it for your deck OR progress you toward winning the match - that's interesting, as it gives you choices and tension. Instead, modern Magic consists mostly of cards that are utterly useless in one situation and stupidly overpowered in another. Metalcraft creatures are a typical example - huge if you turn metalcraft on and worthless otherwise. This kind of no-brainer design is bad for making a game in which every card is relevant - not that Wizards actually wants that, of course. Also, the rules could easily handle last strike - either add another step in between "normal damage" and "end of combat", or just use the beginning of "end of combat". Honestly, you need to stop listening to rules managers when they say something can't work; they're just being excessively linear in their thinking as usual. Any rules problem can be solved by adding some loopholes; that little nebbish Melvin may think the result looks inelegant, but if it leads to a more fun game then who cares about the person who would rather read the rulebook than actually play. Lastly, game design is NOT about putting obstacles in the way of the player's ability to play and enjoy the game. And claiming that sorcery status is an obstacle to overcome is not very valid because there are very few ways of overcoming it.
My New Phyrexia Writing CreditsMy M12 Writing CreditsAs 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 ::
Feb 13, 2011 - 10:17PM
#3
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Date Joined:
Oct 15, 2007
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Mark, I would love to get your opinion on something. I was designing my own game a while back, and I was working with my friend. I told him, "I don't want too much life gain." We had a long debate about it, but I believe the best way to sum up my side would be something you've written in today's article: "This is another example of the designers pushing the game towards completion. Strong defensive abilities tend to stall the game where strong aggressive ones make the game progress." I feel life gain can ruin games. He and I have essentially promised to not play Loxodon Warhammer against each other. Comments on life gain = game-ruining?
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2 years ago ::
Feb 13, 2011 - 10:31PM
#4
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Date Joined:
Feb 26, 2004
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Life gain can stall games, but it can also open new avenues for how to end them - see Test of Endurance or Necropotence . And there are ways around it; the existence of life gain makes strategies like milling and poison viable and valuable.
My New Phyrexia Writing CreditsMy M12 Writing CreditsAs 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 ::
Feb 13, 2011 - 10:58PM
#5
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I like life gain because my decks are naturally slow to get up and running. "Stalling" in small doses is only a bad thing for aggressive strategies.
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2 years ago ::
Feb 13, 2011 - 11:31PM
#6
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In my completely unbiased view, not listening to a rules manager is among the worst things a designer can do.
Sheesh, next thing you know we'll be letting members of the creative team design cards!
Magic: The Gathering Rules Manager Wizards of the Coast
Follow me @TabakRules
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2 years ago ::
Feb 13, 2011 - 11:57PM
#7
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Date Joined:
Jun 20, 2010
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I guess hypothetically we could make a creature that triggered off of not attacking but my designer instinct feels it's probably design space best left unexplored.
This is a typically depressing example of MaRo's aversion to intelligent design. A creature that can either do the trick for which you selected it for your deck OR progress you toward winning the match - that's interesting, as it gives you choices and tension. Instead, modern Magic consists mostly of cards that are utterly useless in one situation and stupidly overpowered in another.
I think you're both kinda right. I wouldn't want to see a set with "when CARDNAME doesn't attack" as a big thing, but I do think it could create some interesting scenarios if it showed up occasionally at uncommon or rare.
Actually, that's one problem I have with MaRo's stuff in general. He seems to think oddly black-and-white with regards to the vaiability of a mechanic. There are lots of areas of Magic that would suck as a major mechanic, but would be fun in low doses sprinkled here and there, and I'm not sure he considers that.
Edit: OH! I just thought of one good reason not to bother: it really wouldn't be all that different from a tap ability.
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2 years ago ::
Feb 14, 2011 - 12:02AM
#8
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Date Joined:
Oct 23, 2003
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I guess hypothetically we could make a creature that triggered off of not attacking but my designer instinct feels it's probably design space best left unexplored. This is a typically depressing example of MaRo's aversion to intelligent design. A creature that can either do the trick for which you selected it for your deck OR progress you toward winning the match - that's interesting, as it gives you choices and tension. Instead, modern Magic consists mostly of cards that are utterly useless in one situation and stupidly overpowered in another. Metalcraft creatures are a typical example - huge if you turn metalcraft on and worthless otherwise. This kind of no-brainer design is bad for making a game in which every card is relevant - not that Wizards actually wants that, of course.
I think you're reading too much into his statement. A simpler reason not to go there is that Magic already has a major mechanic that does basically this, in a much cleaner way: Activated abilities with in the cost. Creatures (without vigilance) can only activate such an ability if they don't attack.
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2 years ago ::
Feb 14, 2011 - 12:12AM
#9
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Date Joined:
Jan 20, 2002
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I read the section on banding and I thought, "Hmm, I always thought the en-Kor mechanic was a pretty good reinterpretation of what banding was trying to do, though I suppose there may have been some comprehension problems with it that I never personally encountered."
Then I saw that the next two card pictures were both Kor. Heh.
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2 years ago ::
Feb 14, 2011 - 12:47AM
#10
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Date Joined:
Oct 13, 2010
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A simpler reason not to go there is that Magic already has a major mechanic that does basically this, in a much cleaner way: Activated abilities with in the cost. Creatures (without vigilance) can only activate such an ability if they don't attack.
Also Johan if you want a more literal example. While there are a couple of things that can't be done with tap abilities, it probably isn't worth it.
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