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2 years ago ::
Aug 01, 2011 - 4:10PM
#31
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Every time a new set comes out I'm a little sad to see they've repeated so many of their usual errors (removal too good, broken cards at Uncommon, archetypes too linear, too many archetype-critical cards being high picks, too few decisions in early turns, etc.).
There are reasons that all those phenomena exist in their set designs, though. Removal keeps the board from getting clogged, which controls complexity as well as reducing the swinginess of global effects ( Guardians' Pledge , Fog ); it also provides answers to bomby stuff ( Doom Blade on Flameblast Dragon ). Uncommons getting better is, to me, positive, because it puts less weight on which rares get opened and, again, deepens the playable cardpool while varying the experience because they show up less often than commons.
If something is "archetype-critical", it must have a valuable effect on the board, so I'd think by definition it's usually a high pick within a color. There's a reason the Dampen Thought archetype is a rarity---Splice happened to promote a low/no-creature archetype, but few sets support that, so Limited decks often converge on creatures+removal. I agree that build-around Limited cards are among the coolest things in each set; I just think it's hard to make ones that most decks won't want. Do you have an example of something you wish had been different? Am I misunderstanding?
On my main point: You don't think the multiple-themes approach has significant promise?
It's a real option, if that's what you mean, but I don't think it changes the nature of a game's evolution even though it clearly extends it.
If it extends it to the point where environments are only similar to ones from a decade or more in the past, or creates enough combinations that the environment has at least some nuances, it'll be a different experience given the many knobs developers have on each card. Even if someday there are lots more players like us who remember ancient metas, recombining them differently and experiencing them at a different point in life provide a very different feel for each player. I'm not concerned that Standard 2112 might be very similar to Standard 2080 and 2052, because metagame choices and possible bannings add variance even if the cardpool is miraculously close.
Thought experiment: If only Ice Age through Scars blocks could be printed ever again, and the only things they could change were bannings and what order they released the blocks on a neverending loop, they could still make dozens of different Standard environments, and variant draft formats (my LGS in Urbana, IL just last week did M12/NPH/ROE draft) would create unique Limited experiences. Considering that R&D has hardly run out of ideas, even this pure-recycling worst-case scenario is an underestimate of the diversity Magic will have to offer in the long term.
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2 years ago ::
Aug 01, 2011 - 5:03PM
#32
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Date Joined:
Sep 29, 2010
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I just wanted to say that I loved the article, it was very insightful and somewhat touching...
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2 years ago ::
Aug 01, 2011 - 7:26PM
#33
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Every time a new set comes out I'm a little sad to see they've repeated so many of their usual errors (removal too good, broken cards at Uncommon, archetypes too linear, too many archetype-critical cards being high picks, too few decisions in early turns, etc.).
There are reasons that all those phenomena exist in their set designs, though. Removal keeps the board from getting clogged, which controls complexity as well as reducing the swinginess of global effects ( Guardians' Pledge , Fog ); it also provides answers to bomby stuff ( Doom Blade on Flameblast Dragon ). Uncommons getting better is, to me, positive, because it puts less weight on which rares get opened and, again, deepens the playable cardpool while varying the experience because they show up less often than commons.
If something is "archetype-critical", it must have a valuable effect on the board, so I'd think by definition it's usually a high pick within a color. There's a reason the Dampen Thought archetype is a rarity---Splice happened to promote a low/no-creature archetype, but few sets support that, so Limited decks often converge on creatures+removal. I agree that build-around Limited cards are among the coolest things in each set; I just think it's hard to make ones that most decks won't want. Do you have an example of something you wish had been different? Am I misunderstanding?
On my main point: You don't think the multiple-themes approach has significant promise?
It's a real option, if that's what you mean, but I don't think it changes the nature of a game's evolution even though it clearly extends it.
If it extends it to the point where environments are only similar to ones from a decade or more in the past, or creates enough combinations that the environment has at least some nuances, it'll be a different experience given the many knobs developers have on each card. Even if someday there are lots more players like us who remember ancient metas, recombining them differently and experiencing them at a different point in life provide a very different feel for each player. I'm not concerned that Standard 2112 might be very similar to Standard 2080 and 2052, because metagame choices and possible bannings add variance even if the cardpool is miraculously close.
Thought experiment: If only Ice Age through Scars blocks could be printed ever again, and the only things they could change were bannings and what order they released the blocks on a neverending loop, they could still make dozens of different Standard environments
Ignoring the bannings, the fact blocks are released set by set rather than all at once, the core sets, and the hypothetical of them deciding to release Mirrodin block twice consecutively and taking Lorwyn/Shadomoor as 1 block rather than 2...
...I make it 91. (14 blocks if I'm counting correctly, each Standard contains 2 blocks, so if I'm remembering my formulae right that makes the relevent equation 14!/(2!*12!)) - Not entirely convinced all of those standard environments would be good standard environments, mind.
and variant draft formats (my LGS in Urbana, IL just last week did M12/NPH/ROE draft) would create unique Limited experiences. Considering that R&D has hardly run out of ideas, even this pure-recycling worst-case scenario is an underestimate of the diversity Magic will have to offer in the long term.
Mm, and while MaRo is right that the design space of any single game is finite (If you want to keep the core of the game rather than a complete overhall, that is), Magic's seems to be expanding over time - Unglued was originally things Magic can't do... And quite a few of them have wound up in real sets ( The Cheese Stands Alone being the poster child for that seeing as it got what basically amounts to a functional reprint in Time Spiral), and we keep hearing how some things, such as Split Cards, were originally going to be in Unglued II before it was put on hiatus. Which approximates to infinite, provided you use them slower than they can get created... Though I presume the rate they can get created slows down over time...
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2 years ago ::
Aug 01, 2011 - 9:01PM
#34
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Date Joined:
Feb 10, 2006
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I totally agree with bateleur_. It just a pitty that MaRo hasn't mentioned step 7 to 10, since these stages can be seen on other games quite well. This doesn't mean that magic is anywhere close to it, but it's still logical. And it would be quite interesting, if it's possible to prevent the "fate" of a game once you know the facts or if the only hope is a delay or like MaRo has mentioned it a "ration something". In my opinion, it's a personal thing, a mental state. For me, I am in stage 7 or even 8, since I the last set that made me create a new deck was Shadowmoor. No shards had thrilled me, nor did Zendikar or Scars. The last card I owned is Emrakul - the prerelease promo card that I got after the event. Maybe you define it in some other ways and limited seems to be the main issue for DrSylvan. If I look at the limited tournaments I've played, I noticed the never changing formular. Although keywords and abilities change, it's the fundamental way that bothers me. As MaRo has described it, a set has to contain a certain number of common cards. Each color also needs spells in every mana slot and many keywords are printed in every set. So you can expect a creature with haste, some with flying, and so on. And as MaRo said, he tries to find "room" for all of them. But what this means is that he randomly distributes them in the hope to find a new constellation. Therefore, it doesn't matter to me, if it's a Welkin Tern , a Storm Pegasus < span style="font-size: 1.5em;"> < /span> or a Gust-Skimmer . It doesn't matter to me, if the cmc 3 flyer is plain 2/2, a 1/1 ally that gets +1/+1, a 2/2 with multikicker, a Dawnglare Invoker , a Gloomhunter or a Kathari Screecher . For me, It's the cmc3 flyer. Likewise it doesn't matter to me, if Loxodon Convert is in white now and not a black Nether Horror , it's just the usual power-focus creature. I could continue with many other cards as well. But let's ignore this and move on to the next statement: "Magic is better, since they design blocks around stories and themes, even formin even inter-block connections, rather than focussing on the mechanical part: Well, it matters. Stories are good, if they are told wisely. Therefore promoting a story doesn't tell anything about the actual print. For me, Shards failed, since R&D doesn't get close to what I would call true color identity and a triple color shard overdoes the mixture. Therefore I am glad that WotC decided to put "wedge" colors for the EDH format and haven't tried to do a block. Zendikar was a try. A totally new direction. I can't tell if it was a selling success, but for me, it had too many cool aspects wasted. Traps and Quests could have been MUCH cooler and with the right support, they made have formed something similar to the new "planeswalker" card type. The level creatures were a nice idea, some alternative form of a planeswalker, but for me it didn't work. The Eldrazi were a new limited experience since noone had ever played a cmc9 creature before. Colorless as a color was a wonderful flavor and I would have hoped for it to be someting that could fill the space of R&Ds "purple" color, but it didn't. Infect from Scars had made things worse in my opinion, not better. Poison counters are still the second life-total and the inability to combine infect with non-infect creatures makes it even worse than wither to me. The only hope was the phyrexian mana. This really got my interest and I included it instantaneously within my own world (but it's limited to black). What I need to get me to stage 5 or 6, would be a totally new concept of how you design common cards, a more mono-colored oriented design and maybe something more drastical. My suggestions are a new "card type" (f.e. an "ability" card that is imprinted on a card a bit like auras do), using the "outside of the game" more excessivly, putting sorceries and instants together forming a card type "spell", more leyline effects to get somewhere similar to Vanguard cards, etc. If this isn't the case, I can't wait to see Innistrat reprinting flashback or unearth.... Last but not least, I think it is a sign that no member of R&D had the guts to change the rules of bloodthirst into "if an opponent has lost life this turn" instead. Wouldn't have changed the beavior of the old cards and would have solved most of the issues in the current M12 Vampire theme.
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2 years ago ::
Aug 02, 2011 - 12:56AM
#35
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Date Joined:
Sep 30, 2010
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Yes, they could have made Cathedral Membrane a 6/3 but that would greatly change the card. As it is now, it does not care about First Strike (on it on the opponent), something that's pretty important with Equipment everywhere. Also, it makes Echo Circlet somewhat playable.
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2 years ago ::
Aug 02, 2011 - 3:04AM
#36
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Date Joined:
Sep 26, 2007
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Yes, they could have made Cathedral Membrane a 6/3 but that would greatly change the card. As it is now, it does not care about First Strike (on it on the opponent), something that's pretty important with Equipment everywhere. Also, it makes Echo Circlet somewhat playable.
Not to mention, it'd play totally differently against 1/1s and 2/2s.
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2 years ago ::
Aug 02, 2011 - 4:24AM
#37
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Date Joined:
Sep 30, 2010
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Yes, they could have made Cathedral Membrane a 6/3 but that would greatly change the card. As it is now, it does not care about First Strike (on it on the opponent), something that's pretty important with Equipment everywhere. Also, it makes Echo Circlet somewhat playable.
Not to mention, it'd play totally differently against 1/1s and 2/2s.
That too, obviously 
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2 years ago ::
Aug 02, 2011 - 9:53AM
#38
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I totally agree with bateleur_. Last but not least, I think it is a sign that no member of R&D had the guts to change the rules of bloodthirst into "if an opponent has lost life this turn" instead. Wouldn't have changed the beavior of the old cards and would have solved most of the issues in the current M12 Vampire theme.
This is not a question of guts. With a few exceptions due to rules issues, we don't change the functionality of existing mechanics. For example, we didn't just change the rules of shroud because we wanted hexproof to exist. We created hexproof.
Magic: The Gathering Rules Manager Wizards of the Coast
Follow me @TabakRules
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2 years ago ::
Aug 02, 2011 - 10:56AM
#39
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Date Joined:
Sep 30, 2010
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It's not like people need more endorsement to play vampires, in my opinion.
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2 years ago ::
Aug 02, 2011 - 11:12AM
#40
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Not to mention that such a change would necessitate "damage causes loss of life" reminder text all over the place.
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