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2 years ago  ::  Aug 26, 2011 - 2:21PM #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  ::  Aug 28, 2011 - 9:06PM #2
Saikuba
Date Joined: Sep 4, 2004
Posts: 167
Shouldn't Homicidal Brute have the text: "Homicidal Brute is red"?  The color of a card is derived from its mana cost, and the mana cost of this (if it has one) is blue.

Unless they're changing this rule too (though I don't see why they would need to)?

EDIT: I double checked, and I guess that dot in the type line is supposed to tell you it is red.  I'm still not sure how this is better than the text solution, or how it helps color blind people (the phyrexian mana had reminder text).
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2 years ago  ::  Aug 28, 2011 - 9:17PM #3
raadface
Date Joined: Feb 18, 2011
Posts: 70
hmmmmm...!

pre-reveal speculation:

theres no way they would make double faced cards to represent transforming cards, because, well- because of things like drafts

(card is revealed later that night)

initial reaction:  

double faced cards feel problematic to me
 
second thoughts:

actually after looking over the rules article on double faced cards a couple times, i feel a lot more comfortable with them, and the day/night mechanic feels most appropriate with flip cards like this to me, overall i like how the sets turning out so far

conclusion:

innistrad is going to be awesome!!! lol :p
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2 years ago  ::  Aug 28, 2011 - 9:17PM #4
Ximenez
Date Joined: Apr 15, 2011
Posts: 29
Seems ... interesting. Happy to see zombies making a revival. Werewolves may be problematic, but they do seem kind of cool. If not, they can be ignored no problem.
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2 years ago  ::  Aug 28, 2011 - 9:24PM #5
squithy
Date Joined: Feb 15, 2011
Posts: 16
I have two compliants with this new 'transform' thing (and I've been playing for over ten years, so I have seen some poorly executed mechanics from Wizards during my time).  One, it seems that on some level, we now have these transform cards in Magic because they were popular in DuelMasters.  Well, Magic is not DuelMasters, the audience is older and more mature, and the game is much harder and skill intensive.  It is the Wall Street Journal of the CCG world, and I for one like it that way.  I know, I know, transform could potentially lead to interesting gameplay states, but you would have a hard time convincing me that those states would be sufficiently more interesting than if transform cards were based on another design (perhaps based off of Kamigawa flip cards).

The second thing I have noticed is that Mark Rosewater does not like to take even one step back when faced with a problem.  When he first noticed there were issues with flip cards, the article implied that he immediatley began to look for how to solve those issues (and in this regard, he was successful, as transform is in the set).  However, it might have been wiser to take a step back, and realize that a) in order to make transform work, radical change (removing the freaking backs of the cards!) would have to take place and b) the gameplay benefits that transform offers can be arrived at through other implementations of the mechanic.

What transform does have going for it though is top down flavour.  I think this highlights the real danger of designing cards based on flavour, which is that you start seeing cards as representations of individual concepts and less as a part of the whole system.  Magic is more than a game, it is an institution, with a really devoted player base.  Certain decisions undertaken in the name of a more flavourful experience that require change for the sake of change ultimately put a gimmick aspect into the game, and this newfound gimmickery in all likelihood may do serious damage to the game.
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2 years ago  ::  Aug 28, 2011 - 9:25PM #6
shadmed
Date Joined: Mar 23, 2011
Posts: 16
I never really like flip cards for the same reason Mark explained. It's too much information in such a little space. Might as well not have the art.

Also, all the people that are complaining about the sleeves seems to nit-pick a bit too much. There's always gonna be complainers everytime R&D goes out of the box.

Personally, I love the set and I love the idea of top-down design. All Magic really needed was to tell a story and these sets seems to be doing better and better. 
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2 years ago  ::  Aug 28, 2011 - 9:30PM #7
kajillion
Date Joined: Jun 23, 2009
Posts: 34
I'd rather play with merfolk looter , do you know how many times that 1 point of power has allowed me to enable bloodthirst in draft? And I'd rather not discard a creature in limited if I can help it. Love the flavor text though.

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2 years ago  ::  Aug 28, 2011 - 9:31PM #8
Hylebos
Date Joined: Jul 11, 2011
Posts: 83

I'm very interested to hear more about this "Werewolf Mechanic".  It seems like it might be difficult to keep your Werwolves in their stronger wolf form, I really do hope that you included a few Curse Auras or equivilant in the set which helps you to limit the number of spells that your opponent can cast in a turn, either by physically putting a limit on the numer of spells they can cast each turn or by increasing the cost of each spell that they try to cast.


Also, DFCs take up the slot of a common?  Sounds like we're going to end up with a ton of them...

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2 years ago  ::  Aug 28, 2011 - 9:33PM #9
Pegaweb
  • YMtC Champion
  • Ceci n'est pas une porte
Date Joined: Mar 22, 2004
Posts: 2,938
See that inexplicable email address at the bottom of the article?

I sent it an email, and I received a clue.

Alas, I did not win a prize.
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2 years ago  ::  Aug 28, 2011 - 9:33PM #10
kajillion
Date Joined: Jun 23, 2009
Posts: 34

Aug 28, 2011 -- 9:31PM, Hylebos wrote:


I'm very interested to hear more about this "Werewolf Mechanic".  It seems like it might be difficult to keep your Werwolves in their stronger wolf form, I really do hope that you included a few Curse Auras or equivilant in the set which helps you to limit the number of spells that your opponent can cast in a turn, either by physically putting a limit on the numer of spells they can cast each turn or by increasing the cost of each spell that they try to cast.


Also, DFCs take up the slot of a common?  Sounds like we're going to end up with a ton of them...




How could a non-silver bordered card physically stop someone from cast spells?

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