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Switch to Forum Live View 10/03/2011 MM: "Were the Wild Things Are"
2 years ago  ::  Sep 30, 2011 - 1:18PM #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  ::  Oct 02, 2011 - 9:27PM #2
willpell
Date Joined: Feb 26, 2004
Posts: 4,833
Gee, Mark,  you don't get Lesser Werewolf?  I don't see how it could be more obvious - his bite never heals.  Maybe not spot-on for werewolfness, but at least sort of fitting; I imagine the wound getting infected with the same dark magic that turns human to wolf, which on a smaller scale prevents the bite victim's human shape from regenerating through the natural healing process.  Considering it was Legends, they didn't do too bad.
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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  ::  Oct 02, 2011 - 9:39PM #3
Alsadius
Date Joined: Feb 6, 2004
Posts: 37
Not really relevant to the article, but I just realized something. Pale Moon prevents werewolf transformation. This is doubly counterintuitive, because it also means that Pale Moon is capable of doing something useful. 

We now return you to your regularly scheduled comment thread.  
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2 years ago  ::  Oct 02, 2011 - 10:17PM #4
Ordinary
Date Joined: Dec 3, 2008
Posts: 91
It really bugs me that, in a set so built on flavour, Moonmist and Full Moon's Rise have exactly the wrong names. They should be the other way round, dammit.
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2 years ago  ::  Oct 02, 2011 - 10:18PM #5
ArmadilloKing
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Date Joined: Apr 14, 2003
Posts: 351
I think Greater Werewolf's ability is a compromise between keeping the 'shout-out' to Lesser Werewolf's 2/4 stats while still allowing it to play as though it was 4/4.  Or something like that.  It's hard to tell what the Homelands design team was thinking most of the time.
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2 years ago  ::  Oct 02, 2011 - 10:31PM #6
Dragon_Nut
Date Joined: Feb 22, 2005
Posts: 2,135
I was all set to come rant on the forums about the obvious grammar mistake in the title. It took me about half the article to realize that it was just another really lame pun.
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2 years ago  ::  Oct 02, 2011 - 11:04PM #7
Kamisaki15
Date Joined: Jun 27, 2009
Posts: 29

Oct 2, 2011 -- 10:17PM, Ordinary wrote:

It really bugs me that, in a set so built on flavour, Moonmist and Full Moon's Rise have exactly the wrong names. They should be the other way round, dammit.



Well, sort of.  Yes, Full Moon's Rise should transform humans into werewolves, but that's only half of that card.  The fog portion of the card is captured pretty well by the name Moonmist, though.  In the end, though, I think you're right.  Transforming werewolves is the more important part of the card and should be reflected in the name, and Moonmist would work just fine describing something that pumps up your werewolves.

As for the article, I have a comment on them making the human side of the werewolf card have the werewolf creature type as well.
"The flavor of the decision is that a werewolf always has some werewolf in it, even when in human form."
That does make some sense, but it also introduces a flavor clash.  They might still have a werewolf's weaknesses when in human form, but it's also clear that in at least some cases, nobody else knows that they're a werewolf!  I mean come on, would the Mayor of Avabruck hold his office for very long if the townsfolk knew he went on a murderous rampage every time the full moon showed up?  I'm sure Slayer of the Wicked would love to slay the hell out of every werewolf while they were in human form, but how would he know who to target?

Oh, and one last thing.  I'm surprised Maro didn't even mention the fact that Werebear has the best pun in the history of Magic. 

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2 years ago  ::  Oct 02, 2011 - 11:06PM #8
jeff-heikkinen
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Oct 2, 2011 -- 9:27PM, willpell wrote:

Gee, Mark,  you don't get Lesser Werewolf?  I don't see how it could be more obvious - his bite never heals.  Maybe not spot-on for werewolfness, but at least sort of fitting; I imagine the wound getting infected with the same dark magic that turns human to wolf, which on a smaller scale prevents the bite victim's human shape from regenerating through the natural healing process.  Considering it was Legends, they didn't do too bad.


Okay, but why does it make the Werefolf weaker?

Jeff Heikkinen
DCI Rules Advisor since Dec 25, 2011
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2 years ago  ::  Oct 02, 2011 - 11:16PM #9
chronego
Date Joined: Jul 6, 2011
Posts: 1,275

Oct 2, 2011 -- 11:06PM, jeff-heikkinen wrote:

Oct 2, 2011 -- 9:27PM, willpell wrote:

Gee, Mark,  you don't get Lesser Werewolf?  I don't see how it could be more obvious - his bite never heals.  Maybe not spot-on for werewolfness, but at least sort of fitting; I imagine the wound getting infected with the same dark magic that turns human to wolf, which on a smaller scale prevents the bite victim's human shape from regenerating through the natural healing process.  Considering it was Legends, they didn't do too bad.


Okay, but why does it make the Werefolf weaker?


If you're engaging an enemy in hand-to-hand combat, with natural weaponry of fangs and teeth, you have two choices. Fight all-out lethal with claws, which is easier and more damaging in the short run, or go in close for a bite, which is riskier, weaker, but more damaging long-term (infection). So when the werewolf bites (-0/-1 counters) it does less damage (sort of).

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2 years ago  ::  Oct 02, 2011 - 11:19PM #10
SnowFire
Date Joined: Dec 4, 2003
Posts: 108

Oct 2, 2011 -- 11:06PM, jeff-heikkinen wrote:

Oct 2, 2011 -- 9:27PM, willpell wrote:

Gee, Mark,  you don't get Lesser Werewolf?  I don't see how it could be more obvious - his bite never heals.  Maybe not spot-on for werewolfness, but at least sort of fitting; I imagine the wound getting infected with the same dark magic that turns human to wolf, which on a smaller scale prevents the bite victim's human shape from regenerating through the natural healing process.  Considering it was Legends, they didn't do too bad.


Okay, but why does it make the Werefolf weaker?




It's not getting weaker.  It's dealing the damage wither style.  I attack with a Lesser Werewolf, you block with a 4/4, I activate the ability twice, and you now have a 4/2 with 0 damage on it rather than a 4/4 with 2 damage on it (damage that will go away at end of turn).

It's still a terrible card, and never-healing bite is a weird thing to pick as iconic to werewolves.  If I was doing old-style design of "give me a cool card related to werewolves, I don't care about tiny text," I'd do something like "Spend mana: this creature becomes huge and fights a random creature on the battlefield."  The werewolf rages and kills something!  Maybe his buddy but too bad.

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