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1 year ago ::
Apr 11, 2012 - 3:30AM
#51
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Date Joined:
Apr 10, 2012
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From my end, it isn't so much a problem with whether or not it's "overpowered" as much as that I don't like the feel. I'd prefer to have weaker creatures, because I think it's better if the game lasts longer. A deck that aims to end it in a couple swings should be, in my opinion, a deck that is entirely focused around those few swings. Otherwise, it feels a bit too coin-flippy. Like, what if his Delver flips but yours doesn't? You draw a Sword and he doesn't? I know the game isn't all mirror matches, but I hope those examples convey the general emotion I'm trying to express.
Still a fun game, though. Worst case scenario, I can just play some kind of Block Constructed from an older set.
I know exactly what you mean.
I've taken into account what other posters have said about creatures being underpowered vs spells in the past, and the power leap being more of a balancing issue.
I want to see cards that bring new power to the table mainly through interaction, subtlety and balance, not brutally strong rares /mythic rares that replace your staple commons and uncommons with. Sure, release a decisive card like Sigarda, but if you're going to put it at 5 mana, balance it by giving it a signifigant disadvantage, like say Eldrazi monument.
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1 year ago ::
Apr 11, 2012 - 3:36AM
#52
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Date Joined:
May 16, 2011
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JTMS might be overpowered too, but I'd say is riding the line. He certainly wasn't overpowered in the Alara-Zendikar metagame, because aggressive decks like Jund were so viable.
See, my thoughts on Mind Sculptor are this: He wasn't broken (though he was certainly very powerful!) until WotC came out with the "Proliferate" mechanic. Specifically, things like Inexorable Tide . That just made his ultimate WAY too easy to drop on someone. Without that, he only starts with 3 loyalty, and it takes him, at +2 per turn, 5 more turns to activate that power. Not really that bad, I say.
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1 year ago ::
Apr 11, 2012 - 3:48AM
#53
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Date Joined:
Feb 23, 2012
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From my end, it isn't so much a problem with whether or not it's "overpowered" as much as that I don't like the feel. I'd prefer to have weaker creatures, because I think it's better if the game lasts longer. A deck that aims to end it in a couple swings should be, in my opinion, a deck that is entirely focused around those few swings. Otherwise, it feels a bit too coin-flippy. Like, what if his Delver flips but yours doesn't? You draw a Sword and he doesn't? I know the game isn't all mirror matches, but I hope those examples convey the general emotion I'm trying to express.
Still a fun game, though. Worst case scenario, I can just play some kind of Block Constructed from an older set.
I know exactly what you mean.
I've taken into account what other posters have said about creatures being underpowered vs spells in the past, and the power leap being more of a balancing issue.
I want to see cards that bring new power to the table mainly through interaction, subtlety and balance, not brutally strong rares /mythic rares that replace your staple commons and uncommons with. Sure, release a decisive card like Sigarda, but if you're going to put it at 5 mana, balance it by giving it a signifigant disadvantage, like say Eldrazi monument.
My main issue is that it's possible to decide a game in just a few attacks with a mid-range creature. Some of the equipment out there especially is able to make certain draws just too unforgiving. My only real preference is I'd like the game to be slightly more stable. I don't want it to be over in a few turns if something goes wrong. I want more of a chance for each player to get back in it, and it's tough for that to happen with such powerful board states available thanks to these new creatures.
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1 year ago ::
Apr 11, 2012 - 9:36AM
#54
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Date Joined:
Apr 10, 2012
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From my end, it isn't so much a problem with whether or not it's "overpowered" as much as that I don't like the feel. I'd prefer to have weaker creatures, because I think it's better if the game lasts longer. A deck that aims to end it in a couple swings should be, in my opinion, a deck that is entirely focused around those few swings. Otherwise, it feels a bit too coin-flippy. Like, what if his Delver flips but yours doesn't? You draw a Sword and he doesn't? I know the game isn't all mirror matches, but I hope those examples convey the general emotion I'm trying to express.
Still a fun game, though. Worst case scenario, I can just play some kind of Block Constructed from an older set.
I know exactly what you mean.
I've taken into account what other posters have said about creatures being underpowered vs spells in the past, and the power leap being more of a balancing issue.
I want to see cards that bring new power to the table mainly through interaction, subtlety and balance, not brutally strong rares /mythic rares that replace your staple commons and uncommons with. Sure, release a decisive card like Sigarda, but if you're going to put it at 5 mana, balance it by giving it a signifigant disadvantage, like say Eldrazi monument.
My main issue is that it's possible to decide a game in just a few attacks with a mid-range creature. Some of the equipment out there especially is able to make certain draws just too unforgiving. My only real preference is I'd like the game to be slightly more stable. I don't want it to be over in a few turns if something goes wrong. I want more of a chance for each player to get back in it, and it's tough for that to happen with such powerful board states available thanks to these new creatures.
I agree completely, thanks for the feedback.
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1 year ago ::
Apr 11, 2012 - 10:23AM
#55
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I don't think there's necessarily a problem with powercreep, but to be honest, I haven't been around long enough to see it happen or not happen. (I started playing Standard at FNMs shortly after the JTMS/SFM ban, and started to get a more serious grasp on the format after rotation)
I think there is a minor problem with some cards that just make any deck that can cast them better, automatically. Or in the case of Swords (probably my least favorite cards in Standard right now), any deck that wants to start attacking in the first few turns.
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1 year ago ::
Apr 11, 2012 - 10:45AM
#56
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JTMS might be overpowered too, but I'd say is riding the line. He certainly wasn't overpowered in the Alara-Zendikar metagame, because aggressive decks like Jund were so viable.
See, my thoughts on Mind Sculptor are this: He wasn't broken (though he was certainly very powerful!) until WotC came out with the "Proliferate" mechanic. Specifically, things like Inexorable Tide . That just made his ultimate WAY too easy to drop on someone. Without that, he only starts with 3 loyalty, and it takes him, at +2 per turn, 5 more turns to activate that power. Not really that bad, I say.
Uh, the decks that JtMS was being run in that caused the ban didn't have any Proliferate cards in them whatsoever. That is not even close tot he reason he became "too powerful". Free Brainstorms and completely controlling the board and top of the enemy deck is what did that. Sure, it takes 5 turns to build up to the ultimate from his starting 3 loyalty, but if the opponent can't do anything in those 5 turns what does it really matter?
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1 year ago ::
Apr 11, 2012 - 10:48AM
#57
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Date Joined:
Apr 10, 2012
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I don't think there's necessarily a problem with powercreep, but to be honest, I haven't been around long enough to see it happen or not happen. (I started playing Standard at FNMs shortly after the JTMS/SFM ban, and started to get a more serious grasp on the format after rotation)
I think there is a minor problem with some cards that just make any deck that can cast them better, automatically. Or in the case of Swords (probably my least favorite cards in Standard right now), any deck that wants to start attacking in the first few turns.
Well if you're relatively new to the game and you want to see how things have progressed take a look at this site, you can look up lists of all cards in specific sets, going right back to Alpha.
www.mtgfanatic.com/store/magic/advanceds...
I'll leave you to form your own opinions on this.
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1 year ago ::
Apr 11, 2012 - 11:03AM
#58
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Date Joined:
Jan 28, 2004
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Because there has never been a half-decent poison creature until Scars of Mirrodin came out. Every single one of them was terrible.
Well, there was that one card which formed the winning strategy of a 2HG Pro Tour and was an important part of a decent block deck....
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1 year ago ::
Apr 11, 2012 - 1:14PM
#59
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Date Joined:
Nov 27, 2005
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Zammm = Batman. Bronies unite."I'd call you a genius, but I'm in the room." It's my sig in a box
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Everything is better when you read it in Bane's voice.
Your human antics and desire to continue living have moved me. Just kidding. You cannot move me physically or emotionally. Wall humor.
Copy effects work like a photocopy machine: you get a copy of the 'naked' card, NOT of what's on it.
Funny story: InQuest Magazine (I think it was InQuest) had an oversized Chaos Orb which I totally rooked someone into allowing into a (non-sanctioned) game. I had a proxy card that was a Mountain with "Chaos Orb" written on it. When I played it, my opponent cried foul:
Him: "WTF? a Proxy? no-one said anything about Proxies. Do you even own an actual Chaos Orb?" Me: "Yes, but I thought it would be better to use a Proxy." Him: "No way. If you're going to put a Chaos Orb in your deck you have to use your actual Chaos Orb." Me: "*Sigh*. Okay."
I pulled out this huge Chaos Orb and placed it on the table. He tried to cry foul again but everyone else said he insisted I use my actual Chaos Orb and that was my actual Chaos Orb. I used it, flipped it and wiped most of his board.
Unsurprisingly, that only worked once and only because everyone present thought it was hilarious. 
My DM on Battleminds:
no, see i can kill defenders, but 8 consecutive crits on a battlemind, eh walk it off.
Hi guys! So, I'm a sort of returning player to Magic. I say sort of because as a child I had two main TCG's I liked. Yu-Gi-Oh, and Pokemon. Some of my friends branched off in to Magic, and I bought two pre-made decks just to kind of fit in. Like I said, Yu-Gi-Oh and Pokemon were what I really knew how to play. I have a extensive knowledge of deck building in those two TCG's. However, as far as Magic is concerned, I only ever used those two pre made decks. I know how the game is played, and I know general things, but now I want to get in the game for real. I want to begin playing it as a regular. My question is, are all cards ever released from the time of the inception of this game until present day fair game in a deck? Or are there special rules? Are some cards forbidden or restricted? Thanks guys, and I will gladly accept ANY help lol. 
I have the same problem with women.
Is this my new ego sig? Yes it is, other Barry
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And that's why you should never, ever call RP Jesus on being a troll, because then everyone else playing along gets outed, too, and the thread goes back to being boring.
See, this is why RPJesus should be in charge of the storyline. The novel line would never have been cancelled if he had been running the show. Specifically the Slobad and Geth's Head talkshow he just described.
Not only was that an obligatory joke, it was an on-topic post that still managed to be off-topic due to thread derailment. RP Jesus does it again folks.
I think I'm gonna' start praying to Jesus... That's right, RPJesus, I'm gonna' be praying to you, right now.
O' Jesus
Please continue to make my time here on the forums fun and cause me to chuckle.
Amen.
It was wonderful. Us Johnnies had a field day. That Timmy with the Grizzly bears would actually have to think about swinging into your Mogg Fanatic , giving you time to set up your silly combo . Nowadays it's all DERPSWING! with thier blue jeans and their MP3 players and their EM EM OH AR PEE JEES and their "Dewmocracy" and their children's card games and their Jersey Shores and their Tattooed Tenaged Vampire Hunters from Beverly Hills 
Seriously, that was amazing. I laughed my *ss off. Made my day, and I just woke up.
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1 year ago ::
Apr 12, 2012 - 3:23AM
#60
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Date Joined:
Apr 10, 2012
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Here is a sample of Green 5/5 creatures for 4 mana. You can clearly see how different each one is and a few are multicolor.
Emperor Crocodile Blastoderm Imperiosaur Iwamori of the Open Fist Jade Leech Rumbling Slum Spellbreaker Behemoth Timbermare Unstoppable Ash Wren's Run Packmaster
With the exception of Spellbreaker Behemoth and Timbermare, I don't consider any of those cards to be on par with the ones I discussed in my original post. Packmaster is borderline -excellent, board advantage true, but I don't consider it overpowered because you have to Champion first. The other cards break the curve but are unexceptional in their abilities or have signifigant disadvantages that justify their low mana cost.
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