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1 year ago ::
Apr 20, 2012 - 1:34PM
#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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1 year ago ::
Apr 20, 2012 - 10:10PM
#2
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That ... that's quite the pun, there! Sire Rosewater, my hat's off to you already!
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1 year ago ::
Apr 21, 2012 - 8:16AM
#3
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That ... that's quite the pun, there! Sire Rosewater, my hat's off to you already!
If you like it so much, you should put a ring on it.
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1 year ago ::
Apr 22, 2012 - 9:41PM
#4
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Date Joined:
Oct 28, 2006
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This card was originally designed for Innistrad. At the time, we weren't quite sure where the third set was going, so the idea of an Angel-making card didn't seem all that odd.
What??? We're in this New Magic Order of 6-year plans, flavor-defined blocks and top-down design, and now you're telling us you committed to a Large/Small/Large block structure without even knowing what the basis of the third set would be? We've been told that theme precedes the mechanics, mechanics dictate the block structure, and the sets' layouts are the starting point for card design. So how is it possible to be designing cards for a block and not know what the whole theme is yet? This just seems so contradictory to everything you keep telling us. Which is not to say it's a badly-designed set, Mark. I'm just wondering if your plans and principles are, like my desk, organized in theory but extremely disheveled in practice.
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1 year ago ::
Apr 22, 2012 - 9:51PM
#5
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Date Joined:
Oct 28, 2006
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Oh also, I like what you said about Looting. A lot of us were concerned that red would be "all random, all the time". Discard as a cost is just fine, and clearly Tibalt just wouldn't work with that because PWs don't like additional costs. (Although I guess he could have gotten the "if you do..." rider.)
Free MTGO Tournaments you should be playing: Pauper (all commons) - Tuesday Nights, prizes by MTGOTraders Peasant (Pauper + 5 uncommons, with paper rarity) - Sunday Nights, prizes by MTGOTraders Silverblack (Modern-era Commons and Uncommons - Most Wednesday nights, prizes by MTGO Bazaar Heirloom ("Cheap" cards only, e.g. rares under 20 cents) - Sunday afternoons, sponsored by MTGOTraders Check the superbly-made Gatherling site for more. Other games you should try: Spectromancer - Online card game by Richard Garfield, available cheap on Steam. DC Universe Online - action-based MMO. Free to play. Surprised me how well designed it is. Simunomics - Free-to-play economy simulation game.
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1 year ago ::
Apr 22, 2012 - 9:59PM
#6
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I've talked numerous times about how human brains seek out pattern completions and that if you start creating a pattern, you have to finish it—otherwise, you create negative feelings in the audience, which expects the pattern to finish. Mikaeus, the Lunarch ; Geist of Saint Traft ; Grimgrin, Corpse-Born ; Olivia Voldaren ... ... Legendary Werewolf .
One of Dave's goals was to fit in as many flavorful repeats as he could. This irritates me. Actively making it a goal to design fewer new cards.
Regarding Cloudshift :
I think from the outside it might be surprising what cards the designers are most excited to see printed, but this card is in my Top 5. We agree here. This is the card that has me the most excited in this set. Of course, this is at least in part because there is very little in this set that excites me, but it's definitely also because I like simple, elegant designs that haven't been done before.
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1 year ago ::
Apr 22, 2012 - 10:30PM
#7
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Date Joined:
May 17, 2009
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@Amarsir IIRC, MaRo told a story in a previous article about how Innistrad/Dark Ascension was originally going to be a completely seperate world from the third set, playing with the normal block structure a bit, but as they went on, the story of the world of Innistraad grew. I believe the spirit of Avacyn Restored was also originally the first set (plot-wise), going the typical "things are good, then they go bad" route we've seen so often lately. So yeah, they had some plan, but it got changed around.
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1 year ago ::
Apr 22, 2012 - 11:43PM
#8
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Date Joined:
Aug 10, 2010
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I've talked numerous times about how human brains seek out pattern completions and that if you start creating a pattern, you have to finish it—otherwise, you create negative feelings in the audience, which expects the pattern to finish.
so true. if every set has a dragon, just to appease dragon fans, I think u have just failed us in this regard, maro. not printing a legendary werewolf is a subtle admittance that the werewolf mechanic failed. People will remember mistakes and failures more than success and perfections. like you said, maro. "YOU HAVE TO FINISH IT."
One of Dave's goals was to fit in as many flavorful repeats as he could.
the set will sell because of the angels, not because cards have "angel" in their names. buck up wizards.
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1 year ago ::
Apr 23, 2012 - 12:24AM
#9
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Oh also, I like what you said about Looting. A lot of us were concerned that red would be "all random, all the time". Discard as a cost is just fine, and clearly Tibalt just wouldn't work with that because PWs don't like additional costs. (Although I guess he could have gotten the "if you do..." rider.)
The only reason Tibalt has 'random' is because he would be too strong at 2CMC otherwise. On any other walker, they could've worded it however they wanted.
This irritates me. Actively making it a goal to design fewer new cards
Reprints are cute. They're nostalgic. We get hundreds of new cards every year. Many of them forgettable. A few reprints here and there bring more emotional connection.
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1 year ago ::
Apr 23, 2012 - 3:36AM
#10
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Date Joined:
Oct 23, 2003
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This card was originally designed for Innistrad. At the time, we weren't quite sure where the third set was going, so the idea of an Angel-making card didn't seem all that odd. What???
We're in this New Magic Order of 6-year plans, flavor-defined blocks and top-down design, and now you're telling us you committed to a Large/Small/Large block structure without even knowing what the basis of the third set would be? We've been told that theme precedes the mechanics, mechanics dictate the block structure, and the sets' layouts are the starting point for card design. So how is it possible to be designing cards for a block and not know what the whole theme is yet? This just seems so contradictory to everything you keep telling us. Which is not to say it's a badly-designed set, Mark. I'm just wondering if your plans and principles are, like my desk, organized in theory but extremely disheveled in practice. Isn't this exactly what he keeps telling us? "Restrictions breed creativity." There are many possible stories they could tell, so having a Large/Small/Large block structure just gives them some guidance in that regard.
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