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1 year ago ::
May 18, 2012 - 1:54PM
#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 ::
May 20, 2012 - 9:07PM
#2
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Date Joined:
Jun 27, 2004
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Doubling Season, the plane!
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1 year ago ::
May 20, 2012 - 9:07PM
#3
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Devour X?! Genius!
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1 year ago ::
May 20, 2012 - 9:19PM
#4
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1 year ago ::
May 20, 2012 - 9:32PM
#5
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Does Selesnya Roof Gardens stack with Doubling Season?
Imagine having in play Selesnya Roof Garden, Doubling Season, Feed the Pack and a saproling (Warning: this is going to go beyond Magical Christmasland).
Cast: Rite of Replication with kicker on the Saproling. You get 20 saproling tokens. You now have 21 tokens.
Cast: Thromok. Sacrifice all 21 tokens. It gets 1764 counters.
End of turn: sacrific Thromok to Feed the Pack. You get 7056 wolves.
"NO! Don't concede!"
Next turn, cast another Thromok. Sacrifice 7056 wolves. It gets... 199 148 544 counters.
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1 year ago ::
May 20, 2012 - 9:35PM
#6
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Does Selesnya Roof Gardens stack with Doubling Season?
Imagine having in play Selesnya Roof Garden, Doubling Season, Feed the Pack and a saproling (Warning: this is going to go beyond Magical Christmasland).
Cast: Rite of Replication with kicker on the Saproling. You get 20 saproling tokens. You now have 21 tokens.
Cast: Thromok. Sacrifice all 21 tokens. It gets 1764 counters.
End of turn: sacrific Thromok to Feed the Pack. You get 7056 wolves.
"NO! Don't concede!"
Next turn, cast another Thromok. Sacrifice 7056 wolves. It gets... 199 148 544 counters.
It does stack. ...Soul's Fire? 
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1 year ago ::
May 20, 2012 - 9:45PM
#7
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Disagree - you don't cast another Thromok, you cast Volrath's Shapeshifter. And then discard...well, you choose. Ashling the Pilgrim, Mindless Automaton, Spike Feeder, Spincrusher, Workhorse, or even a good old-fashioned Triskelion.
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1 year ago ::
May 20, 2012 - 9:56PM
#8
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Date Joined:
May 31, 2004
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Since Planes are so cool, I wonder if there would be a way to bring them back to non-planechase magic. Enchant worlds didn't do well, but most of them were underpowered, and they weren't anything more special than enchantments.
A plane on the other hand, could be qualitatively different. My first cut would be to make them do something that equally affected both players, were permanents but not in control of either player, destroyed all other planes when they came into play, had a non-mana casting cost related to the planes theme, and a CITP benefit.
Examples:
New Phyrexia- 0 Plane- New Phyrexia As an additional cost to play New Phyrexia, sacrifice five creatures. When New Phyrexia comes into play, until end of turn, you may pay two life, if you do, add one mana of any color to your mana pool. All creatures have infect. All spells have proliferate.
Innistrad- 0 Plane- Innistrad As an additional cost to play Innistrad, remove a creature you control with five power or greater from the game. When Innistrad comes into play, turn all permanents you control face down. Each face down permanent is a 2/2 Wolf creature which has "at the beginning of each player's upkeep, if two or more spells were cast this turn, turn ~this~ faceup. Each Vampire, Wolf, Zombie, and Spirit creature has "Tap: Destroy target Human" Each Human has "Tap: destroy target Vampire, Zombie, Wolf, or Spirit".
Zendikar- 0 Plane- Zendikar As an additional cost to play Zendikar, discard five land. When Zendikar comes into play, return all land you control from your graveyard to play. Each land has "When ~this~ comes into play, deal two damage to each creature"
A plane card could be a cool equivalent to a tagline to preview the first day, and effectively sum up a new world, or changes to an old one. You could even give them out at pre-releases in addition to the other rare to help express the flavor.
(Should any WoTc person read this far, amd happen to like these ideas, I waive any Intellectual property right I would have to any ideas or execution of these ideas represented by these cards).
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1 year ago ::
May 20, 2012 - 10:15PM
#9
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Wow. Double tokens and counters is played out.
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1 year ago ::
May 20, 2012 - 11:34PM
#10
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Since Planes are so cool, I wonder if there would be a way to bring them back to non-planechase magic. Enchant worlds didn't do well, but most of them were underpowered, and they weren't anything more special than enchantments.
A plane on the other hand, could be qualitatively different. My first cut would be to make them do something that equally affected both players, were permanents but not in control of either player, destroyed all other planes when they came into play, had a non-mana casting cost related to the planes theme, and a CITP benefit.
Examples:
New Phyrexia- 0 Plane- New Phyrexia As an additional cost to play New Phyrexia, sacrifice five creatures. When New Phyrexia comes into play, until end of turn, you may pay two life, if you do, add one mana of any color to your mana pool. All creatures have infect. All spells have proliferate.
Innistrad- 0 Plane- Innistrad As an additional cost to play Innistrad, remove a creature you control with five power or greater from the game. When Innistrad comes into play, turn all permanents you control face down. Each face down permanent is a 2/2 Wolf creature which has "at the beginning of each player's upkeep, if two or more spells were cast this turn, turn ~this~ faceup. Each Vampire, Wolf, Zombie, and Spirit creature has "Tap: Destroy target Human" Each Human has "Tap: destroy target Vampire, Zombie, Wolf, or Spirit".
Zendikar- 0 Plane- Zendikar As an additional cost to play Zendikar, discard five land. When Zendikar comes into play, return all land you control from your graveyard to play. Each land has "When ~this~ comes into play, deal two damage to each creature"
A plane card could be a cool equivalent to a tagline to preview the first day, and effectively sum up a new world, or changes to an old one. You could even give them out at pre-releases in addition to the other rare to help express the flavor.
(Should any WoTc person read this far, amd happen to like these ideas, I waive any Intellectual property right I would have to any ideas or execution of these ideas represented by these cards).
I think this does muchbetter for te casual players. The rotation sets are just to competitive (and full of prima donnas) to change the STRUCTURE of play.
I do think they seem to be going the wrong way with this "mod" for the game. The original rules don't FEEL like Plane Chasing. The rules for Eternity Map make a LOT more sense by adding "motion" rather than shoehorning an old "Enchant World" style of play into a normal game.
The whole article feels like a giant "miss" of how people like to use the set. this is getting to be more common for me to notice. They seem to be missing how the regular guy players would take many of these game mechanics lately. Maro mentions "land matters" but that was also kind of a "miss" that seems to have started a lot of them in the last few years. It's like they are stuck in trying to "make" these alternate formats like able to weekly tournament players...
They are really missing the chance to shift these types of products into a "tabletop" genre for people that USED to play a lot of Magic:tG. I don't think they are really looking at how Planechase, Archenemy, and Commander all fit in a overall play date. These sets need to be looking to get the older players that are now playing Talisman, Descent, Arckahm Horror, or Munchkin. The people that are "worn out" on the constant upgrade and tournament cycle.
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