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1 year ago ::
Jun 08, 2012 - 2:47PM
#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 ::
Jun 10, 2012 - 9:14PM
#2
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Continuing the trend of focusing on the advanced players, each deck has a larger pool of cards to unlock and thus more customization available. Part of the fun of Magic is optimizing your deck and Duels 2013 gives you more opportunity to do that.
Let me know when you can just make a 60 card deck and play it. I bought DotP once. I won't do so again unless that is the case. I don't want 'more opportunity to do that'. I want to DO THAT.
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1 year ago ::
Jun 10, 2012 - 9:25PM
#3
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Date Joined:
Mar 14, 2008
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Excited for more DOTP! Love the value of the product and the great interface. Keep it coming!
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1 year ago ::
Jun 10, 2012 - 9:29PM
#4
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Date Joined:
Jun 20, 2006
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Looking forward to playing the game on my iPod. Like that they took the feedback they got into account. I love the subtle connection between the art of the two preview cards. Would have totally missed it had they not been put together in the article.
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1 year ago ::
Jun 10, 2012 - 10:17PM
#5
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Date Joined:
Mar 30, 2008
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What do we think... Does the flavor text on Krenko mean he's going to be printed again in Return to Ravinca Block? Or are they just using 2013 to set up that world more for new players, simply making it fairly obvious that an Azorius hussar is some sort of law and order type?
It seems weird to have a legend from a plane never show up in it's home block, and I can imagine him and the sorcery being fairly different quality cards in different draft environments.
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1 year ago ::
Jun 10, 2012 - 10:20PM
#6
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Date Joined:
Oct 17, 2007
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What do we think... Does the flavor text on Krenko mean he's going to be printed again in Return to Ravinca Block? Or are they just using 2013 to set up that world more for new players, simply making it fairly obvious that an Azorius hussar is some sort of law and order type?
It seems weird to have a legend from a plane never show up in it's home block, and I can imagine him and the sorcery being fairly different quality cards in different draft environments.
Perhaps there's a long time in-between Dissension and RtR, and these legends are those whom grow great in the time period in-between. Or they just didn't have room for mono-colour legends for all the gold goodiness. A problem of which I approve.
"People want balance but can't accept this homogenization that occurs as a result of that balance being implemented. then they complain that the fighter is weaker than the wizard ad nauseam.: - Teitan
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1 year ago ::
Jun 10, 2012 - 10:24PM
#7
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Date Joined:
May 26, 2011
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nice for the two preview cards!
lets have some nice starts with turn 1: goblin guide turn 2: mogg war marshal/warren instigator/krenko's command turn 3: goblin chieftain/goblin king turn 4: krenko mob boss
ok thats a lot of damage...
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1 year ago ::
Jun 10, 2012 - 10:29PM
#8
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Date Joined:
Oct 28, 2006
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Go to Hell, Dragon Fodder ! Exact reprints containing the name of new legends are what keeps Magic fresh and interesting!
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1 year ago ::
Jun 10, 2012 - 10:38PM
#9
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Date Joined:
May 18, 2002
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Exact reprints containing the name of new legends are what keeps Magic fresh and interesting!
Exact reprints containing the name of new legends are what allows "eight-ofs" in a deck.
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1 year ago ::
Jun 10, 2012 - 10:45PM
#10
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Date Joined:
Aug 28, 2007
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My two and a half cents:
Revamping and reimagining core set magic has been a huge key to magic's success in the last few years. Designing new cards for core sets was an excellent decision. I love all the complexity constructed magic has to offer, but I also love that magic can function in a (relatively) much simpler way and still be a great game. More generic fantasy tropes are much more enviting to new players and they are refreshing to magic veterans after diving into a specific block all winter. Redesigning core set cards as more universal fantasy tropes has been key to that success and I think it's great. That's why I think it has been ok to make "new" cards by just simplifying the flavor of existing cards that are functionally exactly the same.
But I always thought it was a delicate business slapping a fresh coat of "Runeclaw" over a perfectly serviceable "Grizzly".
I do think, for example, "Divination" is worthwhile over the servicable "councel of the soratami." It's a more elegant and universal image, easier for a new player to absorb (Even though you do trade away the mystery the original provided in the core set. "Who are the soratami?" you might have wondered, and "Why does everybody want their concel? . . . How deep does this Magic rabbit hole go?") Then there were some "new" old cards that were more fiddly, "Essence Scatter" is a more blue thing to do than "Remove Soul", i guess, but ultimately wasn't remove soul pretty much fine?
But this preview has me totally scratching my head. Now you are going the opposite direction. You've taken a card that was very universal and slapped a proper noun on it. Dragon Fodder is a favorite card of mine. It's name is funny without being too goofy. It hits the sweet spot. It's just the perfect thing to call a pair of goblin tokens. You could switch up the art and flavor text and this card would be welcome in just about any Magic block that didn't mind having goblin tokens around. More relevant to what I was saying: It's more universal. More of a fantasy trope. But now you've got new players asking: "Who is Krenko?"
It is very wasteful to start renaming existing magic cards that are perfectly suited to core sets as they are. At best it seems new for the sake of being new but at worst, (and this is important guys!) you run the risk of creating the impression that you are slapping a fresh coat of paint over perfectly good old cards just in order to sell more cards.
Magic shouldn't have two different cards with the same name that do the exact same thing. You made some good, well thought out, exceptions a few years back in the interest of refreshing and envigorating the brand. It worked out great. But now you should remember the virtues of keeping the core set representative of the greater pool of magic cards. I'm not saying "Krenko's Command" is the end of the world, but It does scare me a little. I would hate for magic to go down a path where we end up with a lot of redundancies. Picture a deck running two dragon fodder and two krenko's command. There's nothing functionally wrong with it but it's simply ugly. It's bad game design. Now picture a deck full of reduncancies like that, full of cards called different things that do the same thing. Worse, how would playing against that deck make a player new to magic feel? How would it make them feel about investing time learning how to play magic? Avoiding redundant cards is one of the things that has kept magic so healthy for so long.
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