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Switch to Forum Live View The Hexproof/Shroud Problem
11 months ago  ::  Jul 23, 2012 - 9:03AM #1
Astarael7
Date Joined: Oct 15, 2009
Posts: 706
Has anyone considered introducing a variant of the Protection ability, to wit, using Protection from Opponents/Players as shorthand for "Protection from Spells and Abilities controlled by Opponents/Players"--which is way too unwieldy to be viable as a replacement for either Hexproof or Shroud. This would introduce the functional change that it now protects against Pyroclasm and its ilk; but I haven't been able to envision any other functional differences, and it would allow R&D to actively support both versions, using each where it is most appropriate. I don't foresee it being too badly misunderstood, since most players probably aren't aware of the distinction between those two abilities, and we'd add reminder text anyway. The only serious disadvantage seems to be that some Protection abilities now fail to completely define their criterion in the card text. Is this cost to high?
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11 months ago  ::  Jul 23, 2012 - 9:29AM #2
rudolf
Date Joined: Sep 17, 2005
Posts: 16,232
You refer to a "hexproof/shroud" problem.  What is that problem?
 
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11 months ago  ::  Jul 23, 2012 - 10:39AM #3
BlizzardWizard
Date Joined: Dec 21, 2010
Posts: 217

Jul 23, 2012 -- 9:29AM, rudolf wrote:

You refer to a "hexproof/shroud" problem.  What is that problem?
 


I think he's just suggesting to do the same thing for protection that hexproof did for shroud.

It is conceivable, but I think it would require a new keyword.

'Shield from red' (there are prolly better names, but bear with me) would mean
- it can't be targeted by red sources an opponent controls
- it can't be enchanted, equipped, fortified by red permanents an opponent controls
- it can't be blocked by red creatures an opponent controls
- it can't be damaged by red sources an opponent controls

Edit : After rereading his post, I am wrong, he's suggesting to use protection as a replacement for hexproof, which is a horrible idea since protection does much more.

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11 months ago  ::  Jul 23, 2012 - 5:17PM #4
Astarael7
Date Joined: Oct 15, 2009
Posts: 706

Jul 23, 2012 -- 9:29AM, rudolf wrote:

You refer to a "hexproof/shroud" problem.  What is that problem?
 


The problem is that
1) Shroud and Hexproof are too close in functionality to simultaneously support as evergreen mechanics without a name that links the mindspace they occupy, BUT
2) Putting Shroud on Green creatures doesn't play nicely with the things Green likes to do , WHILE
3) Putting Hexproof on Blue creatures creates piles of bad feeling when it appears alongside things Blue does all the time .

Introducing a single keyword which can represent both solves all three problems. It shrinks the mindspace (especially if we're borrowing an already-existing ability) sufficiently that both can be supported as evergreen mechanics, each going on the kinds of cards on which they play better.

@BlizzardWizard You misunderstand me. I don't want (or need) a new keyword. Protection works just fine. What I want is a rule that basically says "We omitted five words from the name of this ability. It's really [what I said in the proposal]"--which I believe would be entirely legal for us to do, since "Protection from Opponents/Players" wants a clarifying rule for many of the same reasons that "Protection from Everything" got one (also, as the rules currently exist, "Protection from Players" wouldn't actually do anything). What concerns me is opening the door for protection abilities that don't explicitly spell out the things they protect from.

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"Ability words are flavor text for Melvins." -- Fallingman
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11 months ago  ::  Jul 23, 2012 - 5:19PM #5
Enigma256
Date Joined: Jul 28, 2010
Posts: 13,869
1) Shroud is no longer evergreen

that being said I'd like them both to be evergreen, in green and blue as you said
I guess R&D will find that too confusing for new players
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11 months ago  ::  Jul 23, 2012 - 5:33PM #6
Astarael7
Date Joined: Oct 15, 2009
Posts: 706
I do know that Shroud isn't evergreen anymore, but I would like it to be as well. I think the issue is actually that supporting both as evergreen keywords occupies too much mindspace, because the words used to name the abilities don't suggest any link between them (unlike, for example, "Shroud" and "Troll Shroud"). Borrowing "Protection" wouldn't have that issue.
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"Ability words are flavor text for Melvins." -- Fallingman
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11 months ago  ::  Jul 24, 2012 - 1:02AM #7
TranscientMaster
Date Joined: May 15, 2010
Posts: 5,135
I do wish there were a good way to make Hexproof and Shroud coexist (and I'm not certain they can't, to be honest, although I realize I'm not the kind of player they're worried about). I don't think borrowing the "Protection" name is the way to do it, since Protection means a fundamentally different thing than Shroud. Even if you make it something different like "Protection from opponents", it has some connotations it really shouldn't have.
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11 months ago  ::  Jul 24, 2012 - 4:11AM #8
alextfish
Date Joined: Mar 16, 2004
Posts: 1,472
I agree the hexproof/shroud problem as Astarael7 articulates it is indeed a problem. Hexproof is incredibly irritating the way Wizards are doing it at the moment. It'd be much less irritating if they were free to use shroud most of the time and occasional hexproof where it was justified. But for as long as they consider the two concepts too close to support simultaneously, that can't happen.

In the reimagining of the rules of Magic that Devon Rule did on his blog, reimagining what MtG rules could look like if the game was being designed now with the benefit of 19 years' hindsight, he came up with an elegant solution to the hexproof/shroud problem, which created two new keywords to occupy the space previously occupied by all of protection, hexproof, shroud, regeneration and indestructible. (Jay Treat came up with something very similar on his own blog.)

The two new made-up keywords are "Hidden from X" and "Protected from X". (Remember this is in an alternate universe so there's no clash with our world's "protection from". If Wizards were to adopt this approach they'd need a different word for "protected" that was more distinct from "protection".)

"Hidden from X" means it can't be targeted by sources that are X or are controlled by X.
"Protected from X" means it can't be damaged or destroyed by sources that are X or are controlled by X.

So the new system works out as:
"Hidden from everything" = Shroud
"Hidden from opponents" = Hexproof
"Protected from everything" = Indestructible
"Hidden from white, protected from white"  protection from white (minus confusing bits about Auras that arrive without targeting, and plus the protection from Wrath of God that there used to be endless debates about)
"{B}: ~ is protected from everything UEOT" ≈ regeneration (minus the most confusing bits: tapping, removing from combat, two verbs with the same name, and sounding like it brings things back from the graveyard)
"Hidden from nongreen" = Gaea's Revenge
"Hidden from you" = a new drawback mechanic 
"Protected from opponents"   Energy Field  
etc etc... As you can see, there's lots of design space in these two keywords.

If Magic were being redesigned from the ground up, I think this would be a great approach to take. But it's not, so we have to take into account the existing cards and existing understanding of players. 

I think the lesson from the successful thought experiments by Jay and Devon is that shroud and hexproof could coexist if they were deliberately named to be compared and contrasted.
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11 months ago  ::  Jul 24, 2012 - 9:35AM #9
Darkwolfer2002
Date Joined: Jul 31, 2011
Posts: 1,091
MaRo recently stated that Wither is not going away even though infect exists.

To me there is no difference between Wither and Infect in terms of functionailty comparison to shroud and hexproof.

What I mean is, both have advantages and disadvantages and one is not necesserly strickly better than the other.

You could argue that shroud is less valuable than hexproof but theoretically creatures with shroud should be cheaper to cast than hexproof.

You could say that infect is better because you get wither + poison counters. There are few times where you might not be able to win by infect and regular damage might be better? Probably n ot but I'm sure mana cost fits here too.

Anyways I am positive there is arguements for pros and cons but my point is I think hexproof is a little strong to be on cheap creatures. I think WotC learned this lesson thus we saw 3/3 hexproof in core set for 4cmc and it being the only one.

My vote is keep shroud, use it more generous at low CMC and keep hexproof and use it @ higher cost. Give the players some credit that we are smart enough to grokk two concepts not linked by a name.
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11 months ago  ::  Jul 24, 2012 - 9:44AM #10
Enigma256
Date Joined: Jul 28, 2010
Posts: 13,869
Wither is easy to bring back in a core set
Infect, not so much

the problem is you can't really run a mixed infect/non-infect deck, but if just some of your creatures have wither you are not compromising your plan
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