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Switch to Forum Live View 9/7/2012 LD: "A Changing Landscape"
10 months ago  ::  Sep 06, 2012 - 11:36PM #11
TobyornotToby
Date Joined: Mar 7, 2006
Posts: 2,324

Sep 6, 2012 -- 11:13PM, PhyrexianRogue wrote:

I'd be almost amused by the 'we make power cards for the feeling' part, if it wasn't so depressing. Having a card you can feel good about is important, but that should not be reason to print these kind of powerlevels. Power cards like this might be fun to play for some, but they are not fun to face from the other side of the table. Printing them does not make the game exciting, it makes the entire game irrelevant. Whatever you do, you know card X will smash up your game if it is drawn. The only thing that matters is wether your opponent draws it, and if (when) he does you lose. 

Having a good card to feel confident behind is okay, but not when you are forced to play that card only to stand a chance of survival. At that point deckbuilding does revert to being all math: All you need to do is play card X and counter card Y, and the rest of the format is irrelevant to you. It almost 'reduces' games to chess, but with a small twist: Instead of a pure skill-based game with a balanced board, now there is a random guy standing to side with a hammer that randomly hits players, knocking them out instantly. Is there any satisfaction in losing on the board, but then winning just because hammerman knocked your opponent out for you?




Yes. Because you were playing to your outs. Magic is not a pure skill-based game like chess, but more like poker, where the ability to understand and correctly play with or around the chance inherent to the game determines your skill. No wonder so many magic pros pick up poker.

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10 months ago  ::  Sep 06, 2012 - 11:48PM #12
Padish
Date Joined: Aug 14, 2006
Posts: 21

Sep 6, 2012 -- 11:13PM, PhyrexianRogue wrote:

I'd be almost amused by the 'we make power cards for the feeling' part, if it wasn't so depressing. Having a card you can feel good about is important, but that should not be reason to print these kind of powerlevels. Power cards like this might be fun to play for some, but they are not fun to face from the other side of the table. Printing them does not make the game exciting, it makes the entire game irrelevant. Whatever you do, you know card X will smash up your game if it is drawn. The only thing that matters is wether your opponent draws it, and if (when) he does you lose. 

Having a good card to feel confident behind is okay, but not when you are forced to play that card only to stand a chance of survival. At that point deckbuilding does revert to being all math: All you need to do is play card X and counter card Y, and the rest of the format is irrelevant to you. It almost 'reduces' games to chess, but with a small twist: Instead of a pure skill-based game with a balanced board, now there is a random guy standing to side with a hammer that randomly hits players, knocking them out instantly. Is there any satisfaction in losing on the board, but then winning just because hammerman knocked your opponent out for you? 

Printing trump cards to stop certain strategies could be useful, if only you'd stop using raw power as the main method to counter something. Having tools to fight the Great Evil is important, but not when those tools are simply more powerful than the Great Evil, as they just become the Great Evil themselves. How is this card supposed to help against aggro, when aggro decks will be more than happy to run 4 themselves? 





How is this previewed card the powerhouse you describe? The card can be answered in many ways, including by the cards people are playing in their main decks anyway. And its presence on the table is not the same like Baneslayer, which usually won the game unless the opponent had an answer in their hand or on top of the deck.

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10 months ago  ::  Sep 06, 2012 - 11:56PM #13
chronego
Date Joined: Jul 6, 2011
Posts: 1,290
Wow, the power creep. A three-mana 4/4 whose only drawback is that it takes two colors. And then they pile on not one but two pretty powerful upsides.

...And I still doubt it'll be good enough to see that much play.
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10 months ago  ::  Sep 06, 2012 - 11:58PM #14
beank091787
Date Joined: Jan 4, 2012
Posts: 68

Sep 6, 2012 -- 11:23PM, TobyornotToby wrote:

Sep 6, 2012 -- 9:21PM, beank091787 wrote:

i can understand where the uncounter part is coming from, but even if it was vanilla isnt 4/4 for 3 really powerful?

Almost every other 4/4 for 3 requires you to sacrifice it at the end of turn.... or has other draw backs....

This is a 4/4 for 3 with not only without drawbacks, but protection of sorts....

Not really meta warping, but it seems like creatures are racing back to Urza power level....


 

Woolly Thoctar  




The draw back (hindrance) for that was the 3 different mana symbols....

I didnt play when that card was out so i dont know how much mana fixing was in standard at the time, but having access to all three colors is not the easiest thing to do by turn three....

Things that have more than two colors have almost always had better stats/effects than their 1 or 2 color counter parts because it was harder to pay the three colors....

And now with all the mana fixing that is available it makes it easier to get this out....

Forest then Avacyn's pilgrim then another land gets this out on turn 2.... if that other land is a Cathedral of War then you have a possible 5/5 on turn 3.... add a Bond Beetle for a 6/6...

Thats not to say you couldn't bounce the thing, but then it only cost 3 mana so dropping it again isnt too back breaking....

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10 months ago  ::  Sep 07, 2012 - 1:50AM #15
Dr_Demento
Date Joined: Jun 28, 2008
Posts: 8,586
Thing that most intrigues me is this Azorious bounce spell, is Delver going to be seeing an effective Vapor Snag replacement?
"I think me going Bang bang bang I win is pretty intuitive"

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Aug 19, 2010 -- 5:52PM, Vektor480 wrote:

Aug 19, 2010 -- 4:54PM, Dr_Demento wrote:

Aug 19, 2010 -- 4:27PM, TranscientMaster wrote:

Aug 19, 2010 -- 3:07PM, Dr_Demento wrote:

Riggers , every Rigger in print so far boosts other Riggers .



Moriok Rigger does absolutely nothing to boost other riggers. You are incorrect.



Moriok Rigger is not a Rigger in print. Only in Errata

WHAT NOW!

(yes, I did put that phrase in for that exact reason)


Congratulations, they have activated your trap card!


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10 months ago  ::  Sep 07, 2012 - 3:16AM #16
TobyornotToby
Date Joined: Mar 7, 2006
Posts: 2,324

Sep 6, 2012 -- 11:58PM, beank091787 wrote:

The draw back (hindrance) for that was the 3 different mana symbols....

I didnt play when that card was out so i dont know how much mana fixing was in standard at the time, but having access to all three colors is not the easiest thing to do by turn three....

Things that have more than two colors have almost always had better stats/effects than their 1 or 2 color counter parts because it was harder to pay the three colors....




Yes just like 2 color cards have better stats/effects than their monocolor counterparts because it's harder to pay the two colors, or rather, it restricts the range of decks it can go in.

If you count 3 colors as a drawback, which it is, do the same for 2.

Also:

Sep 6, 2012 -- 11:58PM, beank091787 wrote:

Forest then Avacyn's pilgrim then another land gets this out on turn 2.... if that other land is a Cathedral of War then you have a possible 5/5 on turn 3....


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10 months ago  ::  Sep 07, 2012 - 3:59AM #17
AvDemeisen
Date Joined: Jul 16, 2012
Posts: 409
Hey guys, you know how discard has been totally ruining everything, everywhere and is super relevant right now? Well this guy is a thing! *LAME*.

In all seriousness, I hate cards like this that just uncreatively hose stuff. Discard is horrible right now and this guy is the nail in the coffin as far as I can see. Oh well. Also, Liliana of the Dark Realms stock is about to go through the roof.
I want to be Cultured.
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10 months ago  ::  Sep 07, 2012 - 4:06AM #18
AvDemeisen
Date Joined: Jul 16, 2012
Posts: 409

Sep 7, 2012 -- 3:16AM, TobyornotToby wrote:



If you count 3 colors as a drawback, which it is, do the same for 2.




Two colours is a relevant drawback ?

Feel free to compound this point with the considerable Mana-fixing RtR will be bringing to the table, designed precisely to make two(and arguably even three) colours a completely trivial affair to play with.

I want to be Cultured.
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10 months ago  ::  Sep 07, 2012 - 4:25AM #19
alextfish
Date Joined: Mar 16, 2004
Posts: 1,495

Sep 6, 2012 -- 11:23PM, TobyornotToby wrote:

Sep 6, 2012 -- 9:19PM, SadisticMystic wrote:

Read: "We only consider ourselves successful if you, our customer base, allow us to willfully manipulate you."

Can there be a more compelling case that the red philosophy is not worth ascribing to?


You never watch a movie or read a book out of principle too?

Entertainment is all about willful manipulation.


I have to agree. I don't mind the people who make the best game ever deliberately adjusting parameters within that game to make it more fun.

I may happen to disagree that there's anything remotely fun about Bonfire of the Damned existing, but that's a different point.

Sep 6, 2012 -- 11:23PM, TobyornotToby wrote:

Sep 6, 2012 -- 9:21PM, beank091787 wrote:

i can understand where the uncounter part is coming from, but even if it was vanilla isnt 4/4 for 3 really powerful?

Almost every other 4/4 for 3 requires you to sacrifice it at the end of turn.... or has other draw backs....

This is a 4/4 for 3 with not only without drawbacks, but protection of sorts....

Not really meta warping, but it seems like creatures are racing back to Urza power level....


Woolly Thoctar


That's... a remarkably good point. I did think "lolwut? 3-mana 4/4? powercreep!" in the same way chronego did. But I guess I didn't factor in the gold discount.   Woolly Thoctar is an excellent response.

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10 months ago  ::  Sep 07, 2012 - 5:14AM #20
TobyornotToby
Date Joined: Mar 7, 2006
Posts: 2,324

Sep 7, 2012 -- 4:06AM, AvDemeisen wrote:

Two colours is a relevant drawback ?

Feel free to compound this point with the considerable Mana-fixing RtR will be bringing to the table, designed precisely to make two(and arguably even three) colours a completely trivial affair to play with.




It is only trivial if you play Magic on a surface level. 

This cards puts you in 2 colors already. That means it will be harder to play other colors.
What Wizards strives for, is not a flat powerlevel, but rather a balanced playing field. Meaning a bunch of color combinations will get powerful pushed cards. If you play this one, you can't play the others. Meaning all the decks will have a few pushed cards, balancing each other out.

There are 2 ways in which this can go wrong.
1. All the pushed cards appear in a few colors (see Jund)
2. 3+ colors is indeed trivial (see Vivids + Reflecting Pool)

As long as they make sure those things do not happen, this card has a drawback. Yes it will be trivial to cast it in a G/W deck. What will not be trivial is what you can't cast in that deck. As long as there are powerful aggro decks in the format, shocklands will not be trivial.


As an aside, there is also Leatherback Baloth .

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