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Switch to Forum Live View Wedge mechanics: WHAT D'YA THINK
7 months ago  ::  Dec 09, 2012 - 7:37AM #51
cats_and_me
Date Joined: May 29, 2007
Posts: 11,878
Creatures like Flailing Manticore are great red cards, especially because they're cards that often don't really work properly once someone interferes, and that's definitely something red..
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7 months ago  ::  Dec 09, 2012 - 7:49AM #52
TherealphatMatt
Date Joined: Jul 28, 2011
Posts: 764

Dec 9, 2012 -- 7:37AM, cats_and_me wrote:

Creatures like Flailing Manticore are great red cards, especially because they're cards that often don't really work properly once someone interferes, and that's definitely something red..




While it may be red, it's also potentially a great deal of unfun.  I'm fairly confident that ability hasn't been used en masse since the Masques block, which probably says a great deal about it.

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7 months ago  ::  Dec 09, 2012 - 7:53AM #53
cats_and_me
Date Joined: May 29, 2007
Posts: 11,878
Cards like Vexing Devil that allow opponents to affect + change what they're doing are printed often, although they're using triggered abilities instead of activated abilities..
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7 months ago  ::  Dec 09, 2012 - 7:56AM #54
TherealphatMatt
Date Joined: Jul 28, 2011
Posts: 764

Dec 9, 2012 -- 7:53AM, cats_and_me wrote:

Cards like Vexing Devil that allow opponents to affect + change what they're doing are printed often, although they're using triggered abilities instead of activated abilities..




The problem is coming up with a decent way to use that for all the colors in the Wedge.

As I think I've mentioned a dozen times by now, is a heck of a wedge to design for :P 

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7 months ago  ::  Dec 09, 2012 - 8:01AM #55
nukeshooter
Date Joined: Feb 6, 2008
Posts: 1,384
I'm in late, but I really like these and would like to issue my comments. They are (mostly) all very good right off the bat, and for the most part my criticism here is meant to be helpful in adjusting power levels, because I feel that you've captured a great basic feel for each wedge and I wouldn't want to see them changed greatly unless necessary.

Rebirth: This feels like a difficult ability to cost. It lends itself greatly towards token/small creature play, but if you want to make a deck that doesn't revolve around these strategies, then expensive rebirth AND having to sac a good creature is a bit much. Is there someway to balance the creature sacc'd with the cost? Maybe "costs less for each toughness of the sac'd creature" or something? That's literally the first thing I thought of, but just an example of creating equivalence.

Colonize: I like it, but I don't see why they are artifact creature tokens. I assume the artifact is to give them a "construction" feel, but mechanically I wouldn't associate that wedge with a lot of artifact play, and in fact red is (one of, forgot about green!) the main artifact hater.

Gravemind: I like it. I'd maybe do something like activated abilities only though; is it really fair that they can never actually get rid of your crazy stuff ? Maybe compensate with some other bonus, or allow it to copy activated abilities of any card, not just creatures?

Warcast: Has the problem of what was going to be the original Rakdos keyword, paincast , in that it's only helpful after you've got momentum, which doesn't allow the keyword for much breadth of use or power. This is the only one that I would actually change.

Dreamfuel: I really like this, but it's also clearly crazy. Still though, it's pretty cool, I don't really have much to say other than "I would like to use this plz"

As I said, except for Warcast, they are awesome and my comments are only really for balance's sake
Decks Show

Bloody Fangs
Gossamer Inferno
Population Explosion
Survival of the Fittest

The Indomitable Doran, the Siege Tower
Sacrificial Swarm Savra, Queen of the Golgari
Boundaries Karador, Ghost Chieftain
The Grand Puzzle Niv-Mizzet, the Firemind
Infinite Evolver Momir Vig, Simic Visionary
The Return Sedris, the Traitor King


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7 months ago  ::  Dec 09, 2012 - 8:08AM #56
TherealphatMatt
Date Joined: Jul 28, 2011
Posts: 764

Dec 9, 2012 -- 8:01AM, nukeshooter wrote:

I'm in late, but I really like these and would like to issue my comments. They are (mostly) all very good right off the bat, and for the most part my criticism here is meant to be helpful in adjusting power levels, because I feel that you've captured a great basic feel for each wedge and I wouldn't want to see them changed greatly unless necessary.

Rebirth: This feels like a difficult ability to cost. It lends itself greatly towards token/small creature play, but if you want to make a deck that doesn't revolve around these strategies, then expensive rebirth AND having to sac a good creature is a bit much. Is there someway to balance the creature sacc'd with the cost? Maybe "costs less for each toughness of the sac'd creature" or something? That's literally the first thing I thought of, but just an example of creating equivalence.

Colonize: I like it, but I don't see why they are artifact creature tokens. I assume the artifact is to give them a "construction" feel, but mechanically I wouldn't associate that wedge with a lot of artifact play, and in fact red is the main artifact hater.

Gravemind: I like it. I'd maybe do something like activated abilities only though; is it really fair that they can never actually get rid of your crazy stuff ? Maybe compensate with some other bonus, or allow it to copy activated abilities of any card, not just creatures?

Warcast: Has the problem of what was going to be the original Rakdos keyword, paincast , in that it's only helpful after you've got momentum, which doesn't allow the keyword for much breadth of use or power. This is the only one that I would actually change.

Dreamfuel: I really like this, but it's also clearly crazy. Still though, it's pretty cool, I don't really have much to say other than "I would like to use this plz"

As I said, except for Warcast, they are awesome and my comments are only really for balance's sake




Shucks Nice to see SOME PEOPLE LIKE THESE (unlike the rest of you ungrateful cretins).

(I'm joking, I actually really appreciate constructive critiism, which is what this thread has been filled with )

Rebirth: I don't think Rebirth needs to get a cost decrease depending on the sac'd creature. Being able to bring back a creature, repetitively, is pretty crazy good by itself.

Colonize: Red isn't the main artifact hater (green is). Red gets some artifact love (Though I'll admit, not much; trying to make this mechanic feel "more red" is my biggest obstacle, now. Well, that or changing Colonize altogether)

Gravemind: I've since introduced a couple of modified versions of Gravemind. The one I like the most thus far is:

Gravemind (When this creature enters the battlefield, you may exile target creature from your graveyard. If you do, this creature gains all activated abilities of that creature)

Warcast: The original problem with the Rakdos mechanic, I believe, was that it was way too strong, not that it took too long to get going (look at some of the R/B aggro decks in standard and tell me they couldn't produce a paincast bonus of like 6 by turn 3). I feel like attacking creatures helps it a lot (also enables some fun instants, I think).

Dreamfuel: Thank you kindly.
 

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7 months ago  ::  Dec 09, 2012 - 8:17AM #57
azuro_arcanis
Date Joined: May 14, 2007
Posts: 1,791
Maybe change when/what triggers colonize. Red wants aggression so maybe make it when a creature attacks? The risk could also let you shift around exactly what tokens you make.
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7 months ago  ::  Dec 09, 2012 - 8:20AM #58
TherealphatMatt
Date Joined: Jul 28, 2011
Posts: 764

Dec 9, 2012 -- 8:17AM, azuro_arcanis wrote:

Maybe change when/what triggers colonize. Red wants aggression so maybe make it when a creature attacks? The risk could also let you shift around exactly what tokens you make.




Y'know, I originally considered an "on attack" trigger ... maybe that might be something to look into.

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7 months ago  ::  Dec 09, 2012 - 8:22AM #59
nukeshooter
Date Joined: Feb 6, 2008
Posts: 1,384
Oh right about green artifact hate, I don't know why I blanked on that. But I think giving the tokens haste makes them very red, but keep them 0/1 let's you plan around them or just use it as extra defense. I just think artifact-iness on top was unnecessary but it's certainly not a breaker of the mechanic and I wouldn't change it

I like that gravemind version, but I wouldn't even necessarily exile the card. For one thing it makes it too much "imprint light" and secondly I think the fun is allowing it to be repeated. But maybe keep the feel of "one gravemind at a time" per graveyard creature, rather than have a battlefield full of faux- royal assassin s

That's also conversely true about paincast, and warcast is a bit better in that it only needs attacking, rather than actually damage, so you can still use it on a field full of blockers.

Anyway, all things to think about, hope it was helpful and you've clearly given them plenty of thought. 
Decks Show

Bloody Fangs
Gossamer Inferno
Population Explosion
Survival of the Fittest

The Indomitable Doran, the Siege Tower
Sacrificial Swarm Savra, Queen of the Golgari
Boundaries Karador, Ghost Chieftain
The Grand Puzzle Niv-Mizzet, the Firemind
Infinite Evolver Momir Vig, Simic Visionary
The Return Sedris, the Traitor King


I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

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7 months ago  ::  Dec 09, 2012 - 8:51AM #60
purplebackpack89
Date Joined: Nov 30, 2012
Posts: 661
You know what we need if wedges are here to stay?  Wedge obelisks!  (Each of them is named after a Commander, this is based off of allied obelisks like Obelisk of Bant and Obelisk of Esper )

Ghave's Obelisk
Artifact
Add , , or to your mana pool

Kaalia's Obelisk 
Artifact
Add , , or to your mana pool

Obelisk of the Mimeoplasm
Artifact
Add , , or to your mana pool

Riku's Obelisk
Artifact
Add , , or to your mana pool

Zedruu's Obelisk 
Artifact
Add , , or to your mana pool
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