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Magic: The Gathering Design & Developme.. What mechanics (if any) should we move away from?
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7 months ago  ::  Dec 14, 2012 - 6:12PM #1
Rush_Clasic
Date Joined: Mar 10, 2003
Posts: 12,542
I'm talking about anything we see with regularity in Magic, whether keyworded or not.

As an example, I think protection and regeneration are more problematic than they are interesting and can be replaced with other mechanics. Regeneration is particularly easy to replace: give those creatures activations that make them indestructible until end of turn. Note that I'm looking for replacements going forward, not retroactive errata going backwards.
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7 months ago  ::  Dec 15, 2012 - 1:43AM #2
sage62
Date Joined: Nov 3, 2011
Posts: 1,689
Inb4 flying hate .
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7 months ago  ::  Dec 15, 2012 - 8:05AM #3
HairlessThoctar
Date Joined: Dec 27, 2009
Posts: 7,621
I remember reading on a number of occasions that, indeed, Regeneration and Protection are problem children that R&D are working towards 'fixing'.

The biggest problem I have with regen being replaced with Indestructible variants is that it
A) takes up more space
B) doesn't match the flavor

As for protection, it has always INFURIATED me that a pro-black creature can be destroyed , a pro-blue creature can be bounced , but a pro-red creature can survive a thermonuclear holocaust .  
Were it up to me, protection would prevent combat damage, but still allow for non-combat damage.
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7 months ago  ::  Dec 15, 2012 - 9:51AM #4
FirstTurnKill
Date Joined: Jul 2, 2011
Posts: 2,790
Were it up to me, protection would read like indestructibility:

If a permanent has protection from {attribute}, effects that have that attribute as a source don't effect it, and sources with that attribute can't target it, block it, or be attached to it.

 
Outside of those -- I would probably move away from hexproof and back to normal shroud for certain colors (the wedge; I could see white and black hexproof from a flavor/philosophy perspective).

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7 months ago  ::  Dec 15, 2012 - 10:00AM #5
HairlessThoctar
Date Joined: Dec 27, 2009
Posts: 7,621

What exactly do you feel is red about shroud or hexproof?

I'm not trying to dissuade you, I want to hear the argument. 

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7 months ago  ::  Dec 15, 2012 - 10:18AM #6
FirstTurnKill
Date Joined: Jul 2, 2011
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Dec 15, 2012 -- 10:00AM, HairlessThoctar wrote:

What exactly do you feel is red about shroud or hexproof?
I'm not trying to dissuade you, I want to hear the argument.



Sorry, my statement was poorly worded.  I would keep hexproof out of , , and .  I would prefer seeing shroud in those colors, rather than hexproof, which I would see working more philosophically in and .

However, Red still probably wouldn't get either.  I would just be much less inclined to give them hexproof than shroud.

I'm not sure I could make a case for a Red card appearing with shroud.  Probably some kind of Obsidian (or other highly reflective) rock beast -- a common version of the sort wouldn't get shroud but might otherwise dampen a spell targeted at it; an uncommon version might just get shroud, and a rare version might just redirect spells at random.  The cases where Red would get shroud would be few and far between, I think.

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7 months ago  ::  Dec 15, 2012 - 1:20PM #7
Shiny_Umbreon
Date Joined: Jun 10, 2009
Posts: 1,939
Regeneration isn't easy to replace. If it was, they would have done it.

Indestructible has all sort of issues, from needing giant reminder text in commons (I know regeneration needs it, too, but we're trying to solve the problem, right?), to not fitting in flavor with many creatures, especially trolls, to being a lot more powerful because you only need to pay once per turn as opposed to once-per-intention-to-destroy, to even making indestructible things (which are kinda rare now) feel less special.
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7 months ago  ::  Dec 15, 2012 - 2:24PM #8
MJWhitfield1
Date Joined: Aug 8, 2009
Posts: 319
Given how many new players think that regeneration involves the permanent going to the graveyard then paying to return it to th battlefield, I think that it would probably be best to replace it with something like:
Resurrect [cost]  (When this permanent is destroyed, you may pay [cost].  If you do, return it to the battlefield tapped.)
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7 months ago  ::  Dec 15, 2012 - 2:32PM #9
bay_falconer
Date Joined: Oct 12, 2010
Posts: 9,710

Anything that is either useless or semi-useful depending on your opponent's deck should go on maybe (and that's a very low maybe) a cycle of uncommons per set, nothing more. Useless in limited, and they're not even One with Nothing , where I can make a janky but interesting deck out of them.

@FirstTurnKill: How is hexproof black? If anything, it's blue. Green sorta fits with camouflage.

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7 months ago  ::  Dec 15, 2012 - 2:36PM #10
Rush_Clasic
Date Joined: Mar 10, 2003
Posts: 12,542

Dec 15, 2012 -- 8:05AM, HairlessThoctar wrote:

The biggest problem I have with regen being replaced with Indestructible variants is that it
A) takes up more space
B) doesn't match the flavor




[COST]: Regenerate [NAME]. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.) 
[COST]: [NAME] becomes indestructible until end of turn. (Lethal damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)

Indestrucitble is about 23 more characters with current reminder text. Arguably, you could remove that "toughness is 0" clause, but even so, the increase isn't enormous (though it is bigger when neither requires reminder text, so there's that). It doesn't seem significant enough to be problematic.

As for the flavor, I can see the argument for it taking a hit, but I'd also argue that there's a huge flavor problem with it already, and that this flavor  is one of the things causing misplays. "Regenerate" gives the impression of doing something after an event has happened, which we all know isn't how regenerate works.

Skeletons and trolls probably take the biggest flavor hit. My first instinct would be to do a public test to see how it feels to players. If people dislike the feel, my instinct would be to find new creature types to fill those roles and reimagine what trolls and skeletons might do otherwise.

Dec 15, 2012 -- 1:20PM, Shiny_Umbreon wrote:

Regeneration isn't easy to replace. If it was, they would have done it.

Indestructible has all sort of issues, from needing giant reminder text in commons (I know regeneration needs it, too, but we're trying to solve the problem, right?), to not fitting in flavor with many creatures, especially trolls, to being a lot more powerful because you only need to pay once per turn as opposed to once-per-intention-to-destroy, to even making indestructible things (which are kinda rare now) feel less special.


The reminder text is actually smaller. It's not the reminder next that confuses people, anyway. Really, its the name "regenerate" that causes the problem. If it had a name like "prevent", that'd solve one of its bigger problems.

It is more powerful, but not enormously so. It has the following advantages: the creature remains in combat, so it can trump things like first strike; it survives sorcery speed removal better than regenerate (as in, it can take lethal damage in combat and survive Day of Judgment after; instant speed removal affects both regerenate and indestructible activations equally). Other than that, the two play quite similarly.

The real solution might just be replacing regenerate with a cleaner version of it, like they did with fear (though I think the "artifact creature" clause still stands out awkwardly on intimidate). 

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Magic: The Gathering Design & Developme.. What mechanics (if any) should we move away from?
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