Your Pokémon blog about percentile clutch is mainly about off-meta mid-power theme decks and a custom format that prioritizes aesthetics. I love it, but it's got nothing to do with these criticisms about your card design skills.
Honestly, dude, do you want to talk? It sounds like your approach to mtg is a bit unhealthy, and I'm not an expert or anything but I know people who have had the same problem, maybe I can help. Just reaching out to open up that line of communication, if you need someone, hit me up.
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Latest proof this forum is a trashfire:
Your authoritarianism will be the reason the company suffers another 60M in losses.
And yours usually won't either. For the umpteenth time, them fatesealing AFTER you've scried and drawn is very weak because THEY. DON'T. KNOW. WHAT. YOU. NEED.
I scry 1, look at the card, if its useful based on what's already in hand I keep it and if not I put it on the bottom and draw something that might be.
You fateseal me 1, and you get to see my top card and then have to guess if its good for me or not, considering that I just drew a card I'd filtered for.
The only time fateseal 1 is fairly strong is when your opponent has 0 cards in hand because you can leave a land on top or tuck away an action spell, but you card gaurantees you'll never e empty handed when they fateseal you.
If the abilities were equivalent, Jace, the Mind Sculptor's +1 would activated evenly between either play, but I have never seen one target the opponent instead of the controller.
How is it you spend so much time blathering about how smart you are and yet you miss such obvious play patterns? It would be impressive if it wasn't so sad.
And Why all your cards are one mana wall of text that do a ***** load of stuff, specially designed to make the game unfun and not worth playing anyways?
I'd be interested to see this as a charm for Modern, maybe?
Proximity Error v1 1U
Instant
Choose one:
Counter target activated or triggered ability
Draw a card
Tap target creature. It doesn't untap during its controller's next untap step
Maybe 1UU for a 'Choose one or more' version, and then maybe you can stick Scry 1 on the draw.
Or, for a Reap-style 'explore new design space at all costs' special, how about:
Proximity Error v2 1U
Instant
Choose one:
Remove target creature from combat
Remove target activated or triggered ability from the stack
Scry 1. Fateseal 1
First ability is probably white, but maybe could bleed into blue. Don't quote me, but I think the second ability is functionally identical to countering the ability. I expect there's some edge case somewhere - big card game is big. And finally I like the symmetry of you getting to see the top card of each library and deciding if it's good for you/bad for your opponent. (Everyone else has already said why you Scrying then drawing, then your opponent Fatesealing is bad design, so not repeating that.)
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"Did you think to kill me? There's no flesh and blood within this cloak to kill. There is only an idea. Ideas are bulletproof." - V, V for Vendetta. Alan Moore
Sheer articulation and genius. So lite, yet so dynamic and complex.
I specialize in making content that's fun.
If you don't think this spell is fun, just lol.
Lol, I clicked on the first of those threads and it was people in 2017 telling you your card didn’t work due to the rules and you arguing because you didn’t like that the rules didn’t do what you want them to. Five years and you haven’t learned a damn thing.
EDIT: And all your “genius combat tricks” are just modal cards with the theoretical ability to choose which order the modes happen in, but none of the modes interact in ways where the order they happen in would ever matter.
Most of them immediately do actually. And additionally to that, the retention of that capability is for flex, in the event it would matter (due to another effect). It's so players never have to worry about hitting a wall, not only for coherence.
It's better to have it and not need it than to need it and not have it. This is called thinking ahead.
Sun and Steel allows you to tap down one blocker, while the other ability can basically grant "pseudo-first strike", as it deters another block facing a potential one-sided loss with the single -1 power. Meaning, if you're flanked by two creatures, you can effectively make a pass on both of them with a single creature.
Fear of the Dark allows you to hard-kill a creature with exactly 1 toughness; or soft-kill a creature with 3+ power greater than it's toughness; or close large power/toughness gaps with a creature of your own (effectively like a pseudo-deathtouch). How else could you do all in a single spell, that's perfectly balanced, for one mana?
Play with Madness softens Unsummon, then gives players a bonus round chance to eliminate that creature on a gamble. That makes it incredibly fun. And it's totally balanced that it potentially does nothing, with a large range of improbability.
Sheer articulation and genius. So lite, yet so dynamic and complex.
I specialize in making content that's fun.
If you don't think this spell is fun, just lol.
Lol, I clicked on the first of those threads and it was people in 2017 telling you your card didn’t work due to the rules and you arguing because you didn’t like that the rules didn’t do what you want them to. Five years and you haven’t learned a damn thing.
EDIT: And all your “genius combat tricks” are just modal cards with the theoretical ability to choose which order the modes happen in, but none of the modes interact in ways where the order they happen in would ever matter.
I just want to kindly say that Mark Rosewater's opinions have almost no authority with me whatsoever.
I personally believe that the man has been designing Magic: the Gathering entirely blind for years, and fails to possess any dynamic understanding of game and its scientific dynamics. This belief majorly extends to Richard Garfield as well, although I'd say he seems to have a keener sense of theoretical understanding towards certain fun factors of gaming, and this gives him the edge to blindly implement something beneficial now and again. Yet from the very beginning, it's clear to me that the man himself also designed Magic entirely blind, and to this day has achieved no greater understanding towards the scientific details of aspects such as the flow of the cards, the nature of effects based on how they specifically interact with the game, the balance of power based on that principal understanding, and the need for equality (balanced by flavor) which should be the aspect that ties the entire game together and brings it full circle.
Mark Rosewater is just the same, he rambles on a lot about color restrictions, and speaks vaguely on power-level, but never does he articulate upon the intricacies of the game and its scientific dynamics. In fact, he goes so far into the blind devotion of his color separation theories, that his design schematics produce lopsided balances of power between colors set and set (extending all the way to the legacy and vintage formats themselves).
With that said, I hope you can bear with me when my design (which embodies the understanding of these scientific details) attempts to correct and restore the balance of power and interactivity to where it should be.
It's better to have it and not need it than to need it and not have it. This is called thinking ahead.
Just a heads up: Almost no one likes people who act like they have the biggest brains on planet earth and talk down to others like this.
Also, in terms of current Magic's design philosophy, the first half of your statement is not actually true. A major element of design your missing with your cards is complexity. Tacking on extra text to a card to make it marginally better in corner cases is fine in moderation, but if it becomes too much you just impede the game flow and make it harder to understand for very little gain. Aside from power level, a major reason for why Take into Custody and Opt are on different cards is that it would be quite a lot to take into consideration that your opponent could do both at the same time as long as they have a single blue mana open. Adding more text that attempts to balance out the effect's increased power just makes things worse.
Yes, well, certainly; the level of patience that has been involved with explaining things that (should have been) fundamental has at this point exceeded the natural limits of reason and compassion. If you think that this is something "almost everyone likes"—I don't think you'll find that to be the case.
Let's not be oblivious to the most basic fundamentals of development—strategic and schematic planning. Having to go out of the way to explain these basic things (in what's supposed to be an advanced setting) is just disheartening. Having to repeat yourself over and over about basic things—much more taxing even.
The fact is that people (including yourself now) keep leaving out the balance of adding fateseal to the effect of Opt. It's not Opt anymore—no matter how much you'd like to suggest that it is (because that's favorable to your disposition). You're trying to fabricate favorable conditions that simply don't exist. It's cute that sometimes you might be able to make that type of cheap pass on a less-fortunate person. But this serves as a grand example of what happens when this all comes crumbling down, and challenge is raised for every aspect that exists in reality. You should be honest with yourselves now, and acknowledge how shameful it is to have a fixation of attempting such cheap passes—in professional settings—and on professional matters.
You should be honest with yourselves now, and acknowledge how shameful it is to have a fixation of attempting such cheap passes—in professional settings—and on professional matters.
This is a forum where people post their custom card ideas for fun. It couldn't be further from a "professional setting," and posting ideas for single cards based on random ideas is not a "professional matter."
Meanwhile, you didn't address my main point (complexity being a thing that matters), instead focusing on the extraneous detail that I used Opt as a shorthand for what a part of your card does. I should have known better and not posted here - you clearly have no interest in having a legitimate discussion. Anyway, I hope you're having fun.
Well, it might not be so elevated to you, but for me I see a social-psychological environment, where in the spirit of brotherhood the utmost concern for the well-being of others, the social environment, and self is imperative.
Quite the showing of desensitivity (and disarment) to not think of such presence as a professional setting.
All resolve produced by interacting with [the physics of scientific reality] fall in the professional realm of human interaction.
Every action, interaction, reaction—you desire to produce. Every presence; absence of presence; communications protocol.
Consider this an awakening to Heightened Awareness. Weak, or wearied, or clueless (excuses or existence) doesn't stop the world from turning. The physics are constantly in motion, as too must we remain constantly in motion with them; with the utmost concern.
Honestly, dude, do you want to talk? It sounds like your approach to mtg is a bit unhealthy, and I'm not an expert or anything but I know people who have had the same problem, maybe I can help. Just reaching out to open up that line of communication, if you need someone, hit me up.
I don't think there's anything to be added here. We all have to agree to disagree.
I can't see this breaking the game at one mana, and only struggling to convince players that it's a solid choice over hard-removal.
Opt sees a huge amount of play and your card does everything it does plus shuts down an attacker for two turns for the same mana cost.
If you can’t grasp something so simple as that that requires a higher manacost you really are hopeless.
I scry 1, look at the card, if its useful based on what's already in hand I keep it and if not I put it on the bottom and draw something that might be.
You fateseal me 1, and you get to see my top card and then have to guess if its good for me or not, considering that I just drew a card I'd filtered for.
The only time fateseal 1 is fairly strong is when your opponent has 0 cards in hand because you can leave a land on top or tuck away an action spell, but you card gaurantees you'll never e empty handed when they fateseal you.
If the abilities were equivalent, Jace, the Mind Sculptor's +1 would activated evenly between either play, but I have never seen one target the opponent instead of the controller.
How is it you spend so much time blathering about how smart you are and yet you miss such obvious play patterns? It would be impressive if it wasn't so sad.
Proximity Error v1 1U
Instant
Choose one:
Maybe 1UU for a 'Choose one or more' version, and then maybe you can stick Scry 1 on the draw.
Or, for a Reap-style 'explore new design space at all costs' special, how about:
Proximity Error v2 1U
Instant
Choose one:
First ability is probably white, but maybe could bleed into blue. Don't quote me, but I think the second ability is functionally identical to countering the ability. I expect there's some edge case somewhere - big card game is big. And finally I like the symmetry of you getting to see the top card of each library and deciding if it's good for you/bad for your opponent. (Everyone else has already said why you Scrying then drawing, then your opponent Fatesealing is bad design, so not repeating that.)
Take a look back at the Combat Tricks cycle I did.
Flash of the Blade
Sun and Steel
Play with Madness
Run to the Hills/Fear of the Dark
Sheer articulation and genius. So lite, yet so dynamic and complex.
I specialize in making content that's fun.
If you don't think this spell is fun, just lol.
Lol, I clicked on the first of those threads and it was people in 2017 telling you your card didn’t work due to the rules and you arguing because you didn’t like that the rules didn’t do what you want them to. Five years and you haven’t learned a damn thing.
EDIT: And all your “genius combat tricks” are just modal cards with the theoretical ability to choose which order the modes happen in, but none of the modes interact in ways where the order they happen in would ever matter.
It's better to have it and not need it than to need it and not have it. This is called thinking ahead.
Sun and Steel allows you to tap down one blocker, while the other ability can basically grant "pseudo-first strike", as it deters another block facing a potential one-sided loss with the single -1 power. Meaning, if you're flanked by two creatures, you can effectively make a pass on both of them with a single creature.
Fear of the Dark allows you to hard-kill a creature with exactly 1 toughness; or soft-kill a creature with 3+ power greater than it's toughness; or close large power/toughness gaps with a creature of your own (effectively like a pseudo-deathtouch). How else could you do all in a single spell, that's perfectly balanced, for one mana?
Play with Madness softens Unsummon, then gives players a bonus round chance to eliminate that creature on a gamble. That makes it incredibly fun. And it's totally balanced that it potentially does nothing, with a large range of improbability.
This is the best part of that thread:
Like WHAT?
Also, in terms of current Magic's design philosophy, the first half of your statement is not actually true. A major element of design your missing with your cards is complexity. Tacking on extra text to a card to make it marginally better in corner cases is fine in moderation, but if it becomes too much you just impede the game flow and make it harder to understand for very little gain. Aside from power level, a major reason for why Take into Custody and Opt are on different cards is that it would be quite a lot to take into consideration that your opponent could do both at the same time as long as they have a single blue mana open. Adding more text that attempts to balance out the effect's increased power just makes things worse.
Let's not be oblivious to the most basic fundamentals of development—strategic and schematic planning. Having to go out of the way to explain these basic things (in what's supposed to be an advanced setting) is just disheartening. Having to repeat yourself over and over about basic things—much more taxing even.
The fact is that people (including yourself now) keep leaving out the balance of adding fateseal to the effect of Opt. It's not Opt anymore—no matter how much you'd like to suggest that it is (because that's favorable to your disposition). You're trying to fabricate favorable conditions that simply don't exist. It's cute that sometimes you might be able to make that type of cheap pass on a less-fortunate person. But this serves as a grand example of what happens when this all comes crumbling down, and challenge is raised for every aspect that exists in reality. You should be honest with yourselves now, and acknowledge how shameful it is to have a fixation of attempting such cheap passes—in professional settings—and on professional matters.
And because you don’t play the game you don’t understand how much weaker fateseal is in this specific circumstance than you think it is.
You certainly won't feel that way when you choose to roll those dice and crap out.
And that makes it incredibly fun.
Meanwhile, you didn't address my main point (complexity being a thing that matters), instead focusing on the extraneous detail that I used Opt as a shorthand for what a part of your card does. I should have known better and not posted here - you clearly have no interest in having a legitimate discussion. Anyway, I hope you're having fun.
Quite the showing of desensitivity (and disarment) to not think of such presence as a professional setting.
All resolve produced by interacting with [the physics of scientific reality] fall in the professional realm of human interaction.
Every action, interaction, reaction—you desire to produce. Every presence; absence of presence; communications protocol.
Consider this an awakening to Heightened Awareness. Weak, or wearied, or clueless (excuses or existence) doesn't stop the world from turning. The physics are constantly in motion, as too must we remain constantly in motion with them; with the utmost concern.