I don't know about you, but I have seen many different trading card games in my day (YuGiOh, Pokemon, Star Wars etc.). Mind you, they weren't as popular as Magic, but still.
And I think it's MUCH too early to say that 90% of the cards are unplayable (in what kind of format anyway?).
Japanese have a different patent system, it's why we have seen things like Yugioh, Pokemon, ect ect. Star wars must of reached a deal with hasbro about it. But in America, we have next to no new American trading card games because of how Hasbro(Who owns Wizards of the Coast) used the MTG patent to be a patent on *every type* of trading card game. It's pretty ridiculous IMO, and it stifles innovation.
I think we've seen enough to see where this set is going, but I may be wrong, let us hope so.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern:
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
I don't know about you, but I have seen many different trading card games in my day (YuGiOh, Pokemon, Star Wars etc.). Mind you, they weren't as popular as Magic, but still.
And I think it's MUCH too early to say that 90% of the cards are unplayable (in what kind of format anyway?).
Japanese have a different patent system, it's why we have seen things like Yugioh, Pokemon, ect ect. Star wars must of reached a deal with hasbro about it. But in America, we have next to no new American trading card games because of how Hasbro(Who owns Wizards of the Coast) used the MTG patent to be a patent on *every type* of trading card game. It's pretty ridiculous IMO, and it stifles innovation.
I think we've seen enough to see where this set is going, but I may be wrong, let us hope so.
Yugioh has every opportunity to be innovative under its own Japanese patent, but continues to be the absolute worst, though. Considering Magic started this all, I hardly see reason for innovation on this front, when R&D in MTG does it all with new sets, mechanics, etc. in the game that started it all and does it best.
I don't know about you, but I have seen many different trading card games in my day (YuGiOh, Pokemon, Star Wars etc.). Mind you, they weren't as popular as Magic, but still.
And I think it's MUCH too early to say that 90% of the cards are unplayable (in what kind of format anyway?).
Japanese have a different patent system, it's why we have seen things like Yugioh, Pokemon, ect ect. Star wars must of reached a deal with hasbro about it. But in America, we have next to no new American trading card games because of how Hasbro(Who owns Wizards of the Coast) used the MTG patent to be a patent on *every type* of trading card game. It's pretty ridiculous IMO, and it stifles innovation.
I think we've seen enough to see where this set is going, but I may be wrong, let us hope so.
I disagree that we have seen enough of the set and I also disagree with the hidden assumption that the cards we have seen so far are unplayable or bad. For me this hits everything I wanted to see in a return to Innistrad so far, flavorfully and actually powerwise too. Perhabs we just have to agree to disagree.
I see a desperate need for innovation in trading card games.
I would love to see a game that not only drafts well, but also has nearly all the cards to have a playable power level(So people can brew their own effective decks with themes they like). Above that, I would like to see games that are more interactive with more decision trees based on flavor of the cards they are using. But we can agree to disagree then.
Morally, however, I think people should have the right to make their own trading card games. Patenting the trading card game is something that is to general to be patented without being bad for everyone(Just imagine if Ford had the patent on cars still?). I think people should have the right to make their own trading card games(That respect MTG's copyrights ofcourse)
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern:
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
I see a desperate need for innovation in trading card games.
I would love to see a game that not only drafts well, but also has nearly all the cards to have a playable power level(So people can brew their own effective decks with themes they like).
That's very difficult to make work. Why you don't see it.
The flip creatures look really fun to use. And that fieldwipe looks nasty to be on the facing end of the stick. Seems to me like a friend of mine has another field wipe for his edh. I'll be getting one for that sweet art.
I see a desperate need for innovation in trading card games.
I would love to see a game that not only drafts well, but also has nearly all the cards to have a playable power level(So people can brew their own effective decks with themes they like). Above that, I would like to see games that are more interactive with more decision trees based on flavor of the cards they are using. But we can agree to disagree then.
Morally, however, I think people should have the right to make their own trading card games. Patenting the trading card game is something that is to general to be patented without being bad for everyone(Just imagine if Ford had the patent on cars still?). I think people should have the right to make their own trading card games(That respect MTG's copyrights ofcourse)
Game design is sadly often more tricky than that. If every card has to be "playable" in older formats power creep is inevitable. I do think that they often play it a little too safe (and then somehow still make quite a few broken cards), but all in all Magic is the most balanced of all card games I know, which is definitely one of the reasons for its long life. Just remember that the blocks which are often cited as near deaths for Magic are often very powerful ones like Urzas block or Mirrodin. "Restriction breeds innovation" is the key to a good game in my opinion. Just my two cents on this
I see a desperate need for innovation in trading card games.
I would love to see a game that not only drafts well, but also has nearly all the cards to have a playable power level(So people can brew their own effective decks with themes they like).
That's very difficult to make work. Why you don't see it.
That is irrelevant.
But on that subject: Ive known people who have made their own games, just for friends, and they achieved it. It is possible! Just because it may be hard for some people to comprehend, does not mean it is impossible, or that people should not be allowed to try to make their own games. We have some creative people here in America, it's a shame that they cant produce their ideas and games because of an overreaching patent.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern:
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
I see a desperate need for innovation in trading card games.
I would love to see a game that not only drafts well, but also has nearly all the cards to have a playable power level(So people can brew their own effective decks with themes they like). Above that, I would like to see games that are more interactive with more decision trees based on flavor of the cards they are using. But we can agree to disagree then.
Morally, however, I think people should have the right to make their own trading card games. Patenting the trading card game is something that is to general to be patented without being bad for everyone(Just imagine if Ford had the patent on cars still?). I think people should have the right to make their own trading card games(That respect MTG's copyrights ofcourse)
Game design is sadly often more tricky than that. If every card has to be "playable" in older formats power creep is inevitable. I do think that they often play it a little too safe (and then somehow still make quite a few broken cards), but all in all Magic is the most balanced of all card games I know, which is definitely one of the reasons for its long life. Just remember that the blocks which are often cited as near deaths for Magic are often very powerful ones like Urzas block or Mirrodin. "Restriction breeds innovation" is the key to a good game in my opinion. Just my two cents on this
Trying to have every card be playable also acts against the progression element of the game. Very important. It's why level based customization is part of so many games. In CCGs/TCGs, part of this is getting more options, but part of it is also getting some better cards. Having an uneven power level also provides incentive for experimentation and exploration with strategies.
I see a desperate need for innovation in trading card games.
I would love to see a game that not only drafts well, but also has nearly all the cards to have a playable power level(So people can brew their own effective decks with themes they like).
That's very difficult to make work. Why you don't see it.
That is irrelevant.
But on that subject: Ive known people who have made their own games, just for friends, and they achieved it. It is possible!
It may be possible to do in the short term, but not in the long term of twenty years of consistently releasing expansions. Power creep happens, and we need "bad" cards and sometimes sets to counterbalance that powercreep. The very sets that almost killed Magic are the sets wherein almost every card is playable.
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
I see a desperate need for innovation in trading card games.
I would love to see a game that not only drafts well, but also has nearly all the cards to have a playable power level(So people can brew their own effective decks with themes they like). Above that, I would like to see games that are more interactive with more decision trees based on flavor of the cards they are using. But we can agree to disagree then.
Literally not possible unless the game is never expanded. Every new set of cards is that many additional variables.
I see a desperate need for innovation in trading card games.
I would love to see a game that not only drafts well, but also has nearly all the cards to have a playable power level(So people can brew their own effective decks with themes they like).
That's very difficult to make work. Why you don't see it.
That is irrelevant.
No, it's really not. Risk vs reward.
But on that subject: Ive known people who have made their own games, just for friends, and they achieved it. It is possible!
They achieved it, or did they? How many people played their game? For how long? I'll bet it wasn't any where near as many people as Magic has or the time each person spent equivalent to how much some people spend on Magic. I would be completely unsurprised if, when subjected to real stress testing, these games you speak of would be revealed as being broken.
lol, you can create new cards that do different things, but stick within a power range. It's possible, believe it or not. It just requires good development and people who understand the game =X
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern:
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
lol, you can create new cards that do different things, but stick within a power range. It's possible, believe it or not. It just requires good development and people who understand the game =X
Saint Tiraft: No, it's impossible in the long run.
If I have X cards, and I add 1 more card to that pool, I have created:
X new 2-card interactions
X(X-1) new 3-card interactions
.
.
.
And so on until you have 1 new interaction among all the cards.
This is unmanageable complexity in any game that aspires to release the number of cards that Magic does over time. It also perfectly explains why one of the keys to a successful game is the limitation of card pools to a manageable size; that is, formats.
I see a desperate need for innovation in trading card games.
I would love to see a game that not only drafts well, but also has nearly all the cards to have a playable power level(So people can brew their own effective decks with themes they like).
That's very difficult to make work. Why you don't see it.
That is irrelevant.
No, it's really not. Risk vs reward.
But on that subject: Ive known people who have made their own games, just for friends, and they achieved it. It is possible!
They achieved it, or did they? How many people played their game? For how long? I'll bet it wasn't any where near as many people as Magic has or the time each person spent equivalent to how much some people spend on Magic. I would be completely unsurprised if, when subjected to real stress testing, these games you speak of would be revealed as being broken.
I get a kick out of people that claim they design better than the people at Wizards. I mean if your really that much better than them go apply for a job, I'm sure anyone that comes in with a full set that knocks their socks off would get a job in about 5 minutes. The problem is people usually vastly overrate their ability to make cards, similar to the writer that thinks he's a genius but no one can see his brilliance.
Sets that are 90% unplayable, like how I think SoI will turn out(And The Eldrazi Bloc turned out), are not that fun for constructed. I would go further out and say they are really hurting magic as a whole because of that.
Wizards/Hazbro's patent on the trading card game in it's entirety is a disaster for innovation and other possible new games(This is really un-debatable). Some of which would be terrible, ofcourse, but I feel some of them could turn out really well. Ive seen some great ones myself
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern:
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
lol, you can create new cards that do different things, but stick within a power range. It's possible, believe it or not. It just requires good development and people who understand the game =X
There's only so much design space while still having rules, and mistakes (take Urza's block and Modular) do indeed happen. While theorhetically possible, it's realistically impossible, especially on a span of TWENTY YEARS with an immensely large playerbase.
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Will a perfect game be realistic? No, of course not, but people can make ones that are a blast for constructed play. Or.. appeal to a demographic of Trading Card Game Enthusiast that are not enjoying where Wizards is taking magic..
Modern:
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
Sets that are 90% unplayable, like how I think SoI will turn out(And The Eldrazi Bloc turned out), are not that fun for constructed. I would go further out and say they are really hurting magic as a whole because of that.
Wizards/Hazbro's patent on the trading card game in it's entirety is a disaster for innovation and other possible new games(This is really un-debatable). Some of which would be terrible, ofcourse, but I feel some of them could turn out really well. Ive seen some great ones myself
See my previous posts; There has been no good set that has had more than 10% of its cards be modern playable. That's just a fact. In order for a set to have 10% constructed playability, it needs 18-27 playables, depending on size.
Also, let's look at OGW's modern/Standard playables.
And yet, even with 21 constructed playables, this is still one of the worst Modern formats ever, and is also a subpar standard one.
Too many playables is unhealthy for any game, especially if it's competitive.
Let me spell this out in Layman's terms...
"Bad" cards are ABSOLUTELY NECESSARY to the health of this game and ANY expanding TCG.
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Sets that are 90% unplayable, like how I think SoI will turn out(And The Eldrazi Bloc turned out), are not that fun for constructed. I would go further out and say they are really hurting magic as a whole because of that.
Wizards/Hazbro's patent on the trading card game in it's entirety is a disaster for innovation and other possible new games(This is really un-debatable). Some of which would be terrible, ofcourse, but I feel some of them could turn out really well. Ive seen some great ones myself
See my previous posts; There has been no good set that has had more than 10% of its cards be modern playable. That's just a fact. In order for a set to have 10% constructed playability, it needs 18-27 playables, depending on size.
Also, let's look at OGW's modern/Standard playables.
And yet, even with 21 constructed playables, this is still one of the worst Modern formats ever, and is also a subpar standard one.
Too many playables is unhealthy for any game, especially if it's competitive.
Let me spell this out in Layman's terms...
"Bad" cards are ABSOLUTELY NECESSARY to the health of this game and ANY expanding TCG.
I'll take the time to write this out, and hopefully this drives a point home with some of you. I want Magic to be great, and I think there are to many misconceptions going around:
I dissagree, that's a myth. Let's compare that to the Original Innistrad(Whcih was MTG's most successful set in history at that point in time):
Lilliana
Snapcaster Mage
Gesit of Saint Traft
Stoney Silence(Modern only)
Sulfur Falls
Olivia
Woodland cemetary
Garruk Relentless
Gavony Township
Hinterland Harbor
Clifftop retreat
Isolated Chapa
Mikeaus the Lunarch
Blasphomous act
Champion of the Parish
Tree of Redemption(DIdnt see much play at the time, but it was great as a side/main Vers aggro. Certainly playable powerwise)
Ghost Quarter
Heartless Summoning
Kessig Wolf Run
Mayor of Avabruck
Angelic overseer(Fringe playable, but ive seen human decks take down tournies with her. She had the power level to be playable at the time)
Mentor of the Meek
Invisible Stalker
Nevermore(It saw play in Human Sides Vrs control, naming day of Judgement)
Ancient Grudge
Curse of Death's Hold
Victem of the Night
Evil Twin
Gnaw to the bone
Runchanter Pike
Delver of Secrets
Nephalia drownyard
Unburial Rites
Moorland Haunt
Sever the Blood Line
Skirsdag Highpriest
Tribute to Hunger
Splinter Freight
Avacyn's Pilgrem
Boneyard Wyrm
Bump in the Night(Modern only, in black varient Burn)
Dissapate
Feelings of Dread
Diregraph ghoul
Feind Hunter
Intangile Virtue
Midnight Haunting
Purify the Grave
Spectral flight(bant enchants was nuts)
Think Twice
Brimstone Volly
Doomed Travelier
Naturalize
Spare from Evil
Tratorious Blood
There are a few more Ive seen in successful play I cold add as well, but on more fringe decks(But still able to take down competitive tournies). But these are 58 cards that where Standard/Modern plyable.
Not only where there so many, but a lot of them where just fun. Mikaous, Olivia, Heartless summoning, Champion of the Parish(I loved that card). Fun is a hard thing to quantify, but I think a lot of you would understand when you look at this set and then look at the last 3 Blocks(And the spoilers this far, and we all know they spoil the good stuff 1st, and so far, the good stuff is a far cry from good)
The Innistrad set was the most successful set MTG has ever had at the time, and was blast to play in. This is why.
People like fun interactive cards that do many things well, people like to have a lot of options to brew fun and competitive decks. Innistrad did it all, and this is why I am pissed about MTG's current direction. It's just not *nearly* as fun as it used to be, and to me, it crosses the line of me not bothering to play standard, which I hate.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern:
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
Okay guys this guy is either a troll or just a complete moron and there's no chance that we're going to get through to him. He refuses to understand the situation because obviously he knows card game design better than anyone else here including Wizards of the Coast who have made magic a successful card game for more than 20 years.
Despite that, he's obviously right and we should all go along with his way of thinking. Right...right?
Japanese have a different patent system, it's why we have seen things like Yugioh, Pokemon, ect ect. Star wars must of reached a deal with hasbro about it. But in America, we have next to no new American trading card games because of how Hasbro(Who owns Wizards of the Coast) used the MTG patent to be a patent on *every type* of trading card game. It's pretty ridiculous IMO, and it stifles innovation.
I think we've seen enough to see where this set is going, but I may be wrong, let us hope so.
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
Legacy:
Miracles
Deathblade
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
I disagree that we have seen enough of the set and I also disagree with the hidden assumption that the cards we have seen so far are unplayable or bad. For me this hits everything I wanted to see in a return to Innistrad so far, flavorfully and actually powerwise too. Perhabs we just have to agree to disagree.
I would love to see a game that not only drafts well, but also has nearly all the cards to have a playable power level(So people can brew their own effective decks with themes they like). Above that, I would like to see games that are more interactive with more decision trees based on flavor of the cards they are using. But we can agree to disagree then.
Morally, however, I think people should have the right to make their own trading card games. Patenting the trading card game is something that is to general to be patented without being bad for everyone(Just imagine if Ford had the patent on cars still?). I think people should have the right to make their own trading card games(That respect MTG's copyrights ofcourse)
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
Legacy:
Miracles
Deathblade
That's very difficult to make work. Why you don't see it.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Reanimate sucks cause it needs cards like Entomb to work.
Game design is sadly often more tricky than that. If every card has to be "playable" in older formats power creep is inevitable. I do think that they often play it a little too safe (and then somehow still make quite a few broken cards), but all in all Magic is the most balanced of all card games I know, which is definitely one of the reasons for its long life. Just remember that the blocks which are often cited as near deaths for Magic are often very powerful ones like Urzas block or Mirrodin. "Restriction breeds innovation" is the key to a good game in my opinion. Just my two cents on this
That is irrelevant.
But on that subject: Ive known people who have made their own games, just for friends, and they achieved it. It is possible! Just because it may be hard for some people to comprehend, does not mean it is impossible, or that people should not be allowed to try to make their own games. We have some creative people here in America, it's a shame that they cant produce their ideas and games because of an overreaching patent.
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
Legacy:
Miracles
Deathblade
Trying to have every card be playable also acts against the progression element of the game. Very important. It's why level based customization is part of so many games. In CCGs/TCGs, part of this is getting more options, but part of it is also getting some better cards. Having an uneven power level also provides incentive for experimentation and exploration with strategies.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
It may be possible to do in the short term, but not in the long term of twenty years of consistently releasing expansions. Power creep happens, and we need "bad" cards and sometimes sets to counterbalance that powercreep. The very sets that almost killed Magic are the sets wherein almost every card is playable.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Literally not possible unless the game is never expanded. Every new set of cards is that many additional variables.
No, it's really not. Risk vs reward.
They achieved it, or did they? How many people played their game? For how long? I'll bet it wasn't any where near as many people as Magic has or the time each person spent equivalent to how much some people spend on Magic. I would be completely unsurprised if, when subjected to real stress testing, these games you speak of would be revealed as being broken.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
Legacy:
Miracles
Deathblade
Just saying it's possible doesn't make it so.
If I have X cards, and I add 1 more card to that pool, I have created:
X new 2-card interactions
X(X-1) new 3-card interactions
.
.
.
And so on until you have 1 new interaction among all the cards.
This is unmanageable complexity in any game that aspires to release the number of cards that Magic does over time. It also perfectly explains why one of the keys to a successful game is the limitation of card pools to a manageable size; that is, formats.
Don't forget Atarka's Command from DTK.
Feel free to bid on my cards here!
Wizards/Hazbro's patent on the trading card game in it's entirety is a disaster for innovation and other possible new games(This is really un-debatable). Some of which would be terrible, ofcourse, but I feel some of them could turn out really well. Ive seen some great ones myself
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
Legacy:
Miracles
Deathblade
Also, your clairvoyance about a set that is 30% released so far is amazing.
There's only so much design space while still having rules, and mistakes (take Urza's block and Modular) do indeed happen. While theorhetically possible, it's realistically impossible, especially on a span of TWENTY YEARS with an immensely large playerbase.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
http://patft.uspto.gov/netacgi/nph-Parser?Sect2=PTO1&Sect2=HITOFF&p=1&u=/netahtml/search-bool.html&r=1&f=G&l=50&d=PALL&RefSrch=yes&Query=PN/5662332
Will a perfect game be realistic? No, of course not, but people can make ones that are a blast for constructed play. Or.. appeal to a demographic of Trading Card Game Enthusiast that are not enjoying where Wizards is taking magic..
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
Legacy:
Miracles
Deathblade
See my previous posts; There has been no good set that has had more than 10% of its cards be modern playable. That's just a fact. In order for a set to have 10% constructed playability, it needs 18-27 playables, depending on size.
Also, let's look at OGW's modern/Standard playables.
And yet, even with 21 constructed playables, this is still one of the worst Modern formats ever, and is also a subpar standard one.
Too many playables is unhealthy for any game, especially if it's competitive.
Let me spell this out in Layman's terms...
"Bad" cards are ABSOLUTELY NECESSARY to the health of this game and ANY expanding TCG.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
I'll take the time to write this out, and hopefully this drives a point home with some of you. I want Magic to be great, and I think there are to many misconceptions going around:
I dissagree, that's a myth. Let's compare that to the Original Innistrad(Whcih was MTG's most successful set in history at that point in time):
Lilliana
Snapcaster Mage
Gesit of Saint Traft
Stoney Silence(Modern only)
Sulfur Falls
Olivia
Woodland cemetary
Garruk Relentless
Gavony Township
Hinterland Harbor
Clifftop retreat
Isolated Chapa
Mikeaus the Lunarch
Blasphomous act
Champion of the Parish
Tree of Redemption(DIdnt see much play at the time, but it was great as a side/main Vers aggro. Certainly playable powerwise)
Ghost Quarter
Heartless Summoning
Kessig Wolf Run
Mayor of Avabruck
Angelic overseer(Fringe playable, but ive seen human decks take down tournies with her. She had the power level to be playable at the time)
Mentor of the Meek
Invisible Stalker
Nevermore(It saw play in Human Sides Vrs control, naming day of Judgement)
Ancient Grudge
Curse of Death's Hold
Victem of the Night
Evil Twin
Gnaw to the bone
Runchanter Pike
Delver of Secrets
Nephalia drownyard
Unburial Rites
Moorland Haunt
Sever the Blood Line
Skirsdag Highpriest
Tribute to Hunger
Splinter Freight
Avacyn's Pilgrem
Boneyard Wyrm
Bump in the Night(Modern only, in black varient Burn)
Dissapate
Feelings of Dread
Diregraph ghoul
Feind Hunter
Intangile Virtue
Midnight Haunting
Purify the Grave
Spectral flight(bant enchants was nuts)
Think Twice
Brimstone Volly
Doomed Travelier
Naturalize
Spare from Evil
Tratorious Blood
There are a few more Ive seen in successful play I cold add as well, but on more fringe decks(But still able to take down competitive tournies). But these are 58 cards that where Standard/Modern plyable.
Not only where there so many, but a lot of them where just fun. Mikaous, Olivia, Heartless summoning, Champion of the Parish(I loved that card). Fun is a hard thing to quantify, but I think a lot of you would understand when you look at this set and then look at the last 3 Blocks(And the spoilers this far, and we all know they spoil the good stuff 1st, and so far, the good stuff is a far cry from good)
The Innistrad set was the most successful set MTG has ever had at the time, and was blast to play in. This is why.
People like fun interactive cards that do many things well, people like to have a lot of options to brew fun and competitive decks. Innistrad did it all, and this is why I am pissed about MTG's current direction. It's just not *nearly* as fun as it used to be, and to me, it crosses the line of me not bothering to play standard, which I hate.
Affinity
Naya Burn
Merfolk
White Blue Midrange
Boggles
Grixis Delver
Esper Control(It's semi playable, believe it or not! Dont bring it to a tourny you care about winning though)
Legacy:
Miracles
Deathblade
Despite that, he's obviously right and we should all go along with his way of thinking. Right...right?