You obviously still don't get it, by the time WotC knew that the DFC's were a success, it was to late to change AVR without holding it back a year, which would have destroyed M:TG.
My last post already answered this concern. I understand why their were no DFC in AVR, but the Werewolf subtype was brought back to replace the old werewolf typing template, which the Wolfir now use. They could have just gave the Wolfir the werewolf type, since they just brought it back to stop using the Wolfir's current Template. Then one of the block's major themes (a tribal) would continue into the final set without DFC. Easy solution, everyone wins. This is something basic enough (don't drop major themes partway through,) that they already knew better, and it's a solution they already developed for another problem, so it's not like they actually had to come up with it.
And again, you completely missed the point I was making: They knew we wanted a werewolf legend, but they did not know we wanted a legendary werewolf LORD, because no one bothered to tell them. Not in *one* of the replied to messages on MaRo's tumbler regarding a werewolf legend does people even mention it should be a lord. It was the same with the spider legend, not *once* did people mention that they wanted a JUND colored legendary spider. When people don't tell them exactly what people are expecting, it is pretty damn hard for them to deliver. And contrary to popular belief, employees of WotC neither have the time, nor permission to trawl message boards for the odd post that tells them what people want. They are simply not allowed to because it could compromise their design process and could potentially lead to lawsuits (they stole my idea! Wah, wah, wah, I have sand in uncomfortable places). They have enough crap on their plate due to people not understanding the concept of "volunteering". If you want to let the designers know what you want to see (except whole card designs/new mechanics) in a general sense, then you need to contact them, specifically MaRo, on their tumblers or other social media, because that is the only chance you have. Complaining on it on forums doesn't do anything but waste your time. They are not perfect, they are human, just like I assume you are.
If they can't look, and they can't ask (via surveys or whathaveyou,) they have to just pray people volunteer the information. This is the crux of my issue. It's not necassary they do it this way, and worse than if they just asked or looked. If that's how they do it, so be it. I don't like it, and I don't respect it, but in the end it's their choice to make.
I'll be sending a very detailed analysis of werewolf design to Wizards explaining in depth how they could better design them on the next return. I can't believe I never thought to do this before, so thank you for telling me exactly what I need to do. No sarcasm intended. I know it can come across that way in text.
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I get why they weren't included, but Wizards did nothing to make it better. AVR Wolfir could have been werewolf typed, since they brought back the the type so they didn't have to use the (wolf human [class]) type on things that are obviously werewolves. There are many things like that tied in with werewolves. At every point they could have screwed up with werewolves they did.
They knew before OG Innistrad we would want a legendary werewolf, but decided it was more important we had planeswalker. This was confirmed in an article by Rosewater. They had five years (six if you count the development year) to figure out what to do. It's not like we magic players don't like complaining. They would have known exactly what players wanted if they looked at a few rants. All they had to do was throw a manasink on the front face and it would have been perfect, and everyone would be happy. As it stands, Duskwatch Recruiter would have made the better legend.
Its understandable how they screwed this up, but I expect more from them. They are the best, and they get paid like the best, so I expect the best. These mistakes are amature mistakes. Or maybe the mistakes of people secure in their positions who have stopped trying.
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Funny you should suggest it, the Cecani siblings are currently my only EDH deck. It's wonderful, and Wizards really did a great job on the card. I also play the three titans in the deck because I love how true their designs are to the lore. A friend has Tazri built, and although I don't care for it, it performs well and plays true to allies.
That said, the Werewolf legend comes off as an afterthought, mediocre for every possible use, and I wouldn't be surprised to find out that's true. Just checking off a box on a checklist. I just read an article where Rosewater says they designed Ulrich to be strong in multiplayer. He showed no sign that he's aware the card isn't even that great in the place he intended it to be played.
It just feels like for every thing they could screw up with werewolves (past the initial design, which was amazing and a huge part of why I love the tribe so much,) they not only screwed up, but did so in jaw-dropping ways, like their total absence from the third set of their debut block directly after they did the same thing with allies and said they wouldn't do it in the future. It had already gotten old five years ago.
They don't even know there's a problem though, and I doubt they will figure it out by the next return to Innistrad.
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I really enjoy the brainstorming happening here for the possible mechanic. Now, Maro keeps trying to play the ignorance card when referring to why Ulrich was so disappointing. He repeatedly says that all Wizards knew was that we wanted a legendary werewolf. He claims they didnt realize that we thought a Legendary werewolf, desired really only for needs of Commander, should have tribal synergies (Let's not even discuss the fact that the only reason people wanted a legendary werewolf specifically as opposed to just another R/G Legendary creature was for the Commander tribal build).
So, here is what I am hoping for. I would love to see continued brainstorming on what we think a single-faced werewolf mechanic would be. Or if we just want to have the werewolf creature type with an already transformed werewolf art. Basically, it sounds like we need to be super specific in the event that R&D sees this...
The issue is one of communication between the vocal populace and WotC, Maro even stated as múch after EMN was released. Just take Ishkanah, Grafwidow as an obvious example. WotC was under the impression that Commander players wanted a Legendary Spider (we did and still do) with a green/black color identity, completely missing that we wanted a Jund colored Legendary Spider rather than a Golgari one, to play with all our spider themed cards (well, almost all, but nobody cares about Ancient Spider anyway). It is the same with Ulrich, WotC knew we wanted a legendary werewolf, but they completely missed that we wanted a legendary werewolf *LORD* for our werewolf decks. But it is a two way street. We need to be more clear in what we want, and they need to be more attentive when we tell them. But they are only human after all, and both Ishkanah and Ulrich are good cards in their own right, even if they were not what we wanted.
They could just ask. I don't know why they feel the need to pretend to exist in a seperate reality, but it gets old fast.
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I would actually go one step further. Red not only has no real flavor justification for having hexproof, but does have flavor justification for not having it. Red is the color of freedom, and it goes against that philosophy by restricting what others can do. Red will happily let you target it, because Red believes every color should be allowed to whatever it wants.
Because Red is about more than blowing stuff up.
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Any tcg with a set number of "lanes" where creatures can only combat creatures in the same lane. There are usually five lanes, each lane only containing a single creature spot. Cardfight is also lane based, but has three lanes, each with two creature slots.
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Read first page. See mention of Ravenloft. Search for 5.0 Ravenloft campaign material. Cry myself to sleep.
Seriously though, I'm taking it as a sign that a ravenloft campaign setting will be released, or at least a reboot of I6. It might be easier to convert it by hand rather than wait though. After moving I learned my new group never played the Ravenloft campaign. I have to fix that.
As to the 5.0 system itself, I am impressed with the balance of the previous editions. It seems they really hit the high points of all editions, while keeping it simple for new players, and solving the ever present twenty minute turn issue.
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They are freakishly common. It seems like every other new tcg is one lately. Why are they so popular. Are they somehow easier to produce or balance? Do they have some kind of proven success? I don't get it.
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Lets see, best format? I'm gonna go with 2HG Standard (this is a sanctioned format.) 2v2 is a vary interesting way to play, that requires a more diverse set of skills than traditional magic, both 1v1 and ffa. I would go with other versions of 2HG, but unfortunately due to lack of regulation, 2HG is beyond broken in non-rotating formats.
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A lot of times there are cards that would be good if they didn't get nuked the moment somebody played it. We all know them. Hell, we have all probably used a couple here or there. Sure, they would be insane if they just stayed on the board, but we know they never will. We call them "Lightning Rods" because they are lightning rods for removal.
The most common defense for them is that if they survive, they do broken things, and if they die, the opponent has one less removal spell for your other things. Sounds like it makes sense, but wait.
These cards usually cost 3-4 mana. Removal usually costs 1-3. This means you lose tempo casting these. Then there is the opportunity cost. You could have played something with a more permanent effect instead, making these lightning rods a gamble.
Which train of thought is more accurate and why?
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Here's a thought for you. We can measure each deck on which skills they require the most of, and then measure which skills most players have, and the deck with the least overlap is the hardest for the average player to play. Science *****!
The problem with this thinking is it takes a different skill set to run Affinity then it does to run Pod then it does to run UWR decks. Hell it takes a different skill set to run decks in the same type. Affinity, Bogle, burn and Zoo all require a bit different skill set to do well with them, and are all considered aggro.
Some players just have the ability to understand some skills immediately, others need to be taught those skills, and some never get it and have to resort to playing a different type deck to do well.
That is the exact problem my thinking is intended to address. O.o
Since every deck requires different skills, and different players have different skills, we can't say with absolute certainty that any deck is easier to play than another. However, we can say with some level of certainty, that one deck is harder to play than another for the average player. This metric isn't likely to be useful for anything, but at least it starts to answer the question.
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Here's a thought for you. We can measure each deck on which skills they require the most of, and then measure which skills most players have, and the deck with the least overlap is the hardest for the average player to play. Science *****!
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Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
My last post already answered this concern. I understand why their were no DFC in AVR, but the Werewolf subtype was brought back to replace the old werewolf typing template, which the Wolfir now use. They could have just gave the Wolfir the werewolf type, since they just brought it back to stop using the Wolfir's current Template. Then one of the block's major themes (a tribal) would continue into the final set without DFC. Easy solution, everyone wins. This is something basic enough (don't drop major themes partway through,) that they already knew better, and it's a solution they already developed for another problem, so it's not like they actually had to come up with it.
If they can't look, and they can't ask (via surveys or whathaveyou,) they have to just pray people volunteer the information. This is the crux of my issue. It's not necassary they do it this way, and worse than if they just asked or looked. If that's how they do it, so be it. I don't like it, and I don't respect it, but in the end it's their choice to make.
I'll be sending a very detailed analysis of werewolf design to Wizards explaining in depth how they could better design them on the next return. I can't believe I never thought to do this before, so thank you for telling me exactly what I need to do. No sarcasm intended. I know it can come across that way in text.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
They knew before OG Innistrad we would want a legendary werewolf, but decided it was more important we had planeswalker. This was confirmed in an article by Rosewater. They had five years (six if you count the development year) to figure out what to do. It's not like we magic players don't like complaining. They would have known exactly what players wanted if they looked at a few rants. All they had to do was throw a manasink on the front face and it would have been perfect, and everyone would be happy. As it stands, Duskwatch Recruiter would have made the better legend.
Its understandable how they screwed this up, but I expect more from them. They are the best, and they get paid like the best, so I expect the best. These mistakes are amature mistakes. Or maybe the mistakes of people secure in their positions who have stopped trying.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
That said, the Werewolf legend comes off as an afterthought, mediocre for every possible use, and I wouldn't be surprised to find out that's true. Just checking off a box on a checklist. I just read an article where Rosewater says they designed Ulrich to be strong in multiplayer. He showed no sign that he's aware the card isn't even that great in the place he intended it to be played.
It just feels like for every thing they could screw up with werewolves (past the initial design, which was amazing and a huge part of why I love the tribe so much,) they not only screwed up, but did so in jaw-dropping ways, like their total absence from the third set of their debut block directly after they did the same thing with allies and said they wouldn't do it in the future. It had already gotten old five years ago.
They don't even know there's a problem though, and I doubt they will figure it out by the next return to Innistrad.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
That's an amazing idea. Near perfection. Great job.
They could just ask. I don't know why they feel the need to pretend to exist in a seperate reality, but it gets old fast.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
Because Red is about more than blowing stuff up.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
If they want my money, all they got to do is ask.
Any idea what these "big plans" are?
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
Seriously though, I'm taking it as a sign that a ravenloft campaign setting will be released, or at least a reboot of I6. It might be easier to convert it by hand rather than wait though. After moving I learned my new group never played the Ravenloft campaign. I have to fix that.
As to the 5.0 system itself, I am impressed with the balance of the previous editions. It seems they really hit the high points of all editions, while keeping it simple for new players, and solving the ever present twenty minute turn issue.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
Lets see, best format? I'm gonna go with 2HG Standard (this is a sanctioned format.) 2v2 is a vary interesting way to play, that requires a more diverse set of skills than traditional magic, both 1v1 and ffa. I would go with other versions of 2HG, but unfortunately due to lack of regulation, 2HG is beyond broken in non-rotating formats.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
The most common defense for them is that if they survive, they do broken things, and if they die, the opponent has one less removal spell for your other things. Sounds like it makes sense, but wait.
These cards usually cost 3-4 mana. Removal usually costs 1-3. This means you lose tempo casting these. Then there is the opportunity cost. You could have played something with a more permanent effect instead, making these lightning rods a gamble.
Which train of thought is more accurate and why?
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
That is the exact problem my thinking is intended to address. O.o
Since every deck requires different skills, and different players have different skills, we can't say with absolute certainty that any deck is easier to play than another. However, we can say with some level of certainty, that one deck is harder to play than another for the average player. This metric isn't likely to be useful for anything, but at least it starts to answer the question.
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)