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Nov 14, 2017I was just being facetiousPosted in: The Rumor Mill
Having a dice result equal a success, that's essentially like a slightly more varied coin flip (with a coin being a D2 mechanically).
They did some interesting stuff in Unglued with Urza's Science Fair Project and Jack-in-the-Mox which I think is much more interesting than just rolling high. I would say using each dice result is cooler than a coin flip.
I'm definitely up for more dice cards though!
Nov 14, 2017Posted in: The Rumor MillQuote from Rakath »unsets are in no way designed to really be gotten by casual magic players
You are right that dice are less convenient than coins, but UN sets are marketed SPECIFICALLY at the casual crowd.
Nov 14, 2017Posted in: The Rumor MillQuote from SecretInfiltrator »Whenever you hear a designer talk you can assume as a default that they are talking about black-bordered sets (actually I'd go so far to even say you should assme Standard-legal unless the context is implying otherwise).
He was talking more about general game design rather than Magic as he was actually talking about a different game.
Dice are fun, they should fit well with the unglued dice cards which is a bonus. I just thought it was interesting he did a podcast arguing against the application done here.
Nov 14, 2017Maro did a podcast explaining why he thought dice rolling was bad in a card game (combining randomness of dice and randomness of cards), and has also explained he thinks a problem with random effects having one upside and one downside result leads to negative gameplay. He said its better to have 2 different but equally interesting results, with the randomness leading to different gameplay (this is essentially the philosophy of contraptions where you draw different but equally useful contraptions to use).Posted in: The Rumor Mill
Its interesting they seem to have reverted this thinking with the dice (obviously high results are better as evidenced by these cards), which heavily implies a binary good/bad result.
Nov 14, 2017One of the big problems with Unstable that hasn't been addressed, and is the main reason why side decks in ccgs are a really bad idea is that you get punished for buying it in small amounts.Posted in: The Rumor Mill
you need 15 contraptions to make a side deck, and you cannot use doubles. You get 2 in a booster pack, so you need to buy a minimum of 8 booster packs to be able to use them, you cant play with these cards without looking online to see how they work, its a huge barrier to people buying them.
A lot of people will buy a handful of booster packs of a set to see new cards, maybe they want to see some joke cards and unless you buy in bulk you are likely to get half your pack be parasitic useless contraption/contraption related cards that arent funny on their own.
Its a dangerous thing for a random booster pack set in a ccg to do, and is fixed if the contraptions were a boxed product like Planechase that came with all the contraptions in it.
Nov 13, 2017Unhinged really dove into the 'party game' genre which didn't work at all from what I can tell (I've never met anyone that liked those cards). It had loads of one off joke cards, childish humour (I have a soft spot for city of ass because its so stupid) and random mechanics-matters like artist or set symbol, which unstable is doing with watermarks which is cool.Posted in: The Rumor Mill
My biggest compliment to unhinged is that it tried a lot of random crazy stuff. I just hope Unstable has lots of varied gameplay if you aren't into contraptions.
Nov 13, 2017from a design perspective, contraptions are a bit of a trap.Posted in: The Rumor Mill
They are permanent - you have to make an effect that isnt splashy because its going to happen over and over again so needs to be a small/simple or weak effect.
They also have no cost. A huge problem because you lack the ability to balance the cards (theres a reason you have resource costs in games). This leads to a 'flat' power level because you cant have ups and lows in powerlevel, unless you go with rarity = power which is dangerous.
Because of this, you have a problem where you have to have less complicated, less powerful effects because they are part of a whole rather than a singular 'wow'. The fun is in assembling a contraption made of lots of little pieces, but each little piece on thier own is subtly powerful or less exciting than a card like Emrakul.
Nov 13, 2017I think unhinged really shone with it's single well executed joke cards - Six-y Beast, Richard Garfield P.h.d. etc, and Hangman is brilliant.Posted in: The Rumor Mill
Personally Contraptions aren't for me, and the set seems to have limited 'filler' that aren't particularly funny to me or constructed playable.
For fans of the old Un-sets it seems like picking up the single cards that appeal on the secondary market is going to be the best use of your money.
Nov 13, 2017Posted in: The Rumor MillQuote from AntiPox »I am not sure this makes sense; the backside says "start the game with a CRANK! counter on sprocket 3". If you start the game without a sprocket 3, this makes little sense.
good point, I wonder why maro referred to the card back as a contraption, unless he's being technical because the front side is a contraption.
I'm looking forward to the explanation today to see how it all works
Nov 13, 2017Maro referred to the back of the card as a contraption, so you could make a contraption, by putting multiple of contraption artifacts together as a contraption. We have assumed you would only have 1 sprocket card in play at the same time, which may not be the case. that fits the assembling a contraption theme imo, but would take up way too much space in play.Posted in: The Rumor Mill
that uses contraption to mean 2 different things which is confusing as all get out, but could be how it works.
it could also be why you put the clank counter on the third sprocket, cos it breaks after being used once (so the contraption lasts 3 turns) to keep the battlefield from getting cluttered.
it could also mean the base contraption back of the card is the 'artifact' that can be shattered or whatever.
Nov 12, 2017side decks are generally a bad thing for ccgs unfortunately.Posted in: The Rumor Mill
If it wasn't a side deck you draw randomly from, and technically you could have a contraption deck that is just like a sideboard, then it could be that there is one rigger per pack, and it creates a specific contraption - dogsnail creates, sorry 'assembles' a dogsnail engine.
If thats true then you would get them both in a pack because of how they can sort packs now, and draft one gives you the other.
BUT! they are cards not tokens? This could be because they dont want them to act like tokens for some rules reason but they essentially are tokens.
Nov 11, 2017Maro refers to a Contraption Deck http://markrosewater.tumblr.com/post/167382914418/from-matt-tabak-on-reddit-mark-is-incorrect#notesPosted in: The Rumor Mill
Also says its the only way to put them onto the battlefield.
Nov 11, 2017https://twitter.com/maro254/status/929417256987009024Posted in: The Rumor Mill
it's a card but has a different back apparently.
That means you can use the side deck as the sprocket/gadget thing (which would be the most elegant way to do it)
Nov 11, 2017on twitter maro said that the preview is the front/back of the card.Posted in: The Rumor Mill
on his blog he just said that contraptions are never in your hand, meaning they must never be on the battlefield to get boomeranged OR are tokens most likely.
This means the sprocket thing could be in a separate zone. I assume you can Shatter them, because they are artifacts? but they arent on the battlefield so wont trigger ETB effects?
Contraptions are also going to be all 4 rarities, so I wonder how many of the mythics you need? Maybe certain cards assemble certain contraptions and they are packed together.
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