All users will need to merge their MTGSalvation account with a new or existing Twitch account starting Sept 25th. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
 
Unstable Q&A with Mark Rosewater
 
The Dos and Don'ts of Silver-Border Commander
 
Word of Command: Un-believable
  • posted a message on Booster pack art + FNM foil tokens
    Quote from Havrekjex »
    Quote from SaprazZANY »
    Guesses as to what the city's blessing will do? Some kind of monarch-esque effect, maybe? It would be on-flavour for the Immortal Sun.
    Since it only has flavor text, it doesn´t do anything by itself, which means that what it does and how you get it is solely dictated by cards that refer to it.

    I expect a variety of cards that do normal things, and in addition to that have lines like:

    "You get the City's Blessing"
    "If you have the City's Blessing, draw a card"
    "If you have the City's Blessing, this creature gets +1/+1"
    "This creature can't attack unless you have the City's Blessing"
    "If your opponent has the City's Blessing, you lose two life"
    "If your opponent has the City's Blessing, he or she discards a card"
    "If you have the City's Blessing, you lose it"

    For flavour reasons I expect that you won´t be able to have more than one, so effects don´t stack. I can also see that some tribes/factions/colors are pro-Blessing and some are anti-Blessing, such as maybe white creatures give you the blessing and grant you bonuses for having it, while black reward you to not have it and possibly punishes your opponent for having it.

    Monarch was taken from a mechanic in Ixalan that worked like this. It seems likely the city's blessing was developed on from that somehow.

    Edit: No spoilers until January 1? I think it´s disappointing that they´re not going to do spoilers over the holiday. I always love it when they do that.

    The 'previews' begin January 1st, but I think that means the official preview weeks, we may get a few more sneak peek cards between now and then. After all, we already have.
    Posted in: The Rumor Mill
  • posted a message on [YNR] Yanomar - The Accursed Kingdom
    Quote from MtGForger »
    Thank you very much for the feedback on all the mechanics.
    There will be major changes from what feedback I gathered so far, but let me adress your points:

    With Armor there also was the idea of reducing every damage by a certain amount. But I consciously decided to reduce all up to a certain amount of damage. Would it be better balanced if every damage would be reduced by 1 or 2 points? I'm not sure.

    I'm not sure if there even is any thing wrong with armor, it just really rubs me the wrong way. It deserves to be playtested, but I'm very suspicious of it. I think it's playing in dangerous territory.

    I understand your concerns. Equate was intended to not interfere with the "Precombat Main" or "Blockers Declare" Phase or what it's called. So it was never my intent that non-flying Equate creatures could block flying creatures but whilst blocking, blocking creature loses all abilities. Maybe Magic's wording doesn't even allow such a thing? There has been another idea, that a creature blocked by an Equate-creature gets "removed from combat"? How about that?

    It could be worded.
    Equate (Whenever this creature blocks a creature, that creature loses all abilities.)
    See Turn to Frog.
    And having it be triggered like this means the block must already be legal to get the effect, so it won't counter evasion.
    But I'm still not a fan.

    EDIT: Further comment on Equate. Having it be based on blocking and losing abilities might encourage stalling to much. Generally, mechanics lean in the direction of encouraging aggression. This depends a lot on the specifics of the set environment, so there's no particular reason to change it now, but it's something to keep in mind.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [YNR] Yanomar - The Accursed Kingdom
    MECHANICS REVIEW
    Ten mechanics is too many. Stick to three to six.

    Afflict
    Fine choice to return

    Armor
    Not sure about this one. I feel like it's going to have some developmental issues or play weirdly.

    Berserk
    Allowing the power to stick around is an unwise decision. There is a reason Staying Power is a silver bordered card.
    Is probably best worded as a keyword action in the way you seem to be using it, where creatures are given it.

    That would be something like:
    Enrage (or perhaps Invigorate or Incite) (To enrage a creature, it gets +X/+0 and gains haste until end of turn. At the beginning of the next end step, sacrifice that creature.)

    Blight
    This ability is very easily broken. It can be very swingy- just swapping two -1/-1 counters is equivalent to a permanent +4/+4 increase. And annoyingly, you can load up a creature with -1/-1 counters to try to blight them across, but your opponent can simply not block- they might not even have any creatures. It's a very inconsistent ability with too many variables.

    Blight is also playing in similar territory to Afflict, perhaps a little too close.

    Bloodbending
    "This ability has only a general theme no strict wording or effect" sounds to me like "this ability should not be a named mechanic"
    You already have more than enough mechanics. This can just be a theme.

    Equate
    Is this supposed to only counter evasion, or does it also counter other abilities like deathtouch and first strike?
    If it's the latter, it should just make the creature lose all abilities until end of turn.
    Either way, I'm not a fan of mechanics that largely serve to makes gameplay more generic. Why do you want to remove abilities? Abilities are most of what makes the creatures interesting.

    Frenzy
    Frenzy has major development issues. This is why it was featured in Unstable

    Scale Counters
    No obvious problems at all

    Stunted
    This is last strike. Last strike is not considered a doable mechanic because the rules changes necessary to make it work are not considered to be worth it for this mechanic. It's a strict downside mechanic anyway, so it doesn't actually have a lot going for it, because people don't generally like downside mechanics.

    My recommendation would be keep Afflict and Scale counters, use a reworked Berserk, and finds some other mechanics to go with them.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Christine Sprankle and Harassment in the MTG Community
    Quote from Colt47 »
    Quote from purklefluff »
    On the topic of calling out harassment where it exists in the community, I've seen a petition made which aims to feed back to Patreon with a chunk of evidence of Jeremy's behaviours, and effectively 'de-fund the hate'.

    I think as a balanced response to his behaviour, this is probably where we want to be? It's not fighting hate with hate, it's not yet another personal, demeaning attack. It's just passing on evidence of his misdeeds to the organisation who facilitates him profiting off all of this. If Patreon considers his behaviour wrongful (I sincerely hope they do) then he'll have got a strong message from the community without anyone actually throwing an insult or threat back at him, which is positive.


    The proper course of action should have been Christine suing Jeremy for damages, not the public going after Jeremy for her and the rest of the MTG youtube community blowing up and turning this into a grand social mudslinging contest that got even WoTC and potentially any company hosting sponsorships involved.

    Also, MTG Lion needs to stop flailing his arms around and Travis Woo, while he has his spirit in the right spot, needs to stop making content on the situation because it's actually making it worse. The people who drive these situations don't care about the kind of message Travis is trying to send. They'll use his post to home in on the controversy and then fire it up because they are like a match stick.

    Agree with you on both counts. The community should care about the message. But everyone seems to want the fix everything for themselves. That's admirable, but it can make things worse.
    Posted in: Magic General
  • posted a message on Christine Sprankle and Harassment in the MTG Community
    Quote from Teia Rabishu »
    Quote from DJK3654 »
    I think I agree. Going on some kind of grand online take down of all the bad elements of the community is never going to work. You can't just get rid of them.


    No, but you can drive hate underground and make it social suicide for someone to engage in hateful behaviour. We can't police people's thoughts (and nor should we even if we somehow could), but we can certainly police people's behaviour. The less bigotry that gets represented and normalized within the community (such as by the community giving them a platform by ignoring them, allowing them to preach to the choir), the fewer bigots will feel empowered to do more of the same.

    Certainly, we can address the issue within community discussion, and treating harassment as harassment and not simply allowing it. But I don't think we should try to shout people down, block them out of everything, or otherwise perform actions that aren't going to change anything, because even if they counter the actions of some, they can just as easily motivate others. Certainly personally attacking people doesn't help.
    Posted in: Magic General
  • posted a message on Christine Sprankle and Harassment in the MTG Community
    Quote from DirkGently »
    Quote from Teia Rabishu »
    You know how the saying goes: One bad apple spoils the whole barrel. That's why it's imperative to root out those bad apples from the Magic community.
    If someone thinks we need to do something about it, then sure, but don't go around saying that the whole community is "toxic". (Also, man I am tired of that word.)

    Also I'm a little confused how people expect to successfully "root it out". The DCI has the power to ban people's DCI numbers, but it's simply not possible to prevent people from participating at local events short of requiring a SSN or something to get a DCI card. At the pro level WotC has control, but outside of that narrow range of influence I think their ability to respond is fairly limited. To say nothing of kitchen table play.

    And none of that really matters anyway, as the problem isn't Jeremy (or others) playing the game, but the content they put on social media, which WotC has (so far as I'm aware) zero control over. Maybe with a concerted community effort of flagging videos on youtube his account could be banned, but his audience is still out there and will still follow him to other social media, new accounts, etc. Even if he does quit, the rest of the iceberg is still out there, just below the waterline.

    Imo: if you see clear harassment at your LGS, say something. That actually has the potential to get someone's attention and might make a difference - though in my experience at the LGS level I've witnessed no obvious problems (YMMV), and I think smaller problems are best ignored, as I think people are more likely to get defensive and turn it into a bigger deal than it otherwise would be. But trying to fight it online looks like a game of whack-a-mole with no clear end-goal.

    At the end of the day, I think the most important thing is to be courteous, be introspective, and lead by example.

    I think I agree. Going on some kind of grand online take down of all the bad elements of the community is never going to work. You can't just get rid of them.
    EDIT: To elaborate, what I think is important to make it clear in the community what the bad and good elements are. If you want to remove the bad elements, you have to let them fade over time, not by force.
    Posted in: Magic General
  • posted a message on Monocolor matters cycle
    Quote from Dahammer »
    Quote from DJK3654 »
    Currently these apply the drawback to colourless cards, which I think is probably a mistake except I can't think of any way of rewording them that works well.

    'Nongreen colored spells...'

    You could also do 'nongreen, nonartifact spells' but see, the problem is both of those feel very forced. I'm not sure if they are worth doing that way.
    Posted in: Custom Card Creation
  • posted a message on Mechanics from unstable that could end up black border
    Quote from doc.brown »
    last strike and triple strike could make it to black border.

    Last strike is a downside mechanic, and last strike is just an evenmore powerful double strike. The reason they haven't been done is because honestly they really just aren't worth the extra rules overall, I'm not even sure they would be godd if there wasn't such a rules update required.

    i really hope that augment makes it too, it's a better meld. you don't need DFC and you don't need to have those two specific cards to activate it: any host can work with any augment

    I'm pretty sure augment has some rules issues. But I think there's chance if they are willing to work for it. I strongly doubt it would end up working the same way as Augment is supposed to work, but something that riffs off it I think is actually quite feasible.
    Posted in: Baseless Speculation
  • posted a message on Monocolor matters cycle
    Currently these apply the drawback to colourless cards, which I think is probably a mistake except I can't think of any way of rewording them that works well.
    Posted in: Custom Card Creation
  • posted a message on Christine Sprankle and Harassment in the MTG Community
    It's something everyone's heard before, but I really think polarisation is a huge part of how these things get out of hand.
    As soon as it's about sides, about people who believe X or Y, about whether or believe or not, these things spiral out of control. Because that's rarely an accurate look at the issue. There's almost always middle ground and there's definitely always room for some skepticism- you can reserve some amount of judgement.

    This is very important to claims about harassment. We don't have to just accept everything or deny everything, nor do we have to accept or deny everything to the same extent. It's clear in this situation that harassment has occurred, but what exactly has happened, seems to be not entirely knowable. We can listen to claims that we can't fully substantiate without ignoring the limitation of evidence, it just means we have to apply a certain amount of skepticism and be open to the possibilities. I would say, the default position should be to believe claims of harassment, and we should err toward doing so until further doubt is placed.

    In this situation, I think Jeremy has on balance ultimately provided further reason to believe all the claims of harassment, because of how defensive he is about it, and how quick he has been to respond with further attacks. On the biggest problems here is I think Jeremy is dragging other people down with him, he's intensifying the polarisation, continuing to make political references and talk about extremes like fabrication of evidence, that encourage people who are feeling doubt about the claims made to simply dive into his end or else they end up on the other. The more the other end does the same, the more the problem accentuates and the issue is made much more dense with so much baggage.
    Posted in: Magic General
  • posted a message on Mechanics from unstable that could end up black border
    Quote from Serberus_08 »
    As much as Squirrellink is an un-mechanic, I think the effects that makes tokens based on the damage dealt is something that could be made and integrated into a standard environment.

    A number of individual cards exist with a similar mechanic where they create tokens from taking damage, so we can probably expect to one day eventually see cards that create tokens from dealing damage. But I highly doubt it will ever be a mechanic, given how powerful and easily manipulated such an effect is. Would easily compare to the developmental problems of infect.
    Posted in: Baseless Speculation
  • posted a message on [Un-card] Table's Revenge
    Wut.

    This is such a narrow hate card, it's not going to play well or be generally worth it.
    Posted in: Custom Card Creation
  • posted a message on UNDERGROUND set (with images, custom MSE template)
    EDIT: Missed some of your mechanics. That should emphasise just how many there are that it is difficult to keep count.

    First of all, the central theme of an underground world with a post-apocalyptic origin is a perfectly good one. However, I don’t think you have done a particularly good job at executing on that theme. You need your set themes to work together in an organised way to help create an environment that actually plays in ways that reinforce that central theme. If the world is dark and ominous, try to have things that are threatening and suspenseful in play. Major mechanical themes should represent important aspects of the world. Some things you have do well at this, others are out place.

    Your mechanics are all over the place. You have far too many, instead of three to six, you have a dozen. Many of these mechanics are also serving no apparent purpose for your set’s themes and should not be included.

    Land Types
    While this does appear to be an important theme, having FIVE new types is still undoubtedly excessive. New basic land types are a problematic mechanic even if there’s only one, but five is out of hand. Stick to one land type.

    Also, make sure that the reward and punishment cards for the type are well balanced (not necessarily meaning equal in number), so that the lands are not simply better or worse than basic lands. The Abyss lands seem to only have drawback from Abysswalk, so why would you run them? The Crypts meanwhile, only seem to have advantages.

    EDIT: Other Noncreature Subtypes
    You have a variety of subtypes, like 'Necromancer' on your cards that don't serve enough of a purpose. You need to treat the addition of these subtypes more seriously, as with the returning mechanics.

    Plots are the exception in that they might have a place, but some serious changes might be necessary. Namely, that purely generic costing sorceries (which seems to be the theme for plots?) is a very dangerous territory to play in, and I’m not sure why that should be done here (what does plotting have to do with colorlessness?). The idea of a plot subtype is itself quite doable, but you will need to be wary of traps, as they are a similarly flavoured subtype (weirdly, you have mixed the two in Dark Intrigues, but that card doesn’t use the actual trap mechanic). If you want to do this as a subtype, you really should have cards that mechanically reference them to help make it worthwhile and you might as well for limited fun.

    Killing and Lethal Damage
    The problem with this mechanic is that it’s a generic conditional for a basic mechanical effect, meaning it doesn’t really serve an evergreen purpose or have the interest to be a set specific mechanic.
    I recommend finding a more specific, single mechanic to use if you want to pursue this area. Something like:
    Triumph - Whenever a creature a dealt damage by [this creature] this turn dies, [effect]

    This is based off real cards, like Sengir Vampire. This means we know it works intuitively, whereas I suspect the kills a creature mechanic will prove to work unintuitively. It’s also more structured meaning the focus is in exploring a specific area, which is I think going to prove more interesting too.

    Something in this area is likely going to end up being a workhorse mechanic, meaning it’s not going to be most exciting and interesting mechanic in set, it’s not going to draw people in, but it will play well and help make the environment work. In this case, there’s the bonus of helping encourage combat and prevent board stalls.

    Bottom of the Library
    This is an excellent choice of theme. The bottom of the library is an interesting area to explore while still being familiar and doable, and it fits your world perfectly. The physical bottom part represents being underground, and involving hidden cards plays into searching through the underground as well as recovering lost info and relics from before the post apocalyptic event.

    The biggest problem with this mechanic is that it’s not. Which is to say, you have no named mechanic that even involves a major theme (for comparison, Kaladesh may not have had a named artifacts matter mechanic, but it did have two major named mechanics that involved artifacts), and therefore a lot of people will not notice that this is a major theme at all. There’s really no reason here not to make a named mechanic, especially considering I think this is your best theme, and therefore should be emphasized in my opinion.

    A slightly more minor issue is that many of your cards that involve the bottom of the library don’t take advantage of the theme. They use the bottom of the library in a redundant way, where unless you introduce other cards that specifically make it matter, it might as well be the top of the library they are interacting with. Two good ways to make them not redundant, and therefore much more interesting, is by having them interact with both the top and the bottom e.g. choosing where to put cards, switching the two, and by sending cards from battlefield, hand or graveyard to the bottom providing extra difficulty in retrieving them.

    If you want, you can borrow a mechanic of mine I developed from exploring the same area.
    Uncover [n] (Look at the bottom [n] cards of your library. Put any number of them into your graveyard and the rest on top of your library in any order.)
    It’s a good example of what I think the right direction is for this theme (if I do say so myself)

    Armor, Regeneration, Berserker, Tiring, Unwary, EDIT: Spore counters
    I have lumped these cards together because they all share the same basic problem- there’s just too many of them. Standard sets have three to six mechanics, barring extreme exceptions. You have six mechanics just here.

    Berserker, Tiring and Unwary are just basic effects commonly used in sets that have simply no reason to be keyworded. Just use them as they are.
    Armor is an odd keyword, and I don’t see why it’s here. Recommend cutting.
    ‘Regeneration’ is a weird variant of regenerate (a mechanic that has now been phased out) that functions like indestructible. Use indestructible instead.
    EDIT: Spore counters are the exception in that they could easily work here just as long as you do them right.

    Fear, Shroud, Provoke, Shadow, Convoke, Entwine, Improvise, Split Second
    Again, way too many mechanics here. Six whole returning set mechanics and two returning evergreens is just completely out of line.

    Fear and Shroud have been phased out for good reasons. Fear because of its narrowness (becoming Intimidate) and because of the swing factor of color mattering (Intimidate replaced by Menace). Weirdly, you use Menace, Fear’s ultimate successor, in the set as well, on the same card even. Shroud was replaced by Hexproof because Shroud is less intuitive, and with the proper use of conditionals like granting it as an ability, Hexproof can be quite doable and is simpler when used with such conditionals. Neither mechanic deserves to come back here.

    Convoke, Split Second and Entwine don’t seem to have any business being here, and should probably just be cut.
    Shadow is not the best choice because it doesn’t play very well (this is the opinion of the real designers). Maybe it could be worth it if you are willing to put in the effort to make it play well and are sure it fits the flavour.
    Improvise could kinda make sense here with a theme about relics and improvised tools to survive, but it’s probably not the best choice either.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Dack's Insight
    Perfectly serviceable card for any artifact themed set or other product, except perhaps a tiny bit restrictive for such a generic effect.
    Posted in: Custom Card Creation
  • posted a message on Glissa, the Seeker
    Mechanically, it feels like quite an odd choice to filter for those three specific types. You can line up equipment ( red mana ), creature ( white mana ) and land ( green mana ), which helps, but I don't know if that's quite enough for the card to be truly good.

    Not sure on this one.
    Posted in: Custom Card Creation
  • To post a comment, please or register a new account.