About Dreamscape: Do you think there is danger you might fall into the Odyssey hole (where you force players to do things that are completely counterintuitive and they especially less experienced players don't like doing them)?
Definitely a danger. However, there are two major differences that I believe Reuben is counting on.
1) Odyssey’s problem was incentivizing players to do things they didn’t want to do. It provided rewards for gameplay most players didn’t find fun. Dreamscape isn’t meant to do that. It’s meant to make the game feel alien and fresh again, cards acting in ways you’re not familiar with, but still fundamentally being fun. You still want to play your cards, you still want to make big dudes, you still want to launch huge attacks. It’s just that the tools and board states you’re used to now can mean very different things.
2) Dreamscape is a custom set aimed at heavily enfranchised players that want magic to feel fresh and new again. It’s not aimed at the mass market, at least I believe it’s not, but rather to make the best use of the people that are likely to print out a custom set – those looking for things outside the box. This type of player is more likely to prefer new experiences to old ones, even if the new one seems less enjoyable overall. I’m not saying it WILL be less enjoyable, but it’s definitely a difference between a mass market set’s requirements and a custom set’s requirements.
I think an additional reason to make Lethargy mill the creature's controller is that if it made mill target opponent, it might make confusion as to who actually chooses the target (so a new player might not want to use it on opponent's creatures). I have seen even FNM frequenters make this mistake in one of the recent sets (can't recall which aura precisely).
Thank you for shouting my set, I am so happy to hear your positive feedback.
On your complaints about scry, there is some justification for it's inclusion. Although fate is set, in Norse mythology, there is still some ability to change it. Certain events cannot be, yes, but others can be manipulated. More importantly, Scry here is flavoured more as looking into your destiny than changing it, that, and the set isn't entirely based of norse myhtology, just heavily inspired and themed around it.
Scry supports a key mechanic in the second set that is flavoured and plays very opposed to help counteract the somewhat anti-flavour of scry, so I would like to keep it for that purpose mainly.
Scry is also, as you mentioned, open to change, but I am keeping it for now because it plays a good role in the set mechanically (it's also the only completely non-combat related mechanic and supports control archetypes as such) and because it fits well enough, I think, that it could be in the end set.
Thanks for your kind words about Warp! It's certainly been a pet mechanic of mine for a while and it's great to see other people as enthusiastic about it. (And yes, Warp Wing was modeled on Errant Ephemeron for simplicity's sake.)
Your discussion about DMS definitely cleared up some of the confusion I had in the other thread. Though I'm still not sure on your current load out, testing is the only way to really get a feel for it.
As for your challenge, my mind immediately went to this kind of effect:
Enchantment - Aura (C)
When ~ enters the battlefield, choose a creature type.
Enchanted creature is the chosen type. (It loses its other types.)
Players both new and old like tribal effects, and newer players especially seem to like changing creature types (stuff like Xenograft), especially prospective Johnnies. Granted, this design would only really fit the conditions if it showed up in a set with at least some tribal support, since otherwise it would appear completely useless.
Another good episode (as I've mentioned, I'm a big fan of the shorter run time). Let me know if you're looking for more guests in the future, I'd love to do another episode.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
Good episode as always, and this time I'm also on time for the challenge!
It's been very hard to come up with a card for the challenge. Most ideas I've had have already been done either above in this thread or in real Magic. These are the only ones left:
See the FutureU
Look at the top card of each player's library.
Target land becomes an Island in addition to its other types until end of turn.
If we want to go really bad, the first idea was actually the following, I'm posting it only because it made me laugh as soon as I thought of it, but I didn't consider it seriously.
Counter target spell you control. "I'm sorry, I didn't mean to cast this... I just got confused..."
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MCC - Winner (6): Oct 2014, Apr Nov 2017, Jan 2018, Apr Jun 2019 || Host (15): Dec 2014, Apr Jul Aug Dec 2015, Mar Jul Aug Oct 2016, Feb Jul 2017, Jun Nov 2018, Feb Jul 2019 (last one here) || Judge (34): every month from Nov 2014 to Nov 2016 except Oct 2015, every month from Feb to Jul 2017 except Apr 2017, then Oct 2017, May Jun Nov 2018, Feb Jul 2019 (last one here) CCL - Winner (3): Jul 2016 (tied with Flatline), May 2017, Jul 2019 (last one here) || Host (5): Feb 2015, Mar Apr May Jun 2016 DCC - Winner (1): Mar 2015 (tied with Piar) || Host (3): May Oct 2015, Jan 2016
• The two public custom sets I've been part a part of the design team for: "Brotherhood of Ormos" - Blog post with all info - set thread - design skeleton / card list || "Extinctia: Homo Evanuit" - Blog post with all info - set thread - card list spreadsheet
• "The Lion's Lair", my article series about MTG and custom card design in particular. Latest article here. Here is the article index.Rather outdated by now, and based on the old MCC rubric, but I'm leaving this here for anybody that might be interested anyway.
• My only public attempt at being a writer: the story of my Leonin custom planeswalker Jeff Lionheart. (I have a very big one that I'm working on right now but that's private for now, and I don't know if I will ever actually publish it, and I also have ideas for multiple future ones, including one where I'm going to reprise Jeff.)
@Srgtfailure - Great to hear you're finding the show valuable. Planelost Explorer is a very nice card, but it's a bit more powerful than we're aiming for. It's closer to fringe playable rather than something truly unplayable. Still, I think the design is both elegant and interesting.
@Willows - We want truly terrible, unplayable cards - but that don't offend players when they see them in their booster packs. This is a tricky challenge, which requires designers to understand how to control player perceptions.
Seeing play in construced is fine, but it needs to be utterly unplayable garbage in Limited for this prompt (without offending players). A card that could have constructed applications is a good way to do that.
We recorded the new podcast last night, so unfortunately Koopa and anyone that hasn't submitted yet won't have a chance to get talked about on the show. I'll say that Reveal Weakness is a neat design, but I think it's a little too close to being offensive to experienced players. Anyone that understands card advantage really is going to recognize that it's junk. Going for the niche sideboard card is a solid tactic in making the card junk in limited but not offensive elsewhere, however I think this misses a bit on the 'offensive' side because it's a sideboard card that no one should ever run anywhere.
On a side-note, I'm going to be at the Game Developer's Conference in San Francisco the coming week - and may be flown out to Belgium shortly after for my freelancing work. This may interfere with my posting.