Blue does not get color fixing or ramp, with the small exceptions of paying specifically for artifact abilities with mana of any color and Treasure tokens, nor should it.
Not sure how I would dish these, but I would think to split them across a block, or between two core sets. The arrangement gives way for a unique Progenitus deck, who is like the super fat guy at the Chinese buffet restaurant who eats all the crab legs like he has several heads. Or the family of fat people/fat group of people—who do just the same—in a similar style.
The deck would have its liabilities, if you consider that packing 4 of each (needing only 4 of them), puts you at 16 slots taken. This hardens the mathematical clench (mathematical proportions) that a player needs to secure among other content, thus making the competitive deck-building for this arrangement of Crabs a neat challenge. The name and concept for Shoreline Crab isn't final, and to suit the purpose it would see use for in player's concentrated blue strategies, I would think to change the name and concept to something like Translucent Crab, or Cosmic Crab. This follows the style of Apple Crab, which is an adaptation based around a land crab. I always liked the adaptations that MTG used to make on common creatures, like King Crab for example. And these concepts follow the style of that.
king crab has an effect that fits within blue's section of the color pie. These cards do not.
Again, blue has not received this sort of color fixing outside of a single card from planar chaos. The complete violation of the color pie doesn't seem worth the visual image of an expensive creature gorging on crab.
king crab has an effect that fits within blue's section of the color pie. These cards do not.
Again, blue has not received this sort of color fixing outside of a single card from planar chaos. The complete violation of the color pie doesn't seem worth the visual image of an expensive creature gorging on crab.
The context of what I said did not refer to the function of that card, but to the style of its fantasy concept, in that it's an irregularly giant crab.
Blue being about intelligence should definitely have mana manipulative abilities. It's in green, because green is about nature, and the diversity of nature's natural resources provide it the diversity of that potential. Blue however, has science, and that has a myriad of natural resources all its own.
The crabs have very strong fantasy elements to them, and their capabilities extend far beyond their being, and into their application. What makes the Crabapple Crab provide red mana is in how you use it. What makes the Coconut Crab provide white mana is in the miracle of being stranded on a deserted island, and walking up to the coconut tree one morning to find one nesting there.
It's sorry that no one seems to get into this kind of fun. Stuff like this is what makes the game fun, and provides players with fun deck structure options.
No stuff like this is what undermines the color pie so that everything is a mosh of indistinguishable mush. The heavy bends that are healthy to the pie occur when there is a need for them. The breaks that you continuously advocate, shouldn't ever occur because there are already other colors that do that effect, there is no need for every color to do everything. Flavor can justify literally(and apparently you have to clarify you actually mean literally and not figuratively now) anything so it should never be used as justification.
for others to take your designs seriously u must respect the color pie
mostly that is about mechanics and not flavor, flavor could make u make anything. blue creature with deathtouch because it is poisons researcher would be in flavor but break the color pie badly
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():
Rollback Post to RevisionRollBack
你好 have you eaten?
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
for others to take your designs seriously u must respect the color pie
mostly that is about mechanics and not flavor, flavor could make u make anything. blue creature with deathtouch because it is poisons researcher would be in flavor but break the color pie badly
Some of the "innovations" they've made have totally ruined the game, and stripped it of its identity and clarity.
This is nothing in that sort at all. They only add to the fantasy of the game with a light touch, gracefully bringing that fantasy to life with a greater level of detail. Innovations like this better a fantasy game, while oppressive conventions such as the "color pie" in the way that it's so narrow-mindedly arranged and enforced, ensure that the life of that fantasy and functionality is finite.
I'll have you know, that some effects and interactions designated only to specific colors (and prohibited to others) in the "color-pie", are actually extremely core-essential interactions to the functionality of the game on its most primordial platform (as a game engine with a state-based, mathematical dynamic interaction algorithm). Draw, removal, card advantage, mana ramp. They are all core-essential to the game, and cannot be simply checked or balanced except by themselves (evening that potential across the board). Their impression on the game-state is too dramatic, where other effects only compensate by trivial means, that don't truly equate to true balance. It's very obvious though that no one have ever been able to see the game on such a level of intricacy—but I do. And It's easy for me to explain it for all to see and understand.
Flavour is more flexible than gameplay and Magic's gameplay design is based on each colour not only having strengths but having weaknesses, such as Blue not getting colour fixing or significant ramp, because both of those are Green strengths.
Reap, your cards are pretty consistently interesting ideas, but they almost never follow the standards of Magic design, which are based around the balance of strengths between each colour and the limiting effect of land cards, particularly on multicolour decks.
I think you'd be happier making your own game rather than limiting yourself within the conditions of Magic.
Private Mod Note
():
Rollback Post to RevisionRollBack
“Tell me who you walk with, and I'll tell you who you are.” Esmeralda Santiago Art is life itself.
Flavour is more flexible than gameplay and Magic's gameplay design is based on each colour not only having strengths but having weaknesses, such as Blue not getting colour fixing or significant ramp, because both of those are Green strengths.
Reap, your cards are pretty consistently interesting ideas, but they almost never follow the standards of Magic design, which are based around the balance of strengths between each colour and the limiting effect of land cards, particularly on multicolour decks.
I think you'd be happier making your own game rather than limiting yourself within the conditions of Magic.
My intention is to help people understand the game on its most fundamental level, and the dynamic exchange of all its intricacies, so that they can develop more functional and fantasy filled MTG content.
What you're suggesting would be running away from the problem, like using a Virtual Machine to escape any liabilities of the core-machine and its infrastructure. So long as those liabilities exist in the core-machine, they can come back to haunt you. The same is true here. There was an ideal arrangement and "balance" of the colors and what they can do, but many of those concepts were under-thought, and the dynamic interaction of those effects over the game (and how they affect the balance of power) were not perceived. If you can see and accept this fact, then that is the first step to evolving your talent for game development. And in MTG, letting fantasy take its place as the rightful king, in terms of the "color pie" dynamics. Many effects need to be more universal to balance the game engine (and its dynamic interactions), but how those effects exist in each color, or how those colors achieve those effects, is (and can be developed) unique to that color.
If you can open your mind to this, a new level of greatness potentially awaits you.
Magic is Magic in part because of its color pie restrictions. To say that certain effects need to be more universal to "balance the game engine" and designing cards as such means that you're no longer designing custom Magic cards, as you've practically thrown an entire founding facet of the game out the window. You're instead designing your own game with your own flavor rules, that happen to use Magic's rule set. And that doesn't make for a good Magic card designer.
Your platitudes don't really mean much on this forum. While the rest of us here are content with fitting our designs within Magic's design restrictions, you don't think doing so is fun. That's fine. But you don't then get to also say that we should ditch Magic's color pie aspect and make cards in a way you are attempting to.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Magic is Magic in part because of its color pie restrictions. To say that certain effects need to be more universal to "balance the game engine" and designing cards as such means that you're no longer designing custom Magic cards, as you've practically thrown an entire founding facet of the game out the window. You're instead designing your own game with your own flavor rules, that happen to use Magic's rule set. And that doesn't make for a good Magic card designer.
Now you see, that's not entirely true, because many of the innovations I suggest don't take anything away from the game.
They don't strip it of identity or clarity. They moreso add to these factors, and better the game and its interactive functionality across the board. Innovations like this ADD to the fantasy aspect of the game, by introducing cool new ways by which certain colors operate to achieve specific feats or things. And ADD to the functionality aspect of the game, by providing fair scale and equal opportunity access, to core-essential facets of resource and interactive power.
For example, mana ramping is a very universal effect, extending its potential to every color doesn't change the platform of the game by any unreasonable fashion. It only advances the platform in both aspects of fantasy and functionality. It makes a play more accessible, but doesn't make it any smarter. If you don't have the means to roll with the punch, you're only rushing blindinginto removal. Meanwhile, the implementing of such effect open space for developers to shine new light into new worlds of potential held by each color. Each color can do it well, but some colors achieve it more naturally.
And on that note, removal is another one that needs to be more universal, because it dramatically impacts the game-state in a way that isn't properly balanced by other effects. To summarize this dynamic, anything that "adds" to a player (makes something more accessible) is a passive resource potential. Just like the example above, it makes plays more accessible, but doesn't make them any smarter. And doesn't offset the game-state in a dramatic fashion, such as the aggressive resource potential of removal, which "takes away" from a player. There is a certain amount of gravity contained by both, and that gravitational force is only truly balanced by itself (the same dynamic).
Your platitudes don't really mean much on this forum. While the rest of us here are content with fitting our designs within Magic's design restrictions, you don't think doing so is fun. That's fine. But you don't then get to also say that we should ditch Magic's color pie aspect and make cards in a way you are attempting to.
And it's unfortunate you feel this way, because as you can see, it's clear that I hold some dramatic insights to the game and its greater intricacies, that if adapted would only make the game more dynamic and interactive, free-flowing, and fun.
Public Mod Note
(void_nothing):
Warning for trolling
Magic is Magic in part because of its color pie restrictions. To say that certain effects need to be more universal to "balance the game engine" and designing cards as such means that you're no longer designing custom Magic cards, as you've practically thrown an entire founding facet of the game out the window. You're instead designing your own game with your own flavor rules, that happen to use Magic's rule set. And that doesn't make for a good Magic card designer.
Now you see, that's not entirely true, because many of the innovations I suggest don't take anything away from the game.
They don't strip it of identity or clarity. They moreso add to these factors, and better the game and its interactive functionality across the board. Innovations like this ADD to the fantasy aspect of the game, by introducing cool new ways by which certain colors operate to achieve specific feats or things. And ADD to the functionality aspect of the game, by providing fair scale and equal opportunity access, to core-essential facets of resource and interactive power.
Fundamentally altering/dissolving the color pie does take something away from the game. In fact it takes away one of the three core pillars of the game. The fact that you either don't understand or refuse to except that, shows that you and the people here are on such different wave lengths that communication is difficult to impossible.
Apple Crab U
Creature — Crab
Sacrifice ~: Add GG to your mana pool.
0/1
Crabapple Crab U
Creature — Crab
Sacrifice ~: Add RR to your mana pool.
0/1
Coconut Crab U
Creature — Crab
Sacrifice ~: Add WW to your mana pool.
0/1
HAAAAAALLELU-JAH - HALLELUJAH - HALLELUJAH!
Shoreline Crab U
Creature — Crab
Sacrifice ~: Add UU to your mana pool.
0/1
Parasite Crab U
Creature — Crab
Sacrifice ~: Add BB to your mana pool.
0/1
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
The deck would have its liabilities, if you consider that packing 4 of each (needing only 4 of them), puts you at 16 slots taken. This hardens the mathematical clench (mathematical proportions) that a player needs to secure among other content, thus making the competitive deck-building for this arrangement of Crabs a neat challenge. The name and concept for Shoreline Crab isn't final, and to suit the purpose it would see use for in player's concentrated blue strategies, I would think to change the name and concept to something like Translucent Crab, or Cosmic Crab. This follows the style of Apple Crab, which is an adaptation based around a land crab. I always liked the adaptations that MTG used to make on common creatures, like King Crab for example. And these concepts follow the style of that.
Again, blue has not received this sort of color fixing outside of a single card from planar chaos. The complete violation of the color pie doesn't seem worth the visual image of an expensive creature gorging on crab.
The context of what I said did not refer to the function of that card, but to the style of its fantasy concept, in that it's an irregularly giant crab.
Blue being about intelligence should definitely have mana manipulative abilities. It's in green, because green is about nature, and the diversity of nature's natural resources provide it the diversity of that potential. Blue however, has science, and that has a myriad of natural resources all its own.
The crabs have very strong fantasy elements to them, and their capabilities extend far beyond their being, and into their application. What makes the Crabapple Crab provide red mana is in how you use it. What makes the Coconut Crab provide white mana is in the miracle of being stranded on a deserted island, and walking up to the coconut tree one morning to find one nesting there.
It's sorry that no one seems to get into this kind of fun. Stuff like this is what makes the game fun, and provides players with fun deck structure options.
mostly that is about mechanics and not flavor, flavor could make u make anything. blue creature with deathtouch because it is poisons researcher would be in flavor but break the color pie badly
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Some of the "innovations" they've made have totally ruined the game, and stripped it of its identity and clarity.
This is nothing in that sort at all. They only add to the fantasy of the game with a light touch, gracefully bringing that fantasy to life with a greater level of detail. Innovations like this better a fantasy game, while oppressive conventions such as the "color pie" in the way that it's so narrow-mindedly arranged and enforced, ensure that the life of that fantasy and functionality is finite.
I'll have you know, that some effects and interactions designated only to specific colors (and prohibited to others) in the "color-pie", are actually extremely core-essential interactions to the functionality of the game on its most primordial platform (as a game engine with a state-based, mathematical dynamic interaction algorithm). Draw, removal, card advantage, mana ramp. They are all core-essential to the game, and cannot be simply checked or balanced except by themselves (evening that potential across the board). Their impression on the game-state is too dramatic, where other effects only compensate by trivial means, that don't truly equate to true balance. It's very obvious though that no one have ever been able to see the game on such a level of intricacy—but I do. And It's easy for me to explain it for all to see and understand.
Guess I'll just cache this idea with the rest.
Reap, your cards are pretty consistently interesting ideas, but they almost never follow the standards of Magic design, which are based around the balance of strengths between each colour and the limiting effect of land cards, particularly on multicolour decks.
I think you'd be happier making your own game rather than limiting yourself within the conditions of Magic.
Art is life itself.
My intention is to help people understand the game on its most fundamental level, and the dynamic exchange of all its intricacies, so that they can develop more functional and fantasy filled MTG content.
What you're suggesting would be running away from the problem, like using a Virtual Machine to escape any liabilities of the core-machine and its infrastructure. So long as those liabilities exist in the core-machine, they can come back to haunt you. The same is true here. There was an ideal arrangement and "balance" of the colors and what they can do, but many of those concepts were under-thought, and the dynamic interaction of those effects over the game (and how they affect the balance of power) were not perceived. If you can see and accept this fact, then that is the first step to evolving your talent for game development. And in MTG, letting fantasy take its place as the rightful king, in terms of the "color pie" dynamics. Many effects need to be more universal to balance the game engine (and its dynamic interactions), but how those effects exist in each color, or how those colors achieve those effects, is (and can be developed) unique to that color.
If you can open your mind to this, a new level of greatness potentially awaits you.
Your platitudes don't really mean much on this forum. While the rest of us here are content with fitting our designs within Magic's design restrictions, you don't think doing so is fun. That's fine. But you don't then get to also say that we should ditch Magic's color pie aspect and make cards in a way you are attempting to.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Now you see, that's not entirely true, because many of the innovations I suggest don't take anything away from the game.
They don't strip it of identity or clarity. They moreso add to these factors, and better the game and its interactive functionality across the board. Innovations like this ADD to the fantasy aspect of the game, by introducing cool new ways by which certain colors operate to achieve specific feats or things. And ADD to the functionality aspect of the game, by providing fair scale and equal opportunity access, to core-essential facets of resource and interactive power.
For example, mana ramping is a very universal effect, extending its potential to every color doesn't change the platform of the game by any unreasonable fashion. It only advances the platform in both aspects of fantasy and functionality. It makes a play more accessible, but doesn't make it any smarter. If you don't have the means to roll with the punch, you're only rushing blinding into removal. Meanwhile, the implementing of such effect open space for developers to shine new light into new worlds of potential held by each color. Each color can do it well, but some colors achieve it more naturally.
And on that note, removal is another one that needs to be more universal, because it dramatically impacts the game-state in a way that isn't properly balanced by other effects. To summarize this dynamic, anything that "adds" to a player (makes something more accessible) is a passive resource potential. Just like the example above, it makes plays more accessible, but doesn't make them any smarter. And doesn't offset the game-state in a dramatic fashion, such as the aggressive resource potential of removal, which "takes away" from a player. There is a certain amount of gravity contained by both, and that gravitational force is only truly balanced by itself (the same dynamic).
And it's unfortunate you feel this way, because as you can see, it's clear that I hold some dramatic insights to the game and its greater intricacies, that if adapted would only make the game more dynamic and interactive, free-flowing, and fun.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝