I think it comes out very good sometimes, but not most of the time. The last good one I've seen in ages is Failed Negotiations. It's understandable, coming up with something together, but the entire basis of Magic and their designs is so very deep. Without that, it violates the very essence of the game. It comes off as cold and corporate, just shells of a design without a soul.
So? It's a fun little thing people on a forum want to do together. Why does that bother you so much if people just want to have some harmless fun? And really, we're talking about designing fake Magic cards that will never see the light of day. I never knew it was serious business.
And like the person above said, your card isn't as great as you think it is. Maybe you should listen to some advice before trying to dispense it onto others.
I say it's great the community has come together to do this.
It's serious business because it's the design you put on the front page of the website. Obviously, it's the trained eye you've got to be mindful about my friends. You want to appeal to the most meticulous judges of Magic content. Otherwise, it can come off as naive. Who wants to come off that way? No one does! Just be aware that attention to detail is very important, specially for something you're going to showcase. Also, don't expect everyone to be honest about what's good and what's not. As you can see above, no everyone tells the truth about how they feel when it comes to anything. You've got to know how to discern for yourselves, to know what's good, what's not, and what's neutral.
Bankai, I think the problem is that most people that come to the website think the cards are, on average, interesting, creative, fun, and therefore "good". You seem the odd man out here.
Oh, and given the way that design/development tweak cards consistently, even sometimes at the last minute, it leads me to believe that not every piece of card is a perfectly realized essence, as you seem to imply.
This card is very clever, pretty great. It gives you a single point for free, so that means it can't be 3 CMC, but 4 certainly seems do-able. Personally I'd rather see it as 2-4 CMC without the free point. Overall, a pretty minor complaint - this is a very clever card.
I do have a major complaint, however. This is a "looks back in time" card, which R&D purposely avoids. What I mean by that is that when the card is played the players have to go "Oh wait, what happened this turn?" and then spend 10 minutes re-counting whether each point of damage happened this turn or some other turn. Maybe the enemy player used a fetchland and now you have to argue about whether it was late on their turn or early on yours. The reverse counting problem can be especially bad in multiplayer games - which are the natural home for an expensive card that rewards a big set-up.
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I do have a major complaint, however. This is a "looks back in time" card, which R&D purposely avoids. What I mean by that is that when the card is played the players have to go "Oh wait, what happened this turn?" and then spend 10 minutes re-counting whether each point of damage happened this turn or some other turn. Maybe the enemy player used a fetchland and now you have to argue about whether it was late on their turn or early on yours. The reverse counting problem can be especially bad in multiplayer games - which are the natural home for an expensive card that rewards a big set-up.
I can understand this point of view, but I don't see it as a huge problem. In general, what happens in a single turn is pretty easy to keep track of and hard to argue. Asking someone to look back to last turn or multiple turns back could lead to problems, but I don't think this has any major memory issues. I can see how it might get complex in large multiplayer games where there's the potential for multiple players and permanents to be dealing damage, but keeping track of a single turn doesn't leave that much to interpretation.
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This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Moon-E, to back up your point, they just printed Faith's Reward, which tracks permanents instead of damage. It's not as confusing as Second Sunrise, but still looks back in time.
Considering that werewolf flipping tracked things that (a) happened on a previous turn and (b) weren't written down like life totals frequently are, I don't think the memory issues are a serious concern. It is good to be vigilant about such things though.
Considering that werewolf flipping tracked things that (a) happened on a previous turn and (b) weren't written down like life totals frequently are, I don't think the memory issues are a serious concern. It is good to be vigilant about such things though.
Its free information that all players can access and know should be putting attention into. It also takes an entire extra turn to do anything. Even then it's been stated to be mentally taxing, so they kept the triggers as simple and uniform as possible without having players feel they were being deprived of 'cool things'. Also it isn't really hard to notice the difference, it probably took me less time to realize the difference than to you to type your example.
I think this card is incredibly fair. A subtle requirement for the card that is neither impossible nor terribly easy to accomplish. Slightly better than Wrath of God because it is a single target's creatures that are affected. But targeting can also become a weakness as targets can change, become illegal, and so on.
It also hinges on the fact that an opponent is going to have creatures, and said creatures that are not related in a combo that wins in a single turn, like most do anyway.
The addition of the single loss of life included in the spell is what I like the most. At least it can kill an unpumped token swarm which I believe makes this rare-slot-worthy. The name fits the design and the artwork is complimentary.
This is an excellent card. It's not imbalanced at all, one-sided Wraths get overated: ever since WotC printed Planeswalkers as a totally legit wincon, Wrath of God itself has been a one-sided wrath if you wanted it to be. Turn 3 Mulldrifter, Turn 4 Ajani Vengeant nailing down a creature, turn 5 Wrath of God. Remember that?
So A one sided wrath with hoops to jump through is fine, especially when there are numerous ways to deal with this, even humble stuff like Feeling of Dread takes nice care of this out of a sideboard if it got really popular.
I personally really like this card. It feels very B/R which is one of my favorite color combos. I like that it takes setup because its the kind of setup that gets you closer to winning without necessarily requiring you to be winning first.
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So? It's a fun little thing people on a forum want to do together. Why does that bother you so much if people just want to have some harmless fun? And really, we're talking about designing fake Magic cards that will never see the light of day. I never knew it was serious business.
And like the person above said, your card isn't as great as you think it is. Maybe you should listen to some advice before trying to dispense it onto others.
I say it's great the community has come together to do this.
For all of your Magic art needs, check out my tumblr The Art of Magic.
Oh, and given the way that design/development tweak cards consistently, even sometimes at the last minute, it leads me to believe that not every piece of card is a perfectly realized essence, as you seem to imply.
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I do have a major complaint, however. This is a "looks back in time" card, which R&D purposely avoids. What I mean by that is that when the card is played the players have to go "Oh wait, what happened this turn?" and then spend 10 minutes re-counting whether each point of damage happened this turn or some other turn. Maybe the enemy player used a fetchland and now you have to argue about whether it was late on their turn or early on yours. The reverse counting problem can be especially bad in multiplayer games - which are the natural home for an expensive card that rewards a big set-up.
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I can understand this point of view, but I don't see it as a huge problem. In general, what happens in a single turn is pretty easy to keep track of and hard to argue. Asking someone to look back to last turn or multiple turns back could lead to problems, but I don't think this has any major memory issues. I can see how it might get complex in large multiplayer games where there's the potential for multiple players and permanents to be dealing damage, but keeping track of a single turn doesn't leave that much to interpretation.
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Its free information that all players can access and know should be putting attention into. It also takes an entire extra turn to do anything. Even then it's been stated to be mentally taxing, so they kept the triggers as simple and uniform as possible without having players feel they were being deprived of 'cool things'. Also it isn't really hard to notice the difference, it probably took me less time to realize the difference than to you to type your example.
It also hinges on the fact that an opponent is going to have creatures, and said creatures that are not related in a combo that wins in a single turn, like most do anyway.
The addition of the single loss of life included in the spell is what I like the most. At least it can kill an unpumped token swarm which I believe makes this rare-slot-worthy. The name fits the design and the artwork is complimentary.
I am fond of the cheesy names of the former cards. Wheel of Fortune, Land Tax, Survival of the Fittest, and so on. The only other name I would have accepted is, Misery Loves Company
I do love the art though, always thought it would make an awesome playmat.
So A one sided wrath with hoops to jump through is fine, especially when there are numerous ways to deal with this, even humble stuff like Feeling of Dread takes nice care of this out of a sideboard if it got really popular.
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