Better than having a land enter untapped (which a lot of players aren't going to understand as casual players play basics), what about a gold/treasure/whatever token. Basically a consumable permanent that could sit in the command zone that could be sacrificed for one mana of any color.
Better than having a land enter untapped (which a lot of players aren't going to understand as casual players play basics), what about a gold/treasure/whatever token. Basically a consumable permanent that could sit in the command zone that could be sacrificed for one mana of any color.
A free, guaranteed Lotus Petal would break legacy and maybe even modern, too. Magic simply can't handle a Hearthstone-style solution. Free mana is way too valuable for that.
A large part of what makes Lotus Petal strong is that it's a spell as well, just a free mana wouldn't break anything. It would give players the ability to interact earlier and that's a good thing. If the change made any combo deck too strong (I don't think it would) you could ban something.
A large part of what makes Lotus Petal strong is that it's a spell as well, just a free mana wouldn't break anything. It would give players the ability to interact earlier and that's a good thing. If the change made any combo deck too strong (I don't think it would) you could ban something.
adding a 1 use mana changes the game.
It speeds you up by a turn, which easily translates to +1 card on itself, so playing 2nd you draw a card AND get an extra mana.
To some degree you just kill the advantage for the starting player all together and give the opponent a big advantage.
It always matters if a deck needs a steady stream of mana to play a long game, or they just need "some" mana at some point to play a card that defines the game, which is primarily true for combo decks, but if you simply get a free mana "guaranteed" there is no risk at all to play lands that enter tapped, and it makes 1 mana spells even more important , and a 1 mana Force Spike style spell becomes a hell lot better out of nowhere.
In Limited if the +1 mana is any color, it will FIX my mana colors. I can splash whatever i want if i am "guaranteed" to have that mana whenever i want it. So starting a game without it would be a tremendously DRAWBACK.
The impact of such a change is HUGE , as magic is about much more interaction and timing restrictions, Heartstone is especially terrible comparison as it doesnt have that kind of interaction at all.
In theory, rewards for the 2nd player seem like a good idea for balance. In practice, I worry that the corrective measure will be broken to give the 2nd player an advantage, creating a different problem.
In theory, rewards for the 2nd player seem like a good idea for balance. In practice, I worry that the corrective measure will be broken to give the 2nd player an advantage, creating a different problem.
Which is what all of the extra mana suggestions are. Introducing such a mechanic to a game that already has complex combo decks that can win as early as the first turn would be catastrophic to the Legacy and Modern metagames.
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A free, guaranteed Lotus Petal would break legacy and maybe even modern, too. Magic simply can't handle a Hearthstone-style solution. Free mana is way too valuable for that.
adding a 1 use mana changes the game.
It speeds you up by a turn, which easily translates to +1 card on itself, so playing 2nd you draw a card AND get an extra mana.
To some degree you just kill the advantage for the starting player all together and give the opponent a big advantage.
It always matters if a deck needs a steady stream of mana to play a long game, or they just need "some" mana at some point to play a card that defines the game, which is primarily true for combo decks, but if you simply get a free mana "guaranteed" there is no risk at all to play lands that enter tapped, and it makes 1 mana spells even more important , and a 1 mana Force Spike style spell becomes a hell lot better out of nowhere.
In Limited if the +1 mana is any color, it will FIX my mana colors. I can splash whatever i want if i am "guaranteed" to have that mana whenever i want it. So starting a game without it would be a tremendously DRAWBACK.
The impact of such a change is HUGE , as magic is about much more interaction and timing restrictions, Heartstone is especially terrible comparison as it doesnt have that kind of interaction at all.
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Which is what all of the extra mana suggestions are. Introducing such a mechanic to a game that already has complex combo decks that can win as early as the first turn would be catastrophic to the Legacy and Modern metagames.