He's talking about stuff we gonna see a little focus on in the future (no spoilers for upcoming sets)
NEW FRAMES
They already talk about this when Eldraine was introduced
(examples: adventures, enchantments in theros, sagas, split cards, and cards like the fallen apart
EXPANSION OF EXISTING MECHANICS
Basically, existing mechanics getting reprinted in new cards get upgrades as well
(examples: cycling that draws cards then upgrade with more than just draw like Valiant Rescuer, and proliferate in Mirridon it was for poison and -1/-1 then used in war of the spark for loyalty and +1/+1)
REHABILITATION OF FAILED MECHANICS
Mechanics that failed but reimagined/renamed to dissimilar but more successful
(The example is chroma from eventide that was not liked but later reimagined in thero's sets with devotion which was loved)
(also might be happening with phasing Since they are considering making it deciduous and pointing it on flicker effects to make them less broken from all those ETB effects don't worry past flicker cards won't be errata’d)
DOUBLE-FACED CARDS
Yea so they are aiming at more double face cards I see and of course, they talk about the difficulty of it
Innistrad is crawling with these and expanded in ixalan
Oh one more thing about DFC
Zendikar rising rumored to have double face cards and work slightly different from before with picking which side to play
PUNCH-OUT TECHNOLOGY
Basically explains what needs to happen for punch outs to happen in a set and history of it
CARDS THAT CAN'T GO IN YOUR DECK
For those in confusion
This category is about things that are cards but are not allowed into your deck when you first build it. The best example of this was a mechanic we didn't use in Avacyn Restored called forbidden. There were cards you put into your deck that allowed you to shuffle forbidden cards into your deck. Because this was such a large hoop, the forbidden cards were allowed to be crazy-powerful.
Basically, a mechanic that doesn't let you add it in a deck without certain card(s) the closet they got to it finally surfacing was in avacyn restore with forbidden
They basically trying to get this to exist in magic
CARD COMPONENTS OUTSIDE THE DECK
Basically, emblems, the monarch and city's blessing Esque cards might expand more on this
(my words we need cards that can deal with these particularly ever since M20 Chandra with the 1 damage each turn emblems)
ADDITIONAL "DECKS"
Basically like the contraptions in unstable that can bring in an additional deck to a game
I've been saying for years they need to print:
Hellhole - sorcery - "Destroy target non-basic land" should be printed as a rare for RB
or "Destroy target non-basic land, it's controller loses 2 life" for RRB
Bring back Grandeur!!! The 5 card cycle wasn't enough.
Bring back Fortify!!!
Bring back Infect, BUT give us several ways to REMOVE Poison counters!!!
Companions are OK, just fix them, not too OP but not too nerfed!!!
Forget the punch outs. Its a lame attempt to sell bling bling punchouts to bleed money from the playerbase.
END PRERELEASE!!! Just have RELEASE and be done with it.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
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The "cards that can't go in your deck" remind me of the token cards mentioned in the playtest cards. Given the insane power level of the cards alluded to in the "cards that can't go in your deck" section and the token cards (e.g. Time Walk), this makes sense.
i didnt think that the mechanic itself was busted, i think some of the cards that had the mechanic were busted. if lurus would have been a 6 mana card to begin with, we would have had much less talk about this mechanic
a guaranteed draw card should just not be overpowered, and i think this is a lesson they should have already known from commander.
to sad, that a mechanic, that was finally a littlebit creative and still kept a flavorful idendity in magic, is now a 9 on the storm scale
guess new mechanics will be the same boring thing they did in the past. take an old card with an effect, give a mechanic name and build cards around it. (like Grim Flayer has an effect that later became surveil... but its not like grim flayer got erata)
not sure what i have to think about extra decks and so, will have to wait and see for that
they can't balance the game as it is, so making ultra powerful cards that aren't allowed in your deck right off the bat is going to end up completely broken.
feeling that blinking is broken and needs to be reworked into phasing is just... what? people complain about dumbing down the game, well there you go.
have wanted to see more dfc's, but being able to choose which side to play feels like it'll get messy fast
reworking of failed mechanics is neat, that's something that should have been happening more already. especially in the case of mechanics that could've been great but were only given like 1/5th of one set to explore.
i didnt think that the mechanic itself was busted, i think some of the cards that had the mechanic were busted. if lurus would have been a 6 mana card to begin with, we would have had much less talk about this mechanic
a guaranteed draw card should just not be overpowered, and i think this is a lesson they should have already known from commander.
No, sorry. A guaranteed 8th card in hand is just overpowered, full stop. It works in commander because everyone at the commander table has that guaranteed 8th card in hand. Companions make you play commander in standard when if people wanted to play commander they would just do that. This horse is glue.
And I see several of you asking for land destruction. I used to play land destruction back in the day. It wont ever happen again. First off, WotC doesnt like it because it creates noninteractive games. Permission and Prison decks are bad enough (from their perspective) where you try to do your thing, but the prison deck creates conditions where what you just did is irrelevant. Land destruction prevents you from doing your thing. WotC wont go for that.
And the person who said 3CC LD is too slow... that's the second thing. Land Destruction's goal is to trap you in the midgame and prevent you from developing to your endgame. Its just... there's no midgame anymore. Most decks have a few opening moves accomplished with 1 or 2 mana, and then they're able to do everything they want to do with 3 or 4. Land destruction wont stop the kinds of decks we see now, that fun 23 lands in the deck trying to have 4 on the board to win.
Best thing I can think of is:
{G/B}{R/G}{R/B}
Sorcery
Destroy target nonbasic land.
If {B} was spent, exile that land instead.
If {R} was spent, deal 2 damage to any target.
If {G} was spent, shuffle this back into your library.
or
{G/B}{R/G}{R/B}
Sorcery
Destroy target nonbasic land.
If {B} was spent, that land's controller loses two life.
If {R} was spent, you may destroy up to one target artifact.
If {G} was spent, search your library for up to one basic land and put it into your hand.
they can't balance the game as it is, so making ultra powerful cards that aren't allowed in your deck right off the bat is going to end up completely broken.
Research // Development lets you shuffle sideboard cards into your library and doesn't see play (except just maybe in casual). Assuming the only way to get "forbidden" cards into the game remains shuffling them into your library, a la some of the playtest cards letting you create token cards and shuffle them into your library, I think they're more likely to be unplayably bad than broken, even if you get to shuffle in 4 Time Walks. The chance that you draw any one card of a full playset, assuming you don't have any of that playset in your opening hand, is deceptively low.
they can't balance the game as it is, so making ultra powerful cards that aren't allowed in your deck right off the bat is going to end up completely broken.
Research // Development lets you shuffle sideboard cards into your library and doesn't see play (except just maybe in casual). Assuming the only way to get "forbidden" cards into the game remains shuffling them into your library, a la some of the playtest cards letting you create token cards and shuffle them into your library, I think they're more likely to be unplayably bad than broken, even if you get to shuffle in 4 Time Walks. The chance that you draw any one card of a full playset, assuming you don't have any of that playset in your opening hand, is deceptively low.
sure, but they can't balance the game as it is so... your point ends up a little moot given the past few sets and how pushed/format breaking several cards have been. the likelihood that it ends up a game breaking mechanic like companion is extremely high given recent sets. a similar concept in prior sets that laid the groundwork does not ensure a modern reworking will be fair and balanced. i mean, companion didn't look THAT broken on paper after all.
they can't balance the game as it is, so making ultra powerful cards that aren't allowed in your deck right off the bat is going to end up completely broken.
Research // Development lets you shuffle sideboard cards into your library and doesn't see play (except just maybe in casual). Assuming the only way to get "forbidden" cards into the game remains shuffling them into your library, a la some of the playtest cards letting you create token cards and shuffle them into your library, I think they're more likely to be unplayably bad than broken, even if you get to shuffle in 4 Time Walks. The chance that you draw any one card of a full playset, assuming you don't have any of that playset in your opening hand, is deceptively low.
sure, but they can't balance the game as it is so... your point ends up a little moot given the past few sets and how pushed/format breaking several cards have been. the likelihood that it ends up a game breaking mechanic like companion is extremely high given recent sets. a similar concept in prior sets that laid the groundwork does not ensure a modern reworking will be fair and balanced. i mean, companion didn't look THAT broken on paper after all.
Pointing to the fact that new sets aren't balanced doesn't automatically mean that any given mechanic is going to be broken. Forbidden could end up like Companion, but given how it works, it's more likely to end up unimpressive like mutate.
Please, mill me. Mill my important cards. Mill my lands. Mill it all. Because I will still deal 20 damage before you can mill 45 cards most every time.
Companion mechanic is fine, it's the execution that was the problem. I appreciate how some of them generate a theme less common to their usual color pie.
I think it's important to remember that Mark Rosewater is a magic designer, not a magic developer. He's outlining broad territories here where he sees potential for future exploration. Reacting with, "XYZ sounds broken, they shouldn't explore that" is exactly the kind of thing that stops worse designers than him from making breakthroughs. The fact that Companion was largely a failed experiment doesn't mean they shouldn't have explored that design, it just means they printed a version that wasn't ready for print (I say largely because my Lazav, Dimir Mastermind commander deck with Gyruda, Doom of Depths as the companion is a TON of fun to play with, and I think the mechanic is pretty cool in Commander, especially before the rules nerf).
My point is, an article about areas of future design has basically nothing to do with power level or Wizards' ability to balance tournament play.
No, sorry. A guaranteed 8th card in hand is just overpowered, full stop. It works in commander because everyone at the commander table has that guaranteed 8th card in hand.
It also works in commander because decks are way less consistent and reliable. The fact that maro missed this "little detail" makes him look like an amateur.
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
I think it's important to remember that Mark Rosewater is a magic designer, not a magic developer. He's outlining broad territories here where he sees potential for future exploration. Reacting with, "XYZ sounds broken, they shouldn't explore that" is exactly the kind of thing that stops worse designers than him from making breakthroughs. The fact that Companion was largely a failed experiment doesn't mean they shouldn't have explored that design, it just means they printed a version that wasn't ready for print (I say largely because my Lazav, Dimir Mastermind commander deck with Gyruda, Doom of Depths as the companion is a TON of fun to play with, and I think the mechanic is pretty cool in Commander, especially before the rules nerf).
My point is, an article about areas of future design has basically nothing to do with power level or Wizards' ability to balance tournament play.
right, that's a good point, except...
...well there's a very clear disconnect between development and design. this is overly apparent through the abundance of mistakes and format warping cards/mechanics we've gotten. its not even a new thing, just a steadily increasing thing. so normally yes, you're absolutely right, but with that disconnect being ever present things need to be reigned in first. that disconnect needs to be fixed first. the game needs to become balanced first. otherwise the cycle just repeats itself over and over while slowly driving customers away. that's also quantifiable through past mistakes. so while they could explore the space and design something great, or develop something great, right now the chances of it being absolutely game breaking are just too high. fix what's broken before going a new direction, and design/development is very clearly broken right now.
Called it on Oubliette getting reworked to use the phasing rules. Also good to see that phasing is becoming deciduous as an action instead of a keyword. While flicker and o-ring isn't getting outright replaced now, I wouldn't be surprised to see it get phased out overtime as it means less triggers to keep track of in regards to player memory.
Called it on Oubliette getting reworked to use the phasing rules. Also good to see that phasing is becoming deciduous as an action instead of a keyword. While flicker and o-ring isn't getting outright replaced now, I wouldn't be surprised to see it get phased out overtime as it means less triggers to keep track of in regards to player memory.
They only testing it and it's trick
It's phase-out/in once is what's bing decided as deciduous the constant version phasing is not
And they didn't confirm the oubliette errata yet it's just very likely
Forget the punch outs. Its a lame attempt to sell bling bling punchouts to bleed money from the playerbase.
Punch-out cards are not expensive to buy by any means, are available when you buy regular boosters, and are easily replaceable with your dice/beads/whatever.
I don't see how they could possibly be a money-making scheme. They are a very bad one if so.
Punch-outs are just like them including token cards in booster packs or dice coming with boxes and such.
Called it on Oubliette getting reworked to use the phasing rules. Also good to see that phasing is becoming deciduous as an action instead of a keyword. While flicker and o-ring isn't getting outright replaced now, I wouldn't be surprised to see it get phased out overtime as it means less triggers to keep track of in regards to player memory.
They only testing it and it's trick
It's phase-out/in once is what's bing decided as deciduous the constant version phasing is not
And they didn't confirm the oubliette errata yet it's just very likely
Then yes we are in agreement, as an action, not as a keyword, are they moving forward with the mechanic. Testing it as decidious is a fairly big leap to be honest and it shows they are very confident they have hammered out most, possibly all, the kinks in it.
And to note, they noticed the main saving grace of it compared to flicker, long or short: Your opponent doesn't get additional value from leave/enter the battlefield effects. As that is what they were originally planning, flicker, with the newest iteration of Teferi for a planeswalker card. Which means phasing out something is less likely to create a "feels bad" moment for the owner of the phasing effect when used on an enemy creature with an ETB/LTB trigger that made their previous action less worthwhile except for the cases like an alpha strike. Which in my opinion is a nail in the coffin for flicker and o-ring getting used more liberally. All of which I spoke of here when the Teferi planeswalker was merely a speculatory leak at the time.
And meanwhile at around the same time, the rules committee made a change to accommodate commanders with death triggers. The nasty side effect known full well to them is that if you were to have a flicker with a delayed return, like Roon of the Hidden Realm, you can use stifle-esque effects to prevent the return if the opponent didn't opt to return the flickered card to the command zone unless they packed a pull from eternity or an riftsweeper. Which is where phasing shines out over flicker effects as its more casual in nature than flicker now as the only way to stifle a card phasing in is if its from the effect of a card that is trying to phase in something, and even then the next untap step you get will phase that card back in.
END PRERELEASE!!! Just have RELEASE and be done with it.
Pre-Release is what still draws money for Local Game Stores (LGSs), now more than ever with In-Store Play / Organized Play getting re-suspended until Zendikar Rising Spoiler Season with "Take Home Pre-Releases".
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America Bless Christ Jesus
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
WotC- We don’t want player shuffling to much. So we won’t reprint the fetches properly.
Also WotC- Yeah we still put cards that involve shuffling in at every rarity. Also where still working on an entire mechanic that involves shuffling cards from outside your deck into your deck.
F**k off WotC! You stupid hypocritical butt-turds.
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WOut of the ground,I rise to grace...W BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
WotC- We don’t want player shuffling to much. So we won’t reprint the fetches properly.
Also WotC- Yeah we still put cards that involve shuffling in at every rarity. Also where still working on an entire mechanic that involves shuffling cards from outside your deck into your deck.
F**k off WotC! You stupid hypocritical butt-turds.
I'm not sure If it's so much of the need for Fetchlands to become Standard legal again when there's always been this high expectation of Wizards of the Coast for every Standard legal set to contain some kind of new land cycle good enough to sell booster boxes / sealed product at Local Game Stores (LGSs). The Triomes in Ikoria bombed because they were too weak power level wise.
The problem with Fetchlands compared to other land cycles throughout MTG's history is that they were WAY too consistent on a competitive level despite not being as good on a casual level unless your deck was Landfall themed. Not to mention that it made land bases for Modern and Legacy more expensive than they actually were. That's enough to price ANYONE out of these competitive formats.
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America Bless Christ Jesus
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
WotC- We don’t want player shuffling to much. So we won’t reprint the fetches properly.
Not the only reason they don't want to reprint the fetches in standard.
Also WotC- Yeah we still put cards that involve shuffling in at every rarity.
Yes, the shuffling cards are really taking over the meta... (/s)
They print a lot of a lot of different kinds of effects. Most cards don't see much of any play outside limited. This would only be a problem if limited was filled them with or more of them were constructed playable. Land search effects, in particular, which are the most common shuffles at common, are given extra leeway on the shuffling front because of how useful they are for smoothing out manascrew/colourscrew.
[/quote]Also where still working on an entire mechanic that involves shuffling cards from outside your deck into your deck.[/quote]
Considering.
Considering a mechanic.
It's quite likely they would find ways to limit the shuffling if they ever made a version of this. The shuffling may well be one of the reasons we haven't seen this already.
F**k off WotC! You stupid hypocritical butt-turds.
He's talking about stuff we gonna see a little focus on in the future (no spoilers for upcoming sets)
NEW FRAMES
They already talk about this when Eldraine was introduced
(examples: adventures, enchantments in theros, sagas, split cards, and cards like the fallen apart
EXPANSION OF EXISTING MECHANICS
Basically, existing mechanics getting reprinted in new cards get upgrades as well
(examples: cycling that draws cards then upgrade with more than just draw like Valiant Rescuer, and proliferate in Mirridon it was for poison and -1/-1 then used in war of the spark for loyalty and +1/+1)
REHABILITATION OF FAILED MECHANICS
Mechanics that failed but reimagined/renamed to dissimilar but more successful
(The example is chroma from eventide that was not liked but later reimagined in thero's sets with devotion which was loved)
(also might be happening with phasing Since they are considering making it deciduous and pointing it on flicker effects to make them less broken from all those ETB effects don't worry past flicker cards won't be errata’d)
And also
https://magic.wizards.com/en/articles/archive/making-magic/odds-ends-core-set-2021-2020-06-29
To clarify it's phase's out/in is what they are deciding on for deciduous not phasing constantly Like Sandbar Crocodile for example
Also, future flicker effects are probably gonna get replaced by phase-out/in
https://markrosewater.tumblr.com/post/622733110795288576/oh-if-phasing-gets-the-all-systems-are-go-for
And no errata wave for older cards with flicker effect cards (except for oubliette if they make it offical)
https://markrosewater.tumblr.com/post/622874866847252480/you-said-earlier-that-if-phasing-in-fact-becomes
DOUBLE-FACED CARDS
Yea so they are aiming at more double face cards I see and of course, they talk about the difficulty of it
Innistrad is crawling with these and expanded in ixalan
Oh one more thing about DFC
Zendikar rising rumored to have double face cards and work slightly different from before with picking which side to play
And the source is the exact same guy who leaked grim tutor and ugin, the spirit dragon reprints and other things in core 2021
https://www.mtgnexus.com/viewtopic.php?f=8&t=25835
PUNCH-OUT TECHNOLOGY
Basically explains what needs to happen for punch outs to happen in a set and history of it
CARDS THAT CAN'T GO IN YOUR DECK
For those in confusion
Basically, a mechanic that doesn't let you add it in a deck without certain card(s) the closet they got to it finally surfacing was in avacyn restore with forbidden
They basically trying to get this to exist in magic
CARD COMPONENTS OUTSIDE THE DECK
Basically, emblems, the monarch and city's blessing Esque cards might expand more on this
(my words we need cards that can deal with these particularly ever since M20 Chandra with the 1 damage each turn emblems)
ADDITIONAL "DECKS"
Basically like the contraptions in unstable that can bring in an additional deck to a game
MINIGAMES
Cards like
For example
War the spark almost got one of these as a mechanic called skirmish
AFFECTING DECK CONSTRUCTION
Kind of like companion mechanic trying to make it popular but without downsides
Ps you guys never have to worry about companion appearing again
It got a 9 on the storm-scale https://markrosewater.tumblr.com/post/622837292681297920/is-companion-on-the-storm-scale
And finally
TOP-DOWN DESIGNS
Something they have bn trying for a while
Hellhole - sorcery - "Destroy target non-basic land" should be printed as a rare for RB
or "Destroy target non-basic land, it's controller loses 2 life" for RRB
Bring back Fortify!!!
Bring back Infect, BUT give us several ways to REMOVE Poison counters!!!
Companions are OK, just fix them, not too OP but not too nerfed!!!
Forget the punch outs. Its a lame attempt to sell bling bling punchouts to bleed money from the playerbase.
END PRERELEASE!!! Just have RELEASE and be done with it.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
i didnt think that the mechanic itself was busted, i think some of the cards that had the mechanic were busted. if lurus would have been a 6 mana card to begin with, we would have had much less talk about this mechanic
a guaranteed draw card should just not be overpowered, and i think this is a lesson they should have already known from commander.
to sad, that a mechanic, that was finally a littlebit creative and still kept a flavorful idendity in magic, is now a 9 on the storm scale
guess new mechanics will be the same boring thing they did in the past. take an old card with an effect, give a mechanic name and build cards around it. (like Grim Flayer has an effect that later became surveil... but its not like grim flayer got erata)
not sure what i have to think about extra decks and so, will have to wait and see for that
they can't balance the game as it is, so making ultra powerful cards that aren't allowed in your deck right off the bat is going to end up completely broken.
feeling that blinking is broken and needs to be reworked into phasing is just... what? people complain about dumbing down the game, well there you go.
have wanted to see more dfc's, but being able to choose which side to play feels like it'll get messy fast
reworking of failed mechanics is neat, that's something that should have been happening more already. especially in the case of mechanics that could've been great but were only given like 1/5th of one set to explore.
No, sorry. A guaranteed 8th card in hand is just overpowered, full stop. It works in commander because everyone at the commander table has that guaranteed 8th card in hand. Companions make you play commander in standard when if people wanted to play commander they would just do that. This horse is glue.
And I see several of you asking for land destruction. I used to play land destruction back in the day. It wont ever happen again. First off, WotC doesnt like it because it creates noninteractive games. Permission and Prison decks are bad enough (from their perspective) where you try to do your thing, but the prison deck creates conditions where what you just did is irrelevant. Land destruction prevents you from doing your thing. WotC wont go for that.
And the person who said 3CC LD is too slow... that's the second thing. Land Destruction's goal is to trap you in the midgame and prevent you from developing to your endgame. Its just... there's no midgame anymore. Most decks have a few opening moves accomplished with 1 or 2 mana, and then they're able to do everything they want to do with 3 or 4. Land destruction wont stop the kinds of decks we see now, that fun 23 lands in the deck trying to have 4 on the board to win.
Best thing I can think of is:
{G/B}{R/G}{R/B}
Sorcery
Destroy target nonbasic land.
If {B} was spent, exile that land instead.
If {R} was spent, deal 2 damage to any target.
If {G} was spent, shuffle this back into your library.
or
{G/B}{R/G}{R/B}
Sorcery
Destroy target nonbasic land.
If {B} was spent, that land's controller loses two life.
If {R} was spent, you may destroy up to one target artifact.
If {G} was spent, search your library for up to one basic land and put it into your hand.
Research // Development lets you shuffle sideboard cards into your library and doesn't see play (except just maybe in casual). Assuming the only way to get "forbidden" cards into the game remains shuffling them into your library, a la some of the playtest cards letting you create token cards and shuffle them into your library, I think they're more likely to be unplayably bad than broken, even if you get to shuffle in 4 Time Walks. The chance that you draw any one card of a full playset, assuming you don't have any of that playset in your opening hand, is deceptively low.
sure, but they can't balance the game as it is so... your point ends up a little moot given the past few sets and how pushed/format breaking several cards have been. the likelihood that it ends up a game breaking mechanic like companion is extremely high given recent sets. a similar concept in prior sets that laid the groundwork does not ensure a modern reworking will be fair and balanced. i mean, companion didn't look THAT broken on paper after all.
Pointing to the fact that new sets aren't balanced doesn't automatically mean that any given mechanic is going to be broken. Forbidden could end up like Companion, but given how it works, it's more likely to end up unimpressive like mutate.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
My point is, an article about areas of future design has basically nothing to do with power level or Wizards' ability to balance tournament play.
It also works in commander because decks are way less consistent and reliable. The fact that maro missed this "little detail" makes him look like an amateur.
right, that's a good point, except...
...well there's a very clear disconnect between development and design. this is overly apparent through the abundance of mistakes and format warping cards/mechanics we've gotten. its not even a new thing, just a steadily increasing thing. so normally yes, you're absolutely right, but with that disconnect being ever present things need to be reigned in first. that disconnect needs to be fixed first. the game needs to become balanced first. otherwise the cycle just repeats itself over and over while slowly driving customers away. that's also quantifiable through past mistakes. so while they could explore the space and design something great, or develop something great, right now the chances of it being absolutely game breaking are just too high. fix what's broken before going a new direction, and design/development is very clearly broken right now.
They only testing it and it's trick
It's phase-out/in once is what's bing decided as deciduous the constant version phasing is not
And they didn't confirm the oubliette errata yet it's just very likely
Punch-out cards are not expensive to buy by any means, are available when you buy regular boosters, and are easily replaceable with your dice/beads/whatever.
I don't see how they could possibly be a money-making scheme. They are a very bad one if so.
Punch-outs are just like them including token cards in booster packs or dice coming with boxes and such.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
And to note, they noticed the main saving grace of it compared to flicker, long or short: Your opponent doesn't get additional value from leave/enter the battlefield effects. As that is what they were originally planning, flicker, with the newest iteration of Teferi for a planeswalker card. Which means phasing out something is less likely to create a "feels bad" moment for the owner of the phasing effect when used on an enemy creature with an ETB/LTB trigger that made their previous action less worthwhile except for the cases like an alpha strike. Which in my opinion is a nail in the coffin for flicker and o-ring getting used more liberally. All of which I spoke of here when the Teferi planeswalker was merely a speculatory leak at the time.
And meanwhile at around the same time, the rules committee made a change to accommodate commanders with death triggers. The nasty side effect known full well to them is that if you were to have a flicker with a delayed return, like Roon of the Hidden Realm, you can use stifle-esque effects to prevent the return if the opponent didn't opt to return the flickered card to the command zone unless they packed a pull from eternity or an riftsweeper. Which is where phasing shines out over flicker effects as its more casual in nature than flicker now as the only way to stifle a card phasing in is if its from the effect of a card that is trying to phase in something, and even then the next untap step you get will phase that card back in.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
/Veto.
Prereleases are the only tournaments worth showing up to for many of us.
It would actually be better if they held the prerelease before spoiler season.
Also WotC- Yeah we still put cards that involve shuffling in at every rarity. Also where still working on an entire mechanic that involves shuffling cards from outside your deck into your deck.
F**k off WotC! You stupid hypocritical butt-turds.
BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
The problem with Fetchlands compared to other land cycles throughout MTG's history is that they were WAY too consistent on a competitive level despite not being as good on a casual level unless your deck was Landfall themed. Not to mention that it made land bases for Modern and Legacy more expensive than they actually were. That's enough to price ANYONE out of these competitive formats.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
Not the only reason they don't want to reprint the fetches in standard.
Yes, the shuffling cards are really taking over the meta... (/s)
They print a lot of a lot of different kinds of effects. Most cards don't see much of any play outside limited. This would only be a problem if limited was filled them with or more of them were constructed playable. Land search effects, in particular, which are the most common shuffles at common, are given extra leeway on the shuffling front because of how useful they are for smoothing out manascrew/colourscrew.
[/quote]Also where still working on an entire mechanic that involves shuffling cards from outside your deck into your deck.[/quote]
Considering.
Considering a mechanic.
It's quite likely they would find ways to limit the shuffling if they ever made a version of this. The shuffling may well be one of the reasons we haven't seen this already.
Very nice.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice