I thought we were doing 1/per pool because thats what I've been doing with Burst in the thread I was in. If I've been doing it wrong than yes we need to up it to 1 and not .5 because .5 is just too slow. ><
I agree! Also because round numbers are easier to keep track of.
And here's my modified suggestion to your input:
Regular mana regeneration is 1 mana per turn.
Planeswalker do not have full mana at the start of each combat.
Instead, at the first four turns, they have irregular mana regeneration.
First turn, each planeswalker gains 3 mana of their Color. (Total of 3 if no mana were used on the first turn).
Second turn, each planeswalker gains 3 mana of their Color again. (Total of 6 if no mana were used since the first turn).
Third turn, each planeswalker gains 6 mana of their Color again. (Total of 12 if no mana were used since the first turn).
Fourth turn, each planeswalker gains X mana of their Color. (X is [Maximum mana pool - 12]). This only applies if their maximum mana is beyond 12. Otherwise, apply regular mana regeneration.
Fifth turn and beyond, they have regular mana regeneration.
Seems to me that people are making this more complicated than it has to be.
Sometimes, a little flavor has to be sacrificed for the good of the game.
How about there's a turn structure like this:
1st- Can only cast spells of 0-3 mana cost.
2nd- Can cast spells of 0-6 mana cost.
3rd- Can cast spells of 0-9 mana cost.
4th- Can cast spells of any mana cost.
It prevents people from going nuts early, and allows you to build up to more powerful spells the longer combat goes on.
Again, sometimes a little bit of flavor needs to be sacrificed to make the game more balanced.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
However, I realize there are spells which do not require attack rolls. So I'm suggesting more variable.
At the first turn-cycle of every battle, all spells costing 6 or more mana cannot be cast. At the second turn-cycle, all spells costing 9 or more mana can be cast. At the third and following turn-cycles, all spells can be cast. (Certain talents might bypass this)
Flames Rising: If your main color is Red, and you have Mastered the Damage Ability; once per turn spells that deal 1-3 damage deal double that damage.
Copy Cat: If your colors are blue and red and you have Mastered Richochet, you gain an additional copy of a spell that you have taken control of.
Nature of Healing: If you have green and white as your colors, your healing ability add +2 more.
Slayer of All: If your colors are Black and White/Red, and you Mastered the Slaying ability, it also does "exile that creature instead of putting it in the graveyard."
Also...I have an idea to help out Caex "Card Draw" proposal: Cycling. Cycling is in all colors, and since you only draw one card, you get one extra instant/sorcery. You can only cycle up to twice a duel and does still cost you mana.
Now to make sure no one tries to get easy turns out of it here is what I suggest you ban:
Basic-Land Cycling
Lands that Cycle
Also the cards that you cycle have to be in the ability you've chosen. Again this is just an idea because getting an "extra ability" sounds really appealing.
Also...I have an idea to help out Caex "Card Draw" proposal: Cycling. Cycling is in all colors, and since you only draw one card, you get one extra instant/sorcery. You can only cycle up to twice a duel and does still cost you mana.
Now to make sure no one tries to get easy turns out of it here is what I suggest you ban:
Basic-Land Cycling
Lands that Cycle
Also the cards that you cycle have to be in the ability you've chosen. Again this is just an idea because getting an "extra ability" sounds really appealing.
What about simply making cycling an ability you can buy? That way everyone can have the option of doing it, without having to use anything else?
There was once [The Pack], but no more.
And here's my modified suggestion to your input:
Also, here's Caex's mana regeneration suggestion
Sometimes, a little flavor has to be sacrificed for the good of the game.
How about there's a turn structure like this:
1st- Can only cast spells of 0-3 mana cost.
2nd- Can cast spells of 0-6 mana cost.
3rd- Can cast spells of 0-9 mana cost.
4th- Can cast spells of any mana cost.
It prevents people from going nuts early, and allows you to build up to more powerful spells the longer combat goes on.
Again, sometimes a little bit of flavor needs to be sacrificed to make the game more balanced.
{Magic: The RPG}
I hate that, but okay.
Are we going to go to Caex's Suggestion of using real magic cards?
If So I wholeheartedly agree!
Copy Cat: If your colors are blue and red and you have Mastered Richochet, you gain an additional copy of a spell that you have taken control of.
Nature of Healing: If you have green and white as your colors, your healing ability add +2 more.
Slayer of All: If your colors are Black and White/Red, and you Mastered the Slaying ability, it also does "exile that creature instead of putting it in the graveyard."
Also...I have an idea to help out Caex "Card Draw" proposal: Cycling. Cycling is in all colors, and since you only draw one card, you get one extra instant/sorcery. You can only cycle up to twice a duel and does still cost you mana.
Now to make sure no one tries to get easy turns out of it here is what I suggest you ban:
Basic-Land Cycling
Lands that Cycle
Also the cards that you cycle have to be in the ability you've chosen. Again this is just an idea because getting an "extra ability" sounds really appealing.
There was once [The Pack], but no more.
What about simply making cycling an ability you can buy? That way everyone can have the option of doing it, without having to use anything else?
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Could we please? I love cycling and it sounds pretty neat!
There was once [The Pack], but no more.