I giggled.Quote from IcariiFA »Obelisk of Torment
Artifact
Whenever a player discards a card, ~ deals 1 damage to that player.
At the beginning of each players upkeep, ~ deals 2 damage to that player unless they have 3 or more cards in hand.
IIW: A lord for a creature type that has not had one printed by wizards.
- IcariiFA
- Registered User
-
Member for 9 years, 8 months, and 5 days
Last active Mon, Jan, 20 2020 11:38:07
- 1 Follower
- 2,094 Total Posts
- 314 Thanks
-
1
Megiddo posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeoplePosted in: Custom Card Contests and Games -
1
TacticalCelebrant posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeopleDang there are some good bear cards here. I don't stand a ghost of a chance.Posted in: Custom Card Contests and Games -
1
Minotaurtarus posted a message on Dunes of Loshar [83/249]This sounds like an exciting set. You can draw some ideas from the Ancient Egyptians (expert desert survivors), like having legendary creatures or planeswalkers be based off of Ra and Osiris. To show the brutality of the desert , you can have some kind of sandstorm-esque symmetry condition, i.e. "At the beginning of each player's turn, every creature on the battlefield is dealt 1 damage. Just some ideas. I'll subscribe to this post and try to keep up with this set.Posted in: Custom Set Creation and Discussion -
4
Cythare posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeoplePosted in: Custom Card Contests and Games
must have been a nice, long sleep there -
5
Megiddo posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeoplePosted in: Custom Card Contests and Games
oh godQuote from Atogaholic »Ghoulish Necrophiliac 1B
Creature - Human Rogue (U)
Ghoulish Necrophiliac can't attack or block if there are one or more creature cards in a graveyard.
T: Exile target creature card in a graveyard.
3/3
IIW: Dinosaurs -
5
The Most Curious Thing posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeoplePosted in: Custom Card Contests and GamesQuote from Atogaholic »IIW: Return to future sight
"MaRo! You've gotta come back with me!"
"Where?"
"Back to the Future Sight." - To post a comment, please login or register a new account.
3
I'm just talking game design 101. I'm not looking to create a strawman of "player who doesn't know the rules." I'm looking at what expectations a format like commander creates, which I argue is the ability to attempt to play your commander.
Logical fallacy. Argument of tradition. Just because the destroy rule was from the games inception doesn't mean other rules can't be added to expand on it. The destroy rule was made the way it was so that when your general died you still had access to it, since it was a cornerstone of the format. Allowing the option to put your commander in the command zone when tucked just like when it is destroyed is obviously in the same spectrum of interests. It just didnt get as much attention becuase when the format was first conceived those effects were only on a couple cards, but now are more widely printed, known, and used.
You're arguing balancing the format and I'm arguing the design of the format. We are on two different wavelengths here. The commander format inherently promises that your chosen commander should be "easily available" compared to other cards. Making tucking mandatory works against that, and that's a problem. The repercuations of removing them are a balancing cocern and is better covered by ban list, alternative ways to stop generals (as there are no generals that are all hexproof, indestructible, and exile proof to start) or the gentlemen's agreements among your players that certain generals are not ok.
The RC is now influenced by wizards, and is full of high level judges that support the game. Acting like the design methods and market strategies of wizards has no influence here is ignorant.
Considering the number of post directly refuting your claim here, I'm not the one who has it backwards.
If there are generals that are so powerful that the only way to combat them is by making it so a player isn't allowed to cast them by tucking, that should be a ban list concern, not an card design one. Allowing tucking nerfs other completely fair generals from every being able to be cast as well.
That's the thing though, for a number of people getting your commander tucked beat the fun of the game, because they play it to play with their commander.
We don't agree on what is "easily available", that is true. I do agree with each of your points on the intent of the format, but I feel you're leaving out the picking a general wasn;t just to restrict your deck, but again to have fun playing your general card as a leader. That role has become more and more important as the game has evovled and legends have become more "build around me" cards. Acting like a large portion of the format isn't to use your general as a core aspect of your decks strategy isn't realistic. Tuck cards work against the spirit of playing your general.
Anyway, I'm done debating this point. I'm looking at it as much as a designer as a player, which is not the same standard I can expect of others. If you're unhappy with the change home rule differently, but I fully support it.
1
I did think that was what you were going for, personally. However, for me playing artifacts didn't translate as stealing them. I'm not sold on the fact there is no other good way to do it either.
I agree what being "good" is is subjective which is why I allowed all entries through. However, as the head judge this month I felt much better able to interpret my own intent on the flavor this round. I think you got caught up in looking at this from the excavation teams point of view, but your card wasn't the excavation team, it was the sarcophagus. The sarcophagus was not good. It was valuable and an amazing find for the team, but the object itself was clearly neutral at best if not evil to start. Perhaps if you would of made a card focused on the dig team, since that was where a lot of your flavor was focused on, it might of made more sense. A front side of a creature representing them and a back of them getting cursed or otherwise unleashing something might of fit better, since the team was certainly not evil. *shrug*
Regardless I stand by my interpretation on the matter.
I was very happy with your entry too and as I expressed in my judgement I was very pleased someone went the route you did, as I left that open on purpose. I'm glad you have enjoyed this months rounds and I know we both look forward to bravelion83's in April!
1
If you're suggesting I'm a liar who edited my post to make you look bad, the fact that my post shows it was last edited before your initial response proves that you're dead wrong. Own up to your mistake.
1
Wow. You're treating me like
A) I said that it was impossible to get your general back if tucked (I didn't.)
B) I'm not aware that tucking is still possible (I am aware the rule gives you the option.)
C) Either of those things are really the main point I've made (they aren't.)
Besides, if you consider tucking as still leaving a persons general "Easily" available, you're stretching, not I. It becomes no longer an easier to get creature then any other card in your deck. THAT's objective.
That's thing I think you're bent on. You're looking at the original frame of the format in terms of how it was one of gentlemen agreements on how it should be played. But now that it's a larger supported format that's encouraged beyond the that frame, you can't realistically expect folks to follow your preferred playstyle at FNM and other more public forums. There has to be some core set of rules, and those rules should focus on making the format fun. A format where you general isn't "usually" available would make it unfun for more players than allowing otherwise. It's really that simple. The rules adjustments and repercussions are not as important as steering the format for being more fun when you go out and play it with others.
I agree the WotC makes a lot of mistakes... but less and less so then people tend to give it credit for. The fact is, despite their mistakes WotC know more about the game then any single one of us. I voice my suspicions on a lot of their decisions, but I wait to try them first after trying to understand why they made the changes.
This change is in a direction that promotes encouraging the fun of playing your commander, and as someone with a game development background, It's hard to fault the committee for that.
Fair enough.
Less people have common sense than you think. But hey, within your playgroup, you can still make tucking Mandatory!
4
It's not data or stats, it's basic game design. If you create a game, or in this case a format, based around the goal of getting people to base a deck around a specific card, you don't also include cards that make it impossible for the person the ever have access to it within your rules. Allowing cards that put it in your library makes the General almost permanently inaccessible and defeats the point of the format. You're arguing from the point of view of what you're used to, and not what is better for the format. Sure, things will have to be adjusted because those cards served to depower certain generals, but I rather have a format concerned about discussing what generals are fair then what cards make ALL generals unplayable.
This move just shows that they know what they need to do to make a better, more successful format as game designers. Making it more fun for the majority of folks who are jumping on board without rose colored glasses. People gripe about these kind of changes all the time and catering to the new players, but guess what? Doing that has made the game BETTER and HEALTHIER.
So are you arguing that tuck cards leave commanders "More easily available than other cards in the deck"? Because I think an objective view makes it clearly the opposite... it makes it the same odds as drawing any other card in your deck, if not worse since many of those effects place it on the bottom.
Blaming the players is a classic example of bad judgement when designing a fun format. If your players naturally feel they should be able to do something that goes against the rules, you should ask why and figure out how to meet their expectations. The expectation of commander is to be able to play their commander, and cards that kill or counter in a way that (essentially) permanently removes it from the game is simply...bad.
You mean like the exceptions that when a commander is destroyed, you can put it in the command zone instead of the graveyard?
You're right that tucking was never a loophole. You're wrong that that is in anyway relevant to the decision made. Which focuses on making the format where you have access to your commander.
Again, irrelevant. If anything, wizards adoption of the format has made it grow. If Commander is going to continue to do well, it will need to refine its rules to ensure the fun of the format, preserving what players expect a format to be about. You know, playing their favorite legend and smacking down with it.
This is the difference between designing to make a good game and designing to satisfy people who want to make it so they don't have to interact with their opponents. The latter kills formats.
1
Will this make certain commanders more powerful? Sure. Will this require some additional changes in the future? Likely, yes. But those aren't automatically bad things. The niche of cards that tuck away commanders become less important to the format and other cards will take there place as more valuable. In exchange, more people get to have more fun playing the format. You know, because games are about fun and getting the MOST possible players to have fun doing it. Pleasing a minority of players who enjoy tuck spells that in turn grief other players from doing what the format intends is unhealthy for a game and should be avoided.
1
Not me!
3
...seriously folks?
This decision makes a lot of sense to me.
1
1