- Genesis Man
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Member for 7 years, 5 months, and 16 days
Last active Fri, Feb, 15 2019 02:28:23
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Nov 2, 2018Well, it took almost a year to get everyone together to playtest these decks. The verdict is in and... the Gatewatch didn't stand a chance. It didn't help that I was able to (using one of the schemes) play both Gideon and Jaya on turn two, but overall it seems like the Gatewatch didn't have enough gas. By the time their decks were coming online, the schemes had catapulted Nicol Bolas into a position where I was able to cast a ludicrous Torment of Hailfire that killed the entire team. Needless to say, the Gatewatch needs some help. My thoughts are to work back into Nissa's deck and make her the support role. Gideon is also just a little too average and needs to be beefed up to handle the threats Bolas tosses out with ease. Chandra's deck seems fine for the moment, though I'm definitely swapping out Browbeat for Risk Factor as soon as I can get my hands on a copy. Any thoughts on the current set up and what could be done to help the Gatewatch out?Posted in: Multiplayer
Aug 13, 2018Howdy everyone. I'm building a goblin/steal-n-sac themed deck for a friend to help him learn the game. As he's a first-timer, I'm doing my best to keep the gameplay fairly straightforward and lower-budget. He's very driven by amusing flavor and I thought goblins were his best, black-border option. Any feedback y'all can provide would be great!Posted in: Casual & Multiplayer Formats
Here There Be GerblinsMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures(18)
2x Scorched Rusalka
3x Dark-Dweller Oracle
3x Goblin Instigator
1x Goblin Piledriver
1x Suspicious Bookcase
1x Squee, the Immortal
3x Goblin Warchief
1x Goblin Razerunners
1x Krenko, Mob Boss
1x Stone Giant
1x Captivating Crew
3x Collateral Damage
3x Goblin Grenade
2x Kari Zev's Expertise
2x Empty the Warrens
1x Mass Mutiny
2x Barrage of Expendables
1x Boggart Shenanigans
1x Goblin War Drums
2x Goblin Burrows
Aug 13, 2018Howdy everyone. I'm building a wolf-themed deck for a friend to help him learn the game. As he's a first-timer, I'm doing my best to keep the gameplay fairly straightforward and lower-budget. Any feedback y'all can provide would be great!Posted in: Casual & Multiplayer Formats
Lurking Predators is probably out of place in a deck without any ramp and low-cost creatures... Any replacement suggestions?
WoofsMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures(23)
4x Young Wolf
4x Timberpack Wolf
1x Silverfur Partisan
3x Spirit of the Hunt
2x Pack Guardian
1x Master of the Wild Hunt
3x Somberwald Alpha
1x Skalla Wolf
1x Kessig Cagebreakers
3x Moonlight Hunt
3x Hunter's Insight
1x Howl of the Night Pack
2x Howlpack Resurgence
1x Wolfcaller's Howl
1x Raised by Wolves
1x Feed the Pack
1x Lifecrafter's Bestiary
2x Sapseep Forest
Jan 29, 2018Damn. That cut off is WAY more severe than I expected.Posted in: Custom Card Creation
Jan 29, 2018Did anyone else get thrown by the wording of Question 28?Posted in: Custom Card Creation
We try to avoid making two-color cards where the card could be done as a monocolor card in one of the two colors. Given that, suppose you have a two-color 4/4 creature with flying and vigilance (and no other abilities). Which of the following color combinations would be the best choice for this card?
The gut instinct answer I had was UW, but since these abilities could both be mono-W... the choice I ended up with was BG. The answer doesn't feel right, but each ability is secondary in one of those colors. Idk, I think I overthought this one way too much.
Jan 28, 2018I'm looking at Fallow in the same light as the werewolf transform mechanic, though hopefully not as slow. That is, there's a choice to be made. Fill your board, or let the board you have be at its best. I'm still playing around with this in my head, I definitely want to keep it simple, but make the choice a compelling one.Posted in: Custom Card Creation
Here is the current iteration of the uncommon:
Jan 26, 2018Posted in: Custom Card Creation
In general, having a mechanic that required making real decisions is my goal. The problem is, checking for fallow at the end of your/every/opponent's turn is either makes the ability entirely defensive (checking only on your turn) or requires a slight memory issue. Just playing with that idea:Quote from user_938036 »Each of your designs exemplify the problem with this mechanic. Its too easy to have the bonus for half your turn and then give it up after it wouldn't matter.
As long as you tap the mana dork first you will always gain its benefit, as long as you have 4 lands. Both creatures want to be attacking with their enlarged body and have little downside to shrinking in the second main phase.
For this mechanic to actually be interesting there have to be real decisions made. The easiest way to get the same flavor is to check at the end of your turn, this obviously encourages instant and flash cards as you can gain the benefit while still using mana, but at least you have introduced a limitation that is more than 'play the way most people play' and as long as its kept out of the more instant heavy colors it should be fine.
Fallow - As long as you control four untapped lands, effect.
shifted to check only at your end step becomes:
Fallow - If you control four untapped lands at the beginning of your end step, effect.
or shifted to check each end step becomes:
Fallow - If you control four untapped lands at the beginning of each end step, effect next turn.
My thought is that checking at the end of each end step is probably the best, and really isn't any more memory intensive than the transforming werewolves of Innistrad. Thoughts?
Yes, I definitely want to avoid a format where land destruction becomes a necessity. I would probably want to see some cards like Chandra's Revolution/Reduce // Rubble to interact with the mechanic a bit, to be sure. I also want to avoid swinging too far in the other direction and end up with a Fateful Hour situation.To put it another way. I'm fine with this ability. As long as armageddon or stone rain and ice storm are in the set, too.
Jan 25, 2018Hello all! I'm trying to play around with a druidic flavor-based mechanic in RG, where the druids and forest creatures care about the land. The land is being abused for its resources, so they're all about letting the land rest whenever possible. My take on this is an ability word, Fallow - As long as you control four or more untapped lands, bonus. See examples below. Mechanically, the idea is that the cards will be fine at their rarity when they do not pass the fallow check, and good to slightly better than average when they do meet said check. In theory, I want fallow to make decent cards in the early game not completely dead in the late game. Thoughts? Is this too much to track (a la Threshold)? Thoughts always welcomed.Posted in: Custom Card Creation
Edit: The rare is almost definitely undercosted, as untapping on turn 6 with a 9/9 trample/menace critter is a bit much. I'll definitely be adjusting this one down the line.
Jan 25, 2018I see where I was getting confused then. I don't think we're defining design space the same way. If I understand correctly, you are defining design space as the number of designs a set can/should contain, and Spectrum is taking up that space. My understanding of design space is how many more cards could be designed with the mechanic. Good or bad, a card that changes colors can be put on... just about anything.Posted in: Custom Card Creation
I'm also really not sure how you reached the conclusion that the mechanic isn't or can't be attached to the color pie. This example card is always green and by itself only has a green effect. It might sometimes also be white or blue and has a corresponding white or blue ability (brokeness aside). Of course you're absolutely right, changing colors does nothing by itself, but that doesn't then equate it to parasitism. It makes the most sense in a set that cares about color, but can be played in any set without a single other Spectrum card. Again, I'm not trying to defend how good or useful the keyword is, just trying to understand why you had concerns about it being parasitic.
I wanted to quote this last bit because you're 100% correct and I would like to remember this going forward. The exercise here was trying to find a way to condense and shorten the Firespout mechanic in a way that was also still easy to understand. The eventual goal was to be able to design cards that could care about 3+ colors (if needed), which would in fact be a wall of text that would require condensing. I don't think Spectrum is a success in that regard, but I appreciate the feedback nonetheless.One last note: keywording is not, inherently, a universal good. It's a tradeoff that sacrifices comprehensibility (Spectrum is quite roundabout) in exchange for...something. Self-referential mechanics need keywords, and other mechanics need to condense massive walls of text or appear a million and one times. Your ability doesn't fit under any of those, so what does this change bring to the table?
Jan 25, 2018Posted in: Custom Card CreationQuote from BlazingRagnarok »Eh, I'm not crazy about it. The wording that cares about colors spent actually has more design space than your idea. The former can fit into any multicolor set, while yours is pretty much restricted to color-matters sets. The level of parasitism is also a concern.
Thank you for the feedback. Could you clarify a couple of things for me?
I'm curious how one has more or less design space than the other. Both require the same mana to be spent to achieve the same effect.
I'm also curious how either card would be parasitic. While the mana required to get full usage from the card definitely points you to a Bant mana-base, either card could be played in any set.
Jan 24, 2018Hello all! I am undertaking a mental exercise in preparation for the design challenges that are to come in GDS3. I'm setting mini-challenges for myself and would love to get feedback or thoughts. Below are two almost identical card designs. The first is a card that works exactly like Firespout. The second is a card that does almost exactly the same thing, albeit with a keyword. The mechanic with the reminder text doesn't really save space, but throwing Spectrum onto a Rare or Mythic without reminder text could save a ton of space...Posted in: Custom Card Creation
Jan 22, 2018An evergreen mechanic is a keyword mechanic that shows up in (almost) every set. If you had to make an existing keyword mechanic evergreen, which one would you choose and why?Posted in: Custom Card Creation
I chose to add cycling. It has shown up in more sets than any other non-evergreen keyword, can go on any card type, and helps smooth out games in all colors.
If you had to remove evergreen status from a keyword mechanic that is currently evergreen, which one would you remove and why?
Like others here, I also chose defender. I suspect this will be a common answer. It's the only keyword that is inherently a drawback and won't leave a "keyword void" in any colors as it's fairly evenly spread across all colors.
What is Magic's greatest strength and why?
I said Magic's greatest strength was it's diversity, stemming directly from the color pie.
What is Magic's greatest weakness and why?
I said Magic's greatest weakness was it's complexity. Design is definitely moving towards keeping the complexity as a "hidden layer" for experts to explore, but Magic has a lot of tough concepts to crack like priority, the stacks, and layers.
Good luck to everyone who submitted! I'd also be very curious what others said to question #10 (What one thing would you change about Magic)?
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Oct 20, 2014I play an aura deck that is UW, that runs Invisible Stalker, Hero of Iroas and Rootwater Matriarch. It is effective. It is also hated, mostly because of the Invisible Stalker/hexproof nature. I agree, it would be nice to run something that isn't so polarizing.Posted in: Articles
Elderwood Scion seems like a good direction and balance, but sadly there aren't many creatures yet that work as well with auras. Perhaps as we see the strength of Prowess develop, that may change things in the near future.
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