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    posted a message on [SNC] Jetmir, Raffine, and Lord Xander — The Command Zone previews
    Quote from Obazervazi »
    Quote from Werewolf_Rawr »
    Quote from DJK3654 »
    Quote from Werewolf_Rawr »
    So they just slapped Demon on each card type and put some horns in the art. Nothing about the cards has anything demonic mechanically. Zero downside. Zero additional costs to cast like life or resources. Oh how far magic flavor has fallen.

    Demons haven't been required to have downsides or additional costs for a while now and I don't see any reason they should.


    That’s the whole point. They used to have some mechanically unique qualities that identified them as demons. Now they’re just angels with black mana and that’s boring.

    At the very least, some recent demons require you to pay life or sacrifice a creature to get their abilities.

    These have no demonic identity. You could remove that word entirely and the card wouldn’t be any different - you’d never be able to differentiate it from anything by else.
    Calm Down. I absolutely love wild demons with crazy drawbacks, but that's not the only correct way to design a demon. Plenty of people want to play demons without committing to an often unpleasant gimmick, just like dragons and angels. Your favorite kind of demon is not the only correct kind, because you're not the only Magic fan in the world.
    Seriously, that's like insisting that every hydra has to be a 0/0 with counters and every rebel has to be able to search for a rebel with +1 mana value. Mechanical gimmicks are fun and all, but they're just gimmicks, and R&D shouldn't be ruled by them. We'll see plenty of drawback demons in the future, so just be patient and let other people have fun, too.


    Nobody needs to calm down because this is just a discussion. Ya know, one of those things where differing opinions are shared?

    I’m also not blocking anyone’s fun by saying the card designs are uninspired and out of flavor with the identity that Magic had built for a creature type. What a ridiculous sentiment.

    MTG had an identity in the color pie and creatures and spells used to reflect that. Of course that’s faded into ambiguity within modern design but that doesn’t mean it’s good. I’d argue that making MTG more generic might make it more accessible and simple but that’s not a great thing.

    These creatures just happen to be the most recent and blatant examples of how little identity and uniqueness cards have today. It was much cooler when playing a demon meant making sacrifices of some sort to do. It’s much better for the role playing aspect of it and that’s more valuable to me. Of course that’s my opinion - but there’s no reason for me not to share that opinion.

    Also, I don’t know if you said it or someone else did - but yes, hydras should have that 0/0 mechanic. It’s what MTG did as a foundation to give a hydra a unique play style and identity. Without that, a hydra is just another green creature and that’s not as much fun. Same concept for demons. If you like demons, then you should enjoy the risk in summoning them. Again, role play - that’s what used to set this game apart.

    now, the only identity magic has are the rules governing turns, “mana”, and supposed balance. No wonder there’s such a spotlight on MTG’s identity through it’s power level and balance now. Because everything else that made it unique have been pushed aside.
    Posted in: The Rumor Mill
  • 2

    posted a message on [SNC] Jetmir, Raffine, and Lord Xander — The Command Zone previews
    Quote from DJK3654 »
    Quote from Werewolf_Rawr »
    So they just slapped Demon on each card type and put some horns in the art. Nothing about the cards has anything demonic mechanically. Zero downside. Zero additional costs to cast like life or resources. Oh how far magic flavor has fallen.

    Demons haven't been required to have downsides or additional costs for a while now and I don't see any reason they should.


    That’s the whole point. They used to have some mechanically unique qualities that identified them as demons. Now they’re just angels with black mana and that’s boring.

    At the very least, some recent demons require you to pay life or sacrifice a creature to get their abilities.

    These have no demonic identity. You could remove that word entirely and the card wouldn’t be any different - you’d never be able to differentiate it from anything by else.
    Posted in: The Rumor Mill
  • 1

    posted a message on [SNC] Jetmir, Raffine, and Lord Xander — The Command Zone previews
    So they just slapped Demon on each card type and put some horns in the art. Nothing about the cards has anything demonic mechanically. Zero downside. Zero additional costs to cast like life or resources. Oh how far magic flavor has fallen.
    Posted in: The Rumor Mill
  • 1

    posted a message on [NEC] Yoshimaru, Go-Shintai of Life's Origin, Ruthless Technomancer, and new Myojin — Weekly MTG previews
    I despise that shrine commander. Not for the card itself or it’s abilities, but for the fact that it highlights what I hate about the recent WOTC design with regards to commander.
    Posted in: The Rumor Mill
  • 2

    posted a message on (Neo) Phyrexian Tamiyo
    I love this - stakes raised. I'm excited to see where this goes. I would love the Phyrexians to eat up Kaladesh. I hated that set.
    Posted in: The Rumor Mill
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    posted a message on Secret Lair MSCHF
    I despise this more than any other to date. WTF is this even.
    Posted in: The Rumor Mill
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    posted a message on [VOW] Ascendant Packleader — MagicTCG
    Everything about this card is amazing! They've printed so many strong wolf cards since Nightpack Ambusher that I really feel I can have a cohesive wolf deck. This is incredible.

    And that art! OMG...
    Posted in: The Rumor Mill
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    posted a message on [MID] Reckless Stormseeker // Storm-Charged Slasher and Spellrune Painter // Spellrune Howler— Michael Walsh previews
    Quote from soramaro »
    Quote from 5colors »
    Quote from soramaro »
    Quote from 5colors »
    Quote from soramaro »
    Why are all of the werewolves so boring mechanically ... there's one thing on the front, and the back half does a powered-up version of it. Not exactly what I'd call exciting from a Mel perspective...


    What would you do with werewolves then? As a werewolf player I enjoy these designs since you still use the human half in decks for the same reason as I count on the back.
    I like it when the two sides of a DFC play into each other. For example, if the front gets a buff from you casting spells, the back half could exile spells from your graveyard for direct damage or something. Just having a stronger version of the front-face effect is something you can throw in to mix up the design a bit, but to me it feels like way too many werewolves do this.


    I think a factor in that is they need ~ 3 lines of text for the transform clause limits them to how much they can fit into one text and make even common werewolves more complex then most other creatures. Not sure if your example could fit prowess/prowess 2 and have you exile spells from graveyard for damage and nightbound and still be considered an uncommon.

    Do you play werewolves or this more of a design thought? Cause there are more DFC than werewolves that already do want you want.
    Well, in my example the back half simply wouldn't have Pseudo-Prowess but the direct damage effect instead. You could adjust the power to make up for the "lost" Prowess effect.

    I'm talking about this from a pure design perspective on the single card level. I've never played a werewolf deck - never even considered it because play-wise, I don't like how a core part of their mechanical identity is always being out of your control to a degree. I recognize that they need simpler cards for Limited and such, but then again I'm of the opinion that way too much interesting design space is wasted in favour of making Limited work.


    I play the werewolves as well. It's been my pet deck since 2011. I see where you're both coming from. Where Soramaro seems to be seeking more Huntmaster of the Fells variants.

    Huntmaster works so well because both sides' effects are very strong and they're effects that you'll essentially always want for 4 mana. And while that card is amazing, one thing you find as you play the tribe a lot is that often times you don't want the front and backsides of the same to do a lot of different things. That makes it increasingly difficult to manage the effect you're actually trying to aim for in the current situation.

    With the Midnight Hunt werewolf design, I ensure that I get the effect that I wanted when playing the card. I just get that effect in varying intensities.

    I don't see this as boring - I see it as removing one additional limitation that hamstringed the original werewolf design (of which it already inherently has plenty already). The tribe already has a limitation by requiring me to manage my spell casting carefully, it has a limited number of the tribe to utilize being contained within one plane, and for the most part, it's been limited to just two colors. All of those limitations or restrictions already create a unique and dynamic deck building and gameplay experience. I really don't think werewolves need an additional variance such as two different effects on each side in order to be fun...or to avoid being boring.

    Moreover, in the pursuit of creating more cards with powerful but unique effects on both sides, the designers would inherently be walking the fine line of making numerous overpowered cards. This isn't to say Huntmaster is overpowered, but, it has the benefit of being an outlier. If Huntmaster were the model for werewolves, I think that overpowered line would likely be crossed multiple times.





    Posted in: The Rumor Mill
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    posted a message on [MID] Lunar Frenzy— TitanSmashMTG preview
    Quote from Flamebuster »
    Cool card, but they're hitting it out of the battlefield with the art this set.

    Holy moly Batman

    'buster


    Completely agree. My zada commander deck likes this card as a finisher.
    Posted in: The Rumor Mill
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