I just find Arena very frustrating to play. The UI is not very intuitive and just feels... clunky and slow.
Game speed is fine, but the animations get annoying. I wish I could turn them off.
The collection management is still hopeless, and while you can work with it, Arena's implementation does not work.
Timer and stack interaction is annoying. Especially opponents that don't for ages.
While I know it's in Beta, Arena just seems like it was developed in someone's basement as a side project, the looks and interface are woefully out of date. It lacks polish and that WOW factor that mtg should have.
Wizards of the Coast are unfortunately falling into the trap of trying the make their product 'something for everyone'. Instead of focusing on their core product they are instead championing social justice movements in an effort to attract certain elements of society to their game. End of the day, Magic cards, Roleplaying, and any other hobby for that matter, is already attractive to a certain audience and totally uninteresting to others. Products and hobbies like Magic tend to sell themselves to those who have an interest. The best form of getting new people into the game is the current players introducing new players to the game, not alienating your current player base and forcing diversity at gun point.
The recent designs of sets and the ridiculous amount of product points to one of two things: Corporate interference or total incompetence. Either the top management is forcing the creative side of the game to be compromised for the sake of short term profit, or those who currently make the game have become far too comfortable in their positions and are therefore not pushing radical ideas. I think that internally WoTC is an echo chamber, where those who are there just say what others want to hear. Essentially it seems like that everyone is conforming to Doublethink internally. I've been in workplaces like this where I came into a fairly established group of staff and the complacency and thought process was terrible. Simply because everyone was there to long.
In regards to the 25th Anniversary... I've been playing this game since early 1994 and I could not be more disappointed. Nothing so far has felt special. Iconic Masters and Master 25 are both terrible sets from a nostalgic and value perspective. Essentially wizards is trying to force feed everyone a ***** sandwich and telling us it's steak. I feel Dominaria is their last chance for many players... they blow this, and it's not going to look good for the future.
After doing rather badly with my Initial build of GB splashing white (1-2) record, I changed to deck up to four color. After the change I went 3-0 in the final two rounds of the league.
It one again reaffirmed the power of cartouches and trials and how important evasion is in this format. Flying on a Baleful Ammit or a Decimator Beetle was just dumb.
This one seems tricky to build, by no means a bad pool, the power seems spread around all the colours. While blue has the most cards it seems the weakest.
My initial inclination is a BG splashing either R or W.
Eventually did fairly poorly essentially going 1-2 in each 3 match portion of the league.
When I came up against decks running multiple bombs and some with multiple cartouches and trials, it was no contest really. As I lacked any real finishing power in the deck, removal was particularly good against me, and if I didn't get a good draw or start... it was always uphill.
Never seemed to draw Drake Haven, and I was cycling a lot to find lands or action, and always seemed to draw badly.
For example, one game I had 4 lands, three spells three spells were renewed faith, Gust walker, and Hyroglypic illumination. I thought ok. I keep.
T1 on the play, draw land. Playe land and pass.
T2, draw land, play land and gust walker.
T3, draw land, cycle faith in my opponents draw. which draws me a land
T4, draw land, cast Illumination in my opponents end step...draws two lands.
T5. draw fan bearer...by this point opponent has too much on board and I die next turn.
Thanks for the advice. It is a very tricky pool. I'll try out your suggestion and see how I go, I initally built Bant, but is seemed a bit clunkcy at times
Having played with the set this weekend, its a real blast to play. My only complaint is that the flying bombs of Glorybringer and Glyph Keeper are Super strong and put you really far ahead.
Yeah I played against Glyph Keeper... that card was just dumb. Although I'm sure my opponent enjoyed beating my face with it.
Just came back from two pre-releases and yeah...everything is just meh.
While I liked exert as a mechanic, embalm seemed a bit strong in limited considering the low amount of removal in the set. The -1/-1 counters theme cards are kinda clunky, but that will probably be more of a draft archetype than sealed.
The art was all rather unimaginative and boring,and it some cases quite bad. I dunno...all these new sets lack soul.
These look fine. I have plenty of Arabian Nights cards and some cards do have a slight variation where the white is not perfectly aligned in the expansion symbol.
Game speed is fine, but the animations get annoying. I wish I could turn them off.
The collection management is still hopeless, and while you can work with it, Arena's implementation does not work.
Timer and stack interaction is annoying. Especially opponents that don't for ages.
While I know it's in Beta, Arena just seems like it was developed in someone's basement as a side project, the looks and interface are woefully out of date. It lacks polish and that WOW factor that mtg should have.
Very fast response, fair offer, and quick payment. MTGO traders are always top class with service.
Thanks for everything Gustavo.
The recent designs of sets and the ridiculous amount of product points to one of two things: Corporate interference or total incompetence. Either the top management is forcing the creative side of the game to be compromised for the sake of short term profit, or those who currently make the game have become far too comfortable in their positions and are therefore not pushing radical ideas. I think that internally WoTC is an echo chamber, where those who are there just say what others want to hear. Essentially it seems like that everyone is conforming to Doublethink internally. I've been in workplaces like this where I came into a fairly established group of staff and the complacency and thought process was terrible. Simply because everyone was there to long.
In regards to the 25th Anniversary... I've been playing this game since early 1994 and I could not be more disappointed. Nothing so far has felt special. Iconic Masters and Master 25 are both terrible sets from a nostalgic and value perspective. Essentially wizards is trying to force feed everyone a ***** sandwich and telling us it's steak. I feel Dominaria is their last chance for many players... they blow this, and it's not going to look good for the future.
1 Oashra Cultivator
1 Naga Vitalist
1 Baleful Ammit
1 Cursed Minotaur
1 Plague Belcher
2 Wasteland Scorpion
2 Ornery Kudu
1 Weaver of Currents
1 Aven Initiate
1 Grim Strider
1 Quarry Hauler
1 Decimator Beetle
2 Cartouch of Knowledge
1 Trial of Ambition
1 Trial of Knowledge
1 Electrify
1 Final Reward
1 Deem Worthy
1 Destined/Lead
Land:
5 Forest
4 Island
2 Mountain
5 Swamp
2 Painted Bluffs
It one again reaffirmed the power of cartouches and trials and how important evasion is in this format. Flying on a Baleful Ammit or a Decimator Beetle was just dumb.
This one seems tricky to build, by no means a bad pool, the power seems spread around all the colours. While blue has the most cards it seems the weakest.
My initial inclination is a BG splashing either R or W.
Any thoughts appreciated.
3 Cartouche of Solidarity
1 Djeru's Resolve
2 Fan Bearer
1 Compulsory Rest
1 Gust Walker
1 Impeccable Timing
1 Mighty Leap
1 Trueheart Duelist
1 Forsake the Worldly
1 Rhet-Crop Spearmaster
1 Cast Out
1 Seraph of the Suns
Blue:
2 Cartouche of Knowledge
1 Compelling Argument
1 Tah-Crop Skirmisher
1 Drake Haven
2 Hekma Sentinels
1 Illusory Wrappings
1 Scribe of the Mindful
1 Cancel
1 Aven Initiate
1 Decision Paralysis
1 Naga Oracle
1 Trial of Knowledge
1 New Perspectives
1 River Serpent
1 Scarab Feast
1 Supernatural Stamina
1 Trial of Ambition
1 Baleful Ammit
1 Cursed Minotaur
1 Painful Lesson
2 Wasteland Scorpion
1 Grim Strider
1 Final Reward
1 Plague Belcher
Red:
1 Blazing Volley
2 Bloodlust Inciter
2 Nef-Crop Entangler
1 Hazoret's Favor
2 Thresher Lizard
1 Electrify
1 Emberhorn Minotaur
1 By Force
1 Deem Worthy
Green:
1 Hapatra's Mark
1 Oashra Cultivator
1 Shed Weakness
2 Stinging Shot
1 Dissenter's Deliverance
1 Naga Vitalist
1 Benefaction of Rhonas
1 Gift of Paradise
1 Hooded Brawler
2 Ornery Kudu
1 Spidery Grasp
1 Giant Spider
1 Quarry Hauler
1 Decimator Beetle
1 Khenra Charioteer
1 Weaver of Currents
Artifact:
1 Rhonas's Monument
1 Watchers of the Dead
1 Luxa River Shrine
1 Bontu's Monument
Land:
2 Painted Bluffs
1 Cascading Cataracts
1 Cradle of the Accursed
Split:
1 Destined/Lead
1 Dusk/Dawn
1 Prepare/Fight
1 Onward/Victory
When I came up against decks running multiple bombs and some with multiple cartouches and trials, it was no contest really. As I lacked any real finishing power in the deck, removal was particularly good against me, and if I didn't get a good draw or start... it was always uphill.
Never seemed to draw Drake Haven, and I was cycling a lot to find lands or action, and always seemed to draw badly.
For example, one game I had 4 lands, three spells three spells were renewed faith, Gust walker, and Hyroglypic illumination. I thought ok. I keep.
T1 on the play, draw land. Playe land and pass.
T2, draw land, play land and gust walker.
T3, draw land, cycle faith in my opponents draw. which draws me a land
T4, draw land, cast Illumination in my opponents end step...draws two lands.
T5. draw fan bearer...by this point opponent has too much on board and I die next turn.
That was fairly typical of the whole league.
And there are two Gust Walker's
No premium cards except in the gold slots, but there is nothing much to support them.
1 Decision Paralysis
1 Sparring Mummy
1 Mighty Leap
1 Binding Mummy
1 Protection of the Hekma
1 Floodwaters
1 In Oketra's Name
1 Those Who Serve
1 Winged Shepherd
1 Forsake the Worldly
1 Devoted Crop-Mate
1 Rhet-Crop Spearmaster
1 Compulsory Rest
1 Winds of Rebuke
1 Fan Bearer
1 Curator of Mysteries
1 Tah-Crop Skirmisher
1 Renewed Faith
1 Aven Initiate
1 Galestrike
1 Cancel
1 Trial of Knowledge
1 Shimmerscale Drake
1 River Serpent
1 Gust Walker
1 Hieroglyphic Illumination
1 Scarab Feast
1 Doomed Dissenter
1 Dune Beetle
1 Miasmic Mummy
1 Trespasser's Curse
1 Baleful Ammit
1 Cursed Minotaur
1 Faith of the Devoted
1 Painful Lesson
1 Wander in Death
1 Brute Strength
1 Pathmaker Initiate
1 Minotaur Sureshot
1 Emberhorn Minotaur
1 Pursue Glory
1 Violent Impact
1 Warfire Javelineer
1 Manticore of the Gauntlet
1 Hapatra's Mark
1 Oashra Cultivator
1 Shed Weakness
1 Sixth Sense
1 Stinging Shot
1 Exemplar of Strength
1 Haze of Pollen
1 Initiate's Companion
1 Naga Vitalist
1 Manglehorn
1 Pouncing Cheetah
1 Spidery Grasp
1 Quarry Hauler
1 Colossapede
1 Greater Sandwurm
1 Aven Wind Guide
1 Merciless Javelineer
1 Samut, Voice of Dissent
1 Honored Crop-Captain
1 Canyon Slough
1 Commit/Memory
1 Cradle of the Accursed
1 Evolving Wilds
3 Forest
1 Island
1 Mountain
1 Painted Bluffs
1 Plains
2 Swamp
1 Honed Khopesh
1 Throne of the God-Pharaoh
1 Watchers of the Dead
1 Luxa River Shrine
1 Wander in Death
1 Merciless Javelineer
1 Miasmic Mummy
1 Initiate's Companion
1 Doomed Dissenter
1 Floodwaters
1 Watchers of the Dead
4 Forest
1 Sparring Mummy
1 Stinging Shot
5 Island
5 Plains
1 Gust Walker
Yeah I played against Glyph Keeper... that card was just dumb. Although I'm sure my opponent enjoyed beating my face with it.
While I liked exert as a mechanic, embalm seemed a bit strong in limited considering the low amount of removal in the set. The -1/-1 counters theme cards are kinda clunky, but that will probably be more of a draft archetype than sealed.
The art was all rather unimaginative and boring,and it some cases quite bad. I dunno...all these new sets lack soul.