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  • posted a message on Dragon Tribal - What's needed
    Might be a dragon finisher needs to look something like this:

    Shinesheen Scalelord 3RR
    Creature - Dragon
    If you dealt at least 6 damage to an opponent since the start of your last turn with red spells or permanents you control that aren't other colors, you may cast Shinesheen Scalelord with 1RR instead of it's normal mana cost. If you do, it deals 2 damage to you as you cast it.
    Haste, Flying, Trample
    When Shinesheen Scalelord leaves the battlefield due to a spell or ability you don't control, it deals 4 damage to any target.
    Posted in: Modern
  • posted a message on The State of Modern Thread (B&R 20/05/2019)
    At this point, I think that 'option 2' thing people are talking about might mean we just need to split Modern into two formats. One would have a stricter banned list and more rigidly adhere to things like being a 'turn 4' format and balancing within the context of it's own metagame created by that stricter base banned list, while the other would be built off the current format and likely drop some things currently on the banned list off of it as long as the metagame still works and no one deck becomes dominant and there remains some interaction and options possibilities and it isn't just decks racing to finish first.

    The one based on the current modern with some unbans and bans would remain called 'Modern', and the new format would have a different name, for now, I'll call it Future.

    Future could actually have some cards legal in it that aren't legal in the new modern, because they wouldn't do the same things in both formats without supporting cards. For instance, I could see Manamorphose being potentially fine in some versions of a 'Future' metagame, but horrifically broken in this alternate 'Modern' metagame and needing to be banned in it due to giving a little too much to spells matter decks.

    As for where I might start with Future's banned list... I wanna do it for fun, putting it in a spoiler partly to keep people from taking it too seriously, as it would have major issues even existing, due to issues like competition for attention from wizards and players with Modern, causing fears of abandonment of Modern by players, etc.:

    That is the current Modern banned list.

    Some phyrexian mana and 0 mana or free-ish stuff.

    Some moons and things that can become basic land hate to minimize color based hate against mana bases in sideboards and encourage more allowance of of various color decks, including in some ways, more mono-color decks, although banning the moons goes against that. Iona got thrown in for similar reasons to the basic land hate on the off-chance that it gets cheated out somehow.

    The 10 'fetchlands', this is partially to help differentiate the formats, and partially to increase the effective cost of going heavily multi-color or playing with landfall triggers or the like as part of reigning in on 'free' stuff in the new format.

    Removing some of the more flexible/powerful/easy can't be countered stuff, especially more re-useable or mass-effect ones that can make counterspells dead in the hand or fully lock out counterspell based strategies if played. Note that some can't be countered stuff remains, even some single use flexible ones, or some ones with higher mana costs like some of the split-second stuff. It's more along the lines of stuff like Abrupt Decay, Cavern of Souls, or more normally costed sweepers with can't be countered tagged on that get hit, so that decks that defend their strategies with counterspells can exist comfortably in the format.

    Some of the stronger hate for specific converted mana costs to prevent the hating out of entire hands or bulks of decks too easily.

    Some random stuff that is just too strong for various reasons, at least in the situations where it would see play. Gifts isn't there so much as too strong, but more as a color pie violator in the main way it actually sees play (which is choosing less than 4 cards so they all go in the graveyard) and I couldn't think of where else to put it on this list, but it just feels wrong to me on a visceral level, and since this list is just for fun...

    No, it shouldn't be that easy to ignore sideboards against you.

    The infect mechanic is inherently problematic, I'm probably being overly safe here, I've hit basically anything with anything vaguely resembling evasion or relative low cost and lack of vulnerability, and some extras for various reasons. I seriously considered just saying to ban everything with infect on it, but I don't honestly think it is easy to break things like, say, Blightwidow, even if I consider it a 4/4 with reach, wither, and making players unable to heal once they are hit by it for the rest of the game. Some others could probably come off the list, but I am allowing myself to be overly quick and vicious with a despised mechanic, since I'm just doing this quick and for fun.

    Don't take all this too seriously. And I wouldn't want this format at the _cost_ of modern. I also kinda think that a few cards would be needed to round out the format, including something to replace path to exile at 2 cmc, something like:
    Light's Conversion 1W
    Exile target creature, it's owner gains life equal to it's converted mana cost.

    And something to replace lighting bolt.
    Chanted Flame R
    Deal 3 damage to any target.

    And something I think Modern needs as well if it can't just get Counterspell.
    Mana Suppression UU
    Counter target spell if it is converted mana cost 4 or less.

    I think that would clean up some empty spots in the format to smooth out the potential metagame created by this oppressive banned list.

    I think this format would need a lot of testing and refinement once established, but part of the aim is to make sure more normal deck types aren't able to be hated out of the format and have all their lines of play eliminated by an easy hate card of a weird deck, keep the format from becoming faster than a 'turn 4 format'. Pre-turn-4 wins should be possible, but they should happen in less than 20% of combo deck wins against aggro, and be less than 10% of combo deck wins against control, and should be less than 5% of aggro wins, and there should generally be counter-play options, with the fastest aggro decks never being able to outrace most of the good combo decks if both decks got god hands, and even a god-hand of a combo deck should never be able to win through an above average hand of a control deck pre-turn 4. There should also be the objective of ensuring a metagame including about the following deck percentages:

    Decks that are 'strong' against something, or 'weak' against something in the top tiers is generally a 30:70 win ratio at worst, but tends to be closer to 35:65 or 40:60.

    For the top tier:
    At least 10% of the format 'true' draw-go control that is strong against combo and weak against aggro. At least 10% of the format 'true' low cmc creature based aggro that relies on synergy and not things closer to combo, tempo, or midrange or cheating things out or whatnot, which is strong against the above noted 'true' control, but weak against faster combo, and generally aims for turn 4-5 wins, but has a very small chance of winning around turn 3 with very good hands and the opponent not playing any real disruption/removal, but such would happen far less often than it would for something like a combo deck. At least 10% 'true' combo decks that involve relatively little protection or counter-play, and mostly are just trying to race to the win, which are too vulnerable to disruption to have good odds against a 'true' control deck, but against a 'true' aggro deck it wins by being usually faster and the aggro deck lacking much disruption to reliably answer it as reliably early on like control does, it is the most likely thing in the format to win before turn 4, but only by going all out into the combo win no significant counter-play vs. opponents and when the opponent isn't counter-playing much, like against an aggro deck or a fellow combo deck of this sort, most of it's wins should be turn 4-5 though, after playing through some disruption successfully via redundancy or something even if one or two parts of the combo was dealt with. Thus these three archetypes would create a rock-paper-scissors setup in the upper tiers of the format.

    At least some of each color and some of colorless in the top tier, even if not in the form of mono-color or mono-colorless decks, and no leaning towards a certain color excessively, no having more than 50$ of top tier decks include one specific color, like, say, having half the top tier decks in the format include red, or half the top their decks in the format include blue.

    There should be mono-color decks in the top two tiers for every color, as well as a colorless. For the top tier, there should be at least one mono-color deck, and at least one multi-color deck, but a pure colorless isn't required.

    There should be in the top two tiers at least one deck of each of the following archetypes: Tempo (distinct from midrange), Midrange (distinct from tempo), Tribal (may be in the form of the 'true' aggro decks previously noted, but doesn't have to be), green ramp (distinct from any possible Tron style colorless type ramp), reanimation, spells matter (things like young pyromancer, storm, or prowess type stuff), disruptive combo (combo with control-ish elements along the lines of those from tempo or midrange decks to delay the opponent and/or protect the combo from some degree of disruption), mill (win by opponent running out of cards), burn (win by dealing direct damage rather than combat damage to an opponent primarily with individual burn spells, rather than more combo-like elements of repeatable trigger direct damaging permanents or from combo-ish elements of things like some versions of storm type stuff). Land destruction never reaches past tier 2, nor do harsher forms of prison decks, especially any that require removing non-creature artifacts or enchantments to slip through, so they can't hate any sorts of mono-color true aggro decks out of the format.

    Average win turns should be closer to 5-6, turn 4 wins are the 'fast' ones, while turn 7+ tends to be reserved for more control type decks or grindy back-and-forth fairer matchups between opposing aggro-control (midrange or tempo) decks. Because of this 5-6 cmc cards are solidly playable in control as options for win-cons, 4 cmc cards are seen in at least some 'true' aggro decks among the top 2 tiers, even if not necessarily the top tier (which might top out at 3 cmc or maybe even 2 cmc cards). No single deck takes more than 9% of the meta share, top tier decks tend to be in the 3-8% of meta-share, while tier 2 tends to be around 2-1% of the meta share with noticeably worse win-rates than the top tier decks. No color takes up less than 4% of the top two tiers meta share (when including multi-color decks when counting what includes that color).

    There are no combo deck that can win turn 1 (before the opponent has had a chance to play lands normally on the draw), no matter how lucky or god-hand they are. Anything must-answer in combo decks is 1 cmc higher than control cards commonly found in top tier control, tempo, and midrange main-boards (not just side-boards) that answers it, so those on the draw can still win through fast combo when it draws a working hand without waiting for sideboards.

    New cards of various types may have to be printed to pull all this off, including not as powerful replacements for some things that might need to get banned. Some might have to enter the format urgently, so there should be a way for cards to enter the format besides standard that sees printings at least once a year, like a once-per-year printing of a Modern/Future Horizons type set, one that can be more easily tweaked with less concern for messing up standard plans to include emergency printings to replace banned cards with nerfed versions or add specific types of cards to help fill in blank spots in the metagame or whatnot.
    Posted in: Modern Archives
  • posted a message on [M20] Core Set Magic 2020 Previews: Modern Discussion
    Blood Sun to get rid of the Lotus Field's drawback?
    Posted in: Modern
  • posted a message on Leyline of Combustion via Gaby Spartz
    I like it, not sure under what circumstances it would see play, if at all, but it's an interesting way of setting up a red enchantment.
    Posted in: The Rumor Mill
  • posted a message on Wedge limited themes in M20?
    So it looks like they might have placed the limited themes in the form of wedges for Core 2020.

    Looks like we might be getting Temur elementals, based on Risen Reef and Creeping Trailblazer.

    I suspect Jeskai is Flying with prowess trigger type stuff, based on stuff like Empyrean Eagle, Kykar, Wind's Fury, and Flame Sweep.

    Not sure what the other wedges are, but there might be clues in existing multi-color cards that are found in packs (rather than the buy-a-box), such as Corpse Knight and Ironroot Warlord possibly hinting at a 'go wide' Abzan strategy.

    Obviously, as we get more spoilers, these themes will become more obvious, but I couldn't think of where to put this thread besides here, since we don't know yet.
    Posted in: Speculation
  • posted a message on Aether Gust
    I'm a little confused by the wording, does the opponent choose if it goes on the top or bottom of their library, or do you?
    Posted in: The Rumor Mill
  • posted a message on The State of Modern Thread (B&R 20/05/2019)
    Quote from idSurge »
    Decks being 'fun' and community feedback have zero place in ban/unban discussion.

    'Jace is too good, being fatesealed is terrible, it would ruin Modern.'

    Pros, grinders, 'thinkers' and writers all said that.

    Some of us knew otherwise.

    The only metrics that should matter, are.

    1. Win Percentage.
    2. Time impact on Tournament Play.

    You forgot the 'Turn 4 rule'. A deck can be theoretically fine on win percentage and time impact, but violate the 'Turn 4 rule', and still eat bans.
    Posted in: Modern Archives
  • posted a message on Print This Wizards (so I can put it in my cube)
    Sudden Inspiration 2UU
    Scry 3, then draw two cards.
    During your next upkeep, scry 1.

    Warden's Law W
    Choose one-
    * Your opponent's can't cast spells this turn.
    * Target creature gains protection from the color of your choice or from colorless until end of turn.

    Aura Magnet 2W
    When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
    Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
    Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.

    Hopeful Destiny 2WWW
    Enchantment - Aura
    When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
    Enchant Creature.
    Hexproof, Indestructible.
    Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
    If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.

    Eyes of Oblivion 2BBB
    Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
    Exile two target creatures.

    Avalanche Racer 2RR
    Creature - Elemental
    Menance, Trample, Haste, Double Strike
    Avalanche Racer attacks each turn if able.
    If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
    When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step.

    Mysteries of the Glimmering Dew 1G
    Mysteries of the Glimmering Dew can't be countered.
    Choose one -
    * Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
    * Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
    * The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.
    Posted in: The Cube Forum
  • posted a message on Print this Wizards (so I can play it in modern)
    Smother Apprentice U
    Return target non-land permanent with converted mana cost 3 or less to it's owner's hand.
    Scry 2.
    "Try to make it again."

    High Temperature Spelltorch R
    Exile target artifact with converted mana cost 4 or less.

    Acolyte's Disenchantment Exercise W
    Destroy target artifact or enchantment with converted mana cost 3 or less.
    If you cast this spell during your main phase, scry 1.

    Shaman's Sprouting G
    Choose one -
    * Destroy target artifact or enchantment with converted mana cost 3 or less.
    * Create a 1/1 green saproling creature token. It enters the battlefield tapped and doesn't untap during your next untap step.

    Pain Fueled Doom B
    As an additional cost to cast this spell, pay 1 life.
    If Pain Fueled Doom targets a token, it can't be countered.
    Destroy target creature with converted mana cost 3 or less.
    Posted in: Modern
  • posted a message on [MH1] Modern Horizons Discussion Thread
    Yeah, for Modern players, I don't think this is _enough_ better than any old standard set to justify the price of boxes properly, and the thing has Modern in it's name. Not being a limited print run helps it from being as problematic as Modern Masters, which is essential given that it introduces some brand new cards, but those cards are likely to end up with inflated prices compared to what they would be if they'd gotten a standard printing, not just because the base prices of the packs they are in is higher, but the set isn't enough better than standard sets to encourage people to open the packs as much at the prices given. Especially when this has the additional disadvantage compared to a Standard set of stuff not being also playable in Standard while it's in print (which thus produces some extra, temporary value in play-ability). It might have somewhat less chaff than most Standard sets, but I don't think it is to the degree needed to justify the price.

    While I'd prefer it to be priced more like conspiracy, with the same prices as Standard packs, I'd be okay with it being priced, based on what is in the set, something like $4.99 a pack, and $120 for a box, not roughly double the price of Standard stuff, if they were to promise some kind of minor bonus like a guaranteed extra token card or snow basic or something in each pack.
    Posted in: Modern
  • posted a message on MtG MMO - what do we hope to see?
    One possible idea I like for this is that leveling in the game isn't tied to fighting enemies, but to filling out and exploring maps to claim them as a land. Basically, the game would have a sort of 'fog of war'-like effect on the maps, where the map gets filled in as you explore it. Once a certain area of the map is filled in, you 'claim' a 'mana bond' with it. Your in-game power level would be tied to your mana bonds. Exploring lands though would have it's difficulties, there may be inaccessible areas that you can't reach without certain skills and abilities and spells and such, or that you need to go on certain quests to convince NPCs to let you access or find keys to, and many of the maps out in the wilds have dangerous monsters roaming them that aggro relatively easily unless you have powerful stealth or intimidation type abilities or something to bypass them (so that they don't bother players who are more powerful than them too much) so that you can't just freely explore and claim lands willy nilly.

    The game would have the ability to let you jump to 'random planes' of a certain 'mana density level'. The mana density level would be a rough gauge of power level of the mobs, and these planes would basically be randomly generated with various features. Early versions of the game would likely have them largely uninhabited by sapient life-forms or civilization, and just include a relatively small explorable area with a number of map regions to claim, including a random assortment and arrangement of basic land types (forest areas, plains areas, mountain areas, swamp areas, 'island' areas with less swampy water heavy space, like rivers and lakes and such). These places wouldn't be truly random in every sense, they'd be procedurally generated with a seed, so you can return to them, or even share them with other players. The mob types and gathering point materials and the like would remain consistent on these 'random planes', so there would be incentive to keep private or share with friends or trade or 'planar frequencies' or something to find or use ones that generate specific resources, or let you find certain creatures for farming certain resources and drops or perhaps gaining summoning patterns or something. The things they generate would be found within certain lists, not all mob types found in the game would be available, and things would be limited by the 'mana density level' of the plane in question.

    Maps explored as a mana bond would not all be of the same power level, ones with more difficulty (more dangerous enemies and the like) to explore them would offer higher boosts to power levels, so you can take risks to power up faster by going closer or slightly above your own current effective level. Maps also offer different colored mana sources, so you can't just explore any old map, you have to explore ones matching the color you are leveling, unless you've got some kind of versatile multi-color build, which would likely have a much slower power curve and other issues with it's playstyle without special builds designed to work with it's difficulties. After you bond with a certain number of lower level maps, they stop contributing significantly to your current mana, and you are forced to move on to seeking stronger mana bonds and visiting higher density mana areas.

    Besides the 'random' planes you can visit, which are basically impossible for the player base to truly explore all of (similar to No Man's Sky) but have limitations on what kind of content can be found on them due to the procedural generation engine used and balance issues, there are also specific planes inputted by the game developers with properly manually designed maps and potential for more things like cities and NPC populations and quest chains and stuff. These maps include whatever MtG canon planes have been implemented in the game, and might have various methods for discovering them related to the in-game story quest advancement or being shown there by other players by partying up with them or the like, and some of them would likely serve as starting areas for beginner players that they 'accidentally' travel to during their first planeswalk. Early ones would likely include places like Shandalar which aren't as heavily developed in the lore so are easier for the programmers to implement without breaking flavor or as having to do as much research on MtG lore details and such, and are known for their potent mana so likely have 'high level' zones ready for late-game play, but developers could implement more planes as they have the time to design them and their maps and NPCs and quests and loot and everything, including more complex ones like, say, Ravnica.

    The sapient-life inhabited, civilization possessing, human-programmer and such designed maps would be some of the ones that include things like more typical spells one can learn, most 'random' procedurally generated planes would likely be limited to doing things like forging mana bonds, gathering loot, and claiming summoning patterns of mobs you turn into your summons, and things like that, if you are a summoning focused build (this may be largely a 'cosmetic' thing, with pre-approved and balanced designs made for player summoning mechanics, which means your own summons wouldn't be exact copies of the mobs you find out in the wild, although you could still find various 'types' more easily by traveling to random planes or specific ones that other players help you find or whatnot that might not be found in the more manually designed 'civilized' planes or the like). On the civilized (and game developer more directly designed) planes thus you could find things like new spells to learn via purchasing scrolls or doing various quests and other things like that appropriate to unlocking new in-game abilities, things equivalent to instant, sorcery, enchantment, and artifact spells, or collecting certain types of gear that players aren't personally crafting, or learning some kinds of crafting recipes for crafting focused players.

    Maps that you have fully explored and forged a mana bond to are also ones you can more easily travel directly to when planeswalking.

    Planeswalking itself would likely have two modes. The first would be a 'standard mode', which is somewhat 'slow' but lacking in penalties. It's likely different for different players, from a list of options on character creation, related to the 'ignition of your spark' and various innate affinities and such. It allows you to precisely target where you are going from planes you've visited and formed mana bonds on, and then pick the mana bonded map section you want to end up on, and probably needs to be done in a safe area and has a noticeable cast time to it that could have trouble if you are interrupted or the like. Probably some fancy animations too. The differences though would largely be cosmetic, and there would be limits on how much it could be upgraded. The second mode would be a 'random jump' where you randomly find a new procedurally generated plane (sometimes ones other players might have already discovered, in theory, although the odds would likely be relatively low, possibly lower than it is in No Man's Sky, since at least in that you are all headed towards the center of the galaxy and odds of encountering other players likely increase along the way). This would be slightly faster than the standard mode, but not by much, and can easily place you smack dab into a dangerous situation if you are going to a mana density appropriate or higher zone.

    Then there is the 'emergency jump', this would be triggered instead of dying when a player would normally be killed, and takes you back to a place designated as your sanctuary, or, if you don't have one yet or deliberately don't set one, takes you to a 'super-low mana density, safe feeling' random plane with mana bonds so weak claiming them effectively doesn't level you, almost nill value materials gathering points, and harmless mobs, and leaves you littered with penalties and such until you heal up (this would be done to keep with the lore that death tends to cause one to lose the planeswalker spark, so we don't want players 'dying' or discovering a way around this too easily, at least at lower levels). This 'emergency jump' would possibly leave some stuff behind at random, losing you some loot and currencies and the like that you might have to go back and retrieve, and might be stolen by another player or certain mobs if you were in a PVP allowed zone. Emergency jumps and their sanctuaries can never be PVP enabled zones, at least not early on in the game before you might unlock alternative methods to avoid death with less penalties or the like.

    Different planes would usually have different currencies, but you can easily 'convert' currencies by buying one type of good on one plane and selling it on another. Trading focused players could even find profitable trades based on differences in economies and stuff on different planes in order to trade between currencies, and some currencies wouldn't be 'suspicious' on certain other planes, and thus be able to be traded more directly for alternative currencies, especially if it's made of valuable raw materials or seems like a work of art to the other plane or something. A few planes that are more heavily trafficked historically by powerful planeswalkers might even share some currencies, but generally, players not focused on the economic stuff would usually earn currencies separately on each plane.

    Some magic items don't work off their plane of origin, due to relying on local features (likely often for balance and implementation reasons), some might even 'break' if you try to take them off plane, and thus have to be 'stored' somehow on the plane you get them on, such as finding some kind of bank or private housing setup to keep them in when on that plane, perhaps later learning a spell to summon the stored items to you from where you have them kept after you arrive on the plane). This could include things like a magic chest that you can access from anywhere on a plane, but actually is located on a 'local' space, like a local ethereal or astral 'sub-plane' or something, or the local divine realm or afterlife or something. Or a magic whistle that calls a type of local steed to you that doesn't actually summon them out of aether like a typical summoning spell (to allow lower 'level' players or players in certain limited zones limited access to things like, say, mounts or flying mounts). Or access to a 'font of healing' in an area you use as a sanctuary to recover faster from an emergency planeswalk.

    Things that you can bring with you across planes would likely have to have certain flavor restrictions that make sense. You couldn't take, say, a D&D style bag of holding across planes if you wound up on, say, Eberron, or the Forgotten Realms, because it is connected to the local connected plane cosmology, and wouldn't work on just any random planar group that might work differently. However, a similar item could exist funtionally speaking for players, that, say, works by say, shrinking and lightening items entering the bag, instead of it being a specific linked extradimensional space, or having the bag and it's contents be magically lightened and the space inside warped and distorted to be larger on the inside than the outside without actually expanding into alternate planar space. Or one designed by powerful planeswalkers or mages familiar with the blind eternities that actually let you take small demi-planes around with you that sit in the blind eternities, rather than local cosmologies, but might be a sort of higher 'level' item in the game (since it isn't just lowering loot weight by a percentage or whatnot, and probably has larger slot spaces availible than one that just 'warps' space or 'shrinks' items by a certain amount). This would limit early game item storage, and might tie into possible costs for account upgrades and subscriptions or purchasable with real world currency items for some of the higher end stuff like the noted 'small demi-plane that follows you and sits in the actual blind eternities' thing.

    For balance reasons, I'd probably make it so that you can't planeswalk everything with you when over-encumbered, if over-encumbering is even possible, and you drop random stuff when overencumbered and doing an emergency planeswalk, if such a mechanic is implemented.

    To ensure the game actually can run on a reasonable number of people's systems, there would likely have to be limits to how many summons a player can have up at a time, different from the card game. Other tweaks to how summoning works would be for controls and game balance reasons as well, but given how integral it is to the card game, I think summoning should definitely be a possible character build, and basically all mobs and NPCs should have a possible summon template you can get from them in some way or another, even if it wouldn't necessarily match their actual stats.

    Additionally, some spells would be considered, 'suspicious' if they are illegal ones on a current plane, or ones the locals don't have equivalents of, at least not commonly, and would normally be restricted unless the game developers implement an 'openly a planeswalker' mode of some sort, and so can't be used in certain zones when in perception areas of NPCs and such. This could be a useful way to limit features for balance and/or implementation aspects in certain designed zones like cities. Players might even need some ways to disguise themselves as local races if they are a race that doesn't exist on that plane in order to visit such areas, unless it's a plane like Ravnica with lots of biomancy, or a weird plane where lots of people use shapeshifting and/or illusions of more extreme sorts as some kind of 'fashion' thing.

    Might also be interesting if while starting a first character on your account, you are limited in a selection of more balanced races, it would be possible to later unlock the ability to generate new, characters of 'unlockable' races after encountering them in game once they are implemented and you reach a certain power level on one of your characters, maybe only unlocking them after you already have achieved effectively their innate abilities somehow, like a changeling race would require you learn some shapeshifting magic first. This could let players unlock races that are effectively more powerful, like, say, a changeling, or a dragon (as a 'late game' type unlock that has built-in mana generation of it's own beyond it's mana bonds of a significant amount, and effectively 'starts' at a higher level, and when not shapeshifted to disguise itself, is considered 'suspicious' on most civilized planes and areas), or a physically powerful and slightly larger race like an ogre or loxodon, or a swimming and water breathing race like a merfolk.

    I'd hope the game has a very flexible and extensive character creation system, at least on the cosmetic end. I also hope for a relatively flexible system for character building and learning new spells and abilities and types of 'classes' or the equivalent. This might be determined partially at character creation, by picking 'affinities' and 'talents' for game balance reasons, but would have a relatively large number of effective classes within such limitations, including, at the very least, options for either mono or dual-color characters, characters focused on summoning vs. characters focused on instant/sorcery type stuff, 'burn' type characters in red, 'healing' type builds in white and green, and in a weirder way black, and a wide range of things you can learn and unlock as the game grows and expands with each new 'civilized' plane introduced or the like for each build based on what your 'talents and affinities' are and what colors you are in. If they aren't as focused on game balance, I might like for just freedom to learn almost any spell or ability, but limitations of play time and matching the complexity and power of your spells to your mana levels would necessitate following various training trees and make players focus on a viable build for more combat focused designs, rather than be super diverse.

    Might be interesting to also have a difference between stuff that is 'learned' and stuff that is 'practiced' with stuff that is merely 'learned' winding up in game menus and having longer cast times and increased mana cost compared to what it would normally have, but once you use it enough in game training methods, many spells (although not all for balance reasons) can become 'practiced' and get to be added to hotbars and have their mana cost and cast times reduced. This would limit the sheer number of spells an individual player might keep on their general combat taskbar. It might also be related to previously noted 'affinities' perhaps making it so that while you can in theory, 'learn' almost anything the game allows (allowing for expansive utility options out of combat if you put in the effort), only things in your 'affinities' can be quick-cast effectively in combat. There might be some special ways in the game to change your affinities later, but perhaps not your 'talents', through some kind of ritual using a special location or powerful entity, in order to swtich play styles without it seeming like a character is 'forgetting' or directly getting 'worse' at things in terms of skills, just changing their ability to control certain types of mana by changing their 'aura type' or something, letting them change what options can be put on hotbars and cast more quickly and efficiently, but if you change back the things that were previously 'practiced' are put back to that status immediately that are within that 'aura type', while the new ones you unlocked that aren't are put back into a more 'dormant' status. It might also be slightly easier and faster to do and train in things that are within the correct 'aura type', and maybe things that you have down to a 'practiced' level that aren't in your aura type could still have somewhat reduced mana costs and cast times, just not down to 'in combat' reasonable levels, at least with most level appropriate encounters, making things easier for some types of play-styles, like certain sorts of diverse crafters and gatherers who learn magics from a variety of colors but aren't so much focused on combat ones.

    Still, I'd prefer something more like FF14 to a more restrictive class system locked in at character creation and involving complete re-sets when you want to change, even if it feels like you 'forget' or become 'worse' at stuff occasionally temporarily, since it could at least seem similar to, say, creating a different deck in the card game, and it could let them still balance stuff somewhat easier. Although I'd prefer it to not be linked to items like it is in FF14, since sharing systems like that across different planes wouldn't make much sense.

    I'd also like some builds to not necessarily unlock new abilities by 'learning' them normally, but by making deals or something, like black characters might enter contracts with demons, red characters might pay vast sums of money as tribute to ancient dragons, blue characters might convince ancient and powerful fey, white characters might enact certain services for powerful angels while maintaining positive reputations on the plane where that angel resides, and green characters might appease various spirits and elementals to some degree and then meditate and commune with nature in a certain location after following various quest trees to purify taints and deal with poachers or stop some destruction or over-harvesting of nature or whatnot. This could then imbue the character with various abilities in a different manner than, say, learning spells from books or from teachers at a magical school or whatnot, and allow for play-styles for flavor reasons like demon-contractors.
    Posted in: Baseless Speculation
  • posted a message on Print this Wizards (so I can play it in modern)
    Hierophant's Charm WWW
    Choose One -
    * Exile up to two target artifacts, enchantments and/or cards from graveyards.
    * Create three 1/1 white cleric creature tokens, then gain life equal to the number of creatures you control with converted mana cost 2 or less.
    * You and permanents you control gain hexproof until end of turn. Permanents you control gain indestructible until end of turn. Until end of turn, spells and abilities your opponents control can't cause you to sacrifice permanents.

    Grand Warlock's Charm BBB
    Choose one -
    * Exile target creature.
    * Each opponent exiles two cards from their hand at random.
    * Exile up to three cards from target player's graveyard, you gain life equal to three plus the total combined converted mana cost of the exiled cards, and if the targeted player is an opponent, they lose three life.

    Supreme Sorcerer's Charm RRR
    Choose one -
    * Exile up to two target artifacts from the battlefield and/or graveyards.
    * Gain control of target creature until end of turn. Untap that creature. It gains haste, trample, and +1/+0 until end of turn, and an opponent's creature must block it if it attacks this turn if able.
    * Exile target land. It's owner may search their library for a basic land card and put that card onto the battlefield tapped, that land doesn't untap during it's controller's next untap step. If they do, they shuffle their library.

    Archdruid's Charm GGG
    Choose one -
    * Each opponent sacrifices three permanents that are artifacts and/or enchantments. Exile all artifacts and enchantments from opponent's graveyards.
    * Search your library for up to two basic forest cards, reveal them, put one into your hand, and the other onto the battlefield. Then shuffle your library.
    * Target creature you control gains haste, trample, vigilance, reach, hexproof and indestructible until the end of your next turn. Put a +1/+1 counter on it and untap it. Lands you control gain indestructible and hexproof until end of turn. Graveyards gain hexproof until end of turn.

    Not really sure if this is the right mix of abilities and such for these, but the general idea is aiming to complete the cycle started by Archmage's Charm.

    Improvisational Charger RR
    Creature - Shapeshifter
    First Strike, Haste
    (looks like-ish a running humanoid soldier with a spear)

    Sudden Wingsnapper 1U
    Creature - Shapeshifter
    Flash, Flying
    (Looks like-ish a small drake)

    Transmogrimount 3
    Artifact - Vehicle
    Flying, Vigilance, Haste
    Crew 1
    You may remove a loyalty counter from a planeswalker you control rather than pay Transmogrimount's crew cost.
    "It can get anyone, anywhere, quickly. Probably..." - Shady Artificer
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Segovian Demon B
    Creature - Demon

    Segovian Sphinx U
    Creature - Sphinx
    Flying, Hexproof from Creatures

    Segovian Dragon R
    Creature - Dragon
    Segovian Dragon can't be countered.

    Segovian Giant G
    Creature - Giant Archer
    Reach, Protection from Sorcery and Enchantment

    Segovian Region
    Spells and abilities treat Segovian Region as if it were a basic land and as if it were not a non-basic land while it is on the battlefield, except it still has it's abilities.
    t: Add Colorless Mana .
    t, Reveal your hand and the top of your library to each player, pay 2 life: Add one mana of any color.

    Segovian Stampede G
    Creature - Beast
    Haste, Trample

    Segovian Golem 1
    Creature - Golem
    2: Return Segovian Golem from your graveyard to your hand.
    Posted in: Modern
  • posted a message on [MH1] Modern Horizons Discussion Thread
    I actually think the draw two at instant speed for 3 cmc might be the most important part for non-esper control decks. The two other modes make it really good, rather than just barely what was needed.

    I'd also like to note it doesn't necessarily have to go into control decks either. There are times when heavier on blue versions of merfolk, faeries, and spirits all might have reasons to consider a card like this waiting in the sideboard for certain matchups. Taking turns might also have interest in some situations.

    I have a magical dream percolating of going from Archmage's Charm, curving into Cryptic Commmand, with the following turn involving Snapcaster Mage to Archmages Charm, doing exactly what is needed each turn.
    Posted in: Modern
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