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  • posted a message on Maro's Core 2021 Teaser
    Ditto @user_938036. If they are doing level up there's going to be more than a couple cards, and that's possible, but not very likely.
    Posted in: The Rumor Mill
  • posted a message on I've been hearing murmings everywhere online about this Double Master's Product. Solutions?
    Quote from urweak »
    We all know that buying randomized product is not a viable way to get the cards you need to play the game, even with Standard legal sets. So why is it that people are upset with the pricing?

    I look at it like this, let someone else play the lottery, while you benefit financially from lower secondary market card prices.

    And in many free-to-play mobile games, for instance, the most viable way to play the game is to be careful with where you spend your money as well, yet it is still widely considered to be a bad thing the way those games offer the opportunity for people to spend indefinite amounts of money for ultimately little gain. A game offering choices for spending that are traps is not okay because we can recognise they are traps and avoid them. Because not everyone will avoid them. That's why they are there, and they are designed to seem enticing. People absolutely do spend significant amounts of money buying randomized booster products for MtG. The fact that it is not more affordable to build decks this way is problematic because it makes it a trap.
    Regardless, other avenues of buying into Magic are affected by the affordability of booster products. Namely, buying singles is often more affordable way to play, but the price of singles is significantly dependant on the price of booster products. People would be willing to sell singles for less if they didn't have to pay as much for booster products in order to get those singles into circulation in the first place.

    A premium reprint product like this is a perfect opportunity for WotC to keep affordability of singles within some kind of reasonable bounds. It makes sense that it would be somewhat more expensive than standard legal 'premier' sets, even though the added value of the product is purely artificial, but there is a limit of how much it can be inflated before WotC is just further creating and profiting from artificial scarcity and not significantly increasingly affordability. WotC does not need to rely on keeping singles expensive in order to make a profit. They aren't the ones selling singles, and while selling packs for less would make less, it would increase sales in turn because more people could afford to buy it, and help drive a larger healthier player base in general by making the game more accessible.
    The main reason to use this current model is it's a very easy way to make money. Focusing more on affordability would involve more careful balancing of print runs, cost and value in products, and relies on player enthusiasm. The way they've been doing products like the Secret Lairs and Double Masters is basically just printing money. Some people will buy it, and WotC makes a huge return of artificially inflated prices for bits of cardboard. And the way artificial scarcity and randomness is combined creates a potentially exploitative feedback loop where people buy pack and pack, box after box, digging for those super high value cards, potentially losing track of just how much money they've spent along the way to where they've spent more to get what they wanted in the end than they'd ever be willing to spend on those cards directly in a single purchase.
    The recent 'booster fun' alternate art scheme they've introduced is clearly designed to increase the amount of booster chasing for cards by further increasing the amount of artificially high value cards but in a way that doesn't actually increase affordability of the actual game pieces. At least in that case, they've only added it to what was already there, so for a lot of people it's actually good. But it shows WotC's commitment to this larger model of monetisation.

    I'd say Double Masters is less so a problem, than it is a missed opportunity. Singles are expensive and people have been complaining for a long time. This and products like it are ostensibly aimed at providing some relief on that front, but they have often been quite ineffective at doing so and double masters look set to be similarly ineffective. Double Master is likely not to be the worst, but there's a certain fatigue that sets in where people tire of such products being released which fail to live up to their promises as far as affordability goes.
    No one should be paying hundreds of dollars for cards that are necessary game pieces for common formats. I'm certainly not going to, and that's a shame, because I might play more formats, and more MtG in general, if it wasn't so expensive to do so. I'd rather they kept the secret lairs and made products like this more affordable, such that people are buying the secret lairs as a collector's item, not just in order to get the cards they need to play the game.
    Posted in: The Rumor Mill
  • posted a message on Extracting Therapy
    Ooh I like it. Nice take on Cabal Therapy and Duress. Looks about right balance wise too.
    Posted in: Custom Card Creation
  • posted a message on I've been hearing murmings everywhere online about this Double Master's Product. Solutions?
    Quote from Dontrike »
    Quote from user_938036 »
    Specifically, the "printing broken cards to cater to whales" is a baseless conspiracy and not a very good one. The rest of it is a well reasoned concern.

    It's not exactly a conspiracy, it's a way to sell packs to people so that way they can have the best. Sure it's not targeted at whales specifically, but they would be the ones to buy the most. So conspiracy? Not really. Sales strategy? Definitely.

    And to be fair we have seen the highest allotment of bannable/strong cards we have seen in a while and only in the last couple of years. Starting with M19 we haven't had this many bannings in a long while and considering they are going to be changing an entire mechanic because of how strong it is that really does lend some credence to the whale selling comment.

    A high amount of banned cards doesn't really provide any evidence for a deliberate strategy of overpushing chase cards. These banning have not been very good for business. They lead to negativity and they sink the demand for those chase cards. WotC is only whale hunting with these cards as much as they've always done with high rarity chase cards. The banning are just a failure of play/set design. Happened before, will happen again.
    Posted in: The Rumor Mill
  • posted a message on I've been hearing murmings everywhere online about this Double Master's Product. Solutions?
    Quote from SpeedGrapher »
    Ignoring the manifesto. The simple answer is yes magic is addictive gambling for some people where they have a problem. Magic is additive to most people for it's gambling and money making aspect. That's the basis of the game today. Probably 100x more than it was years ago. You have to go back far in time to find a point where the money aspect was not as big as it is now. There is literally nothing you can do about it. Or you can not play magic the gathering.
    Chronicles and the player reaction back then forever set how they handle today's game. I don't even know what the last all reprint core set was ? 8th edition maybe. I looked it up it was Tenth Edition 2007-07. So wizards has not given a crap about making the game affordable for new players since 2007!

    Today there are a billion products. Each new one increasing the gambling aspect such as expeditions. They aren't going to stop printing secret lairs either. Mythics where a gambling increase. You have to know what you're getting into. $4 for a pack of paper is nuts. If there wasn't Game+gambling+money cards+winning prizes+surprise factor of opening a pack+status of having some cards +etc. There wouldn't be a game. It would have died a long time ago. There are a lot of defunct card games out there. Some of them are just as fun to play as magic.

    Throwing your hands up in the air because problems have always existed is not a good response. Yes, Magic has long used certain ethically questionable means of driving sales. That doesn't mean nothing can be done. According to your own assessment the game was once aimed at being affordable. I don't expect WotC is going to throw away their chance to make lots of easy money any time soon, especially not with a megacorp like Hasbro looking over their shoulder. But that doesn't mean we should not bother. The game industry at large has been under increasing pressure to limit its varied predatory monetisation strategies, and with any and all headway that is made on that front, we should demand for WotC to meet those standards. I think WotC has shown itself to be a company with some willingness to listen to players on issues like this, so I don't think it's a waste of time to push for some kind of changes.
    Plus, any chance of making a difference is dependant on people taking some kind of action. An obvious thing we can do is limit our spending on MtG and particularly on those products which most represent the issues of affordability and predatory gambling.

    On another note, I find it interesting how much better the monetization is for Arena than the paper game. It's much easier to spend a rather affordable amount of money on the game and still keep up with the meta. I hope WotC is paying attention to the success of Arena due not just to the fact you can easily play on your computer whenever, but also because of this affordability.
    Posted in: The Rumor Mill
  • posted a message on Return to Innistrad in 2021?
    Emrakul vs Phyrexians when?

    You may be waiting a while...
    Posted in: The Rumor Mill
  • posted a message on Return to Innistrad in 2021?
    Even if this fake, Innistrad is no doubt going to be coming back and probably soon.
    Posted in: The Rumor Mill
  • posted a message on Tome of Creation
    I think reducing the casting cost down to 3 mana might be a good idea. Also plays quite nicely on curve. T3 play, T4 draw or T4 token and a 2 drop.

    EDIT: On another note, this card actually doesn't feel very rare. It's really not exciting and splashy, novel and interesting, or wacky and complex. Seems more uncommon. If you wanted it to be rare, maybe keep the 4 mana cost and add another ability to play up the swiss army knife feel.
    Posted in: Custom Card Creation
  • posted a message on Tome of Creation
    I would also suggest reducing the second ability's cost to 1 mana or maybe 2 mana .
    Posted in: Custom Card Creation
  • posted a message on The Next Deus Ex Machina Keyword & Leyline of Creation/Karn's Vision
    Now see, you want to take away the aspect of challenge by decreasing the range, and thus decreasing the liability of the keyword (in that you have to move something important to the bottom). The aspect of challenge is what makes the game fun, and that's what counter-balances the utility of the function.

    Having to put more cards on the bottom with higher values of Intuition is not a serious disadvantage. It's a feel bad for newer players maybe, but for more experienced player it's all gravy to have more cards to dig through and whatever goes to the bottom is just luck of the draw compared to whatever is now on top instead (just as likely to help as harm). Intuition-ing for higher numbers is a more challenging decision, sure, but only because there's just more mental processing involved. It's not necessarily a more deep or interesting decision, because while it might mean you have to think more carefully about what exactly is best from multiple competitive options, it also means it's a lot easier to just find exactly what you're looking for. Lower values would make it more likely to be an easy choice by way of obviously bad options, they also make it less likely to find obviously good options.

    You want to take the easy route, but providing this balance is a responsibility of development.

    Responsibility is not ideal—it's reality. You do it, or you face consequence.

    Sometimes, someone else has to face the consequence. Let us not be so weak, and negligent. There's no short-cutting this without consequence. It has to remain balanced with equal utility to liability.

    Words, words, words.
    Posted in: Custom Card Creation
  • posted a message on The Next Deus Ex Machina Keyword & Leyline of Creation/Karn's Vision
    Quote from DJK3654 »
    Let me just quickly add that I don't like the concept of making Intuition modal.

    Why on earth not? Your mechanic as-is has limited design space and even more limited space in terms of what you can fit in one set without causing problems.
    I would at least do one or the other of making the number a variable or removing the trigger and making this a keyword action.


    Making Intuition modal isn't necessary first of all.

    Not strictly, no. But that is a moot point. I think it is probably entirely necessary, however, if you want this mechanic to be any good.

    There are things that want to work in theory, but they don't work in practice.

    Funny you should say that...


    The range is already very meaty—enabling a seven card Index.

    That's not the kind of range we care about here.


    Then, you can only put two cards on the top. This means that Intuition 1 and Intuition 2 cannot exist. It's really awkward that point values would be subject such a void, especially when there are (or are to be) interactions which manipulate the point values of keywords. Personally, I am very fond of this interaction (with keyword point values), so I would never think to do something like this, since it would lock me out of all that development potential.

    Scry doesn't exist at high values, most cards by far are only 1 or 2. Yet that's not a problem for the mechanic. Not being able to do intuition 1 or 2 wouldn't be a problem. The development potential would be far greater if you had access to a range of values from three or four to seven. In fact, I would suggest intuition three or four will generally play better and be far more usable values than the current seven, because they will be less problematically powerful for digging for combo pieces, easier to fit on cards as a smaller bonus effect, and are less likely to result in decision paralysis. So all the more reason I would want to have access to that range.

    I would still say this mechanic is problematic with that change in that I think it's not meaningfully different enough from scry (compare surveil, which is quite similar to scry, but its difference is very relevant in how it interacts with the graveyard), but with the change to a modal variable, intuition would at least function reasonably well in a general sense.
    Posted in: Custom Card Creation
  • posted a message on The Next Deus Ex Machina Keyword & Leyline of Creation/Karn's Vision
    Let me just quickly add that I don't like the concept of making Intuition modal.

    Why on earth not? Your mechanic as-is has limited design space and even more limited space in terms of what you can fit in one set without causing problems.
    I would at least do one or the other of making the number a variable or removing the trigger and making this a keyword action.


    As for the part where DJK said I lost him. The keyword function forces strategic selection, because it forces them to move five cards to the bottom of their deck. Among these five cards can be content that would be helpful to them. However, this effect forces a strategic decisions on the player, by making them choose the best two cards, and sending everything to the bottom of the deck to counterbalance that benefit with an aspect of challenge.

    Yes, it's different from scry 7 because it gives you less options. That doesn't really make it interesting though.
    Posted in: Custom Card Creation
  • posted a message on The Next Deus Ex Machina Keyword & Leyline of Creation/Karn's Vision
    Quote from user_938036 »
    The "name a card" convention was dropped a long time ago. Now you "choose a card name..." So you want "As ~ enters the battlefield, choose up to three nonbasic land card names and choose a basic land type." Then its "Lands you control with the chosen name are the chosen type in addition to their other types. The same is true for land cards with the chosen name you own that aren't on the battlefield." Unless you meant this to affect your opponent's card for some reason in which case it will be "Lands with the chosen name are the chosen type in addition to their other types. The same is true for land cards with the chosen name that aren't on the battlefield."


    For future reference, don't correct me on using old wording composure. That's too trivial.

    Beggars can't be choosers. You posted this card implicitly asking for feedback. You've gotten it.


    As for the other mention, this cannot do as other Leylines and begin the game on the battlefield, because that function would conventionally bypass the, "As this card enters the battlefield, choose..." effect. Those parameters would all be blank, and this card would have no effect. As I said, errata could be used to hotfix this, but everyone usually gives me a hard-time about effects that require errata. And now...still a hard time. That's really unfortunate.

    I'm not sure that's how it would work. Some of the rulings I've seen describe putting leylines onto the battlefield. As far as I can tell, it's might be possible there is no definitive answer to this question because it just hasn't been relevant before.
    If this can't work with the usual text, though, I would just have it say 'put onto the battlefield' specifically on this card and have it work that way rather than have it be cast.


    Not all the Leyline effects have been worth casting for their respective costs. The ones that are worth casting, only are so because they check something very imminent, and even those ones are overcost. I do honestly seen the gig here with it being difficult to cast, and possibly, if you can fix the mana to cast it, then it's questionably useless. However, it's a lovely aspect of challenge, and it makes a wonderful novelty, with just as much (if not even greater potential), than any other the five-color novelties before it.

    Most or all of the leylines are cards you wouldn't play without the free effect, but that doesn't mean they should be useless to cast. Especially for when people run three of four copies. Having them be bad for their cost is one thing, but you want it to be a valid play you'll plausibly make else the card has too much swing. The leylines work as designs because they are just swingy enough to be within reason. Nobody wants to be stuck with dead cards in their hand.

    Intuition (As you cast this spell or when it's removed from the stack, you may look at the top seven cards of your library, then put two of them on the top of your library in any order and put the rest on the bottom of your library.)

    I really wanted to name the effect this, but then with there already being Intuition, and no relevance between the two, I was uncertain as to how well-received that would be.

    There are a number of mechanics which share names with cards of varied similarity. It's not a problem.


    It certainly isn't just Scry 7 though. This effect forces the other cards to the bottom. That is a very significant factor, that makes for a dynamic and balancing aspect of challenge. It really needs to do it this way, and force strategic conditions such as it does.

    What does any of this mean?
    Yes, it's not scry. But it is fairly similar. You lose me after that.


    I've seen a lot of freebie slop printed in the modern era. Blatantly overpowered two-for-ones. I'm not that type of person—and you certainly won't get anything like that from me. My insight and talents are always advancing, and so the sophistication of my developments continue to show this.

    Good for you.


    I've gone ahead and updated the Legendary Creature one. It's still not in any definite form, but I've tweaked the ability so that it's supported at this place on the mana curve, and still suited by power for a legendary by blending up the utility in contrast to the dialing down on the volume. It can now expand upon any land, but only one land at a time.

    Not a bad change. This is going to be weaker now for certain combos like using it to allow you to fetchland for specific non basics. EDIT: This is still just as good for getting out a single nonbasic though, like say Dark Depths. Might be a problem. Raising the creatures mana cost (potentially stats with it) might be safer to slow combos down.
    This also does make this stronger for colour fixing in a lot of decks though since you can name basics, but I think that's reasonable.
    Posted in: Custom Card Creation
  • posted a message on The Next Deus Ex Machina Keyword & Leyline of Creation/Karn's Vision
    Why are you making so many variants of the same mechanic? What's with this 'deus ex machina' thing?

    You know the drill, wrong use of or, weird unnecessary modal trigger, mentions the stack, what is this mechanic even for? yadda yadda.

    For intravoyance/intracognizance, the modern convention is that for effects like this that put cards on the bottom of your library, if they are putting back more than say three or four cards, they put them back in a random order to avoid decision paralysis stalling the game for something that doesn't usually matter. I would note you don't actually say either 'in any order' or 'a random order' for how to put the cards on the bottom, which is obviously a problem.

    This Deus Ex Machina would be prime combo matera for cantrip effects. Naturally, the two go hand-in-hand, and I'm not sure what anyone else had in mind to do with this effect, but might I propose this to be the most dynamic and balanced from all sides.

    I would say this a dangerously powerful amount of sheer filtering to push at the frequency/volume of a set mechanic. An effect like this will be used primarily to dig for key combo or value pieces as a form of pesuedo-tutoring. In fact, effects like this that dig through several cards have increasingly been used by WotC as an alternative to tutor effects. This is also a remarkably similar effect to scry, only far less versatile design-wise.

    Leyline of Creation white mana blue mana black mana red mana green mana
    Legendary Enchantment
    If Leyline of Creation is in your opening hand, you may cast it at the beginning the game without paying its mana cost.
    As Leyline of Creation enters the battlefield, name up to three nonbasic land cards and choose a basic land type.
    The named lands and all cards in other zones with those names are the chosen land type in addition to their other types.

    "If Leyline of Creation is in your opening hand, you may cast it at the beginning the game without paying its mana cost you may begin the game with it on the battlefield."
    What @user_938036 said about 'choose a card name'.
    For the land type grafting part, I would reference Painter's Servant and Null Chamber's oracle text and write this as 'All lands with the chosen names and cards with the chosen names that aren't on the battlefield are the chosen land type in addition to their other types'.
    If you want this to only affect your lands, then:
    'All lands you control with the chosen names and all cards you own with the chosen names that aren't on the battlefield are the chosen land type in addition to their other types'
    I would suggest the later.
    One other note is that this feels very weak if you cast it for its mana cost. Obviously, with leyline cards you really want to get them for free, but they should be costed such that you are okay with casting them for their mana cost because you won't always get them in your opening and you don't want them to be dead weight. But the cost on this is very prohibitive and by the time you have 5+ mana of all colours available, this effect is likely pretty inconsequential. You could probably just make this a green card at 4 mana like the other leylines. And maybe ditch the legendary type as well, it doesn't seem necessary, especially if you do make this just a green card and it loses the 5 colour specialness. If you do really want to make a 5 colour legendary leyline, I would find a different effect.

    So,
    Leyline of Creation 2 mana green mana green mana
    Enchantment
    If Leyline of Creation is in your opening hand, you may begin the game with it on the battlefield.
    As Leyline of Creation enters the battlefield, choose up to three nonbasic land card names and choose a basic land type.
    All lands you control with the chosen names and all cards you own with the chosen names that aren't on the battlefield are the chosen land type in addition to their other types.
    Posted in: Custom Card Creation
  • posted a message on Karn the Grand Architect — A Legacy Inspired Design
    The clause you added to stop the artifact land interaction is very tacked-on. It literally calls out the specific interaction your worried about. There are much less inelegant and wordy ways to limit this ability being used in broken combos.
    I am genuinely perplexed why you added the Berserker ability to this. It completely contradicts whole pacifist concept you've gone out of your way to reference by giving this defender, and it makes the card so much more of a crippling board stall that people will be terrified to attack into.
    Both these changes only make the card design much worse.
    Posted in: Custom Card Creation
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