The point is that poison shouldn't exist at all because it doesn't add to the game, it only fragments it in an unneeded manner.
Not only does it initially fragment it, but as you stated it forces mechanics to support it if it's to be any serious mechanic, thus fragmenting the game further... Until eventually we have two different games that don't even really make sense together.
As silly as it sounds, I could play Magic vs. Yu-gi-oh and come out even, as long as we keep our life totals respective to each game, but removal equal. This isn't to compare Magic to Yu-Gi-Oh, but rather to say that making two games out of one, but dividing simple things like types of damage done by creatures is not a good idea. Sure your creatures do X times more damage, but my life total is X times more as well, or in this case my life total is X times less and your creatures do X times less...
You bringing up things like tribal, or mechanic support, shows me that you don't grasp the point I'm bringing across. Infect creates a secondary game within magic, not a mechanic alone, and that's the issue.
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Dec 14, 2010Demagogue posted a message on Mechanic RundownPoison is part of Infect, the part that makes it significantly worse than Wither... And even Poison wasn't as bad in the past, as the creatures still did their regular damage.Posted in: Demagogue Blog
Tribal was playable with other cards, and didn't matter if it was Tribal. A Tarfire is still a Shock, that just happens to have extra rules text, but a card with Infect isn't the same as a card without Infect when needed to be. Imagine if Tribal cards did a specific kind of damage. That Tarfire now does "Goblin Damage" and your opponent has a regular life total and a "Goblin life total".
Does that help explain things? Distance yourself from the fact that Infect is linear, and focus more on the part where you simply can't play Infect and Non-Infect cards in the same deck as you'd be focusing on two life totals during the game instead of just one... There honestly isn't a comparison for Infect as a mechanic, because there hasn't been one in Magic's history that has literally kept you from playing with other cards as a whole in such a visible way.
Taking this to a bit more of an extreme, imagine if Wizards said you can only play a maximum of two colours in your deck, period. Infect is a softer version of saying you can play "A creatures/spells" or "B creature/spells", where as every other mechanic says "Preferably play with more A or B cards, but you can still play them with any other cards." -
Dec 14, 2010Demagogue posted a message on Mechanic RundownLinear is one thing, but a mechanic that excludes itself from play with other mechanics is far worse.Posted in: Demagogue Blog
As I was saying above, I do find things like Slivers boring, but I'm not exactly going to call them bad mechanics. Slivers can be played in non-Sliver decks which is the important part, and we've seen various Slivers pop up alone in various decks.
Infect, because of the secondary life total basically doesn't give you that option. You can't play 1-2 Infect creatures in your regular deck, as they end up making your deck inconsistent unless you focus on them specifically. There's no fun in finishing the game with your opponent at 2 life and 8 Poison counters while you're at 0 life.
Furthermore, it restricts what cards might see play as a whole in various formats. Phyrexian Crusader could have easily made a splash in Extended in various decks if he had Wither as opposed to Infect, but as it stands now you can't really play him in your Jund, Doran, etc builds, simply because he has Infect. Something being a Sliver has never stopped it from seeing play in various decks, but with Infect that's clearly the case.
So as I said, Infect isn't simply linear, it's exclusive to itself, meaning that you aren't simply compelled to play it in mass because of how it is, but rather you have no choice but to either play it in mass or not at all when it comes to constructed.
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Remember, don't think about the cards as much as the mechanic itself in an abstract sense, because I'm not discussing the power of a mechanic, rather the usages of it.
Now imagine if Wizards announced tomorrow that all creatures in the next set would be divided into "A" creatures and "B" creatures, and each player would have a different life total for "A" and "B" damage. What does this mean to you?
To me it means they're adding bloat to the game that literally restricts your ability to play cards of one type or another, as you can't be focusing on an "A" life total and a "B" life total without hampering your deck greatly. This is essentially what Infect is, it's a segregation of which creatures you can play with which other creatures.
This isn't the same as a tribal theme or whatever else, this is simply a segregation, because whether something is a Goblin, Sliver, or Contraption, it still deals "A" damage, like every other spell and creature. While on the other hand Infect deals "B" damage and just so happens to have Wither on all of its creatures.
See the difference between a linear and an exclusive mechanic? -
Dec 13, 2010Demagogue posted a message on Mechanic RundownI'd say Persist is a good mechanic that sits with Flash Back more so than Cycling or Dredge. It has a lot of uses and interactions but it's not quite an "engine" mechanic on the side like the other two.Posted in: Demagogue Blog
I'm sure I neglected to mention tons of mechanics, as this is mostly an explanation about why I think Infect is a bad mechanic, and as such I just listed a few off of the top of my head that I thought were general enough to get the point across.
I'd say most mechanics fall in the "Ok-ish" to "Good" range as it's rather hard to make a mechanic that simply cuts a colour apart like Infect does. -
Dec 13, 2010Demagogue posted a message on Mechanic RundownI'd like to start off by saying that I wasn't aware that blogs were so visible automatically when posted and I mostly threw this up here for my own benefit rather than a post I wanted to present as a sort of article.Posted in: Demagogue Blog
That being said I guess I should give a little prelude to this whole post. Basically this was a post I made in the Mirran/Phyrexian Crusader thread when I got tired of people repeating the same old phrase that "Infect hasn't been fully revealed yet, it can still be good in constructed!" when I said "Infect is bad for constructed". The difference being that a mechanic can be good in various formats but it doesn't mean it's good for the formats, as in it doesn't really contribute anything to them aside from itself and has little to no interaction with everything else. So this isn't about cards themselves as much as the general theory of various mechanics and how I view them in terms of what they can provide for a constructed format, and specifically Standard.
My issue with Infect isn't that it's very obvious and straight forward, as I don't mind Allies or Slivers, aside from the fact that they tend to be boring, but rather that it has no interaction and forces you to pretty much only play Infect. As in, Allies are obviously supposed to go with Allies but I can still play a Battlemaster as a 2/2 for 2 with various abilities in decks that don't really run other allies... Silvers are the same way, Harmonic Sliver is a solid utility creature first and a Sliver second. Infect however doesn't have this benefit as we can see from Phyrexian Crusader who instead of being a beastly aggro card becomes only playable in Infect and maybe as a sideboard card in UB to act as a wall, but because of Infect it can't really be an option as a maindeck card like it would be if it simply had Wither. In short, Infect doesn't only work as an overly simplified mechanic in terms of what it works well with, but it essentially cuts your creature options as you can't really focus on two different life totals. On top of all of this, once it's there, it's there, and you don't have ways of really doing much about it once it happens, thus making it a very onesided mechanic... It's just a pile of bad stuff.
Moving on, some one else brought up the Dredge issue, and while I agree that it's a controversial listing, but I think my reply to him is valid for this too:
Dredge was a really hard decision for me honestly. Originally I had Cycling in mind as the "Holy Grail" category all by itself simply because of how complex and simple it is at the same time.
The reason I included Dredge, even if it's usually more about Dredge with more Dredge, is because there are Dredge cards that are fine on their own. Just to give a few examples:
- Moldervine Cloak: It was great in UG control that pre-dated Scryb Force and ran things like Looter, Call, and so forth. It was a Tempo deck and the Cloak was great for simply a reusable enchantment that went on your Birds or Looter and allowed you to beat in. It also sometimes had the benefit of giving you a Call in the Yard so if you had six mana for some reason you could get two spells out of it... And it does have it's advantages over just running equipment, while also having disadvantages.
- Graveshell Scarab: It was a solid card with a very reasonable Dredge cost that basically replaced 1 card for 1 card. It also had the benefit of letting you draw cards in response to removal or damage stacking, and getting it back the next turn instead of risking a top deck. It was a tad overcosted though.
- Life from the Loam: This card is playable and it benefits itself via Dredge because it can get more targets into the yard while you Dredge it. More so it has great uses like in 42Lands.dec because it's massive card advantage when coupled with your Cycling lands.
- Necroplasm: This is a pretty good example of a card that's both an engine and a spell. In Solar Pox it helped get a Haakon or Fattie in the yard while also being cast in order to slow down aggro because it could blow up the board slowly or act as a simple blocker.
Cycling is still LEAGUES beyond any mechanic in my mind, but I felt like Dredge was both a good engine for many decks and still had enough playable cards in it to put it just above the "good" status. The biggest issue with Dredge is that it either has to be costed in such a way that milling could become an issue or the cards have to be slightly worse in one way or another if they have a low Dredge cost. Though that opens up the question of "Do you want this assured card, or risk a top deck" which is the case of the Scarab as it's slightly overcosted but also assures a specific draw... Though once again Flashback and Unearth make Dredge a little stronger because all of a sudden "Woops, Graveshell is now a 3/3 for 3 or itself."
I see your issue with Cycling, but what you have to understand other colours have better options than simply playing Cycling on its own. As things like Stoneforge, Hawk, Visionary, and so forth all offer up card advantage without too big of a tempo hit, while Cycling offers a minor tempo hit in exchange for a cantrip and nothing more. Blue still has the advantage because things like Ponder or Preordain aren't simply cantrips but allow you to dig or set up your draws.
Finally Cycling is generally printed in such a way that it's not simply superior to other cards of the same type, rather it's a "sidegrade" that opens up new options. The lands with Cycling weren't simply a land with Cycling but a land that came into play tapped and was non-basic, meaning that you had to make a choice of how much tempo you were willing to possibly give up in terms of playing these lands and how many of them you truly wanted... So really, Cycling makes slightly underpowered cards playable, while also opening up new tactics simply because of how many things Cycling actually does without most people realising it. Open the Vaults wasn't an incredibly broken deck despite having a huge amount of Cycling and not too much counters in the format, but it still used the discarding aspect of Cycling and the Cantrip to fuel its graveyard...
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Wither actually saw print on non-creature spells, such as Puncture Blast.
The reason I lump those mechanics together is that they're good but they aren't as interesting as Dredge or Cycling in terms of play. Of course, like everything they all need to be done in moderation, but I'm not opposed to seeing any of them showing up, although I'm not looking for ways to break them either when they do show up.
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Landfall existed before Landfall the keyword, it came out in Ravica in the form of a Treespeaker and Vinelasher. It can be interesting but at the same time it's a lot more restrictive than the simplistic mechanics mentioned above and it doesn't really allow as much interaction as Cycling and Dredge. It also pushes you into a certain direction more than Kicker, but not as much as to force you into a purely landfall deck.
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Affinity was a mechanic I liked, but mostly because Affinity was an Aggro-Combo deck that was incredibly interesting. However, as a whole Affinity was broken by the fact that Wizards wanted it to be playable and gave it a little too much support in one block. The artifact lands were actually the biggest problem in Affinity as not only did they fuel Ravager and Disciple but they basically produced 2 mana each for cards with Affinity. Cards like Forgmite, Enforcer, and Thought Cast aren't as good when your lands aren't producing 1U or 1R each for them and your Chrome Mox is also producing 2 mana.
Of course Affinity could still be ok if not for Disciple, Blast, and Ravager, but then it would be a little underpowered as a whole.
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Boy did I have a lot to say on this, maybe I should start submitting articles and calling them something silly like "Mana Myr Monday Material" xD. - To post a comment, please login or register a new account.
It wouldn't be legacy then... You're talking about taking away a major defining aspect of a format.
Here's the other issue you're blatantly missing, the people who don't own duals, won't pay for the Force of Wills, Karakases, Rishadin Ports, Wastelands, Show and Tells, Jace, the Mind Sculptors, and so forth...
Hell, one of the top 8 players at the SCGO:Providence was running 2x Tundra and 1x Hallowed Fountain, so really it's already possible to subsidize your duals with a shock or two if you have at least a few duals, and people simply aren't doing it.
Honestly, if you think banning duals would get more interest in Legacy, aside from a general initial burst that dies out quickly when the players realise their decks still cost a substantial amount to build, you're an idiot. Plain and simple, the only thing that banning duals in Legacy would accomplish is to strip away some of the identity of the format and result in less interest instead of more.
Ok, if it's just a premium version of a card you can get normally, I don't care and you can do whatever, but if you want to make cards that are only ever a "super mega turbo super-duper power rare" then go to hell.
Well viability is usually a discussion about being viable in formats in which it's legal in. I don't think it's played in Modern, Legacy, or Vintage. It wasn't played in its Standard format, despite a Blink deck existing in which Momentary Blink was better.
I'm not saying it's a terrible card, just that it won't be very viable at 1UW as he suggested, nor would it be broken at UW. I don't think it would be broken at U or W alone, I think it would just be tier one. Just like how Forgotten Ancient at 1G would be pretty much broken actually.
Also, the discussion is part of a greater discussion of how Waste Not could not be made to function on the same level as those examples, even at B or 0.
All of which are nice niche cases, which would make it an ok sideboard card, but not really playable. Especially when you consider how many creatures have CIPT abilities these days. The fact that it happens on your upkeep is also really rough, since you can't dump your hand successfully most of the time, unlike if it said on your next end step.
Also, as far as aggressive creatures go, most of them have decent toughnesses these days. Kird Ape, Wild Nacatl, Tarmogoyf, Goblin Guide, Deathrite Shaman, and so forth all have equal or higher toughness numbers. The only aggro-esque card you really want to hit with this thing these days is a flipped Delver of Secrets. It's also a really bad answer against anything they Sneak Attack into play.
The more realistic use for this is using it on your own guys, since you can't depend on an opponent to have the right creatures, as a Momentary Blink like card that can sometimes do something else. Seeing as we have Momentary Blink already, which provides more card advantage and costs less mana the first time around, along with the rather strong Restoration Angel, I can't imagine playing this card at 1UW... Is a Cloudshift that loots 1 and draws 1 for 1UW when you blink your Snapcaster Mage really worth it over Resto or otherwise? Especially when the returning trigger isn't instant?
At UW I'd consider it as a cute card that could do more, and maybe be fun sideboard hate against Delver and Batterskull, but I'd really have to see it at just U or W to be excited about it. At a single mana, or even a hybrid u/w, it would be almost good enough to be a Mythic Cloudshift, at UW it would be strong but not broken, and at 1UW I doubt it would be playable.
Serious talk by who? Except it doesn't provide gas or a win condition consistently, Liliana's Caress is a more consistent win condition.
What about when you don't get Hymn, does it just sit there? What about when it just doesn't hit the right modes with Hymn? Why aren't you just playing better cards, like Dark Confidant and Deathrite Shaman, or just splashing for Tarmogoyf or Stoneforge Mystic.
You also do realise, that unlike with all of those other cards, if they keep themselves from discarding, Waste Not does nothing... Like if they either run their hand out, or to very few cards, which some decks are fine with, or they simply counter your discard spell, or use their targeted discard to take away your discard spell, you're just going to sit there with a dead enchantment in play. Any of those other cards would still do stuff.
Maybe you could bring it in against Dredge or Paste in Flames combo decks, but why? Why is it better than Rest in Peace and other options which can be used for other things?
You are aware you have to discard those cards, right? It's a lot like an Ideas Unbound that has a single target fog stapled onto it.
That just seems so needlessly clunky though. Besides, what makes that better than just playing something like Pack Rat turn 2, or just like using that discard turn 2 so you can turn 3 into a Specter?
I just don't see why jumping through so many hoops is beneficial when you can just as easily play other cards for more effect.
EDH is pretty broken, and I don't really think this card is good even there, at least when it comes to more competitive EDH environments. You also forgot Vintage and Legacy
Yea, sounds like a good plan :/.
There are still better options at 0, well ok, the only time it would be better is if you're running a Glimpse deck that has some trigger for when its own creatures die, so I guess Fecundity-Glimpse?
Nah, it was just that I was thinking about why I thought it was a bad card one day, and why it felt so much worse than the other YMTC cards of the past. What I cam to realise was that Forgotten Ancient would be nuts broken at 1G and everyone would love it, even at 2G it would be playable. Vanish into Memory was a bit worse, a UW it wouldn't be great but it would be alright at best, at just W or U I could see it being a cute trick, and even at UW it might be a very niche card in some sideboards or something.
When it came to Waste Not, I just couldn't think of playing it at even B. The card wasn't strong enough to make me want to play it, despite it not being something I enjoyed, even at 0 it didn't seem great, but I would consider it at the very least. I don't really like big beaters, I never liked Tarmogoyf, but I'd play him when needed, and if Forgotten Ancient was 1G, you can bet I'd play him all day in some kind of grow deck... There just isn't a situation where I look at Waste Not and tell myself that I think the card is strong enough at any casting cost to make me care about it.
The issue is that it's a super niche card that has a small frame of use before it becomes almost meaningless, and it doesn't really make me want to go out of my way to play it. Like at 0 CMC it can have that dream nuts opening hand, but what if you don't have it in your opener? Then it's just a bad top deck most of the time, at least the other cards would do something later in the game.
Well I did mention Goyf earlier, but the Recruiter was more of a recent case for me personally. It wasn't so much about a price difference, as availability and getting it for 90% of your cards value or 50-70% of your card's value.
I'm not sure what you're trying to convey, is it that the price of the promos is more expensive? Sure, but when they're first released people have more availability to pick up those cards, and my post was all about simply showing that these cards can be put out there, and thus entice players to join.
Well, let's not talk about Standard. Duel decks tend to be lower in power so let's also pretend they don't exist. As for the EDH products, actually the Moxen themselves aren't that broken in the format, they're banned because every deck would want them, and they cost way too much, so it's less about power and more about availability. Granted, printing Moxen in EDH products would create its own massive set of issues.
What I'm really getting at is that right now, the expensive cards in Vintage tend to be "Cash or GTFO" for the most part, and that's a massive barrier as you simply can't find them for trade at reasonable prices unless you know very specific people. More so, power is not vital to a Vintage deck, well it's vital to some, but not all, and some decks can function off of one piece alone. Merfolk made 20th at Vintage worlds, as an unpowered list, the only card that's truly broken in it is Time Walk, but the other pieces of power that the powered version played didn't make or break the deck. A Four Colour unpowered Humans deck also made it to something like 34th, and it only truly runs 4 Moxen, and maybe a Lotus, none of those cards are vital to its game plan though, they simply help some turn one plays. There are plenty of unpowered decks doing well in Vintage, but not everyone wants to play them, so having more power that you can trade for, even if it's an Ancestral Recall for your control deck or a Time Walk for your aggro deck, is enough to push some decks over the top.