Quote from khaosknight69 »What if it's not even a card game guys?
Like what if instead it's just an mmorpg based on the wealth of lore and backstory from decades of MTG cards, with classes based on the different guilds or something?
Quote from Kahedron »[quote from="SultaiAscendancy »" url="http://www.mtgsalvation.com/forums/magic-fundamentals/other-magic-products/mtg-mmo/777778-speculation-wishes-and-hopes-for-the-mmo?comment=11"]There are two possibilities for playable characters:
1. Almost all of the preexisting planeswalkers are playable characters. I think that the Marvel MMORPG has a similar system where players choose from preexisting characters. There would be enough playable planeswalkers that you wouldn’t run into duplicates too often. A few planeswalkers might have to be excluded for being much bigger and more powerful than most other planeswalkers (Bolas, Garruk, Karn, Ugin) or being dead (Elspeth, Freyalise, Teferi, Venser, Xenagos). They also might want to reserve some or all antagonistic planeswalkers to be used as bosses. But overall this is a very practical and reasonable choice, albeit a bit uninteresting in my opinion.
If they did it this way they would be to limited in the number of planeswalkers there are. They are going to have to set this after the mending otherwise the planeswalkers are going to be to powerful, and for all there are a lot of planeswalker cards there aren't that many planeswalkers currently only 35 so there it would be likely that you are likely to run across a lot of people using the same walkers especially if there is a tiering mechanic that limits when you get access to the different planeswalkers which would allow you to put in the slightly more powerful walkers.
2. You play as a custom-built planeswalker for which you can choose your race, class, and perhaps plane origin. Maybe you even start out your home plane for a while before your spark ignites and you gain access to other planes. This would be perfect given the premise of the game (“you are a planeswalker”) and many players’ tendencies to come up with “fanwalkers” as a result. However, this would be much more difficult to implement. There are a huge number of races and types of magic; it would be almost impossible to put all of them into game, and people would be disappointed by the exclusions. Having different players start out on different worlds would make matters even worse. It isn’t impossible to have races start out in different areas (WoW does it) but it would still be problematic in many ways. I think that this is less likely than them using existing planeswalkers, but it would be really cool if they did it.
If they were able to transfer the Elder Scrolls levelling mechanics up to a MMORPG it could work. Give the player some choices around Species, world and initial color specialization then allow how the player acts work out the sort of abilities they have with skills centered around both spell casting and the more physical abilities. Whilst we haven't seen it that much in the story there should still be some scope for characters that rely on the more physical skills like close combat, stealth and archery.
It will be interesting to see how they implement planeswalking. It should make it easy to get between different areas, but I doubt that this will be a complete sandbox game so there will have to be some sort of order that you unlock planes in (the most obvious choice being Zendikar, Innistrad, Kaladesh, Amonkhet, Ixalan). I assume that when you die in combat you will planeswalk to another plane’s hub area. Perhaps one plane will be the main starting plane/hub area, but I would expect that every plane has both areas with enemies and areas without them. If they do use one plane as the starting plane/hub area, I would expect it to be either Dominaria, Ravnica, or Shandalar.
This seems like a sensible way to manage it and is similar to how Bioware handles a similar issues in Star Wars: The old Republic. Though as this is the company that is behind the Star Trek MMO any one know how they deal with travelling between the various planets? As for a starting plane, if they are forced to use an existng MTG plane rather than creating new ones Ravnica would probably be the better choice as it seems to be the current hub of the multiverse with Dominaria still recovering from the events of Time Spiral and Shandalar not really well known outside of the the long term MTG players.
Quote from Joyd »I know the thread is still in progress, but a few notes about the cards I have some experience with:
- Brimaz doesn't really "guarantee at least two Cat Soldiers." People rarely randomly swing into Brimaz for no reason.
- Fetchlands do nothing in Darien. He triggers off of damage, not life payments.
- Jazal isn't "suited best in a deck that relies on beefing up creatures in order to overwhelm the foe." Jazal IS the beefing up creatures in order to overwhelm the foe, and neither requires nor particularly benefits from other effects of that type. A tokens deck needs two things: a way to generate tokens, and a way to turn having a bunch of tokens into a win. Jazal is the second, and the rest of the deck only needs to focus on the first. The note about tucking is presumably left over from before the rules change.
- Kemba also still mentions tucking.
- Sidisi does not make you "lose out on creatures that might otherwise be helpful." Self-mill doesn't make you lose cards, and in almost any Sidisi deck you'll have some access to your graveyard anyway, so the milling is a positive, instead of a neutral effect like it'd otherwise be.
Also, I realize that different people are looking for different things out of a thread like this, but the last version of this thread suffered a bit (in my opinion) in that it sort of indiscriminately included cards that nobody would ever seriously consider for an EDH deck in the spawning/support/buff sections. Anybody can do a gatherer search for the word "token" if they want to see every single card that produces a token, regardless of whether the card realistically supports a token strategy or is even close to EDH-playable. A useful resource is one that does some of the work of filtering that down. I don't think that the thread needs to be only the very best cards, but the old thread included things that would never make the cut even in extremely casual, extremely budget decks. It also included things that technically make a token, but don't support any sort of token strategy in any real way.
Quote from Forgotten One »Does anyone know of a good source of token scans online or has anyone compiled a complete list of all the possible tokens? I remember doing online searches for tokens when I finished up my Rhys the Redeemed token deck and distinctly remembering it was a pain to find everything. Having a token library (or a link to a token library) would be a great addition.
If such a thing does not exist, I would volunteer to help assemble such a library.
Quote from the mouth of gix »maybe its atypical, but I consider my titania, protector of argoth deck to be a strong token deck. yes it is a land themed deck, but with things like zuran orb and doubling effects, she can throw the kitchen sink at someone in a hurry and kill them with lots of 5/3 elementals.
Quote from Daban »Why isn't Gahiji, Honored One on there? He's in good colors and has a relevant (and political] ability
Quote from Liberator »Quote from rogerandover »Quote from Liberator »The lack of Prossh, Skyraider of Kher, the best token general in existence, on a thread named Everything Token disturbs me. I mean, you mention Boris Devilboon, Oyobi, Who Split the Heavens and Thelon of Havenwood, but not THE token general? Wow.
I'm surprised you didn't read the OP's first lines and missed that this thread is less then 6 hours old.
I did read the entire post and I noticed how old the thread is. But a logical assumption would be that you start of with the best (Prossh, Skyraider of Kher), then go on with very good ones with solid card choices (Marath, Will of the Wild, Ghave, Guru of Spores) and start off from there. And while the latter two were mentioned, either in the original post or later, Prossh was missed. I mean, it's only appropriate to start off with the best.
Quote from rogerandover »Quote from Liberator »The lack of Prossh, Skyraider of Kher, the best token general in existence, on a thread named Everything Token disturbs me. I mean, you mention Boris Devilboon, Oyobi, Who Split the Heavens and Thelon of Havenwood, but not THE token general? Wow.
I'm surprised you didn't read the OP's first lines and missed that this thread is less then 6 hours old.
Quote from Liberator »The lack of Prossh, Skyraider of Kher, the best token general in existence, on a thread named Everything Token disturbs me. I mean, you mention Boris Devilboon, Oyobi, Who Split the Heavens and Thelon of Havenwood, but not THE token general? Wow.
Quote from un_diplomatic »I dont think Prossh is a typical token commander though in the sense that the other examples are. People don't play Prossh to create a kobold army and swing for 400, they play because of Food Chain. Seems similar to saying you like Mikaeus, the Unhallowed because of Puppeteer Clique, it isnt wrong but at the same time it is.
On topic, Jazal Goldmane I think could be interesting as a casual commander and is certainly token orientated. Ezuri, Renegade Leader I also think needs a space.
This looks really interesting though, keep it up.
Quote from gxmiter »Zada, Hedron Grinder for mono-red token-based spellslinging.
Quote from Enlightenedtutor »May I suggest Marath, Will of the Wild for a top tier token commander. Marath + ramp = tokens throughout the game (and burn when needed). Green/White are great for ramp and token generation. Red gives access to the mighty Purphoros, God of the Forge as well as Dragonlair Spiderand brute cards like Gisela, Blade of Goldnight. Hard to beat.
Quote from Joyd »I think that the strategy sections is generally still valid, but I think that if we were going to start a new thread, it'd be worthwhile to do a significant refresh of the card lists. There are a lot of things listed that I can't imagine ever making the cut even in a very casual token deck. Things like Elgaud Inquisitor, Sensor Splicer, Commander's Authority and Icatian Town are just not EDH playable unless your deck is heavily dedicated to a very specific theme or something, and that's just in white. Anybody can find a list of arbitrary cards that produce tokens with magiccards.info or Gatherer; a useful list needs some kind of quality filter. The list also includes things that realistically only make one token; a noncreature card that only makes one token doesn't get you any more creatures than an arbitrary creature card does, so it doesn't really support a strategy that involves having a lot of creatures any better than a creature card does. A single token is just a worse creature card unless you're running one of a handful of white cards that specifically boost tokens, and those cards are pretty marginal. Reading back over the thread, there seems to be sort of a spirit of just throwing in almost anything that anybody suggests and adding any card from new sets that technically qualifies, but I don't know that that makes for the most useful resource at the end of the day. I don't think the thread needs to become "Here's how to exactly build the exactly most optimal token deck, every other card get out." There are deck- and commander-specific primers for that sort of thing. But especially as Wizards has ramped up the degree to which they use tokens technology, there are now enough cards that produce tokens, make all of your creatures better, care about how many creatures you have, use creatures as a resource, or otherwise interact favorably with having a lot of creatures that even in a deck that was playing nothing but those things, even a mono-color deck (except probably a blue deck), there'd be plenty of things that wouldn't make the cut. That's true even with budget restrictions.
I like hidden gems, and I like offbeat cards that you might consider throwing in even if they aren't the gold standard, and I respect that most people don't play in cutthroat or even competitive metagames, and I don't want to overturn the guiding principles of what seems to be a popular thread to make it that, but I feel like there's a middle ground between that and just including literally everything that technically falls into one of the tracked categories. Maybe that would just cause the thread to degenerate into arguments about whether Pollenbright Wings or whatever is a realistic inclusion, but I'd be happy to leave final judgment calls up to whoever is managing the thread.
Quote from Drain Life »I would support anyone who wanted to take on the task of copying, pasting, and maintaining this thread. The original writer did a fine job of explaining important tactics and synergies involved in token based decks. Since Ghoulcaller Gisa was released in Commander 2014, she has been my commander of choice. In addition to her, I have Soul Foundry, which is a well balanced card in my opinion. If the table answers it, then you will get hit with a two-for-one. However, the long term card advantage it can provide more than makes up for it. When I started playing EDH in later 2007, I would sometimes get the chance to imprint Skeletal Vampire. That felt so amazing. Imagine how I reacted when I saw and eventually got my hands on a Grave Titan.