Magic The Gathering

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I really miss the tribal elements of the original Ixalan, but after playing a draft on Friday, I have to say the way they made up for it by using draft archetypes was pretty good. The major issue I have with this set is that it is reinforcing a bad design trend to avoid power creep. The "activate only as a sorcery" add on for activated abilities is bad. Just bad and defeats the mainly defensive aspect of magic.
 
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The major issue I have with this set is that it is reinforcing a bad design trend to avoid power creep. The "activate only as a sorcery" add on for activated abilities is bad. Just bad and defeats the mainly defensive aspect of magic.
I wish they would just have a symbol or keyword shorthand for that effect (like "Sorcery [tap symbol]: effects"). Anyway it's especially notable in the Dr Who decks because they do a LOT of the sorcery texts and "first" in those decks. (like twelfth doctor or Peri Brown)
 
I really miss the tribal elements of the original Ixalan, but after playing a draft on Friday, I have to say the way they made up for it by using draft archetypes was pretty good. The major issue I have with this set is that it is reinforcing a bad design trend to avoid power creep. The "activate only as a sorcery" add on for activated abilities is bad. Just bad and defeats the mainly defensive aspect of magic.
They try to keep limited mechanics sorcery speed because they want the board to be readable easily for new players because Limited is the place to on ramp new players??? ... or something. While I don't think maps are good or anything in any format except standard I think sorcery speed is a interesting space for them as 1 mana tokens vs. clues or food. I also wouldn't like craft to be flipable on your opponent's end step or those cascade lands either. So while usually they are overzealous on this one I do think they did an OK job this set. Of course, all these things except map tokens are basically unplayable in standard because of it but hey.
 
I wish they would just have a symbol or keyword shorthand for that effect (like "Sorcery [tap symbol]: effects"). Anyway it's especially notable in the Dr Who decks because they do a LOT of the sorcery texts and "first" in those decks. (like twelfth doctor or Peri Brown)
My brain wants to say the best keyword for it would be something like "ritual", "rite" or "ceremony" as it represents a more slow form of magic, though rituals in MTG are usually spells that give mana.

something like this

Rite- T: add G. (rites can only be activated during your main phases)

Gets rid of a lot of text and condenses it to one 4 letter word.
 
My brain wants to say the best keyword for it would be something like "ritual", "rite" or "ceremony" as it represents a more slow form of magic, though rituals in MTG are usually spells that give mana.

something like this

Rite- T: add G. (rites can only be activated during your main phases)

Gets rid of a lot of text and condenses it to one 4 letter word.
Well yeah, but that would be functionally more powerful (although still less powerful then normal instant speed) so I doubt they would do it. Like you try to kill one of the Transformer Praetors in my first main phase with creature removal to avoid some on attack trigger so I flip it into a saga. I think the argument for sorcery speed is that you can budget more power into flashy bullshit to make limited more interesting without just making every uncommon in the pack into a modern/pioneer staple.

Like the better half of the craft cards would be utterly and completely backbreaking if you could shove them into a instant speed control deck and flip them over on your opponent's end step. The discover caves would see a bunch of play in midrange decks in pioneer even though they are basically just tapped basics.

Sorcery speed makes them bad so that they can be cool in limited, if you make the timing one iota better they have to pull back on the power of the effects.

I do wish there was some instant discover effects without jumping through loops to let you try to roll the bones into a counter spell or something but they are reasonably afraid of that given that the Cascade decks in Modern do not need another Violent Outburst.
 
Sorcery-speed limitations are good because it allows them to have more unique and interesting effects printed that are naturally balanced by not being able to be used reactively. The wording for it is clunky, but fundamentally it's the difference between instants and sorceries: sorceries are usually more interesting effects seen less frequently, owing to that lacking versatility. I think it's generally good design for the game to allow for greater design space that isn't the retarded wordswordswords bloat they otherwise have turned to.

Like, Outlast was a cool mechanic in KTK for a reason: you make a choice with it. If it was instant-speed, it'd be a no-brainer mechanic that would probably over-leverage the WB/GB decks.

All of this, of course, is limited. Standard as a format is just goodstuff soup: the format because the card pool is always too limited and it always peters towards "just play the best stuff, who cares if it has synergy." Sorcery-speed card effects aren't really any use in balancing standard, since trying to balance that shitheap format is pointless. Awh, shucks! My goodstuff pile just got banned - I guess I'll take 90% of the cards in it and play the other goodstuff pile.
 
I would say that Maps being sorcery speed is a good thing, I think Clues and Blood would have been a little more balanced if they weren't instant speed.
 
I would say that Maps being sorcery speed is a good thing, I think Clues and Blood would have been a little more balanced if they weren't instant speed.
You are correct on Maps. Explore is a very complex mechanic and should be sorcery.
Specifically when it is used for land fixing. Giving Blue or Midrange players the choice to potentially get lands or have action on the opponent's turn really increases the effect of skill in the outcome of a game. Tbh, I think that magic as a whole would be improved from a skill perspective if cards or effects that specifically grant a resource were sorcery only. Opt, brainstorm, or instants specifically designed to draw cards should be sorcery. Same for tutors. Having the choice to advance your boardstate at the cost of reactivity is really cool. The only issue is that there would need to be a play style that had an effective means to win fast, but had less consistently based on the randomness of draws. So that prolonging the game for resources wasn't feasible.

Edit: The closest we got to something like that was Ravnica 3/Ixalan/DOM. You had an aggro-red setup, against blue tempo. The only problem was siran stormcaller was OP and blue tempo killed the format until WAR came out with answers. Then Tefer3 killed the format even more.
 
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You are correct on Maps. Explore is a very complex mechanic and should be sorcery.
Specifically when it is used for land fixing. Giving Blue or Midrange players the choice to potentially get lands or have action on the opponent's turn really increases the effect of skill in the outcome of a game. Tbh, I think that magic as a whole would be improved from a skill perspective if cards or effects that specifically grant a resource were sorcery only. Opt, brainstorm, or instants specifically designed to draw cards should be sorcery. Same for tutors. Having the choice to advance your boardstate at the cost of reactivity is really cool. The only issue is that there would need to be a play style that had an effective means to win fast, but required more "luck" to pull off consistently. So that prolonging the game for resources wasn't feasible.
Opt and Brainstorm and the like aren't draw spells, they are card selection spells. You pay mana and cast a spell to see some more cards and end up with the same number of cards in hand. Sorcery speeding that sort of thing just removes control and tempo from the game unless you want to go further down the road of things like Expressive Iteration being 2 mana Preordain that usually draws you two.

And frankly, from a meta sense, power creep has gotten so bad on permeants that control decks have trouble keeping up with just instant speed one-for-ones as it is. The only way for control to exist without being able to have the best card in hand at a given time is to be able to constantly have a grip of seven and for one of them to be the correct one by chance which is ultimately the opposite of skill. You kill off control and you just end up with modern where it's just fast combo decks vs midrange combo decks vs. burn
 
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And frankly, from a meta sense, power creep has gotten so bad on permeants that control decks have trouble keeping up with just instant speed one-for-ones as it is.
The best evidence is the fact that Goyf has been completely powercrept out of Modern. It feels like every other set has cards that impact legacy and vintage, and they usually aren't instants and sorceries
 
Jeeze WotC, what in the absolute fuck is this artwork:

View attachment 5561843

Now I can't wait to see the inevitable My 600 Pound Life Secret Lair, if art like this is a thing.

And here's the original card art, as comparison:

View attachment 5561862

Hasbro will also be laying off 1100 employees. How many of those are from WotC, is to be seen.
That new art looks AI generated tbh.

Edit: Looks like the artist has a portfolio that's impressive: https://tiffanyturrill.com . I might be wrong. Ichormoon Gauntlet, and her Lucifer work is quite beautiful.
 
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