Magic The Gathering

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I miss when i was able to use prizes to stack draft entries back in the day, went like 6 months without paying. card value and prizes from locals going to shit killed the dream
Those were the days, I remember being able to infinite and build up a collection quick for free. I got to relive that a little on Arena as I could infinite sealed and draft, but I noticed once I had won a certain amount it would be dead hands over and over. So basically I could win 3-4 events in a row and then I'd have to take a long break to let the bullshit reset.
 
Those were the days, I remember being able to infinite and build up a collection quick for free. I got to relive that a little on Arena as I could infinite sealed and draft, but I noticed once I had won a certain amount it would be dead hands over and over. So basically I could win 3-4 events in a row and then I'd have to take a long break to let the bullshit reset.
Yeah I recently played a few ranked in explorer where I kept 2 landers and failed to draw any lands and missed my 3rd and 4 land drops 3 games in a row. Geometric Calculator says that's 3 x <4% in a row and just rounds it to zero when I run it together.

I really wonder WHY they feel compelled to put their finger on the scale on fucking landdrops in ranked. Do they really think I'm gonna go out and give them money for basic plains because they moved all my lands to the bottom?
 
Yeah I recently played a few ranked in explorer where I kept 2 landers and failed to draw any lands and missed my 3rd and 4 land drops 3 games in a row. Geometric Calculator says that's 3 x <4% in a row and just rounds it to zero when I run it together.

I really wonder WHY they feel compelled to put their finger on the scale on fucking landdrops in ranked. Do they really think I'm gonna go out and give them money for basic plains because they moved all my lands to the bottom?
You'd be surprised how well it works. The more they push people to losing after a few good wins, the more likely people are to chase that high and splurge thinking if only they had better cards they could escape the 50-50 not realizing it's not just bad luck and variance, it's fuckery that's been proven and admitted to in more minor ways.

It's why every time I boot up Arena I sit there a few minutes and then close it again, I'm just not interested in playing a game where the creators of it admitted to manipulating draws.
 
You'd be surprised how well it works. The more they push people to losing after a few good wins, the more likely people are to chase that high and splurge thinking if only they had better cards they could escape the 50-50 not realizing it's not just bad luck and variance, it's fuckery that's been proven and admitted to in more minor ways.

It's why every time I boot up Arena I sit there a few minutes and then close it again, I'm just not interested in playing a game where the creators of it admitted to manipulating draws.
I'm surprised they don't make more Arena tournaments won by troons if they're willing to tip the scales already.
 
I'm surprised they don't make more Arena tournaments won by troons if they're willing to tip the scales already.
They did have that one troon they plastered literally everywhere that looked absolutely disgusting and made me not want to open the client as it was that bad. They also paid him money to stream Arena professionally and he proceeded to claim he was too mentally ill to ever stream and that there were no refunds.
 
I'm surprised they don't make more Arena tournaments won by troons if they're willing to tip the scales already.
Maybe they have even enough vague awareness that if that was the case (and you know it would be found out) then 100% of the players would all claim to be troons the next day.

What, you gonna call me out on it, bigot? Sounds like you're a transphobe.
 
Spoilers are on again for murder at karlov manor. The mechanics are here and include:
-morph but better, with disguise giving your 2/2 for 3 ‘ward 2’.
-suspect, granting menace and can’t block.
-collect evidence X, which requires exiling things with combined mana cost X from your graveyard to add an extra effect to a spell

We also got a new card type: Case

Cases are enchantments like sagas, enter and do an effect. They provide a condition to solve the case (which you do at end step) and an effect you do if the case is solved. Only one of these looks good from what they’ve released so far.

Oh and they killed Teysa, and it looks like a selesnya black woman did it if the story spotlight card is right.
 
Spoilers are on again for murder at karlov manor. The mechanics are here and include:
-morph but better, with disguise giving your 2/2 for 3 ‘ward 2’.
-suspect, granting menace and can’t block.
-collect evidence X, which requires exiling things with combined mana cost X from your graveyard to add an extra effect to a spell

We also got a new card type: Case

Cases are enchantments like sagas, enter and do an effect. They provide a condition to solve the case (which you do at end step) and an effect you do if the case is solved. Only one of these looks good from what they’ve released so far.

Oh and they killed Teysa, and it looks like a selesnya black woman did it if the story spotlight card is right.
The women would killed Teysa dindu noff'n
 
Looking through the card previews really makes me miss old Magic.

I don't know if my attention span has just gotten shorter as I've gotten older, but I found my eyes starting to glaze over reading some of these cards. There are so goddamn many words on cards these days. Why do so many of the legendary creatures now have keywords stacked to the rafters? And, on a related note, why don't new mechanics have reminder text on all the cards? I saw the rare Dimir chick with the 'cloak' mechanic and had to go digging through reddit to figure out what the fuck that actually does. I guess there's no room to put reminder text underneath the essay already in the textbox, you'd have to shrink the font too small to be reasonably read.

Why are all these creatures in stupid detective hats? It would make sense on New Capenna because New Capenna is just L.A. Noire At Home, but it looks wildly out of place with Ravnica's aesthetic. Is WotC's assumption that players are too stupid to get that something's a detective if you don't put it in a trilby?

What is up with this set mechanically? You have "morph, but marginally better," "manifest, but marginally better," investigate, some weird graveyard exile thing, and a new enchantment type that plays like a mashup of Sagas and Classes. I get that these are all 'telling a story' of murder mystery stuff, but when you back up for a second it's a really random mashup of mechanics. Hopefully the full set will feel less slapped together?

I get that it's only day one of previews so there's still plenty of time for things to gel together, but this set already looks like something ripped off a custom card design forum.
 
I honestly think that the wording is just getting way to messy because they keep coming up with mechanics that are harder to explain succinctly. The philosophy of reading the card explains the card feels very much like a relic at this point. They have to design for commander without designing for commander, and stacking the text box with lots of things to do is what players want in commander right??? If you don’t get to do 15 things by turn 4 are you really even playing magic??? The fact that we can’t slow the game down a little to have some breathing room is part of the reason games like sorcery look so appealing to players like me, and part of the reason commander is no longer an enjoyable format if played how wizards has engineered it to function. I’m also convinced that MAKM was initially designed to be a Streets follow up, but when the set didn’t preform as well, Design looked at avalible planes and said ‘do one players always love that we can’t shit up even if we try.’ There shouldn’t have been any noir themes, this should have just been a murder mystery theme if that’s what they wanted, and it wouldn’t have been an issue. It feels like they made everyone a detective to make the mechanics of having one work, but that just makes a shitty set design an even more noticeable shitty set design.

Only thing I actually like is the land cycle that I got notified about after posting. Tapped true duals that Surveil 1 on ETB? Playable temple replacements? Finally some good fucking design in all this slop.
 
The philosophy of reading the card explains the card feels very much like a relic at this point.
Holy shit, yes.

Tempted by the Ring is the perfect example of this. Nothing about that mechanic is intuitive*. Every time it comes up in one of my games I have to pull up the rules for it because remembering what all the different levels of temptation do is a pain, tracking it is a pain until you max it out, and none of the cards explain any of it. The dungeon mechanics are fucking awful too, but Tempt being a Universes Beyond mechanic just adds that extra little bit of salt into the wound.

I wonder how much of this is being caused by the existence of a 'good' digital client (Arena), and how much of it is other design pressures. Like, for a thirty year old game, I'm sure they've mined out basically all of the design space for simple, elegant mechanics, so anything they make now is going to be a repeat or a reboot of an existing mechanic. EDH being the primary way to play fucks things up too because multiplayer gameplay is fundamentally at odds with 1v1 gameplay. On the other hand, you have mechanics like Mutate or ability counters that are a nightmare to track unless you're designing everything for Arena/MTGO, where the client handles it all for you.

*I'm willing to admit that, if I had an autistically deep knowledge of Tolkien lore, all the parts of this mechanic might be perfectly obvious, but I don't. I also don't think good mechanics should require you to memorize the source material in order to make sense.
 
I’m also convinced that MAKM was initially designed to be a Streets follow up, but when the set didn’t preform as well, Design looked at avalible planes and said ‘do one players always love that we can’t shit up even if we try.’
They announce sets like a year in advance, so unless they have a Precog division working at WotC that's unlikely. They might have been afraid of theme oversaturation and moved a set around I guess but I dunno, having your noir detective story jump from satanic 1920s NotLA to a different plane when only planeswalkers can jump planes would be weird.
 
*I'm willing to admit that, if I had an autistically deep knowledge of Tolkien lore, all the parts of this mechanic might be perfectly obvious, but I don't. I also don't think good mechanics should require you to memorize the source material in order to make sense.
No, it makes basically no sense. The fact that the ring tempting you has no negative downsides is one of the biggest flavor fails in that set from a mechanical standpoint. The fact that it is also this weird four ability emblem garbage is also just terrible game design, but what else can we expect from modern MTG.
 
They announce sets like a year in advance, so unless they have a Precog division working at WotC that's unlikely. They might have been afraid of theme oversaturation and moved a set around I guess but I dunno, having your noir detective story jump from satanic 1920s NotLA to a different plane when only planeswalkers can jump planes would be weird.
Streets came out late April 2022, and I’m pretty sure it was like a month or two later when I did the survey for set names that had MAKM in it. I won’t argue it wasn’t meant to be a Ravnica set, but I think they just took all the capenna 2 shit and forced it into the Ravnica design folder.

I wonder how much of this is being caused by the existence of a 'good' digital client (Arena), and how much of it is other design pressures. Like, for a thirty year old game, I'm sure they've mined out basically all of the design space for simple, elegant mechanics, so anything they make now is going to be a repeat or a reboot of an existing mechanic.
The fact that WOTC will evoke (hah) older concepts in things like the MH2 elementals and the MH1 Forces tells me that the old ideas still have new design space to be iterated on. I actually think it would be health for RND to say no new mechanics for a whole year, and just play with the current design space. There are so many concepts from sets like future sight that haven’t been used since their creation, like grandeur. They also should be printing cards that can combat what they’ve already printed. I long for the days of yor when they printed loxadon smiter to counter Liliana of the Veil. I don’t know if it’s because RND just doesn’t know what cards are strong, but if they’re gonna make standard this long for fucks sake print some silver bullets.

Also the tempted by the ring mechanic pisses me off because the one ring doesn’t even tempt you??? Biggest design fuck up of the set in the sense that it shows wizards didn’t think players would like the mechanic.
 
Wizards: We don't use AI with our art.

Wizard's Art:

can you use ai please.png


Please use AI.
 
Was the tumblr post complaining about "India" representation in Kaladesh ever posted?
It'd be worth looking at, because I assure you it has merit. Yeah, yeah, I get it, people with zero interest in history know about street shitters and DANK YOU SIR, and that shit is funny, but the subcontinent has some seriously interesting ancestry with constantly-warring civilizations, an absurd amount of crazy-ass motherfucking cults and sectarian violence between them all over the place, bizarre-ass geography and infrastructure, and tons of different cultural bodies beating the shit out of each other juuuuuuuust subtly enough to avoid state-level intervention. Its history before the British occupation is absolutely crazy - and fuck me, you have the British occupation to draw from, too.

Instead, Kaladesh was shitty, boring, generic fantasy land... with Saris and bright colors. Wow, great job, wizards!
-morph but better, with disguise giving your 2/2 for 3 ‘ward 2’.
Well, in reality, it's morph-but-worse, because in the modern limited environment a 2/2 for 3 ward 2 is effectively unplayable. I really don't like Lost Caverns, as it feels like a format where the second you lose the tempo, you really have no way to get it back - and I have a feeling this format is going to be one in which half of the archetypes are completely unplayable, and Boros shitstomps because it has something functionally simple and straightforward. (And not designed in the last five years.)
-suspect, granting menace and can’t block.
But not with counters, which seems like design forgot that people play paper limited. Consider that Ikoria had stupid shit like Menace counters, and there's probably going to be in-pack "suspect" punchout cards... but it's not a counter that can be interacted with.
-collect evidence X, which requires exiling things with combined mana cost X from your graveyard to add an extra effect to a spell
I hope you like cycling, because the values for these cards are completely ridiculous for their payoff most of the time without cycling expensive cards. The design space on the commons and uncommons revealed thusfar suggests "playable enough early, payoff late," but what I'm confused about is when you're supposed to be cycling to stock the graveyard. The idea of stocking it through milling seems kindof absurd, when there's some cards that are like "collect 8 - stun a creature on ETB"
We also got a new card type: Case
Quests, but shittier. Seriously, people have wanted quests back for a long time (because they're a neat, simple, succinct design space), and they... roll out this retarded shit?
Oh, because it looks like a Saga, people will think it's cool!!
Why do so many of the legendary creatures now have keywords stacked to the rafters?
Let me give you their legendary template:
CMC>=3: {Keyword/s, Ability 1, Ability 2 that works with Ability 1} with guaranteed card draw on one of those abilities
CMC<3: {Keyword OR Ability 1, Ability 2 that works with Keyword or Ability 1} with conditional card draw

It's obviously not all of them but it describes so much modern design it's depressing
I honestly think that the wording is just getting way to messy because they keep coming up with mechanics that are harder to explain succinctly.
It's because they suck at mechanics and archetypes. Half of these fail miserably and bomb out - just look at LCI. Descend/Descended bombed, making Black like the shittiest color. Whatever the fuck GW was supposed to be just wasn't a thing. GU has failed in every single set this year, including somehow in LCI, where it was just explore. The jeskai pairs, which are just dumb value or "play artifacts," all work because there's nothing complicated in them.

So they make them more and more complicated, with more and more words, because they somehow think this will let them sneak their way into a good mechanic. The basics are beyond them.
I’m also convinced that MAKM was initially designed to be a Streets follow up, but when the set didn’t preform as well, Design looked at avalible planes and said ‘do one players always love that we can’t shit up even if we try.’ There shouldn’t have been any noir themes, this should have just been a murder mystery theme if that’s what they wanted, and it wouldn’t have been an issue. It feels like they made everyone a detective to make the mechanics of having one work, but that just makes a shitty set design an even more noticeable shitty set design.
I'm in total agreement with this, especially since I would assume most of the art is digital. Swap out the backgrounds with Capenna aesthetics (of which, half of these cards just look like they're in Capenna), and it would work better. And it would be cheaper to say, "hey, take this art you made before, but just change these layers to look loosely like ravnica architecture." Every character looks like a goofy cartoon character, and it's so out of character for the plane for literally fucking everyone to suddenly become a detective.
 
What is up with this set mechanically? You have "morph, but marginally better," "manifest, but marginally better,"
Disguise also seems like a way to dumb down Morph for nu-Magic players: Morph's value comes from the ability to bluff and make your opponent play around the face-down creature so long as you leave the right mana open. Tacking on Ward 2 with disguise takes some of that strategy and variance away since the added static ability will come at the cost of a higher morph cost or weaker triggered ability when the creature is turned face-up.

It's like how Hexproof is "Shroud but better", technically true but the stronger effect will have a higher price tag and simplify the game overall.
 
I wonder how much of this is being caused by the existence of a 'good' digital client (Arena), and how much of it is other design pressures.
It's definitely other design pressures. I am 100% convinced that Arena is a either an afterthought or entirely ignored for most of the design process. I think suspect is going to play fine though. It is essentially just a counter/aura and those play fine.
I'm in total agreement with this, especially since I would assume most of the art is digital. Swap out the backgrounds with Capenna aesthetics (of which, half of these cards just look like they're in Capenna), and it would work better. And it would be cheaper to say, "hey, take this art you made before, but just change these layers to look loosely like ravnica architecture." Every character looks like a goofy cartoon character, and it's so out of character for the plane for literally fucking everyone to suddenly become a detective.
I think that this set was never supposed to be on Capenna, but it is trying to shove a quite modern trope set (murder mystery) into a world that typically has aesthetics inspired by a much older time period and that creates a bit of an aesthetic clash.
 
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