tag:blogger.com,1999:blog-5479847193762153273.post846261940509645857..comments2024-03-11T02:32:15.295-04:00Comments on Goblin Artisans: Zeffrikar Exploratory Design Part 2: Everything that Isn't LandfallUnknownnoreply@blogger.comBlogger14125tag:blogger.com,1999:blog-5479847193762153273.post-81255611738367974362015-05-20T01:31:09.610-04:002015-05-20T01:31:09.610-04:00I strongly dislike your Ally changes. Allies are c...I strongly dislike your Ally changes. Allies are cool to a very similar group to the one that finds Slivers cool, and for similar reasons. To follow through on that appeal, they need to feel very similar to the original versions; an existing Ally deck should be able to swap them in with no changes to the overall plan or they will feel out of place.<br /><br />Also, Allies have enough space in the original style of design to fill out a significant subtheme in a couple more blocks at least (about what Slivers have gotten), so to make them fit with the originals in feeling, there's a strong incentive to keep them in the same pattern with minor variations at most.Czynskihttps://www.blogger.com/profile/08748129560867347304noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-65849357751510420862015-05-19T16:40:21.350-04:002015-05-19T16:40:21.350-04:00re: dig 2 - I wasn't riffing off of other mech...re: dig 2 - I wasn't riffing off of other mechanics named dig, the 2 is the variable number of cards you look through for your target. I really hate how wordy this ability is, so I don't expect to hold onto it for too long.zefferalhttps://www.blogger.com/profile/13845251416516553492noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-52376823688370061502015-05-19T16:37:37.479-04:002015-05-19T16:37:37.479-04:00Having things etb under your opponents control is ...Having things etb under your opponents control is a weird space to play in (in a good way), and it makes for a more interesting drawback than the serra avenger ability I tacked onto that mox. Worth considering.zefferalhttps://www.blogger.com/profile/13845251416516553492noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-58655202142180861692015-05-19T16:08:34.154-04:002015-05-19T16:08:34.154-04:00May I suggest instead of "outnumberd", &...May I suggest instead of "outnumberd", "outpowered". You wan't to fight eldrazi, not swarms: "outpowerd 1 (if [cardname] enters the battlefield, put 1 +1/+1 counter on him, if your opponent controls the creature with the geatest power"Lompe Luitenhttps://www.blogger.com/profile/00232072982510783952noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-25085665310262497642015-05-19T16:05:46.199-04:002015-05-19T16:05:46.199-04:00My take on the ally's is a little diffirent th...My take on the ally's is a little diffirent then the other people here. For me, ally's need 4 aspact<br /><br />1. They boost eachother<br />2. You need to gather an diverse team, they have to be good as singleton, but not as good in multiples.<br />3. You do care if one of them dies, as it worsens your team<br />4. you need the feeling you go with them on an advanture, they are a team!<br /><br />Zendikar Allies<br />1. The problem with the current allies is generaly trigger when they enter the battlefield.<br />2. Diversity is not realy needed.<br />3. it feels more like ammasing an army. If one dies, you think: "a shoot, one less trigger" <br /><br />Your first form, <br />1. Yes, a little<br />2. depending on your desing, diversity is, or is not needed. The cleric is powerfull with 3 of them, while the other 2, three of same one is a little boring. <br />3. Your plan can fall altogether if the one dies<br />4. the wizzard and the warrior do diffintly provide skills for the team. The cleric not so much<br /><br /><br />Your seccond form, <br />1. deffintly<br />2. diversity is needed, but if you look closely, 1 cleric and the rest warriors already gives you lot of bonusses<br />3. So, if the key one dies, yes, but if one dies you have enough of... mhe...<br />4. mheee..., although the healer is a teamplayer and is not so good in multiples<br /><br />So to wrap up: I like your first desing, but you should be carefull with the desing.Lompe Luitenhttps://www.blogger.com/profile/00232072982510783952noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-79320188790382796302015-05-19T14:54:47.949-04:002015-05-19T14:54:47.949-04:00I thought about that, and I like it. My one concer...I thought about that, and I like it. My one concern is that it steps on traps toes, but that might not be the worst thing in the world.zefferalhttps://www.blogger.com/profile/13845251416516553492noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-72175636188460196762015-05-19T12:24:36.046-04:002015-05-19T12:24:36.046-04:00What if quests still involved completing a specifi...What if quests still involved completing a specific game action or aligning a specific game state, but didn't use counters?<br /><br />Quest for Peace {1}{W}<br />Enchantment (unc)<br />At the end of your turn, if no player attacked since your last turn, sacrifice ~. If you do, gain 10 life.<br /><br />Quest for Knowledge {2}{U}<br />Enchantment (unc)<br />When you draw three or more cards in a turn, sacrifice ~. If you do, put a 5/5 flying Sphinx OTB.<br /><br />Quest for Fear {1}{B}<br />Enchantment (unc)<br />At the end of each turn, if two or more creatures opponents controlled died this turn, sacrifice ~. If you do, return target creature card from any graveyard to the battlefield under your control.<br /><br />Quest for Pain {R}<br />Enchantment (unc)<br />When a player loses 6 or more life in a turn, sacrifice ~. If you do, exile the top three cards of your library. You may play them until the end of your next turn.<br /><br />Quest for Solitude {3}{G}<br />Enchantment (unc)<br />When you control 7 or more land, sacrifice ~. If you do, put four 2/2 Wolves OTB.Jay Treathttps://www.blogger.com/profile/09428861685923241850noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-37929602474783930242015-05-19T11:57:22.687-04:002015-05-19T11:57:22.687-04:00I'll echo the sentiment that the adventuring p...I'll echo the sentiment that the adventuring party doesn't really have anything to do with the feeling of adventure. I guess the real question is to what degree this project is supposed to work under the constraints of <i>Battle for Zendikar</i> design. Working under Wizards' constraints of meeting player expectations, we'd have Landfall and very likely Allies.<br /><br />Neither Quests nor Traps wowed me in original <i>Zendikar</i>. Both are quite wordy, and harder to parse than a wordy ability word would be. The gameplay is pretty decent for both, so I wouldn't hate to see either return, but I think Traps deserve as much re-exploration as we're giving Quests.<br /><br />Of the options discussed so far for Quests, I think Hideaway is the best. I certainly agree with Pasteur and Tommy about getting rid of "cast for free." I'd much rather put the card into your hand upon success, which would also substantially cut down on the board complexity of having tricks hidden among your lands.Juleshttps://www.blogger.com/profile/13784920130399590671noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-26887546513000852522015-05-19T06:32:09.671-04:002015-05-19T06:32:09.671-04:00On Allure: You said "It's weird - it seem...On Allure: You said "It's weird - it seems like it can be a drawback mechanic, but forcing your opponent to commit to an attack each turn can be a big plus too if you're ready for it. It's additionally weird in that it's making your opponent go on the adventure, and I'm not sure that that's the way we want to sell adventure here. Still, it's hard to imagine a more adventure-y trope than two factions fighting for control over some kind of macguffin, and this does that in a big way."<br /><br />Slightly off-the-wall thought based on these issues: how about if the card with Allure entered the battlefield under an opponent's control? And perhaps when someone gains control of it, they also untap it.<br /><br /><br />On Allies: It feels like the most iconic, memorable Allies are the ones that put a +1/+1 counter on themselves whenever an Ally arrives. Not having any of those (not even on Warriors) feels like it might be losing a bit much. I guess if a bunch of your kind of Warriors grant P/T bonuses that might be enough.<br /><br />I strongly support your plan of giving them those three specific class types to make the mechanical connection clearer.AlexChttps://www.blogger.com/profile/05674122775216494431noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-15760282274363446912015-05-18T12:57:08.394-04:002015-05-18T12:57:08.394-04:00I am all in favor of discarding the class-matters-...I am all in favor of discarding the class-matters-adventuring-party flavor. Having to constantly check whether both you and an opponent control one, some, or neither of five different descriptors of human sounds like an enormous bookkeeping drag.<br /><br />I don't think Contested War Zone and friends have enough fun gameplay to warrant a named mechanic.<br /><br />I'm unsure on how to sell "going places" other than with land-based mechanics. Hideaway is great in that vein, as you get the double whammy of "finding things" (or not!) as well. Library-check mechanics ala Quest for Ula's Temple and kinship could also play well into "finding things", though if they enable too much deck consistency it makes the format feel stale faster.Jenesishttps://www.blogger.com/profile/05356037137564501914noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-60165616216382981092015-05-18T00:06:05.153-04:002015-05-18T00:06:05.153-04:00I was going to post to ask if anyone really liked ...I was going to post to ask if anyone really liked Hideaway, but apparently I have my answer.<br /><br />I definitely agree about disconnecting it from the "cast for free" business. Making cards that can cheat forces development to cost them so that fair decks can't play them. Tommy Occhipintihttps://www.blogger.com/profile/13495646355536064735noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-67919301651033879942015-05-17T22:30:44.183-04:002015-05-17T22:30:44.183-04:00I will always root for any exploration of Hideaway...I will always root for any exploration of Hideaway, but I do think we can disconnect the keyword from "cast without paying its mana cost". At uncommon especially, a small challenge for a free impulse tacked to an ETB land is a nice way to make the lands themselves matter and invoke "adventure".<br /><br />Under the RPS class system, would nearly all humanoids have one of the three (or four, but it might be easier to do away with one of the two arcane classes) classes?Pasteurhttps://www.blogger.com/profile/02058331124653341978noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-66306937578290536682015-05-17T22:26:32.220-04:002015-05-17T22:26:32.220-04:00Ditto to these - especially Ally vs. Trap.Ditto to these - especially Ally vs. Trap.Pasteurhttps://www.blogger.com/profile/02058331124653341978noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-22514906677854695632015-05-17T21:40:19.921-04:002015-05-17T21:40:19.921-04:00Treasure Hunter's great. Museum Curator sounds...Treasure Hunter's great. Museum Curator sounds like a drag, but I like the idea of an adventurer with a goal that transforms into an expert/hero.<br /><br />Dig 2 is much closer to clash than to dig. I'm not loving much about it. Related: http://goblinartisans.blogspot.com/2014/01/ccdd-012914search-catacombs.html<br /><br />Hideaway works.<br /><br />I'd be curious to try allure. I suspect it's variance swings too widely between terrible and awesome, but it might just work.<br /><br />I like skirmish, but it doesn't sell adventure to me. Don't put skirmish on a 1 toughness creature at common.<br /><br />Pressure Plate is the most sideways instant ever. Better without flash?<br /><br />Here's an issue we'll want to address: They described Zendikar as adventure world, but it seemed more like D&D world where 'adventure' has been co-opted to mean 'a group of people with different classes go somewhere, kill everything, and take the loot." If you really want to sell adventure with BfZ, you might have to sever all ties to D&D.<br /><br />I take more issue with the 'ally' subtype than 'trap,' 'curse,' or 'arcane.' At least those types have a meaning in-game. 'Ally' means nothing unless we're meant to believe no other creature in the history of Magic ever coordinated efforts with another.<br /><br />Outnumbered and bravado both seem like fine mechanics, but they sell fighting, not adventure. I really want to focus on a gameplay experience all about going places, surviving challenges, and finding things. Treks, traps, and treasures.Jay Treathttps://www.blogger.com/profile/09428861685923241850noreply@blogger.com