Ravnica Invaded: Recent Activity
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Reprints? | Set notes | Mechanics? |
Recent updates to Ravnica Invaded: (Generated at 2024-05-05 16:00:18)
Ravnica Invaded: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Reprints? | Set notes | Mechanics? |
Recent updates to Ravnica Invaded: (Generated at 2024-05-05 16:00:18)
Thank you Alex. For example the Phyrexian block that I am working on the will lead into this block won't have a way to get rid of Poison counters. Also as will any kind of game effect the turns back the clock, it has to work fast enough. Case and point... With out enough life gain you can still get crushed by an aggressive opponent or two.
Anyway here is the updated Mechanics list...
Boros: Battalion
Orzhov: Extort
Azorius: Detain
Golgari: Scavenge
Selesnya: Convoke
Gruul: Bloodrush
Izzet: Replicate
Dimir: Cipher
Simic: Evolve - could be changed to graft but I'll have to see if I can design a fitting replacement for the Dragon.
Radkos: NEEDS A CUSTOM MECHANIC
I don't think you have to be quite so hard-line about poison having no way to remove it. MaRo says poison is not a second life total, but, well, it walks like a life total and it quacks like a life total. His hardline rule that poison can't be removed was an attempt to make poison less like a life total. I don't think it absolutely has to be a hard rule for all custom sets though. I think it's fine for some custom Phyrexian sets to continue to follow that rule, and others like Vonmarcus's to change it up.
Personally I don't think a single card counts as a true counter. And having only a single card that is the counter means that it will be a chase rare and skews people to playing a color they may not enjoy playing just so they don't get screwed over.
The only counter to poison that every color has access to in that line of thought is Karn Liberated
For now though I'll set Purge aside.
Now I don't want to get deep into design discussion just yet. I am happy that I'm getting this level of feedback. though.
Also with this being a custom set I'll be treating the meta as though any given player will have access to whatever 75% of the card pool they want.
With all of that said. Any thoughts on a new mechanic for Radkos? I'm a player at heart so am weak in the design for and .
@Alex: "Everyone gang up on the Orzhov player" works. It doesn't work when 3 out of 5 people at the table start to play Orzhov because it's so strong. What makes matters worse is that, since Orzhov prefers a certain locked board play style, all 3 of the 5 Orzhov players will start aiming their removal at the non-Orzhov aggressive creatures. What a pain. Again, this was mostly what happened in the "crack 10 packs and play" world, and isn't representative of normal Magic.
That said, it occurred to me a couple years back that Haunt doesn't need to be used in the crazy way that it was used the first time. You could just use it like Imprint. For example.
Boogeybuddy
Intimidate
Haunt (When this creature dies, exile it haunting target creature.)
Creatures haunted by ~ have intimidate.
2/2
Suddenly, not confusing. Funny that.
Melira, Sylvok Outcast is the counter to poison. Not letting yourself get poisoned is also a counter, though it's not always very effective.
While I don't think Maro is always right, in this case, he is. Poison is to life total as exile is to the graveyard. It is very important that the lines between these things do not bleed, and for Poison that means you shouldn't be able to recover from it.
I see your point on the hybrid Phyrexian mana. As for removing poison counters the route that I am taking to do so will affect poison counters as a side effect. Simply put there is no way to have a mechanic (purge is the current name I'm going with) that is the opposite of Proliferate without it removing the poison counters. And Flavor wise I see no reason poison can't be removed (when do it in real life all the time) other than it's what Wotc and Maro have said. It's not like the effect is going to be around has much as proliferate was and honestly there are times when a custom set has to go against the grain. And it's not like you will just be suddenly cured. There are ways to counter every win con but poison, which irks me. Part of what makes magic great is that any win con has a counter.
Two of the things you just said made me say "Oh no."
The first: How would you possibly represent Phyrexian Hybrid Mana in a sensible way? It just seems silly. It's also way too many options for a single payment. Colorblind people, as I understand it, already have issues with Phyrexian mana because all of the symbols are look the same. That's why having a cost of is a bad idea. Plus, the ease of just paying 2 life sort of negates the multicolor-ness of the card, anyway.
The second: Removing Poison counters!? As much as I hate poison, this is something that should never happen. Poison is meant to be something you can never remove. If you can recover from poison, it loses its entire point and just becomes a second life total. Leeches was a mistake and will never be reprinted. Maro agrees with me.
By Phyrexian hybrid mana I mean that could also be paid with 2 life. Cipher for Dimir would work too. I've not got a lot of hands on play with the recent Ravnica block. So I'm not too sure on the balance of designing things with Cipher.
As for this sounding like a BYOB or custom standard rather than feeling like a set. That's likely due to the fact that this block is going to come after my Phryrexian block that I am working on. So for now the whole block is getting a single file to get things started.
Also Poison was fun unless you're on the receiving end. I plan on having a handful of things in the block that can remove poison counters. one of them being an ability like Proliferate except instead of adding counters to things it will remove them.
sounds more like BYOB or custom standard, than an actual set that needs to be designed.
What do you mean by "Phyrexian hybrid mana?"
I would put in a vote for Cipher for Dimir rather than than Transmute. Transmute goes against current Wizards design maxims of trying to avoid repetitive games by nerfing library search/manipulation. Cipher also has a lot more interesting design space than Transmute.
How do other people on Multiverse feel about Poison? I loathe it, Jon loathes it, and actually, I don't have any friends that like it. As far as I know, I've literally never met someone in person who likes it. Yet Maro insists that it was "popular" based on their metrics.
Ok thank you for the info. I'll use the details page I made then to keep an up to date view of the mechanics, and later how many cards in the set use them.
Unfortunately details pages don't yet have comment threads, so that won't work too well. The problems you were having were 1) your arrows "
") or with "
<-
" were being treated as HTML tags. I'm afraid you can't really use "<-
" in comments. 2) Separate lines were being run together. The Markdown I use needs you to end a line with two spaces ("<br>
" to make it not run on to a new line. Alternatively, start a series of lines with star-space ("*
") to form a list, like I've done for you below.Here's your comment text, formatted.
Vonmarcus wrote:
Ok so it seems I've missed a guild or two the last few go arounds. I won't need to create all new cards for each mechanic as I plan to reprint plenty of cards from the two blocks.(this set does plan on having a rather large card size for each set in the block.) If it wouldn't bog the block down with too many mechanics I'd like to be able to use a combination of mechanics for each guild. I.E. a simic card with both Graft and Evolve.
Also if it will help in the voting Process the set will be using:
Ok I've tried a handful of times to post my comment here put just can't get it to show properly. I've made a details page to continue this discussion.