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117 cards in Multiverse

98 with no rarity, 7 commons, 3 uncommons,
3 rares, 5 mythics, 1 token

80 colourless, 1 colourless multicolour, 5 white, 4 blue, 2 black, 2 red,
2 green, 7 multicolour, 3 hybrid, 3 artifact, 8 land

1450 comments total

A venue for discussions about Magic design

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Mechanics

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 U 
Game Design – New Rules
Wizards has taught us new words before:

- "remove from the game" became "exile"
- "creature is put into a graveyard from the battlefield" became "creature dies"

What other new vocabulary/templating are you interested in?
76 comments
last 2021-08-29 09:44:38 by SecretInfiltrator
 
Arena Jumpstart: Historic Horizons will introduce mechanics that only work in the digital game.
15 comments
last 2021-08-19 10:55:14 by SecretInfiltrator
 C 
Game
Magic Arena is WotC's latest online interface to emulate the paper game.
4 comments
last 2021-07-12 00:03:26 by Visitor
 
What is Magic's greatest strength?
What is Magic's greatest weakness?
If you could change one thing about Magic, what would you change and why?
25 comments
last 2021-04-19 06:28:42 by Tahazzar
22 comments
last 2021-04-14 04:11:08 by zzo38

Recent comments: (all recent activity)
On Introducing new Wording:

Yep, though I put it before the ability the way forecast/boast are :

Sorcerous – {3}{b}, {t}: Target player discards a card.

I think it is important to keep the timing restriction and the cost restriction apart.

In do-over world you could literally make activated abilities instants and sorceries that way.

On Introducing new Wording:

I definitely agree with the spirit behind that last idea ("Sorcerous"), but I think you don't need the extra vocab word:

­{t} as a sorcery: ~some effect~

On Digital-Exclusive Mechanics:

Yes. But that's not something influenced by conjure at all. Before conjure it was already correct that Helm of Kaldra stuff worked in black-border, but all that other stuff works only in silver-border.

What I mean is that the stuff that works in black-border could become more viableas a cardest's theme with conjure since you can increase the as-fan of cardnames with it in a way that is more open than tokens alone - some entirelynew design space being any zone other than the battlefield.

On Digital-Exclusive Mechanics:

It's fine for "Card with this specific name" - we already have that mechanic permitted. (Helm of Kaldra)

But you can't do anything that un sets did with it. Nothing with length, or vowels. Even "Number of words in the name" varies.

On Digital-Exclusive Mechanics:

A card name is just the primary key of the effective text of the cards (for database objects) (except for some Un-cards, but those can be ignored), and is one of the characteristics of an object (normally the same as the primary key, but not necessarily). Of course when the text is translated, everything will need to be translated to the way those words are written in the other language (card names, types, subtypes, colors, etc).

I think that the lists (for spell books or whatever they are) ought to be part of the Oracle texts (there are two cases where they are part of the Comprehensive Rules). The printed text can abbreviate them by giving the name, if the entire list will not fit.

Even if there are issues to to bad translation, that shouldn't change the meaning, but it does make it confusing and so should be avoided.

On Digital-Exclusive Mechanics:

I expect that the cardnames in the rules text and the cardnames next to the mana cost will match in all languages (at least in digital - in the past there have been issues with multiple translations to a single English cardname in paper), so I don't see a problem with that.

On Digital-Exclusive Mechanics:

Cardnames-matter is even harder in digital; because each player will see the cards with their own local language.

On Digital-Exclusive Mechanics:

In positive responses, I am happy that conjure now finally provides a mechanic that makes the cardnames matter set finally feasible.

On Digital-Exclusive Mechanics:

The Astral set is heavily relying on randomization as the feature of digital card games that it applies to its designs. The other one is "big lists" (similar to what the spellbook seems to be) and "hidden information".

Conjure is problematic if you cannot look up the card that is conjured, which might be a problem with the "spellbook".

Perpetual changes and conjur of a well-defined card, and also seek are okay applications of digital, though there are some worrisome design among the cards. E. g. anything that mimics Urza, Academy Headmaster should be silver-bordered even in digital IMO.

On Digital-Exclusive Mechanics:

The Astral set has nothing to do with Magic. That was a digital RPG that happened to use the Magic rules for its deckbuilding component.

Conjure is pretty similar to Garth, except for the part where tokens can get shuffled into your deck and not go poof.

Un-sets are garbage for a similar reason - they don't actually work under the core rules.

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