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kuwv
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« on: January 20, 2004, 02:45:17 pm » |
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This isn't really a card but rather a mechanic to abuse broken strategies that would never be allowed otherwise in a set.
Myth (Each player searches thier library for each copy of NAMED card and removes them from the game)
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Spoon!
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TimeBeing
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« Reply #1 on: January 20, 2004, 02:49:45 pm » |
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isn't that just away to build a restricted card into the game. and since they don't like restricting cards in anything but T1 (adds to much randomness, who ever draws it first wins.) not really in flavor of the game.
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kuwv
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« Reply #2 on: January 20, 2004, 02:55:37 pm » |
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Here is a better example then.
----------------------------------- Council of Elders WW
Instant @
Myth(Each player searches thier library for each copy of council of elders and removes them from the game)
Search your library graveyard and hand for all copies of target creature and put them into play. Creatures of that name have pro-color of choice until end of turn. -------------------------------------
Song of Heroes 1WU
instant @
Myth
Target spell or permanent becomes a myth. Remove that spell from the game
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Spoon!
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Jacob Orlove
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« Reply #3 on: January 20, 2004, 04:16:23 pm » |
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But if these are too good, then this runs into the Legend problem: only one players gets it, and that's whoever is lucky enough to draw and play it first. If these aren't that strong, then 1 mana will usually be enough to remove the Myth cost and keep the card balanced.
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Team Meandeck: O Lord, Guard my tongue from evil and my lips from speaking guile. To those who slander me, let me give no heed. May my soul be humble and forgiving to all.
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TimeBeing
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« Reply #4 on: January 20, 2004, 04:27:08 pm » |
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I Still don't get it. It still seems to be an in game way to make restriced cards. which isn't good.
Mythical Recall U Myth Draw 3 cards.
again to powerful.
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kuwv
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« Reply #5 on: January 21, 2004, 12:47:13 pm » |
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"But if these are too good, then this runs into the Legend problem: only one players gets it, and that's whoever is lucky enough to draw and play it first. If these aren't that strong, then 1 mana will usually be enough to remove the Myth cost and keep the card balanced."
You got the idea but I don't know if for or against the idea. Basically what happens is that myth's like the council can pull out large amounts of permanents, and getting one on a ischron would be ideal because you can bonuses like giving all creatures of that name pro-color untill another target is hits the board but if it's played to soon chanses are it will never happen. The problems that is creates helps keep it balanced and chances are that you will draw more land if to many myth cards are played.
"I Still don't get it. It still seems to be an in game way to make restriced cards. which isn't good.
Mythical Recall U Myth Draw 3 cards.
again to powerful."
These cards also help one kill condition that has been neglicted "Decking." Also like any mechanic introduced in any block there can be another mechanic that balances the short comings of the other. Like mirari a cunning wish to get the song of heroes kinda stuf. I think This would be a more balanced version.
Mythical Recall 2u Myth Target player draws 4 cards
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Jacob Orlove
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« Reply #6 on: January 21, 2004, 02:26:48 pm » |
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The issue of decking is honestly irrelevant in competitive magic. In 99.9% of games, it just won't matter.
These cards are fundamentally unbalanced. If they're good, then whoever draws one first gets a huge advantage. That kind of luck-based advantage is unnaceptable for tournament-worthy cards, because Wizards wants to minimize the role of luck in competitive magic, to increase the legitimacy of the game. I, for one, support this. It does mean, however, that no Legends can be really good in constructed. If you ever played with Lin-Sivvi during Rebels block/T2, you'll know how silly the format can get. So, these cards need to either not have the mechanic, and get an acceptable cost, or they need to be weak. And who wants to make deliberately underpowered cards?
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Team Meandeck: O Lord, Guard my tongue from evil and my lips from speaking guile. To those who slander me, let me give no heed. May my soul be humble and forgiving to all.
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kuwv
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« Reply #7 on: January 21, 2004, 08:51:31 pm » |
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"The issue of decking is honestly irrelevant in competitive magic. In 99.9% of games, it just won't matter. "
I think you might be taking this a little to seriously. What I meant was the attentention that wizards has given to deck strategies with cards that produce that specific purpose. Traumatize, Brain Freeze, and etc.
"That kind of luck-based advantage is unnaceptable for tournament-worthy cards, because Wizards wants to minimize the role of luck in competitive magic, to increase the legitimacy of the game."
I do think it is unfair to the opponent, but honestly if you wanted to suggest something would you please be a little more forward. If you think that it is unfair then suggest something creative please.
Like maybe redefine myth.
Myth (When *spell* comes into play (or is played) remove all copies in your hand, library, and graveyard from the game)
----------------------- Shrine of Awkening
Land @
Myth
tap: Add one mana of any color to your mana pool ---------------------- Or how about make a new mechanic that uses it against them.
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Bram
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« Reply #8 on: January 22, 2004, 06:41:08 am » |
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but honestly if you wanted to suggest something would you please be a little more forward. If you think that it is unfair then suggest something creative please. Listen up bucko, Orlove is a mod in my forum. He was merely suggesting a reason why your mechanic might be undesirable. This was constructive criticism. It's your job to revise the mechanic to comply with people's suggestions. You've comitted 2 rules infractions up to this point: Do not post anything other than cards up for review in this thread. [/color] Where did I ask you to post a separate mechanic? Only one card per thread. Cycles are an exception, but don't do these too often since they annoy me. [/color] So far, you've posted four. And they are not considered a cycle just because they share a mechanic. Now I'm willing to be lenient towards you as you're a new member and the idea is kind of interesting. I also understand that the cards serve as examples of this idea. But don't start telling off people who're providing justified criticsm. As it stands now, Myth is a rather indifferent thing for a card to have (albeit quite random indeed), and the cards you've made would be freakin' broken without it. In other words, its your job to redefine Myth, not ours.
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<j_orlove> I am semi-religious <BR4M> I like that. which half of god do you believe in? <j_orlove> the half that tells me how to live my life <j_orlove> but not the half that tells me how others should live theirs
R.I.P. Rudy van Soest a.k.a. MoreFling
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PucktheCat
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« Reply #9 on: January 22, 2004, 11:04:56 am » |
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The comparison of this mechanic to restricted cards and Legends isn't really accurate. Restricted cards are only drawn in your opening hand around one game in 10 (is that right?). Legends can be run in multiples but if you do you risk dead cards in hand. Card with this mechanic on the other hand would almost certainly be run as a 4-of.
This mechanic works a bit like a fetchland or something, giving you a high chance of getting a card early but a lower chance of getting it later. The key to making this mechanic workable is to make cards where either:
A. the effect is most useful early game and fairly useless late game. Used in this way the effect would be almost identical to a similar card that cycled except that you wouldn't have any choice about cycling it (if it happened to be useful) and you wouldn't pay any mana to cycle it.
B. Make the effect something that requires some strategic adjustment of the entire deck to make best use of it. For example a card that only worked when you had no hand would be interesting with this mechanic because most decks aren't built to work that way and doing so to take advantage of an effect you can only use once is not a clear cut case.
I am not sure whether either of these options are interesting enough to make cards around but at least these two aren't broken. Jacob is right that this is almost negligable as a 'balancing factor' for otherwise broken cards.
Leo
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kuwv
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« Reply #10 on: January 23, 2004, 01:51:59 am » |
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This is where I figured lore would balance myth. Thanks leo, but I don't think I can go any further into this subject.  Already went to far.
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jhaverkamp
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« Reply #11 on: January 23, 2004, 02:04:36 am » |
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Another problem is that the mechanic doesn't actually do anything if the affected player doesn't want it to, due to the rules governing searching for cards that meet a defined criteria.
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kuwv
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« Reply #12 on: January 23, 2004, 02:08:54 pm » |
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Just a little change and this should make it even more interesting Myth (When *spell* is played (or comes into play) an opponent may search your library, hand, and graveyard and remove all copies from the game. Shuffle your deck.) Now it leaves just a single copy in a graveyard to recur bcause the opponent can't see the one on the stack. Also what happens if an opponent misses one when they search your library. 
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Bram
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« Reply #13 on: January 23, 2004, 02:54:34 pm » |
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If he misses one, tough luck.
See, NOW it's a drawback (of sorts) and you could start tacking it on a card.
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<j_orlove> I am semi-religious <BR4M> I like that. which half of god do you believe in? <j_orlove> the half that tells me how to live my life <j_orlove> but not the half that tells me how others should live theirs
R.I.P. Rudy van Soest a.k.a. MoreFling
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