• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:14
CEST 23:14
KST 06:14
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12Code S RO12 Preview: Cure, sOs, Reynor, Solar15[ASL19] Ro8 Preview: Unyielding3Official Ladder Map Pool Update (April 28, 2025)17[ASL19] Ro8 Preview: Rejuvenation8
Community News
Code S Season 1 - RO12 Group A Results (2025)4$1,250 WardiTV May [May 6th-May 18th]5Clem wins PiG Sty Festival #67Weekly Cups (April 28-May 4): ByuN & Astrea break through1Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game29
StarCraft 2
General
Clem wins PiG Sty Festival #6 How does the number of casters affect your enjoyment of esports? Code S Season 1 - RO12 Group A Results (2025) Code S RO12 Preview: Maru, Trigger, Rogue, NightMare Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game
Tourneys
[GSL 2025] Code S:Season 1 - RO12 - Group B [GSL 2025] Code S:Season 1 - RO12 - Group A $1,250 WardiTV May [May 6th-May 18th] SOOPer7s Showmatches 2025 Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[G] PvT Cheese: 13 Gate Proxy Robo Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise Mutation # 469 Frostbite
Brood War
General
BW General Discussion BGH auto balance -> http://bghmmr.eu/ Recent recommended BW games Preserving Battlereports.com OGN to release AI-upscaled StarLeague from Feb 24
Tourneys
[BSL20] RO32 Group E - Sunday 20:00 CET [BSL20] RO32 Group F - Saturday 20:00 CET [ASL19] Ro8 Day 4 [CSLPRO] $1000 Spring is Here!
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread What do you want from future RTS games? Nintendo Switch Thread Grand Theft Auto VI Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
Things Aren’t Peaceful in Palestine Elon Musk's lies, propaganda, etc. US Politics Mega-thread Ask and answer stupid questions here! Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey Surprisingly good films/Hidden Gems
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
BLinD-RawR 50K Post Watch Party The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
Test Entry for subject
xumakis
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11770 users

[T] MTG Mini Mafia - Page 87

Forum Index > TL Mafia
Post a Reply
Prev 1 85 86 87 88 Next
strongandbig
Profile Blog Joined October 2010
United States4858 Posts
July 11 2012 16:44 GMT
#1721
after a few of these go through i'm going to run unglued mafia

where the cards are real and also are unglued

in that version if a townie has platinum angel, the mafia can't win the game even if they outnumber the town or w/e their win condition is.

however, the platinum angel doesn't keep its owner from dying (since they don't lose if they die) unless they're a survivor or SK.

(and of course if you die all your creatures leave the board)
"It's the torso" "only more so!"
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
July 13 2012 03:29 GMT
#1722
You know S&B, I kind of forgot about it, but:


...why do you hate my play here so much? Anything in particular? (other than the 17 pages of filter I get it)
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2012-07-14 02:27:35
July 14 2012 02:16 GMT
#1723
I have figured out how to make the mafia damage unkillable/unstoppable (I think?): make it an emblem which makes a player lose X life. The only problem with this is the damage won't be stopped by fog effects any more. I don't know if you really wanted the damage to be affected by fog anyways though.
Uff Da
GreYMisT
Profile Blog Joined October 2010
United States6736 Posts
July 14 2012 02:28 GMT
#1724
You could just take the damage outside of a "card". Just have the mafia KP be considered as life removal. This prevents workarounds and such
"life of lively to live to life of full life thx to shield battery" / Join TL Mafia! http://www.teamliquid.net/forum/index.php?show_part=31
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
July 14 2012 06:00 GMT
#1725
Just add a "this damage can't be prevented" clause, like the one on Banefire. Can't clauses always override can (with the exception of replacement effects), but it at least solves Turbo-Fog. If someone wants to run Crumbling Sanctuary, Nefarious Lich, or Immortal Coil to "work around" this, be my guest :3
Trust in Bayes.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 15 2012 02:12 GMT
#1726
On July 14 2012 15:00 MidnightGladius wrote:
Just add a "this damage can't be prevented" clause, like the one on Banefire. Can't clauses always override can (with the exception of replacement effects), but it at least solves Turbo-Fog. If someone wants to run Crumbling Sanctuary, Nefarious Lich, or Immortal Coil to "work around" this, be my guest :3

It all depends on if Artanis wants the Mafia Beast's damage to be stopped by fog effects.

LTT and I have been figuring out ways around the Mafia Beast that Artanis used this game. It can be killed (No Mercy, Caltrops), its damage can be prevented (Runed Halo), and it's even possible to take control of it (Peer Pressure + 2 changeling creatures). There are probably other ways to do all of that as well. Obviously Artanis would stop all of that from actually working, but it's fun to try to find ways around the way the game is set up.
Uff Da
strongandbig
Profile Blog Joined October 2010
United States4858 Posts
July 15 2012 15:20 GMT
#1727
no mercy and caltrops wouldn't work, it's indestructible. And it has no controller so you can't make its controller sacrifice it. You'd need something like "the next creature which attacks you is removed from the game" or something.
"It's the torso" "only more so!"
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 15 2012 18:24 GMT
#1728
On July 16 2012 00:20 strongandbig wrote:
no mercy and caltrops wouldn't work, it's indestructible. And it has no controller so you can't make its controller sacrifice it. You'd need something like "the next creature which attacks you is removed from the game" or something.
Read the creature again. It isn't indestructible. It's just unblockable and cannot be targeted by spells or abilities. Also, it's unaffected by spells targeting all creatures. No Mercy and Caltrops don't target all creatures (just the ones dealing damage to you or attacking, respectively). They don't require sacrifice, so the lack of a controller is irrelevant.
[image loading]
Uff Da
Promethelax
Profile Joined February 2012
Canada7089 Posts
July 15 2012 18:27 GMT
#1729
The deck I built originally had Aurification in it to prevent the mafia monster from dealing damage to me until the point that it could one shot me and, at that point, win the game.

I thought it was a great idea but Ghost shut it down.

There were a million loopholes but as soon as we pointed them out they were banned by Ghost, I think it would be reasonable to just have the mafia be able to deal X unpreventable life damage to a single player per turn so that we don't all try to find a way around it.
TL Mafia. Love it. Play it. http://www.teamliquid.net/forum/index.php?show_part=31 I find Kennigit really attractive. If anyone has a picture of him please feel free to PM it to me.
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
July 15 2012 21:59 GMT
#1730
Hmm, maybe it would be okay to leave the "normal mafia mechanics" completely away from the Magic game.

Like said above, make the Mafia KP an outside force in the game that deals X damage to someone and it can't be stopped with any card whatsoever (since it's outside of the game)

Then again, we can use the same principle and add other mechanics from normal mafia games like that; like medic saves (you choose someone and if that one was targeted by scum's KP his life points don't go down), or cops and stuff.
We could also add less "standard" "roles" (roles that work outside the magic game) like a "life giver" (each night you choose someone and he gains X life), or maybe a "hand checker" (checks the hand of another player, or maybe checks which cards he's going to draw in the next turns, etc).

Basically make the magic game exclusive from the mafia stuff. I.e you can't change anything about the actual mafia mechanics with cards from the magic game (so you can't stop the mafia beast, you can't stop a medic save, etc).

How about that?
Qatol
Profile Blog Joined November 2006
United States3165 Posts
July 16 2012 01:18 GMT
#1731
I think that makes the game too complicated, and it's already pretty complicated as it is. I thought Artanis had a pretty decent mafia/mtg balance here.
Uff Da
EchelonTee
Profile Joined February 2011
United States5244 Posts
July 16 2012 09:56 GMT
#1732
GG, hope you guys enjoyed despite some hiccups in moderation (on my end).

Should probably get 2 co-hosts next time; Artanis had a lot of work to do and I was not as available as I should've been. A lot of on the fly decisions had to be made in regards to the global board cards, and how to deal with strange situations.
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
strongandbig
Profile Blog Joined October 2010
United States4858 Posts
July 16 2012 11:00 GMT
#1733
On July 16 2012 03:24 Qatol wrote:
Show nested quote +
On July 16 2012 00:20 strongandbig wrote:
no mercy and caltrops wouldn't work, it's indestructible. And it has no controller so you can't make its controller sacrifice it. You'd need something like "the next creature which attacks you is removed from the game" or something.
Read the creature again. It isn't indestructible. It's just unblockable and cannot be targeted by spells or abilities. Also, it's unaffected by spells targeting all creatures. No Mercy and Caltrops don't target all creatures (just the ones dealing damage to you or attacking, respectively). They don't require sacrifice, so the lack of a controller is irrelevant.
[image loading]


I was reading the OP where it does say indestructible:

On June 17 2012 00:25 Artanis[Xp] wrote:

6. The Mafia has an unblockable untargettable indestructable 8/1 creature that gains +2+0 each turn. It is impossible to remove this creature from the game and it acts as the mafia's KP. Mafia members can choose to attack one of their own members with this creature. This creature can not block.


I figure that takes precedence over the card, since in other cases in this game Artanis has said that the OP took precedence over conflicting in-game clarifications.
"It's the torso" "only more so!"
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12968 Posts
August 20 2012 18:32 GMT
#1734
Just gonna bump this once more for feedback. I'd still like to know what people enjoyed and what else you want to see in a second game, as I do plan on hosting another one.
Zealos
Profile Blog Joined November 2011
United Kingdom3571 Posts
August 22 2012 23:35 GMT
#1735
I'd love a yugioh mafia ;D
On the internet if you disagree with or dislike something you're angry and taking it too seriously. == Join TLMafia !
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
August 22 2012 23:37 GMT
#1736
On August 21 2012 03:32 Artanis[Xp] wrote:
Just gonna bump this once more for feedback. I'd still like to know what people enjoyed and what else you want to see in a second game, as I do plan on hosting another one.

[image loading]

:-P
Moderator
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
August 23 2012 00:00 GMT
#1737
On August 21 2012 03:32 Artanis[Xp] wrote:
Just gonna bump this once more for feedback. I'd still like to know what people enjoyed and what else you want to see in a second game, as I do plan on hosting another one.


Fuck Yeah!

I want more 8/8 beasts


On August 23 2012 08:35 Zealos wrote:
I'd love a yugioh mafia ;D


Also this.


In seriousness though, I think you should include instants. I mean...what are instants but the equivalent to day abilities in themed games?

What's the difference between an instant and a day vigilante? What's the difference between an instant and days abilities from other themed games like even that Pokemon one and stuff?

Add instants that can be used at day, and of course at night (but those work like they do in the game, they work before the attack phase and after it, or something like that if I remember correctly).

Using instants at night might not be that good since someone can wait until the last second to cast a spell and nobody has time to shift their attacks, so in that case it can be used like in the real game, where instants occur the moment everybody attacks.

But I don't see why you can't do it at day. If someone waits until the last second from the Day phase to cast a spell he will face the consequences in the Night Phase when other guys decide to attack him.

Well..if someone casts an instant then the guy that attacked could call off his attack perhaps? Maybe you can make it so attacks can't be called off or something.
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
August 23 2012 04:09 GMT
#1738
The timing gets really messy once you have people responding to others' actions. The simplest case involves counterspells, where you have to be active all the time in order to make them work, but the far more troubling case involves sequences where the order of resolution matters.

For example, player A has a 3/3 in play and Giant Growth (+3/+3) in hand, while player B has Lightning Bolt (3 damage) in hand. Furthermore, player A knows that player B has Lightning Bolt.

In a real game, player A would never cast Giant Growth, except in response to Lightning Bolt, at which point the creature would survive as a 6/6 with 3 damage. If, say, player B was at 6 life, and player A decided to get greedy and go for the kill by casting Giant Growth immediately after attacking, then player B's Lightning Bolt would kill the creature before it received the bonus. It's a good lesson for beginners: don't get greedy, and play around the opponent's possible outs.

Here's where it gets messy in a forum setting. Let's say that player A attacks, and player B casts Lightning Bolt, but player A isn't around to cast Giant Growth. What happens when player A attacks and Giant Growths when player B is at 6 life, but player B isn't around to cast Lightning Bolt? What happens if player A knows when player B isn't available, and uses that information to guarantee Giant Growth resolving? Vice versa? Now add several more players, all with options to interact and different periods of availability, and it becomes impractical to apply.

At least, that's how I presented it to Artanis in setup discussion. If you can think of a good way to make the stack work in a non-real-time setting where not everyone gets to pass priority before things resolve, I'd be happy to hear it
Trust in Bayes.
Qatol
Profile Blog Joined November 2006
United States3165 Posts
August 23 2012 04:24 GMT
#1739
I think the attack phase should be divided up a bit so that spells should be played during it. In particular, I think it would be nice if you could play instants during the first X amount of time of the attacking phase, before anyone has to assign blockers. Maybe have them all resolve together at the end of that time to avoid the stack problem? There are probably ways to resolve it. I just don't like that there are a lot of really fun spells out there which can't be used because they need to be played during at attack phase. I guess the problem is that we risk making the attack phase last too long.
Uff Da
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
August 23 2012 04:41 GMT
#1740
On August 23 2012 13:09 MidnightGladius wrote:
Here's where it gets messy in a forum setting. Let's say that player A attacks, and player B casts Lightning Bolt, but player A isn't around to cast Giant Growth.


Set 1-2 hours before the deadline to resolve any counterspells, just like we did with the blocking phase (maybe a little bit more if you want).

So you have 20 or so hours to choose attacks and cast spells. After that time is up, the host makes a post indicating all the spells being casted, and in that 2-4 hour period every counterspell is done instantly (but you can't cast normal instants at that time, just counter-spells to instants somebody else already casted).

If we successfully had a 2-hour-before-deadline blocking phase we can successfully have a 2-hour-before-deadline counter-spell phase.
Ideally, both the attacker and defendant will be active at that point to counter any spells they want.

What happens when player A attacks and Giant Growths when player B is at 6 life, but player B isn't around to cast Lightning Bolt?
[/quote]

It's B's fault for not being around at a set phase (assuming we make that 2-4 hour thing before the deadline). It'd be like B not being around for the Night Phase, or B not being around for the blocking phase in this exact game we played before.

If B was absent this game he could tell the host to block with his monsters or not beforehand. Well, he could do the same here, he can tell the host "If an instant attacks my monster I'll cast Giant Growth on him" and things like that.


Again, this is the exact same problem we had with blocking:

Let's say player B attacks, but player A isn't around to block.
What happens when player A attacks with a 6/6 monster when player B is at 6 life, but player B isn't around to block said monster? What happens if player A knows when player B isn't available, and uses that information to guarantee his attack resolving? Vice versa? Now add several more players, all with options to interact and different periods of availability, and it becomes impractical to apply
[/quote]

We solved the blocking issue didn't we? I don't see how we can't solve the "cast instants" one.

Maybe that "instant phase" could be at the same time as the "blocking phase", or happen before. But well I don't remember the actual rules of the game and which one came first >_> <_<
Prev 1 85 86 87 88 Next
Please log in or register to reply.
Live Events Refresh
Circuito Brasileiro de…
19:00
A Decisão - Playoffs D1
CosmosSc2 736
CranKy Ducklings162
EnkiAlexander 77
davetesta21
Liquipedia
BSL Season 20
18:00
RO32 - Group F
WolFix vs ZZZero
Razz vs Zazu
ZZZero.O204
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
CosmosSc2 736
Ketroc 94
ProTech91
StarCraft: Brood War
Calm 3839
firebathero 220
ZZZero.O 204
sSak 69
Movie 35
soO 24
Sexy 16
Dota 2
Dendi2020
LuMiX1
Counter-Strike
Stewie2K1283
Fnx 819
flusha417
Heroes of the Storm
Khaldor350
Other Games
summit1g12230
Grubby4197
FrodaN2762
B2W.Neo708
crisheroes382
mouzStarbuck298
NeuroSwarm122
ViBE38
Organizations
Other Games
gamesdonequick1944
StarCraft 2
ESL.tv124
angryscii 55
Other Games
BasetradeTV24
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• printf 101
• tFFMrPink 11
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• 3DClanTV 33
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler128
League of Legends
• Doublelift4085
Other Games
• Scarra890
• Shiphtur333
• WagamamaTV236
Upcoming Events
Online Event
6h 46m
MaxPax vs herO
SHIN vs Cure
Clem vs MaxPax
ShoWTimE vs herO
ShoWTimE vs Clem
Sparkling Tuna Cup
12h 46m
WardiTV Invitational
13h 46m
AllThingsProtoss
13h 46m
uThermal 2v2 Circuit
16h 46m
Chat StarLeague
18h 46m
BSL Season 20
20h 46m
MadiNho vs dxtr13
Gypsy vs Dark
Circuito Brasileiro de…
21h 46m
Afreeca Starleague
1d 12h
BeSt vs Light
Wardi Open
1d 13h
[ Show More ]
PiGosaur Monday
2 days
Afreeca Starleague
2 days
Snow vs Soulkey
Replay Cast
2 days
WardiTV Invitational
2 days
Replay Cast
3 days
GSL Code S
3 days
ByuN vs Rogue
herO vs Cure
Replay Cast
4 days
GSL Code S
4 days
Classic vs Reynor
GuMiho vs Maru
The PondCast
4 days
RSL Revival
5 days
GSL Code S
5 days
Korean StarCraft League
6 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL Nation Wars Season 2
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
CSLPRO Spring 2025
2025 GSL S1
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

NPSL S3
CSLPRO Last Chance 2025
CSLAN 2025
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.