On October 01 2015 13:24 Zdrastochye wrote: Whoa whoa, Mr CEVO team. Too hardcore for me. I did just hit MG2, but I'm still garbage.
Yo all the titles mean nothing to me. I just know the pictures LOL.
But the cevo league was fun! we were 1 game away from making playoffs. But I was always the bottom fragger cause I suuuuuuck. But I would totally play some random csgo games if yall invite me or we have game night. There is a certain level of drunk/high where I channel my inner source scout/deagle and go OFF.
And then you will never see me carry like that again.
SHAMELESS PLUG FOR PLAT 3 HYPE 1-1 IN PROMOS WE CAN DO IT BOYS I BAYLIEVE
WE DID IT BOYS S5 BRONZE 3 TO PLAT 3, NEXT STOP DIAMOND
ps Africa 2 year hyperbolic time chamber is real double ps I would love to CSGO sometime. I am an AK. Or double AK. CAn't remember but there are AKs in my thing. But i have to do casual before I can MM again because they changed it.
steam account: magic20jack in game name: gaM♥Sense
I'll play some csgo. Fucking game has me in lem yet constantly against globals. Fucking bullshit, just promote me already.
SHAMELESS PLUG FOR PLAT 3 HYPE 1-1 IN PROMOS WE CAN DO IT BOYS I BAYLIEVE
WE DID IT BOYS S5 BRONZE 3 TO PLAT 3, NEXT STOP DIAMOND
ps Africa 2 year hyperbolic time chamber is real double ps I would love to CSGO sometime. I am an AK. Or double AK. CAn't remember but there are AKs in my thing. But i have to do casual before I can MM again because they changed it.
steam account: magic20jack in game name: gaM♥Sense
I'll play some csgo. Fucking game has me in lem yet constantly against globals. Fucking bullshit, just promote me already.
YOU'RE AT THE Elo YOU DESERVE AND THAT'S THAT CHIPS DEAL WITH IT
ps I didn't post for Music Monday, but I actually spent two weeks of computing power in Lesotho playing this video non stop -
On October 01 2015 13:24 Zdrastochye wrote: Whoa whoa, Mr CEVO team. Too hardcore for me. I did just hit MG2, but I'm still garbage.
Yo all the titles mean nothing to me. I just know the pictures LOL.
But the cevo league was fun! we were 1 game away from making playoffs. But I was always the bottom fragger cause I suuuuuuck. But I would totally play some random csgo games if yall invite me or we have game night. There is a certain level of drunk/high where I channel my inner source scout/deagle and go OFF.
I mean, the point of your handle is that you weren't killing people, right?
For starters lets take a look at the new mechanics blizzard introduced in the set Inspire - As a whole inspire failed miserably. It's an interesting mechanic that can opperate as a new kind of win condition but overall it didn't really impact the game. The only inspire minion(s) we see play is Confesser Palestress and Murloc Knight. Savage Combatant was seen for a bit but druids quickly went back to more standard combo. The mechanic is still interesting and has potential. The issue is the power level of the cards. Compare Palestress to cards like Recruiter,Kodo Rider and Boneguard. It becomes quite obvious why the Inspire mechanic failed so hard. The guys are just bad. Palestress and Murloc knight are the only cards that actually have significant upsides to their inspire mechanic. It feels like Blizzard were too afraid of Inspire being good so they purposely gave cards very little upside.
Joust - This is shit. It was shit when revealed and shit in practice. The only Joust card that sees play is King's Elekk as it's body is par for curve and it had potential draw which is roughly worth 2 mana. That's 4 mana potential there. Overall Joust has a similar issue as Inspire. THey didn't want the cards to be too powerful so the upside for winning the Joust isn't good enough to warrant playing the cards. Overall I think this mechanic is just poor design. The way to get Joust cards used is either if they are good enough without winning the Joust or if winning the Joust is game winning. The latter is just introducing more random win conditions where as the former is really just "power creep".
Now let's look at what cards it added to the pool of viability: Warrior - Justicar, bash and Dragon cards as an archetype with the standard one still being superior it seems Priest - Justicar,Holy Champion and Palestress with Dragon archetype but looking same as warrior Hunter - Kings Elekk. Bear trap Rogue - Nothing Warlock - Nothing Druid - Darnassus Aspirant, Living Roots. There are gimmicky Aviana decks too. Mage - Effigy occasionally otherwise nothing. Some fun Dragon decks but not competitive. Paladin - Murloc Knight, Mysterious Challenger, Competitive Spirit Shaman - Can I say nothing as there's no viable shaman list? Totem golem is only real card that sees a lot of play in attempted lists
Overall for a 132 the expansion seems rather miserable. Let's move onto the awards!
Grim Patron Award for most Overlooked - Mysterious Challenger No real argument here. The card brought in a new archetype of Paladin and made a whole bunch of cards viable. Honourable mention: Justicar
Troggzor award for most Overrated - Varian Wrynn Many people were calling this the best card in TGT and yet it sees almost no play. The most hilarious part of this was that the argument against the card was actually seen as soon as it was revealed but people went on doing pages of analysis on why missing battlecries didn't matter for warrior. Turns out they are wrong lol Honourable mention - Tuskarr Totemic
Having played in the BFZ sealed set I kind of see now how a more experience company goes about introducing new mechanics. That felt fun and interesting to use even though BFZ may not have much impact on Magic as a whole. Much like TGT in that regard. The major difference is that WotC has a system that allows you to experience the mechanics without being overpowered by better cards in other sets. I hope Blizzard will start looking at the years of failures and successes other companies have had in the genre instead of trying to reinvent the wheel.
Anyone here played any Malygos Warlock? I threw something together just so I can use my shiny new legendary but I like to compare lists and hear opinions on it. + Show Spoiler [list] +
Mortal Coil, Soulfire, Chow, Dark Bomb, 1x Ironbeak, 1x Sunfury, 1x BGH, Blackwing Tech, Hellfire, 1x Shadowflame, Twilight Drake, Antique Healbot, Azure Drake, Blackwing Corruptor, Sludge Belcher, Emperor, Maly, Molten Giant. Don't think it's been really optimized, just threw it together in excitement
Also snagged my 2nd Darnassus Aspirant from chest, woohoo!
Both main pre-numeric private TV channels (TF1 and M6) have these shitty shows with coverage of "shock" Average Joe stories (disintegrating people, spoilt brats not listening to their parents at all, etc.) on which they throw the most random < 10s music bits as background tracks. It's usually shitty pop radio hits but once I was surprised to recognise Aerith's theme. Could have sounded cool but then context.
On October 01 2015 21:30 mordek wrote: Anyone here played any Malygos Warlock? I threw something together just so I can use my shiny new legendary but I like to compare lists and hear opinions on it. + Show Spoiler [list] +
Mortal Coil, Soulfire, Chow, Dark Bomb, 1x Ironbeak, 1x Sunfury, 1x BGH, Blackwing Tech, Hellfire, 1x Shadowflame, Twilight Drake, Antique Healbot, Azure Drake, Blackwing Corruptor, Sludge Belcher, Emperor, Maly, Molten Giant. Don't think it's been really optimized, just threw it together in excitement
Also snagged my 2nd Darnassus Aspirant from chest, woohoo!
Typically Maly lock didn't run Moltens. It's win condition is the burst with Maly and emp enabled comboes. Throw in 2 argus instead I think. Maybe now you can actually run Twilight Guardian as well instead but idk Argus on drakes is pretty amazing.
If you have Freeze mage cards you can try Maly variant of it. Think it makes warrior maybe 95% instead of 100% :D
Bought my Viper last night. Even with 1M CR I didn't have enough to fully outfit it comfortably, so I had to make some concessions in places. But I'm starting to figure out how it all works now. Got interdicted by a Federal Dropship and did not win that fight - I opted to buy important system stability things over weapons, so my fire power is kinda low right now.
For starters lets take a look at the new mechanics blizzard introduced in the set Inspire - As a whole inspire failed miserably. It's an interesting mechanic that can opperate as a new kind of win condition but overall it didn't really impact the game. The only inspire minion(s) we see play is Confesser Palestress and Murloc Knight. Savage Combatant was seen for a bit but druids quickly went back to more standard combo. The mechanic is still interesting and has potential. The issue is the power level of the cards. Compare Palestress to cards like Recruiter,Kodo Rider and Boneguard. It becomes quite obvious why the Inspire mechanic failed so hard. The guys are just bad. Palestress and Murloc knight are the only cards that actually have significant upsides to their inspire mechanic. It feels like Blizzard were too afraid of Inspire being good so they purposely gave cards very little upside.
Joust - This is shit. It was shit when revealed and shit in practice. The only Joust card that sees play is King's Elekk as it's body is par for curve and it had potential draw which is roughly worth 2 mana. That's 4 mana potential there. Overall Joust has a similar issue as Inspire. THey didn't want the cards to be too powerful so the upside for winning the Joust isn't good enough to warrant playing the cards. Overall I think this mechanic is just poor design. The way to get Joust cards used is either if they are good enough without winning the Joust or if winning the Joust is game winning. The latter is just introducing more random win conditions where as the former is really just "power creep".
Now let's look at what cards it added to the pool of viability: Warrior - Justicar, bash and Dragon cards as an archetype with the standard one still being superior it seems Priest - Justicar,Holy Champion and Palestress with Dragon archetype but looking same as warrior Hunter - Kings Elekk. Bear trap Rogue - Nothing Warlock - Nothing Druid - Darnassus Aspirant, Living Roots. There are gimmicky Aviana decks too. Mage - Effigy occasionally otherwise nothing. Some fun Dragon decks but not competitive. Paladin - Murloc Knight, Mysterious Challenger, Competitive Spirit Shaman - Can I say nothing as there's no viable shaman list? Totem golem is only real card that sees a lot of play in attempted lists
Overall for a 132 the expansion seems rather miserable. Let's move onto the awards!
Grim Patron Award for most Overlooked - Mysterious Challenger No real argument here. The card brought in a new archetype of Paladin and made a whole bunch of cards viable. Honourable mention: Justicar
Troggzor award for most Overrated - Varian Wrynn Many people were calling this the best card in TGT and yet it sees almost no play. The most hilarious part of this was that the argument against the card was actually seen as soon as it was revealed but people went on doing pages of analysis on why missing battlecries didn't matter for warrior. Turns out they are wrong lol Honourable mention - Tuskarr Totemic
Having played in the BFZ sealed set I kind of see now how a more experience company goes about introducing new mechanics. That felt fun and interesting to use even though BFZ may not have much impact on Magic as a whole. Much like TGT in that regard. The major difference is that WotC has a system that allows you to experience the mechanics without being overpowered by better cards in other sets. I hope Blizzard will start looking at the years of failures and successes other companies have had in the genre instead of trying to reinvent the wheel.
Most disappointing card for me was Wilfred Fizzlebang. By the time you play him you need to be playing high mana cards, not tapping.
For starters lets take a look at the new mechanics blizzard introduced in the set Inspire - As a whole inspire failed miserably. It's an interesting mechanic that can opperate as a new kind of win condition but overall it didn't really impact the game. The only inspire minion(s) we see play is Confesser Palestress and Murloc Knight. Savage Combatant was seen for a bit but druids quickly went back to more standard combo. The mechanic is still interesting and has potential. The issue is the power level of the cards. Compare Palestress to cards like Recruiter,Kodo Rider and Boneguard. It becomes quite obvious why the Inspire mechanic failed so hard. The guys are just bad. Palestress and Murloc knight are the only cards that actually have significant upsides to their inspire mechanic. It feels like Blizzard were too afraid of Inspire being good so they purposely gave cards very little upside.
Joust - This is shit. It was shit when revealed and shit in practice. The only Joust card that sees play is King's Elekk as it's body is par for curve and it had potential draw which is roughly worth 2 mana. That's 4 mana potential there. Overall Joust has a similar issue as Inspire. THey didn't want the cards to be too powerful so the upside for winning the Joust isn't good enough to warrant playing the cards. Overall I think this mechanic is just poor design. The way to get Joust cards used is either if they are good enough without winning the Joust or if winning the Joust is game winning. The latter is just introducing more random win conditions where as the former is really just "power creep".
Now let's look at what cards it added to the pool of viability: Warrior - Justicar, bash and Dragon cards as an archetype with the standard one still being superior it seems Priest - Justicar,Holy Champion and Palestress with Dragon archetype but looking same as warrior Hunter - Kings Elekk. Bear trap Rogue - Nothing Warlock - Nothing Druid - Darnassus Aspirant, Living Roots. There are gimmicky Aviana decks too. Mage - Effigy occasionally otherwise nothing. Some fun Dragon decks but not competitive. Paladin - Murloc Knight, Mysterious Challenger, Competitive Spirit Shaman - Can I say nothing as there's no viable shaman list? Totem golem is only real card that sees a lot of play in attempted lists
Overall for a 132 the expansion seems rather miserable. Let's move onto the awards!
Grim Patron Award for most Overlooked - Mysterious Challenger No real argument here. The card brought in a new archetype of Paladin and made a whole bunch of cards viable. Honourable mention: Justicar
Troggzor award for most Overrated - Varian Wrynn Many people were calling this the best card in TGT and yet it sees almost no play. The most hilarious part of this was that the argument against the card was actually seen as soon as it was revealed but people went on doing pages of analysis on why missing battlecries didn't matter for warrior. Turns out they are wrong lol Honourable mention - Tuskarr Totemic
Having played in the BFZ sealed set I kind of see now how a more experience company goes about introducing new mechanics. That felt fun and interesting to use even though BFZ may not have much impact on Magic as a whole. Much like TGT in that regard. The major difference is that WotC has a system that allows you to experience the mechanics without being overpowered by better cards in other sets. I hope Blizzard will start looking at the years of failures and successes other companies have had in the genre instead of trying to reinvent the wheel.
Most disappointing card for me was Wilfred Fizzlebang. By the time you play him you need to be playing high mana cards, not tapping.
Yeah, I really love my Golden Fizzle, but he's just awkward to use. On turn 8 (when you want to play him to get at least 1 guaranteed proc), you can play so many other things that feel more impactful. And you have a non-zero chance to get a free Mortal Coil or something at the same time. Might just dust him for something else.
He's basically an Inspire card so they made it pretty lackluster. There's no real reason his body has to be so weak for the cost. Broken cards are what form the basis of constructed decks anyway.
For starters lets take a look at the new mechanics blizzard introduced in the set Inspire - As a whole inspire failed miserably. It's an interesting mechanic that can opperate as a new kind of win condition but overall it didn't really impact the game. The only inspire minion(s) we see play is Confesser Palestress and Murloc Knight. Savage Combatant was seen for a bit but druids quickly went back to more standard combo. The mechanic is still interesting and has potential. The issue is the power level of the cards. Compare Palestress to cards like Recruiter,Kodo Rider and Boneguard. It becomes quite obvious why the Inspire mechanic failed so hard. The guys are just bad. Palestress and Murloc knight are the only cards that actually have significant upsides to their inspire mechanic. It feels like Blizzard were too afraid of Inspire being good so they purposely gave cards very little upside.
Joust - This is shit. It was shit when revealed and shit in practice. The only Joust card that sees play is King's Elekk as it's body is par for curve and it had potential draw which is roughly worth 2 mana. That's 4 mana potential there. Overall Joust has a similar issue as Inspire. THey didn't want the cards to be too powerful so the upside for winning the Joust isn't good enough to warrant playing the cards. Overall I think this mechanic is just poor design. The way to get Joust cards used is either if they are good enough without winning the Joust or if winning the Joust is game winning. The latter is just introducing more random win conditions where as the former is really just "power creep".
Now let's look at what cards it added to the pool of viability: Warrior - Justicar, bash and Dragon cards as an archetype with the standard one still being superior it seems Priest - Justicar,Holy Champion and Palestress with Dragon archetype but looking same as warrior Hunter - Kings Elekk. Bear trap Rogue - Nothing Warlock - Nothing Druid - Darnassus Aspirant, Living Roots. There are gimmicky Aviana decks too. Mage - Effigy occasionally otherwise nothing. Some fun Dragon decks but not competitive. Paladin - Murloc Knight, Mysterious Challenger, Competitive Spirit Shaman - Can I say nothing as there's no viable shaman list? Totem golem is only real card that sees a lot of play in attempted lists
Overall for a 132 the expansion seems rather miserable. Let's move onto the awards!
Grim Patron Award for most Overlooked - Mysterious Challenger No real argument here. The card brought in a new archetype of Paladin and made a whole bunch of cards viable. Honourable mention: Justicar
Troggzor award for most Overrated - Varian Wrynn Many people were calling this the best card in TGT and yet it sees almost no play. The most hilarious part of this was that the argument against the card was actually seen as soon as it was revealed but people went on doing pages of analysis on why missing battlecries didn't matter for warrior. Turns out they are wrong lol Honourable mention - Tuskarr Totemic
Having played in the BFZ sealed set I kind of see now how a more experience company goes about introducing new mechanics. That felt fun and interesting to use even though BFZ may not have much impact on Magic as a whole. Much like TGT in that regard. The major difference is that WotC has a system that allows you to experience the mechanics without being overpowered by better cards in other sets. I hope Blizzard will start looking at the years of failures and successes other companies have had in the genre instead of trying to reinvent the wheel.
It's funny because there are a lot of people that have complained about BFZ being one of the weaker sets in recent history in terms of mechanics design. Moonbear linked a good article about this in the MtG thread.
The main thing that opens up a lot of design space for WotC is that they treat limited formats as legitimate formats, which vastly broadens their design space on what's printable. The overwhelming majority of cards in a set are totally unusable in a constructed context, but limited is a format which supports much lower power level, lower speed, and some more interesting mechanics design that would be superfluous or underpowered in constructed formats.
Unfortunately, Blizzard still has never made any indication of ever treating their limited format as something they want to design for or improve the gameplay of.
On October 01 2015 21:58 jcarlsoniv wrote: Bought my Viper last night. Even with 1M CR I didn't have enough to fully outfit it comfortably, so I had to make some concessions in places. But I'm starting to figure out how it all works now. Got interdicted by a Federal Dropship and did not win that fight - I opted to buy important system stability things over weapons, so my fire power is kinda low right now.
I killed a dude and used MY FIGHT MONAYYYUU to give sidewinder missile launchers.
For starters lets take a look at the new mechanics blizzard introduced in the set Inspire - As a whole inspire failed miserably. It's an interesting mechanic that can opperate as a new kind of win condition but overall it didn't really impact the game. The only inspire minion(s) we see play is Confesser Palestress and Murloc Knight. Savage Combatant was seen for a bit but druids quickly went back to more standard combo. The mechanic is still interesting and has potential. The issue is the power level of the cards. Compare Palestress to cards like Recruiter,Kodo Rider and Boneguard. It becomes quite obvious why the Inspire mechanic failed so hard. The guys are just bad. Palestress and Murloc knight are the only cards that actually have significant upsides to their inspire mechanic. It feels like Blizzard were too afraid of Inspire being good so they purposely gave cards very little upside.
Joust - This is shit. It was shit when revealed and shit in practice. The only Joust card that sees play is King's Elekk as it's body is par for curve and it had potential draw which is roughly worth 2 mana. That's 4 mana potential there. Overall Joust has a similar issue as Inspire. THey didn't want the cards to be too powerful so the upside for winning the Joust isn't good enough to warrant playing the cards. Overall I think this mechanic is just poor design. The way to get Joust cards used is either if they are good enough without winning the Joust or if winning the Joust is game winning. The latter is just introducing more random win conditions where as the former is really just "power creep".
Now let's look at what cards it added to the pool of viability: Warrior - Justicar, bash and Dragon cards as an archetype with the standard one still being superior it seems Priest - Justicar,Holy Champion and Palestress with Dragon archetype but looking same as warrior Hunter - Kings Elekk. Bear trap Rogue - Nothing Warlock - Nothing Druid - Darnassus Aspirant, Living Roots. There are gimmicky Aviana decks too. Mage - Effigy occasionally otherwise nothing. Some fun Dragon decks but not competitive. Paladin - Murloc Knight, Mysterious Challenger, Competitive Spirit Shaman - Can I say nothing as there's no viable shaman list? Totem golem is only real card that sees a lot of play in attempted lists
Overall for a 132 the expansion seems rather miserable. Let's move onto the awards!
Grim Patron Award for most Overlooked - Mysterious Challenger No real argument here. The card brought in a new archetype of Paladin and made a whole bunch of cards viable. Honourable mention: Justicar
Troggzor award for most Overrated - Varian Wrynn Many people were calling this the best card in TGT and yet it sees almost no play. The most hilarious part of this was that the argument against the card was actually seen as soon as it was revealed but people went on doing pages of analysis on why missing battlecries didn't matter for warrior. Turns out they are wrong lol Honourable mention - Tuskarr Totemic
Having played in the BFZ sealed set I kind of see now how a more experience company goes about introducing new mechanics. That felt fun and interesting to use even though BFZ may not have much impact on Magic as a whole. Much like TGT in that regard. The major difference is that WotC has a system that allows you to experience the mechanics without being overpowered by better cards in other sets. I hope Blizzard will start looking at the years of failures and successes other companies have had in the genre instead of trying to reinvent the wheel.
It's funny because there are a lot of people that have complained about BFZ being one of the weaker sets in recent history in terms of mechanics design. Moonbear linked a good article about this in the MtG thread.
The main thing that opens up a lot of design space for WotC is that they treat limited formats as legitimate formats, which vastly broadens their design space on what's printable. The overwhelming majority of cards in a set are totally unusable in a constructed context, but limited is a format which supports much lower power level, lower speed, and some more interesting mechanics design that would be superfluous or underpowered in constructed formats.
Unfortunately, Blizzard still has never made any indication of ever treating their limited format as something they want to design for or improve the gameplay of.
I love your constant commentary on HS limited. I as well wish arena wasn't so shit. Numy where you at? Come do a draft with me. BFZ or maybe even MM2 ('cause I'm drafting it this weekend)
I'm only mad because Blizzard realized the absolute perfect way to monetize Limited (pay only the entry fee in exchange for not keeping the cards when the draft is finished--vastly lowers the entry barrier), and then proceeded to completely disregard their Limited format entirely.
On October 01 2015 23:31 TheYango wrote: I'm only mad because Blizzard realized the absolute perfect way to monetize Limited (pay only the entry fee in exchange for not keeping the cards when the draft is finished--vastly lowers the entry barrier), and then proceeded to completely disregard their Limited format entirely.
Out of curiosity: What do you mean disregard? What should they be doing with Arena that they're not, in your eyes?
I don't particularly like Arena, just your thoughts
For starters lets take a look at the new mechanics blizzard introduced in the set Inspire - As a whole inspire failed miserably. It's an interesting mechanic that can opperate as a new kind of win condition but overall it didn't really impact the game. The only inspire minion(s) we see play is Confesser Palestress and Murloc Knight. Savage Combatant was seen for a bit but druids quickly went back to more standard combo. The mechanic is still interesting and has potential. The issue is the power level of the cards. Compare Palestress to cards like Recruiter,Kodo Rider and Boneguard. It becomes quite obvious why the Inspire mechanic failed so hard. The guys are just bad. Palestress and Murloc knight are the only cards that actually have significant upsides to their inspire mechanic. It feels like Blizzard were too afraid of Inspire being good so they purposely gave cards very little upside.
Joust - This is shit. It was shit when revealed and shit in practice. The only Joust card that sees play is King's Elekk as it's body is par for curve and it had potential draw which is roughly worth 2 mana. That's 4 mana potential there. Overall Joust has a similar issue as Inspire. THey didn't want the cards to be too powerful so the upside for winning the Joust isn't good enough to warrant playing the cards. Overall I think this mechanic is just poor design. The way to get Joust cards used is either if they are good enough without winning the Joust or if winning the Joust is game winning. The latter is just introducing more random win conditions where as the former is really just "power creep".
Now let's look at what cards it added to the pool of viability: Warrior - Justicar, bash and Dragon cards as an archetype with the standard one still being superior it seems Priest - Justicar,Holy Champion and Palestress with Dragon archetype but looking same as warrior Hunter - Kings Elekk. Bear trap Rogue - Nothing Warlock - Nothing Druid - Darnassus Aspirant, Living Roots. There are gimmicky Aviana decks too. Mage - Effigy occasionally otherwise nothing. Some fun Dragon decks but not competitive. Paladin - Murloc Knight, Mysterious Challenger, Competitive Spirit Shaman - Can I say nothing as there's no viable shaman list? Totem golem is only real card that sees a lot of play in attempted lists
Overall for a 132 the expansion seems rather miserable. Let's move onto the awards!
Grim Patron Award for most Overlooked - Mysterious Challenger No real argument here. The card brought in a new archetype of Paladin and made a whole bunch of cards viable. Honourable mention: Justicar
Troggzor award for most Overrated - Varian Wrynn Many people were calling this the best card in TGT and yet it sees almost no play. The most hilarious part of this was that the argument against the card was actually seen as soon as it was revealed but people went on doing pages of analysis on why missing battlecries didn't matter for warrior. Turns out they are wrong lol Honourable mention - Tuskarr Totemic
Having played in the BFZ sealed set I kind of see now how a more experience company goes about introducing new mechanics. That felt fun and interesting to use even though BFZ may not have much impact on Magic as a whole. Much like TGT in that regard. The major difference is that WotC has a system that allows you to experience the mechanics without being overpowered by better cards in other sets. I hope Blizzard will start looking at the years of failures and successes other companies have had in the genre instead of trying to reinvent the wheel.
It's funny because there are a lot of people that have complained about BFZ being one of the weaker sets in recent history in terms of mechanics design. Moonbear linked a good article about this in the MtG thread.
The main thing that opens up a lot of design space for WotC is that they treat limited formats as legitimate formats, which vastly broadens their design space on what's printable. The overwhelming majority of cards in a set are totally unusable in a constructed context, but limited is a format which supports much lower power level, lower speed, and some more interesting mechanics design that would be superfluous or underpowered in constructed formats.
Unfortunately, Blizzard still has never made any indication of ever treating their limited format as something they want to design for or improve the gameplay of.
I love your constant commentary on HS limited. I as well wish arena wasn't so shit. Numy where you at? Come do a draft with me. BFZ or maybe even MM2 ('cause I'm drafting it this weekend)
I'm watching Worlds atm. Maybe a bit later when the shit games are on?
On October 01 2015 23:31 TheYango wrote: I'm only mad because Blizzard realized the absolute perfect way to monetize Limited (pay only the entry fee in exchange for not keeping the cards when the draft is finished--vastly lowers the entry barrier), and then proceeded to completely disregard their Limited format entirely.
Out of curiosity: What do you mean disregard? What should they be doing with Arena that they're not, in your eyes?
I don't particularly like Arena, just your thoughts
There are a lot of issues with Arena that I'm sure Yanger will go into detail with as he does all the time. Just look at Bolster from TGT vs Murlock Knight. That tells you enough about how they balance rarity for limited. Then you have the whole lack of side board options. Being unable to pick over the required cards means you can only ever pick for value and not ever try some kind of strat as you can't risk not getting the required pieces later.