Magic The Gathering

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It's real.
 
For those curious here's the new card type. Side A
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Side B
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What's funny is that long ago I said the Star Wars LCG felt a lot like MTG with just a few extra steps added. One of those steps? Instead of attacking players, you attacked objectives...
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Now there's even LESS differences between the games!
Wait what the fuck? Who would want to attack an ETB card that does nothing so it becomes a 4/4 for your opponent?
I don't get it, can anyone explain this shit to me pls.
 
Wait what the fuck? Who would want to attack an ETB card that does nothing so it becomes a 4/4 for your opponent?
I don't get it, can anyone explain this shit to me pls.
If I'm understanding it correctly, you cast the Battle (Siege) and you are forcing your opponent to defend it. You get the upside from Side A on ETB, and only get to cast Side B if you remove the counters from Side A. In this case, Side B giving the person who cast it a 4/4. Only the person who casts Side A gets to cast Side B, regardless of who actually removes the counters.
 
Wait what the fuck? Who would want to attack an ETB card that does nothing so it becomes a 4/4 for your opponent?
I don't get it, can anyone explain this shit to me pls.
Effectively you give someone a enchant player planeswalker with no abilities that initially gives you an ETB and flips over into another card if someone (read: probably you) does enough loyalty counter damage to kill it (destroy effects do not work)

It is written in such a way that it's a thing for commander, but it actually lines up badly with that format. You want to put it on the weakest person at the table so they can't defend it, but no one is going to attack it but you unless you bribe them. So not only can you be blown out by someone killing the weakest person at the table, but you'll most likely have to tap your own creatures to flip it yourself. The ETBs are generally where the value is for most of them and most of the rare/mythic battles are reasonable value for the ETB and flipping it over is just the cherry on top. They are somewhat more interesting in flicker decks though (they are effectively sorceries on a permanent so they hold a lot of value if you can flicker them, similar to the evoke creatures).
 
Any of you play competitive 60 card formats? or are you all commander faggots?
Why play a prohibitively expensive format when you can play a prohibitively expensive format with a bigger deck?

I did jam some standard on arena for a little bit there when ONE came out, since all the LGS in my area don’t offer it anymore. At this point I mainly just watch people stream legacy leagues on mtgo if I want my fix for a 60 card format.
 
I gave up on playing modern two years back when it became glaringly obvious that shit was never going to get better so now I only play commander and order the more expensive cards from chinky printers because fuck giving Hasbro money.
 
Watch fucking Jace be an antagonist now. Awful writing it was an opportunity for them to really have a fresh start. To end Phyrexia but with a price like uhhh originally but nope everyone is cured. The anthesis of awful writing is that things happen with no consequences


If they had at least given Phyrexia some decisive wins on metal planes like Kaladesh, or techno planes like Kamigawa would’ve let them cash in on the popularity of Phyrexia for years.

Well, since dying apparently means nothing and isn’t permanent in MTG anymore, maybe they’ll revive Yawgmoth for the next iteration of Phyrexia.
 
Any of you play competitive 60 card formats? or are you all commander faggots?
I mostly just stick with Historic/Modern for paper magic. Standard's been a pain in the arse for years and I'm mostly digital now; better formats to play with convenience. I'd really love if arena adds 4 player brawl. It would remind me of that old MTG game where you could do two headed giant games; that was brutal fun.
 
Well, since dying apparently means nothing and isn’t permanent in MTG anymore, maybe they’ll revive Yawgmoth for the next iteration of Phyrexia.
Just pull a Star Wars and claim the first Yawgmoth was just a clone and the real Yawgmoth was conjuring Phyrexians on some random planet now one could reach. Elesh Snoke was also a clone made by Yawgmoth in a tube.
 
I mostly just stick with Historic/Modern for paper magic. Standard's been a pain in the arse for years and I'm mostly digital now; better formats to play with convenience. I'd really love if arena adds 4 player brawl. It would remind me of that old MTG game where you could do two headed giant games; that was brutal fun.
Literally no one plays paper standard and hasn't for a few years now.

Modern is the default paper format now with Pioneer making strides to replace standard.

Standard events never fire and most LGS's don't even run them since COVID.
 
Pioneer? Maybe.

Modern? LOL, LMAO. As soon as they start printing Pioneer Masters then I know I've stayed in that format too long too.

I'd personally like a format that has 4-8 set legal for a year or two then rotates them all out and has a completely new pool of cards. It would make collecting the sets fun, and keep things fresh over time. Sorta like Standard but it time travels around as well.
 
Deets on how battle got made.

MaRo also talked about it in his article.
DFCs representing planes
Now we get to the biggest change during set design. As I talked about last week, Vision Design handed off DFC lands that transformed into lands with subtype Plane. The front face of the plane tapped for mana and had an activation cost to become the back face. When it transformed, it had an effect, and then there was a secondary effect that was either static, triggered, or activated.​
This version had a bunch of problems. Lands have a lower power budget, so it was harder to make exciting cards. Too many mana sinks limited design space. It was risky using land destruction as a Constructed safety valve. And finally, they just weren't feeling novel enough. As all this added up, Set Design wanted to try something new.​
They started by figuring out what the requirements were:​
  • Each card had to represent a different plane.
  • It had to capture the sense of a war.
  • It needed to be novel (hopefully enough to warrant a new card type, but that wasn't essential).
The Set Design team did some brainstorming for something more unique. They were interested in cards that cared about combat, such as Contested War Zone or Strixhaven Stadium.​
The idea that most of the designers liked best from the brainstorm was a permanent that you could attack that your opponent defended. The earliest version of this mechanic was a permanent that you gave to your opponent, and then for each point of damage you did to it, it got counters. Each card had a few effects, usually three, that went off at different totals. The biggest problem with this version is that it lacked enters-the-battlefield effects, so it was basically blank if you weren't able to attack it, which made it unattractive to put in your deck.​
The next big innovation came from the idea that the prize for defeating it could be on the back face of the card. March of the Machine already had TDFCs, so it was an easy thing to add. This would allow rewards that were very flavorful because they could represent things from the plane. Having a whole card for rules text complete with art would allow for an enticing total package. This would also allow the card to have an enters-the-battlefield effect on the front face to make it worth putting in your deck. The decision was also made to have it come with counters that were removed when it was damaged, as that played like planeswalkers and, thus, was more intuitive (this is what Vision Design's version did, although it was on your side attacked by the opponent). We felt this was substantial enough to warrant a new card type.​
Once the mechanics were settled, the Set Design team worked with the Creative team to maximize the cards representing the battle on each plane. The back face usually referred to something that had to do with what helped the plane hold off the Phyrexians. It was most often an important part of the story (for the planes that played a larger role in the story).​
To allow the back face to be a non-permanent, battles are exiled when defeated and then cast transformed. To address digital concerns, casting the spell is optional. Also, to address some play design concerns, a battle had to be destroyed through damage (or otherwise by removing counters from it) to transform. Destroying it with a spell or effect didn't get you the reward. I'm very happy with how battles ended up. They capture the flavor perfectly and open some interesting design space that I'm excited to explore.​
 
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