Oh, hey, Deadman's Switch, like that Shadowrun campaign, neat.
But yeah, I feel like we have no way to give any meaningful feedback on this given how retro it all is from a colour pie and power level point of view. I have no idea how you'd be supposed to play this.
Last Edit: Feb 13, 2019 20:30:49 GMT by Neottolemo
I actually think Alpha-style sets are fun and cool. But I think the cards here that are Alpha-style are actually the worst: All-Out Attacks is a Farmstead-style top-down design that is actually 100% downside for you; Repeller Shield has both The Literal Worst Mechanic Ever (cumulative upkeep) and an effect that just slows the game down for both players; Space Station is one of those lands that does nothing other than blank your opponent's cards, putting you back a turn and making all your opponent's sorcery speed removal useless for the low low price of free.
What's interesting about this set so far is that the creature power level is actually really high, higher than modern power levels: e.g., Warship is a 3/5 flyer for 4 at common, which ordinarily would be a no-go but here is actually kind of interesting. This does seem like a set that plays totally differently from Magic as I've played it - grindy games where everyone's running a dozen artifacts, driven by building up token armies and taking out key units with Torpedoes. (Torpedoes is my favorite card here, incidentally, because it takes Serrated Arrows and makes it powerful and cool.)
I think this could be a very cool set if you did it right.
I'll guess that this has been edited since the last time it was critiqued, but it looks pretty fun to me. I personally liked the older sets, "bad" balance and all, and if it wasn't for them existing the Magic we have today could never have happened. I can't comment too much on the cards yet, but the nostalgia factor is strong here, with a great look and feel to the cards (also, gods have I missed interrupts). I notice that you're using a lot of the old wording of things, but have thrown in some modern terminology as well.
If I had one criticism, it's the wording on creating Spaceships. You're clearly drawing off of the original wording of cards like The Hive, but you've simplified the language quite a bit. It gets the old-school feel, but it kind of has the worst of both worlds. It's more wordy than it needs to be by modern standards, but doesn't define things clearly enough by ABU standards. I'd suggest leaning a little more into modern wording - something along the lines of "Create a Spaceship, a 1/5 artifact creature token with flying that counts as a ship." maybe even leaving off the part about not being able to attack the turn it comes into play as understood and implied, the same as you've left off the original wording about them being removed from the game when destroyed, needing to indicate that they're tapped, and sticking around when the card that created them is gone. That, or go totally all-in on the original wording, though I personally wouldn't because The Hive was a notoriously bad example of a card with too much text on it.