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Post by sdfkjgh on Mar 13, 2021 18:05:14 GMT
Welcome, one and all to another episode of The MageLaughlin Group. With me is my esteemed panel, Daij_Djan, ArkiThe7th, dangerousdice, and foureyesisafish. Next episode we'll be joined by ZephyrPhantom, whose essay was very convincing, but for now, let's get to our first question, submitted by Daij_Djan:
What are your thoughts about the Time Spiral Remastered set? Whether it's the set itself, the concept of condensing an entire block into a single set - and the timeshifted cards in particular?
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foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Mar 13, 2021 21:31:17 GMT
A lot of the timeshifted cards actually look much better than I would have expected. Kind of sad by the lack of dreadmaw though.
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ArkiThe7th
1/1 Squirrel
Any plant is edible if you’re not a coward.
Posts: 82
Favorite Card: Wee Dragonauts
Favorite Set: Pauper Masters (wait a second...)
Color Alignment: Blue, Red
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Post by ArkiThe7th on Mar 13, 2021 21:51:49 GMT
To be honest, I was kinda dissatisfied they didn’t bring back the future sight frame. I know a lot of people weren’t fans, but I feel like part of the fun of the block is the weird card frames. In speaking of card frames, I wish they had also brought back the color shifted frame. It’s in my opinion that the color shifted frames are literally the best frames Magic has ever seen. They blend flavor and function perfectly all while continuing to look graphically nice. I think the timeshifted cards are a fantastic idea. Knowing how much people loved Kaladesh masterpieces, I was very surprised when they stopped making them. Timeshifted cards are the perfect return to masterpieces. While not every card is not a slam dunk power level wise, they all hold some amount of importance somewhere. A lot of the timeshifted cards actually look much better than I would have expected. Kind of sad by the lack of dreadmaw though. I think a lot of people would’ve been very mad if Dreadmaw was one of the timeshifted cards. It would be a very meme-y move on Wizard’s part though.
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Post by ZephyrPhantom on Mar 14, 2021 1:17:05 GMT
sdfkjgh - Pardon crashing the show, but do you mind if I scramble to formulate my answers after all? I was actually talking with a friend the other day about why Banishing Light - we generally agreed that it was a stand-in for Oblivion Ring, which was a much more iconic card until WoTC decided they didn't like the counterintuitive interaction with bouncing it. (The combo goes something like this - since Oblivion Ring's triggers are two separate triggers, if you respond to the enter the battlefield trigger with a bounce spell, you can trigger it's leave the battlefield effect "out of order". While not given a Timeshifted border, Chromatic Star's reprinting is also worth paying attention to because it draws some attention to a gimmick with Chromatic Sphere, namely that you can draw a card face down with it. It definitely feels like WoTC selected their reprints with care, at least when it came to mechanical considerations. One thing that took some getting used to was the fact more recent cards were reprinted in the old border, like Dreadhorde Arcanist (which is roughly 2 years old as of this post.) I'm used to looking through Timeshifted Cards and thinking of them as callbacks to the distant past, but some of these feel really obviously "Modern" which is a bit weird - as in, the frame feels like it was chosen solely to look nice. I'm sincerely curious how iconic something like Secret Plans is, for example - if anything, I'm more in favor of the Dreadmaw print foureyesisafish suggested. I'm also curious is how they selected the cycle of Uncommon colored lands that they used - Ancient Den, Mystic Sanctuary, Bojuka Bog, Ramunap Ruins, Blighted Woodland, for those curious. I remember hearing that they're meant to be iconic lands from across Magic's history, but I'm wondering if Ancient Den was sort of just the odd one out that conveniently represented Affinity, since the other cards all have clear roles in at least one format as far as I know. I'm curious if the panel has any thoughts on other lands that could've fit this cycle, or if they could come up with an alternate cycle of lands that would fit while maintaining the "lands across Magic's history" theme.
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Post by sdfkjgh on Mar 14, 2021 2:09:38 GMT
ZephyrPhantom: Just couldn't wait, could you? I can very easily picture some stagehands wheeling out a giant cake for you to jump out of for this crashing. Oh well; ladies, gentlemen, and others, welcome ZephyrPhantom to the show. So far, you're shaping up to be the erudite one of our merry little band.
Ral: Now get back in your cage until next episode.
Don't listen to him, you're fine. Did Daij_Djan spill the beans on the rest of the questions, or are you just answering blind, spur-of-the-moment?
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foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Mar 14, 2021 2:17:00 GMT
sdfkjgh - Pardon crashing the show, but do you mind if I scramble to formulate my answers after all? I was actually talking with a friend the other day about why Banishing Light - we generally agreed that it was a stand-in for Oblivion Ring, which was a much more iconic card until WoTC decided they didn't like the counterintuitive interaction with bouncing it. (The combo goes something like this - since Oblivion Ring's triggers are two separate triggers, if you respond to the enter the battlefield trigger with a bounce spell, you can trigger it's leave the battlefield effect "out of order". While not given a Timeshifted border, Chromatic Star's reprinting is also worth paying attention to because it draws some attention to a gimmick with Chromatic Sphere, namely that you can draw a card face down with it. It definitely feels like WoTC selected their reprints with care, at least when it came to mechanical considerations. One thing that took some getting used to was the fact more recent cards were reprinted in the old border, like Dreadhorde Arcanist (which is roughly 2 years old as of this post.) I'm used to looking through Timeshifted Cards and thinking of them as callbacks to the distant past, but some of these feel really obviously "Modern" which is a bit weird - as in, the frame feels like it was chosen solely to look nice. I'm sincerely curious how iconic something like Secret Plans is, for example - if anything, I'm more in favor of the Dreadmaw print foureyesisafish suggested. I'm also curious is how they selected the cycle of Uncommon colored lands that they used - Ancient Den, Mystic Sanctuary, Bojuka Bog, Ramunap Ruins, Blighted Woodland, for those curious. I remember hearing that they're meant to be iconic lands from across Magic's history, but I'm wondering if Ancient Den was sort of just the odd one out that conveniently represented Affinity, since the other cards all have clear roles in at least one format as far as I know. I'm curious if the panel has any thoughts on other lands that could've fit this cycle, or if they could come up with an alternate cycle of lands that would fit while maintaining the "lands across Magic's history" theme. It's possible that they originally were going to reprint the full artifact land cycle, but decided against it.
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Post by ZephyrPhantom on Mar 14, 2021 3:04:26 GMT
ZephyrPhantom: Just couldn't wait, could you? I can very easily picture some stagehands wheeling out a giant cake for you to jump out of for this crashing. Oh well; ladies, gentlemen, and others, welcome ZephyrPhantom to the show. So far, you're shaping up to be the erudite one of our merry little band.
Ral: Now get back in your cage until next episode.
Don't listen to him, you're fine. Did Daij_Djan spill the beans on the rest of the questions, or are you just answering blind, spur-of-the-moment? Cake would've probably taken too long, so I had to resort to more unusual methods. An open door does tend to let people easily in. You might want to check the locks next time.Indeed - hey, did you really have to follow me through? There's pretty of technical support in this thread already. I'm not sure I trust a tech support guy that told you to get inside a cage with an open door. Besides, it's customary for people to have a backup commentator that they put on a card somewhere, right?You don't have a card, though. Tch...in any case, no, we're answering blind.Well, aside from the fact I was the only one invited here, I should be fine answering blind, for what it's worth. You don't need to adjust anything for me.
It's possible that they originally were going to reprint the full artifact land cycle, but decided against it. I'd considered this too, but from a bigger picture view it seems like a hard sell financially - Artifact lands don't seem to have popped up anywhere in any formats they could be relevant, with Gorilla Shaman acting as a heavy deterrent in Pauper and general speed/power of competing decks making them a less popular choice in Legacy. For what it's worth one land I was thinking of was Oboro, Palace in the Clouds, which sees a decent amount of play in various Modern Blue decks here and there, or Academy Ruins, which seems like solid card advantage in Commander and is commonly found in MonoBlue Tron as a lock with Mindslaver. (If I was going to be particularly snarky I would've suggested Serra's Sanctum and friends, though it seems like WoTC would rather overrun Magic with space marines first than consider such a thing.) To be honest, I was kinda dissatisfied they didn’t bring back the future sight frame. I know a lot of people weren’t fans, but I feel like part of the fun of the block is the weird card frames. In speaking of card frames, I wish they had also brought back the color shifted frame. It’s in my opinion that the color shifted frames are literally the best frames Magic has ever seen. They blend flavor and function perfectly all while continuing to look graphically nice. Also, for what it's worth - I think part of it is that a new frame adds complexity to a set, and extra frames that technically don't do anything can just be seen as visually overwhelming. Especially in light of Kaladesh introducing vehicles, and one 'major' new frame debuting per block, I can see why WoTC would choose the easiest frame to sell on. If you had to futureshift-frame one card in the set, which one would you prefer it to be?
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Post by sdfkjgh on Mar 14, 2021 3:56:43 GMT
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ArkiThe7th
1/1 Squirrel
Any plant is edible if you’re not a coward.
Posts: 82
Favorite Card: Wee Dragonauts
Favorite Set: Pauper Masters (wait a second...)
Color Alignment: Blue, Red
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Post by ArkiThe7th on Mar 14, 2021 5:14:27 GMT
There’s a lot of good options, but if I could only do one, I think I’d print Urborg with a future sight frame. Outside of Time Spiral block, I would love to see any planeswalker with a future sight frame. Maybe Karn? That could be cool.
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Post by Daij_Djan on Mar 14, 2021 21:13:48 GMT
Hi everyone – sorry for being way too late this time, RL has been rather annoying for these past seven days for way too many different reasons to talk about So instead of rambling any further, let me just say I'm glad everyone else made it in time and even ZephyrPhantom showed up crushing the party (welcome to the freakshow! ) Personally, I like the idea of condensing old blocks into single sets – even though I can't really judge the set as a whole well (I have heard generally good things about it, though). What I can say is how I really, really love the timeshifted cards – so much nostaliga in seeing these old frames once again. Heck, some art like Panharmonicon's looks like it was comissioned with the old frames in mind.. One thing that took some getting used to was the fact more recent cards were reprinted in the old border, like Dreadhorde Arcanist (which is roughly 2 years old as of this post.) I'm used to looking through Timeshifted Cards and thinking of them as callbacks to the distant past, but some of these feel really obviously "Modern" which is a bit weird - as in, the frame feels like it was chosen solely to look nice. I'm sincerely curious how iconic something like Secret Plans is, for example - if anything, I'm more in favor of the Dreadmaw print foureyesisafish suggested. In the most recent Magic Mics episode (or was it the one before?) Erin actually talked a bit about this as well. Her theory was how these cards were aimed at a group of Vintage players whiom prefer using exclusively old framed cards within their decks. No idea about Secret Plans though – not gonna lie In the end, I did ponder about maybe designing a custom set using the old frames a few times in the past already – and Timespiral Remastered really makes me want to do it even more.. But then again I actually already have three completed projects I'm too lazy to even finally preview right now, so maybe I shouldn't overdo it
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Post by sdfkjgh on Mar 14, 2021 21:51:35 GMT
Now that everyone else has chimed in, I can finally toss in my first 2¢:
I got back into Magic just in time for the original Ravnica prerelease, so Time Spiral was my jam. It was the first time I ever built an actual deck by myself, not just a random pile of cards I drafted.
Ral: *Lifts index finger and opens mouth snarkily*
Alright, fine, it WAS just a random pile of cards I drafted, but it also had some internal synergy/an actual theme, dammit! So when I heard that they were remastering one of my favorite blocks,
Yes, there are several cards/reference jokes that have been expuragted from the remaster, but honestly, I don't even miss them. As far as Secret Plans, well, there's a decklist that I still need to post.
Our next question comes from ArkiThe7th: There seems to be a growing power level among rare and mythic creatures in newer sets. Especially in power and toughness compared to CMC. Bonecrusher Giant is a great example of this. It’s a 4/3 for 2R with upside. And R&D seems to be continuing to push the power level of their rare creatures. Just in Kaldheim, there’s Arni, Jorn and Varragoth as prime examples of creatures with really good bodies for their mana cost along with a really good upside. Thoughts?
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Post by Daij_Djan on Mar 14, 2021 22:39:07 GMT
I know of this as the „ Vanilla Test“, most commonly used in Limited. And yeah, just as in basically every other aspect of creatures in these past few years, power creep also plays its part here. I still remember the discussion back when Sylvan Advocate came out a few years back, but it does indeed seem WotC for a while then mostly focussed the power creep in other regions – till the base stats became a focus target again recently. Where they'll go with it in the future? Who knows.. But I'm honestly not the biggest fan.
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Post by ZephyrPhantom on Mar 15, 2021 2:49:19 GMT
sdfkjgh You sure you're not a pair of dice short?Our next question comes from ArkiThe7th: There seems to be a growing power level among rare and mythic creatures in newer sets. Especially in power and toughness compared to CMC. Bonecrusher Giant is a great example of this. It’s a 4/3 for 2R with upside. And R&D seems to be continuing to push the power level of their rare creatures. Just in Kaldheim, there’s Arni, Jorn and Varragoth as prime examples of creatures with really good bodies for their mana cost along with a really good upside. Thoughts? Funny that Daij_Djan mentioned the vanilla test, because I was about to bring up a similar litmus test - The Baneslayer Test by Patrick Chapin, dubbed based on the (in)famous Baneslayer Angel. {The Baneslayer Test itself} As quoted from here: Baneslayer Angel, back in the day, was fairly infamous for blatantly dwarfing out Serra Angel when it first came out. However, as a companion talk by Patrick Sullivan on Ravenous Chupacabra notes, power and toughness only do so much - Gigantosaurus and Scaled Wurm both die to Doom Blade at the end of the day. While there are limits to the "dies to removal argument" in balancing, I think it's fair to point out that a vanilla/pseudo-vanilla finisher has the inherent risk of always being a high mana commitment that could end up being a total blowout if your opponent has removal. I think the real problem we're seeing emerge is that previously, creatures existed in a pick-two of cheap cost, great abilities, or large P/T. Nowadays, we get cards like Uro, Titan of Nature's Wrath that are all three without any restraint. A common note about Uro is that a lot of people would have found him more reasonable if he was like Kroxa, Titan of Death's Hunger and you could only pick one option per trigger instead of getting all of them. To a lesser degree, I think a lot of people found Omnath, Locus of Creation's ability to cantrip and replace himself the straw that broke the camel's back for "pushed way too hard". In older design, it would've been simply enough to give him the Landfall effect and encourage the players to figure out how to keep him relevant on the board (something that isn't even that hard), but as is, he provides so much obvious value that it's a no-brainer to run him in any midrange value pile - something that likely contributed to his banning in Standard. In that sense, I agree there is powercreep, but I would argue it is more like that WoTC's FIRE design logic results in them being too forward with very specific chase rares. We have to keep in mind that cards like Arcum's Astrolabe still exist that aren't "conventionally" overpowered but can result in an oppressive deck taking over the metagame once people figure out how to use it. Likewise people might say Once Upon a Time or Veil of Summer was obviously busted, but I think a lot of the design draws parallels to Thassa's Oracle - making a rare exciting and flashy by giving it a very powerful additional effect. If we take away those sorts of cards I think there's more nuance to how WoTC handles power than we might assume, even in this day and age.
{Re Daij and Sylvan Advocate} Pretty odd stance for you to take when your entire Ugin essay was about WoTC overruning the game with UGx value.That is true, but I've been giving this question a lot of thought precisely because of the examples ArkiThe7th and Daij_Djan brought up for cards. I remember bits of the Sylvan Advocate discussion when it was released too, Daij - a lot of people felt that it was a ridiculous amount of value for the cost, yet five years later it doesn't even cost 1 USD and sees play in Penny Dreadful, which is a great indicator of how strong it actually has been. Coming from the perspective of a Modern or Legacy player, Sylvan Advocate is actually quite laughable for a card design - for six lands, there are payoffs like Valakut, the Molten Pinnacle and Primeval Titan that will fit into a much nastier and more effective gameplan, and for a cheap beater, it's got nothing on the likes of Tarmogoyf or even later imitators like Grim Flayer that come online faster and more efficiently. The truth is, Sylvan Advocate wasn't a very good or strong card at all in the larger picture of Magic - it was just good within the context of the Standard of the time, and unlike many of the cards that came after it, it wasn't oppressively strong - in fact, Standard would go on to get a much better two-drop in the form of Smuggler's Copter, which did get banned for overrunning Standard with Copter decks. if you want a BFZ block comparison, consider Reflector Mage, which was also banned alongside Copter for similar reasons. The differences are pretty stark - Copter, Mage, Goyf, and Flayer all create an immediate or near-immediate value gain that's far more than their mana cost should allow them to get, and decks run them because of that sheer value provided, be it through P/T advantage early game or immediate card advantage.
{Re Cards Mentioned by Arki} Taking the cards you highlighted Arki: For Jorn, I feel like he's ultimately not doing anything Seedborn Muse and Wilderness Reclamation (cards arguably on the opposite ends of the power spectrum here, relative to Standard) decks couldn't have done, and while he seems to be picked up fairly often as a Commander, with mtgtop8 only listing him top8-ing two smaller Standard events and his only real 'hit' appearance as far as I know being on an Against the Odds snow pile with Narfi. While Seth did go 4-1, he notes that his loss was to something he expected the deck to be bad against - spell-based combos that the deck can't race fast enough, and there's enough of those in Modern that I don't think that 4-1 would continue to hold water in the long run. Varragoth is incredibly slow, especially when the competition is Wishclaw Talisman and Grim Tutor. While the body might seem good, it's not all that much better than a Grimdancer especially in the face of a meta rocking Ugin, The Spirit Dragon and various other efficient payoffs like Baneslayer Angel. I think WoTC tried to give it a somewhat memorable body in hope that it'd be relatively useful to compared to other tutors, but I actually think this card isn't very impactful (and his lack of competitive standard presence on various sites like mtgtop8 and mtggoldfish seems to support this.), because at the end of the day it's clearly going to be designed and assessed as a tutor, and the body simply isn't pushed enough to overtake any of the competition. With that all in mind, I decided to look at Lightning Angel vs Mantis Rider before saying anything about Arni, which is more a sidegrade on paper (but Mantis Rider being a Human actually causes it to slot into very different shells). Both were relatively remarkable creatures for their time (Mantis Rider moreso, if we're talking competitvely), but again, nothing particularly crazy. In the era of Exava, Rakdos Blood Witch and Bloodbraid Elf, I agree I could see Arni costing 4. With the the perspective of the previous two cards in mind though, I think this is actually an example of a reasonable push to make the card more notable in general play. Arni seems like he gets played fairly often in competitive successful Gruul decks, but unlike Uro or similar, he doesn't become an oppressive deck that will leave a black mark on Magic's competitive history to come. Of the cards mentioned so far, I think Bonecrusher Giant is the only card that actually comes within range of being thought of as a rare that suggests actual evidence of powercreep via P/T, finding its way into Modern decks as a card advantage burn spell that could turn into a creature. A 4/3 creature for 2R with no restrictions is almost unheard of in Red, being a lot less difficult to pull off than Savage Knuckleblade or Loxodon Smiter which were several sets before it. That said - is it the 2R for 4/3 that makes it good, is it the fact that it's a burn spell that can be recast as a 4/3? At what point would I rather run Flametongue Kavu for a straight up 4 mana for 4 damage and a 4/2 instead, or Wasteland Strangler for a comparable 3 for -3/-3? Just something to think about.
All in all - I think the ceiling for power levels in Standard is higher than we might think it is - not that WoTC should continue to push upwards, but rather that the majority of cards don't actually screw the format over yet and historically things are more likely to get banned in Standard for being ridiculous card advantage ( Recurring Nightmare, Skullclamp, Jace, the Mindsculptor, Aetherworks Marvel) than they are for simply being big nasty creatures. Having some perspective on how Standard went in the past and how cards of the present compare to cards of the past (not just of their power in a vacuum, but how they slotted into decks of their time) can help inform us on whether cards are being pushed beyond acceptable limits or not.
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Post by dangerousdice on Mar 15, 2021 3:34:06 GMT
their goal is to excite people and make them want to buy more boosters, so obviously they make more pushed rares and mythics. I dont think it's healthy for the game in the long run, but it looks like we're stuck with it for now.
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ArkiThe7th
1/1 Squirrel
Any plant is edible if you’re not a coward.
Posts: 82
Favorite Card: Wee Dragonauts
Favorite Set: Pauper Masters (wait a second...)
Color Alignment: Blue, Red
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Post by ArkiThe7th on Mar 15, 2021 3:39:03 GMT
The general idea of power creep is something I’m fine with. What I’m worried about is growing focus on removal-based interactions. With all of these really pushed creatures that are super threatening, unless your opponent is playing aggro or tokens, you need to answer every creature your opponent plays. If you can’t, you’re probably screwed.
I’m sure some people like this play pattern, but I don’t. I think it’s more interesting when not everything is a giant threat. I like playing against aggro, where I have to gauge if I want to kill the Swiftspear or the Goblin Guide. When everything’s a threat, stuff kinda just blends together.
This push for stronger creatures also makes (wait for it) blue more powerful. Generally, in standard, cost effective removal in non-blue (especially red) colors is based on a creature’s power or toughness. Red burn spells, green fight spells, and some black kill spells. Blue, on the other hand just needs 2 mana and a counterspell. Blue is the best color at 1 for 1ing and maintaining card advantage. It can keep up with a steady flow of power crept creatures, unlike other colors. We don’t need to make blue more powerful than it already is.
This philosophy also tricks newer players. Yes, they’ll lose their minds when they realize how good of a card Baneslayer Angel is, but they’ll also pretty quickly realize how easily it dies to a simple removal spell. That’s not a lot of fun for their first standard experience.
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Post by ZephyrPhantom on Mar 15, 2021 3:44:21 GMT
their goal is to excite people and make them want to buy more boosters, so obviously they make more pushed rares and mythics. I dont think it's healthy for the game in the long run, but it looks like we're stuck with it for now. I suppose I'll briefly play devil's advocate here in the interest of stirring up discussion: But how pushed were the majority of rares in Kaldheim and Zendikar Rising, really? What makes Goldspan Dragon more terrifying than Stormbreath Dragon 8 years ago? Did Skyclave Apparition and Scourge of the Skyclaves really break new ground, or were they simply their respective colors matching Lotus Cobra? Alternatively, when's the last time you saw someone talk about Toralf, God of Fury? A lot of card games would throw everything out the window to make Thor the most powerful card in the set. Toralf in the wrong Standard deck isn't much better than Juggernaut or Rampart Smasher. The general idea of power creep is something I’m fine with. What I’m worried about is growing focus on removal-based interactions. With all of these really pushed creatures that are super threatening, unless your opponent is playing aggro or tokens, you need to answer every creature your opponent plays. If you can’t, you’re probably screwed. I’m sure some people like this play pattern, but I don’t. I think it’s more interesting when not everything is a giant threat. I like playing against aggro, where I have to gauge if I want to kill the Swiftspear or the Goblin Guide. When everything’s a threat, stuff kinda just blends together. This push for stronger creatures also makes (wait for it) blue more powerful. Generally, in standard, cost effective removal in non-blue (especially red) colors is based on a creature’s power or toughness. Red burn spells, green fight spells, and some black kill spells. Blue, on the other hand just needs 2 mana and a counterspell. Blue is the best color at 1 for 1ing and maintaining card advantage. It can keep up with a steady flow of power crept creatures, unlike other colors. We don’t need to make blue more powerful than it already is. This philosophy also tricks newer players. Yes, they’ll lose their minds when they realize how good of a card Baneslayer Angel is, but they’ll also pretty quickly realize how easily it dies to a simple removal spell. That’s not a lot of fun for their first standard experience. I think that's a fair point and definitely something specific to how people want to play Magic (what with how formats develop in different directions). My point was more along the lines that I think P/T is overrated as a factor in this change in dynamic. A lot of the cards I've described either do something on entering the battlefield right away, or have to have such a large amount of power and toughness that lacking that isn't an issue - in other words, P/T has to get emphasized every hard to overcome the value spam of comparable cards like Ugin/Omnath/Uro where they're doing a billion things the moment they land. (This is why I disagree with Varragoth in particular as an example of power creep, because it's fundamentally too slow to be a threat - it's fundamentally too slow to even be one of the better tutors in Standard. I do agree that he, and other cards you have listed, are designed on based on a philosophy of everything seeming like a threat that needs to be answered sooner than later, though.) You do make a good point that how removal is perceived changes very sharply, in part due to how certain restrictions don't scale as well with these pushed standards. I think this actually contributes to the idea of "White is no longer the color of removal" as well that has been floated about by figures such as Tolarian Community College's Professor - color removal in general has had to get stronger and more broad to handle more heavily pushed creatures, which reduces the point of White getting removal that can hit anything (at the cost of not getting much card draw as a color). One thing I will note though is that if done right, threats in a format should still have varying degrees of danger based on the context that they're played in, and there is some skill in assessing which threats need to be removed and which need to be let through. In your experience, did older Standards see more cards played that were less not immediate threats or more gradual build ups to a larger gameplan?
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ArkiThe7th
1/1 Squirrel
Any plant is edible if you’re not a coward.
Posts: 82
Favorite Card: Wee Dragonauts
Favorite Set: Pauper Masters (wait a second...)
Color Alignment: Blue, Red
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Post by ArkiThe7th on Mar 15, 2021 6:15:29 GMT
I’m a fairly recent standard player, so I can’t speak on my own experience. But it seems like we’re seeing more and more Thragtusks and Restoration Angels with every year. In other words, cards that are just straight value without much build-up. I don’t think there are nearly as many older cards that are built that way. The main one I can think of is Flametongue Kavu, and that one’s been power-crept to non-play.
That might be a trend, actually.
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Post by sdfkjgh on Mar 15, 2021 19:02:02 GMT
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foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Mar 16, 2021 12:08:55 GMT
No real thoughts.
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Post by sdfkjgh on Mar 16, 2021 21:46:05 GMT
I don't have much to say on the subject that any different than what ZephyrPhantom said much better than I ever could, except to reiterate that there seriously needs to be fewer cards that not only just wreck your entire board &/or strategy, but also stick around to further rub your nose in it, like fucking eugene need to be permabanned all to fucking hell, and any further attempts to design similar cards must be met with immediate termination.
Also under such harsh penalties needs to be designs that not just ignore the mana system, but snap its neck, desecrate the corpse, then piss on it. I'm talking the dreaded "without paying its mana cost". That one phrase needs to be retired for at least 5 years. Sure, there's a Council of Colors, but where's the Council of Mana? Where are the people who are making sure turns 1-4 don't look like turns 8-∞? Who will defend and uphold Rule #1?
Does anyone have any additional thoughts before we move onto the next question?
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Post by ZephyrPhantom on Mar 16, 2021 22:45:03 GMT
Well, I've got plenty of questions for future panels from this discussion alone, that's for sure. ^^ If everyone else is cool with it I'm looking forward to the next question. (Also, I imagine the Council of Mana is supposed to be Play Development Team currently, but if their history with Oko is any indication that may be up for debate. )
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Post by sdfkjgh on Mar 17, 2021 1:00:18 GMT
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Post by dangerousdice on Mar 17, 2021 1:11:39 GMT
I think that 3-4 should be the limit, though more is okay in small amount.
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Post by ZephyrPhantom on Mar 17, 2021 2:00:50 GMT
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foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Mar 17, 2021 11:29:47 GMT
I don't think there should be a hard limit, just precautions taken. I feel like looking at big numbers of cards in your library can be justified in some instances, but not in others. It's like most things in card design. No hard-fast rules, just general principles.
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Post by sdfkjgh on Mar 17, 2021 16:14:40 GMT
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Post by ZephyrPhantom on Mar 17, 2021 17:01:16 GMT
If we're talking set values, I agree with foureyesisafish that it's context dependent. Looking at the top five cards of your library for 15 mana is very different than looking at the top five cards for one mana. Additionally, what you're able to do with those cards matters a lot. Index is much weaker than Ancient Stirrings. Re:Muxus I agree he's strong but the scaling upward is pretty predictable from Collected Company. I've always thought Deploy the Gatewatch was pretty weak for its time and a quick search reveals that it's gotten no top 8s in any events at all - so maybe Muxus would be perceived as more fair if you could only play up to two goblins off him. The ideal power level for cards of this kind in the Standard/Historic/Pioneer range seems to be probably somewhere between Muxus and Deploy the Gatewatch, with Collected Company sitting roughly in the middle.
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Post by Daij_Djan on Mar 17, 2021 17:58:40 GMT
Personally, I think having a fixed number would indeed be difficult, since the powerlevel of the card depends massively on the effect itself (obviously). For example even though Commune with Nature and similar effects look at five cards, I don't think anyone ever considered it being broken and/or overpowered. Also the format the card is being played in plays a massive role as well. Winota, Joiner of Forces quite obviously looks like a card mostly aimed at the Commander format, where due to the higher variance of the format you by default need a higher value to not whiff as often - while the same card in a 60 card format's deck has a much higher chance to hit a target, even without Agent of Treachery in mind..
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Post by ZephyrPhantom on Mar 17, 2021 18:54:51 GMT
Random fun fact, there's exactly one card that looks at the top eight cards of your library. Can you guess which one it is without having to look it up? {Guess the Color}Red {Guess the Type}Creature {Guess the Set}Ice Age, Time Spiral
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Post by sdfkjgh on Mar 18, 2021 0:31:56 GMT
Personally, I think having a fixed number would indeed be difficult, since the powerlevel of the card depends massively on the effect itself (obviously). For example even though Commune with Nature and similar effects look at five cards, I don't think anyone ever considered it being broken and/or overpowered. Also the format the card is being played in plays a massive role as well. Winota, Joiner of Forces quite obviously looks like a card mostly aimed at the Commander format, where due to the higher variance of the format you by default need a higher value to not whiff as often - while the same card in a 60 card format's deck has a much higher chance to hit a target, even without Agent of Treachery in mind.. Would an easy fix for Winota have been a preemptive "This card is only legal in Commander" ruling? Because we saw time and again with Ikoria, they designed for Commander, at the expense of all other formats, almost as if they never even realized how different Commander is from 60- or 75-card formats, or how detrimental attempting to force the constraints of the one on the other would be.
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