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Post by kefke on Sept 27, 2021 3:31:30 GMT
Fog isn't off-color for Green. Fog is a part of Green's original color identity. For that matter, so is deathtouch. Green is where those kinds of effects originated, before there was a name for them. The reason why Green feels like such a mess is because it's suffered more drift in its identity than any other color. It didn't used to be the "straightforward, stomp with big creatures" color. It morphed into that. (Heck, back in the day, Green was the "flying weenies" color, and it's where they originally put Faeries.)
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Post by hydraheadhunter on Sept 27, 2021 10:09:34 GMT
Green's got access to a lot of things that seem questionable when you stop a think about both the strengths and weaknesses Green are supposed to have (Fog effects spring to mind as the most "what?" to me personally) and in terms of how each color interacts with the other (if you want to do multicolor you basically have to include Green because Green gets to be defined as "the color that uses other colors" for some reason), but that's an entirely different discussion. Personally, if I could snap my fingers and replace Deathtouch as Black/Green's overlap keyword with something else, I'd either go with that "Daunt" pseudo-keyword that's showed up a couple of times (This can't be blocked by creatures with power 2 or less.) or the something like "Creatures with power less than this can't block it." Both would fit pretty cleanly into a lot of what Black/Green does and are pretty evocative for how they operate, though the latter feels like it has a bit too much overlap with Trample. More importantly, it forces Green to be aggressive with big creatures as opposed to just threatening death with little creatures, which can still be Black's thing. I don't think a keyword only showing up in a single color is an inherently bad thing. The color pie isn't about keyword/mechanic quotas, it's about what each color can and can't do and what situations they can and can't interact with. And see, to that mindset I have a small issue: magic at its core is a game about interacting with the other players at the table (exceptions include: prison, protean hulk TZK), and to that point I think you should be able to sit down with whatever color you want and have the possibility of interacting with whatever deck happens to be across the table. The color pie is about, in my opinion, how well each color interacts with situations, rather than a binary choice of if that color interact at all. The example I want to cite here is red. Red is generally bad at dealing with enchantments, but it still has ways a few ways of interacting with them: the king among them Enchanter's Bane. That what I mean when I say breaks and bends are an important part of making the color pie model work. Red shouldn't have no answers to enchantments: its answers should just be worse than green-white's. (SIMILARLY: LET WHITE DRAW CARDS DAMN IT.) To that point, I agree that the original design that sparked this discussion was probably a bit too good of a creature remover to match green-blue's power level along that axis.
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Sept 27, 2021 13:17:53 GMT
Green's got access to a lot of things that seem questionable when you stop a think about both the strengths and weaknesses Green are supposed to have (Fog effects spring to mind as the most "what?" to me personally) and in terms of how each color interacts with the other (if you want to do multicolor you basically have to include Green because Green gets to be defined as "the color that uses other colors" for some reason), but that's an entirely different discussion. Personally, if I could snap my fingers and replace Deathtouch as Black/Green's overlap keyword with something else, I'd either go with that "Daunt" pseudo-keyword that's showed up a couple of times (This can't be blocked by creatures with power 2 or less.) or the something like "Creatures with power less than this can't block it." Both would fit pretty cleanly into a lot of what Black/Green does and are pretty evocative for how they operate, though the latter feels like it has a bit too much overlap with Trample. More importantly, it forces Green to be aggressive with big creatures as opposed to just threatening death with little creatures, which can still be Black's thing. I don't think a keyword only showing up in a single color is an inherently bad thing. The color pie isn't about keyword/mechanic quotas, it's about what each color can and can't do and what situations they can and can't interact with. And see, to that mindset I have a small issue: magic at its core is a game about interacting with the other players at the table (exceptions include: prison, protean hulk TZK), and to that point I think you should be able to sit down with whatever color you want and have the possibility of interacting with whatever deck happens to be across the table. The color pie is about, in my opinion, how well each color interacts with situations, rather than a binary choice of if that color interact at all. The example I want to cite here is red. Red is generally bad at dealing with enchantments, but it still has ways a few ways of interacting with them: the king among them Enchanter's Bane. That what I mean when I say breaks and bends are an important part of making the color pie model work. Red shouldn't have no answers to enchantments: its answers should just be worse than green-white's. (SIMILARLY: LET WHITE DRAW CARDS DAMN IT.) To that point, I agree that the original design that sparked this discussion was probably a bit too good of a creature remover to match green-blue's power level along that axis. You can interact with players without interacting with every single object that affects the board state. Enchanter's Bane is neither a break NOR a bend, it's just not an effect that's particularly common.
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Sept 27, 2021 13:20:13 GMT
Fog isn't off-color for Green. Fog is a part of Green's original color identity. For that matter, so is deathtouch. Green is where those kinds of effects originated, before there was a name for them. The reason why Green feels like such a mess is because it's suffered more drift in its identity than any other color. It didn't used to be the "straightforward, stomp with big creatures" color. It morphed into that. (Heck, back in the day, Green was the "flying weenies" color, and it's where they originally put Faeries.)
I get that your design sensibilities are exclusively based on Alpha, but the Pie's changed over the last two decades. Ritual effects, for example, haven't been Black for ages. It was moved to Red. "It was like this back before half of the people on this forum were born" is, to put it bluntly, unconvincing. The game's changed.
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Post by Daij_Djan on Sept 27, 2021 14:14:15 GMT
But not all of it? Just like First Strike and Haste in red, Fogs have always been green since the beginning till today. Sorry, but that's a simple fact. Just because part of the orginal color pie has changed (not like that concept even existed in Alpha) other parts don't have to be moved just "because". You might not like Fog in green - that's fine - but this argument is flawed, sorry.
Green's got access to a lot of things that seem questionable when you stop a think about both the strengths and weaknesses Green are supposed to have On the one had I get what you mean, but on the other I'm glad colors aren't just one trick ponies either. Just because green is supposed to be best at "hitting with dumb beaters" (not meant in a negative way - I love that gamestyle ) doesn't mean it's not supposed to have access to other gameplans - that's imho not relly what the color pie tries to accomplish either.
But as interesting as it is, this feels like a discussion worth its own thread - especially since I'll close this one in probably around two hours
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Post by kefke on Sept 27, 2021 15:21:27 GMT
Fog isn't off-color for Green. Fog is a part of Green's original color identity. For that matter, so is deathtouch. Green is where those kinds of effects originated, before there was a name for them. The reason why Green feels like such a mess is because it's suffered more drift in its identity than any other color. It didn't used to be the "straightforward, stomp with big creatures" color. It morphed into that. (Heck, back in the day, Green was the "flying weenies" color, and it's where they originally put Faeries.)
I get that your design sensibilities are exclusively based on Alpha, but the Pie's changed over the last two decades. Ritual effects, for example, haven't been Black for ages. It was moved to Red. "It was like this back before half of the people on this forum were born" is, to put it bluntly, unconvincing. The game's changed. Is there a reason why every response you make to me comes across as so hostile? I am not nearly so rude to you, yet you seem determined to insult me at every turn.
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Sept 27, 2021 15:21:47 GMT
But not all of it? Just like First Strike and Haste in red, Fogs have always been green since the beginning till today. Sorry, but that's a simple fact. Just because part of the orginal color pie has changed (not like that concept even existed in Alpha) other parts don't have to be moved just "because". You might not like Fog in green - that's fine - but this argument is flawed, sorry. Green's got access to a lot of things that seem questionable when you stop a think about both the strengths and weaknesses Green are supposed to have On the one had I get what you mean, but on the other I'm glad colors aren't just one trick ponies either. Just because green is supposed to be best at "hitting with dumb beaters" (not meant in a negative way - I love that gamestyle ) doesn't mean it's not supposed to have access to other gameplans - that's imho not relly what the color pie tries to accomplish either. But as interesting as it is, this feels like a discussion worth its own thread - especially since I'll close this one in probably around two hours There's a pretty wide gulf between "having access to a variety of game plans" and "having a tool that that covers a weakness a color is explicitly supposed to have." Green's supposed to rely on its creatures when it comes to dealing with opponent's creatures. Having the ability to turn combat off goes entirely counter to that notion. "They had it in Alpha" is just as weak a point, if not weaker, than "The game has changed." Blue used to get direct damage. Should we make sure Blue still has that two decades later just because it had it "since the beginning"?
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Post by kefke on Sept 27, 2021 15:37:39 GMT
But not all of it? Just like First Strike and Haste in red, Fogs have always been green since the beginning till today. Sorry, but that's a simple fact. Just because part of the orginal color pie has changed (not like that concept even existed in Alpha) other parts don't have to be moved just "because". You might not like Fog in green - that's fine - but this argument is flawed, sorry.
On the one had I get what you mean, but on the other I'm glad colors aren't just one trick ponies either. Just because green is supposed to be best at "hitting with dumb beaters" (not meant in a negative way - I love that gamestyle ) doesn't mean it's not supposed to have access to other gameplans - that's imho not relly what the color pie tries to accomplish either.
But as interesting as it is, this feels like a discussion worth its own thread - especially since I'll close this one in probably around two hours There's a pretty wide gulf between "having access to a variety of game plans" and "having a tool that that covers a weakness a color is explicitly supposed to have." Green's supposed to rely on its creatures when it comes to dealing with opponent's creatures. Having the ability to turn combat off goes entirely counter to that notion. "They had it in Alpha" is just as weak a point, if not weaker, than "The game has changed." Blue used to get direct damage. Should we make sure Blue still has that two decades later just because it had it "since the beginning"? That's actually a good question. However, this is one area where I do actually think that classic Magic design was superior. Reducing the prevalence of land destruction and color hate was an objectively good move. Giving Red more tricks, like rituals, creature theft, and impulse draw, made Red decks more interesting to design and play. However, I don't agree with the point of modern design that holds that each color should have certain "hard" weaknesses. That is, things that they just Do Not Do. If a color is going to get a change, it should make the game more fun, or at least more interesting, to play. Hard weaknesses, at least in my opinion, don't do that, though. Instead, they lead to some very boring, stale, and non-interactive games. It's a fact that mono decks just aren't as viable as they once were. If you have a deck that Doesn't Do whatever is needed to counter the opponent's strategy, then they just get to sit there and win. In older design, that was much less likely to happen, because colors didn't just not do things, they did them worse, or less efficiently. Soft weaknesses. Like with Blue burn. They got it, yes, but it was always either cost inefficient compared to Red (or even Black), or came with some drawback, like a Psionic Entity (which is actually both overcosted, and has a drawback). Design like this ensured that there was never a game in which one player just has to sit there and take it...or at least, that if there was, it was through a fault of their own deck construction. To me, if you have one design philosophy that says "Some matchups just can't be won." and one that says, "With forethought, every player has a chance.", then it's clear which should be considered superior design.
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the5lacker
3/3 Beast
Posts: 198
Favorite Card: The Reality Chip
Favorite Set: Kaladesh
Color Alignment: White, Blue
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Post by the5lacker on Sept 27, 2021 15:45:15 GMT
There's a pretty wide gulf between "having access to a variety of game plans" and "having a tool that that covers a weakness a color is explicitly supposed to have." Green's supposed to rely on its creatures when it comes to dealing with opponent's creatures. Having the ability to turn combat off goes entirely counter to that notion. "They had it in Alpha" is just as weak a point, if not weaker, than "The game has changed." Blue used to get direct damage. Should we make sure Blue still has that two decades later just because it had it "since the beginning"? That's actually a good question. However, this is one area where I do actually think that classic Magic design was superior. Reducing the prevalence of land destruction and color hate was an objectively good move. Giving Red more tricks, like rituals, creature theft, and impulse draw, made Red decks more interesting to design and play. However, I don't agree with the point of modern design that holds that each color should have certain "hard" weaknesses. That is, things that they just Do Not Do. If a color is going to get a change, it should make the game more fun, or at least more interesting, to play. Hard weaknesses, at least in my opinion, don't do that, though. Instead, they lead to some very boring, stale, and non-interactive games. It's a fact that mono decks just aren't as viable as they once were. If you have a deck that Doesn't Do whatever is needed to counter the opponent's strategy, then they just get to sit there and win. In older design, that was much less likely to happen, because colors didn't just not do things, they did them worse, or less efficiently. Soft weaknesses. Like with Blue burn. They got it, yes, but it was always either cost inefficient compared to Red (or even Black), or came with some drawback, like a Psionic Entity (which is actually both overcosted, and has a drawback). Design like this ensured that there was never a game in which one player just has to sit there and take it...or at least, that if there was, it was through a fault of their own deck construction. To me, if you have one design philosophy that says "Some matchups just can't be won." and one that says, "With forethought, every player has a chance.", then it's clear which should be considered superior design. You know how you get out-of-color effects inefficiently? Colorless cards. We already have a system in place for that. We don't have to break the color pie just to have "forethought" be a factor. Also, stop extrapolating out single interactions into entire matchups. If your creatureless Green deck keeps losing to creature strategies, that's not a sign that the game is bad, it's a sign that you're building bad decks that don't use the strengths of its colors. Colors not being able to do things isn't a flaw, it's the core, foundational structure of the game. It's the literal, sum-total reason there are multiple colors in the first place: Each color has strengths and weaknesses. "Forethought" should include bringing the right tools for the job, and that includes selecting the right colors to do the things you want to do.
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Post by Daij_Djan on Sept 27, 2021 15:53:49 GMT
"They had it in Alpha" is just as weak a point, if not weaker, than "The game has changed." Blue used to get direct damage. Should we make sure Blue still has that two decades later just because it had it "since the beginning"? Sorry, but now it feels you're taking my comments completely out of context and twisting my words. First of all: Not in Alpha, but since Alpha. You argued with kefke about Fog having always been part of green's color pie would be no argument since the color pie has changed over tme - and all I said was that there would be parts of it that have never changed. That's literally all I said. You might still think Fog should not be part of green's color pie - and that is a valid stand, no doubt - but that's just your personal take on the matter and has nothing to do with the prior argument at all? EDIT: Damn, now I accidently changed your original text rather than just quoting you xD Will restore it in a few seconds.. EDIT 2: Fixed it, sorry about that.
Each color has strengths and weaknesses.
I think the big question is, how far one thinks "weaknesses" should go. Are we talking about "this should be harder to pull of" or are we talking about "it should be impossible". And no, I'm not talking about just messing with costs and making individual cards less efficient.
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Post by quazerflame on Sept 27, 2021 16:03:17 GMT
I didn't mean to start a huge discussion. Sorry.
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Post by Daij_Djan on Sept 27, 2021 16:04:13 GMT
I didn't mean to start a huge discussion. Sorry. No need to apologize, seriously - discussions about card design are part of the forum afterall
But seriously, I'll need to close this thread for now
If anyone wants to continue this discussion, feel free to open a seperate thread and I'll gladly copy over the posts from this one
This thread is now closed, the poll can be found here. And here's the next challenge!
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