Post by sdfkjgh on Oct 7, 2022 2:28:05 GMT
I have a huge problem with spellbooks, and it's only been made clear with Goblin Influx Array: spellbooks should run out, and there should be no duplicates!
Let's take Goblin Influx Array as an example, as I just lost to it, again, even after getting one of my own off of Nantuko Slicer (I was playing the Domain Domination event deck). This is the Array's spellbook. How spellbooks should work is, you get ONE of each card in the spellbook, and once a card from a spellbook is drafted, it is removed from that spellbook for the rest of the game. Use up all the cards from that spellbook? 1) Congratulations, you just participated in a long-ass, grindy, and prolly annoying game; and 2) too bad, you don't get any others for that spellbook.
If we wanna get any more restrictive, we can say that ALL copies of a card with a spellbook draw from the same spellbook, meaning that using up a spellbook card is irrespective of copy or "new object" rules. We could even restrict it further by saying that that irrespectability also extends to players.
Goblin Influx Array basically takes every consideration of game balance, screw, flood, catch-up, pretty much everything that WotC has been saying is fundamental to the game for decades, lights it on fire, and tosses it out the window!
I'm fine with spellbooks that have a natural limit. I am absolutely incensed by an unlimited supply of now almost free dudes that all do something to further contribute to your demise, without you ever having to work for it!
Imagine this card:
Utter Bullshit
Enchantment
This card can't be removed from your deck if you're not playing for ante.
Flash
This spell costs less to cast if you've breathed this turn. (To cast it for less, you add .)
This spell can't be countered.
You may cast this spell from any zone.
Spells you cast, activated abilities you activate, and triggered abilities you control can't be countered.
Mana payments you make cost less to make. If this would lower a mana payment to below , add that much .
You and permanents you control have hexproof and can't lose hexproof.
Permanents you control have indestructible and can't lose indestructible.
You can't lose control of permanents you control.
Creatures you control have vigilance, trample, haste, reach, lifelink, deathtouch, and double strike.
If a creature you control's toughness would be decreased, that creature's power and toughness are perpetually increased by that amount instead.
At the beginning of each player's end step, turn all face down cards in exile face up, then return all permanent cards in all graveyards and in exile to the battlefield under your control. You now own those cards.
Nevermind the Spark Fiend levels of wordiness, just realize that no matter what, it allows you to ALWAYS HAVE EVERYTHING YOU COULD EVER WANT OR NEED IN A GAME!! A good game designer's goal isn't to give the players that, it's to made it harder for them to get their every desire. The Array is just inherently broken, and once again R&D has pushed things way too far in their pursuit of "Is this fun?", without a care in the world for "Is this fun to play against?"
Let's take Goblin Influx Array as an example, as I just lost to it, again, even after getting one of my own off of Nantuko Slicer (I was playing the Domain Domination event deck). This is the Array's spellbook. How spellbooks should work is, you get ONE of each card in the spellbook, and once a card from a spellbook is drafted, it is removed from that spellbook for the rest of the game. Use up all the cards from that spellbook? 1) Congratulations, you just participated in a long-ass, grindy, and prolly annoying game; and 2) too bad, you don't get any others for that spellbook.
If we wanna get any more restrictive, we can say that ALL copies of a card with a spellbook draw from the same spellbook, meaning that using up a spellbook card is irrespective of copy or "new object" rules. We could even restrict it further by saying that that irrespectability also extends to players.
Goblin Influx Array basically takes every consideration of game balance, screw, flood, catch-up, pretty much everything that WotC has been saying is fundamental to the game for decades, lights it on fire, and tosses it out the window!
I'm fine with spellbooks that have a natural limit. I am absolutely incensed by an unlimited supply of now almost free dudes that all do something to further contribute to your demise, without you ever having to work for it!
Imagine this card:
Utter Bullshit
Enchantment
This card can't be removed from your deck if you're not playing for ante.
Flash
This spell costs less to cast if you've breathed this turn. (To cast it for less, you add .)
This spell can't be countered.
You may cast this spell from any zone.
Spells you cast, activated abilities you activate, and triggered abilities you control can't be countered.
Mana payments you make cost less to make. If this would lower a mana payment to below , add that much .
You and permanents you control have hexproof and can't lose hexproof.
Permanents you control have indestructible and can't lose indestructible.
You can't lose control of permanents you control.
Creatures you control have vigilance, trample, haste, reach, lifelink, deathtouch, and double strike.
If a creature you control's toughness would be decreased, that creature's power and toughness are perpetually increased by that amount instead.
At the beginning of each player's end step, turn all face down cards in exile face up, then return all permanent cards in all graveyards and in exile to the battlefield under your control. You now own those cards.
Nevermind the Spark Fiend levels of wordiness, just realize that no matter what, it allows you to ALWAYS HAVE EVERYTHING YOU COULD EVER WANT OR NEED IN A GAME!! A good game designer's goal isn't to give the players that, it's to made it harder for them to get their every desire. The Array is just inherently broken, and once again R&D has pushed things way too far in their pursuit of "Is this fun?", without a care in the world for "Is this fun to play against?"