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  1. Grillo_Parlante

    General How to make white aggro not suck.

    I don't know if you can really think of it as white aggro without taking into account other colors. W/g lends itself to vertical growth, w/b recursive, w/r horizontal growth, hyper aggro, or recursive, and w/u more velocity driven or disruptive. There are various decent pieces of tech within...
  2. Grillo_Parlante

    The Orzhov Oppression Cube (Color Imbalance, 360 Non-Powermax)

    No it makes sense. I think you have a good grasp of the issues. Tri color fixing I am worried about, as well as the way curves will play out, but I was also worried about b/w fixing. Its just very difficult to get an idea of how rational those concerns are by toying with the list on cube...
  3. Grillo_Parlante

    Card/Deck Single Card Spotlight

    If you are running a high powered format i'm not sure either card is better than other things you could be doing with 3 mana. Foremost does send really bad signels though.
  4. Grillo_Parlante

    The Orzhov Oppression Cube (Color Imbalance, 360 Non-Powermax)

    The curve seems a bit high for the b/w cards, which makes it seem to me that the 4-6cc part of the curve will fill up pretty quickly. Is there really space for cards like rot feaster maggot, which is a role player, but has to compete with ample powerful alternatives in that slot? I like the...
  5. Grillo_Parlante

    The Orzhov Oppression Cube (Color Imbalance, 360 Non-Powermax)

    Hmmm....could we talk about the mana base a little bit? I was having a very difficult time supporting a rug deck. I'm not sure thats a design of the cube, or if the fixing could be better.
  6. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    Thats fine, but its important to recognize that this perspective is a choice on your part, and dosen't recognize what is or what might be. That notion of needing a full time team of testers to produce a stable format isn't actually based on anything but conjuecture, as is suggesting that my...
  7. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    The problem with this is argument though is that it just ends up being a self-imposed intellectual dead end. Magic formats go stale because they are built to be a consumable experience to facilitate wotc's business model. Despite this, There are examples from eternal formats (legacy) of...
  8. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    Yes, the actual descriptions being presented are reasonable, though the term "diversity" dosen't really feel right. By having weakness/strengh built into the core identity of how parts of the cube interact, it forces people to take into account the cube's negative and positive spaces either...
  9. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    The thing that I really like about fulminator Mage is that you can use it with rise // fall or kolaghan's command in an unearth recursion style deck. The neat thing about having tokens in the format, is that you can run a broader suite of disruptive removal. consume the meek evacuation stun...
  10. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    The problem I have with suture priest, is where else does it go? Token decks. There are a bunch of different approaches you can take. Wide token mechanics are very strong against most forms of spot removal by design. Any sort of pinging effect, pyroclasm effect, mass bounce, or damage split...
  11. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    I've tried to make some sketches, here, but the harder part is that higher power cards are so much more nuanced that lower power cards, that fully understanding everything they can do, and presenting it in a way where plays will understand it, I'm finding hard. Theres only one eternal format I'm...
  12. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    Its ok, honestly I was rather enjoying you and fsr's deconstruction of the extra credits episodes, which was actually very helpful. Because of all of the bouncelands and other CIPT lands, the format is slower, so our turn 4 feels somewhat approximate to a normal formats turn 2, in the sense...
  13. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    Its at a point where the amount of inertia to overcome for a new card to enter it is very high. Because of the ways cards interact with another, I would fight most cuts at this point (you could probably convince me on goldnight commander and maybe triad of fates). In the Penny cube, card...
  14. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    If you don't want to engage in the conversation you don't have to post. You keep on expecting me to prove a negative, which I can't do, and it just isn't possible to have a productive conversation on these terms. I very clearly stated that the evaluations of the cards changed in response to...
  15. Grillo_Parlante

    (and) Another MORPH cube

    Yeah, I agree the confluences look nuts. Blue confluence is way better than cryptic, but the spell I think you want anyways is rewind Wretched confluence is backbreaking good. Resolving that spell is basically going to feel like resolving a 5 mana, instant speed, cruel ultimatum. I would...
  16. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    Yeah, it is 100% worth it. Its a great feeling of accomplishment knowing you have a format that can be considered finished, as is watching players grow and develop with it, especially when it stands up to their attempts to break it. Wasteland is a card for a completely different format, one...
  17. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    Right, we are all in agreement on this, its just a tremendously awkward concept to describe otherwise. Again, the troll/edict example is just a simplified example, and not to be taken literally. The idea is to have a change occur on a dimension of play which creates a play-counter play...
  18. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    Fully aware of the risk of enraging people, I have decided to post the extra credits video where I saw the noob tube concept. BEHOLD What I further liked about this was where he discusses first order optimal strategies, which I find are a plague upon cube, and while this may not represent a...
  19. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    There are ups and downs to this, too diverse environments tend to reward prioritizing assertive strategies and ubiquitous answers, making them fairly easy to solve. The benefit is that the sheer size of the sandbox provides a sort of artificial depth to play in, until you realize that a certain...
  20. Grillo_Parlante

    General [Design Discussion] Perfect Imbalance

    I'm really not that concerned about the label we want to attach to it: opaque game design is fine if thats what you want. If you want to frame it as an ouroboros rather than a cycle thats fine too.
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