Super agreed! :) You use the same logic as I do when deciding on how to word my cards.
Maaaaybe we can compromise and word it like this:
“If you lost the first game of this match..effect”
This would lead to it being active ONLY if you are on a comeback-train. It would activate 50 % of all...
And if you won the first game and lost the second game, then the score is 1-1 in the match and the ‘comeback’ keyword should not be active. You’re not in a comeback situation when you are exactly even with your opponent.
If we want it to be a comeback mechanic then it should 100 % not turn on when the score is 1-1 since then it is no longer a comeback.
I vote for the wording that includes that you have to be behind in order for it to activate.
What is the best green planeswalker on the generic good stuff power scale?
Does mono green have anything remotely close to Gideon, Ally of Zendikar, Jace, the Mind Sculptor, Liliana of the Veil and Chandra, Torch of Defiance?
FYI we use Match (Best of 3 games) and Games in Denmark.
Sometimes less is more. If the exciting part of the card kicks in only 1/3 of the games = Even more exciting. If it kicks in relatively often = Less exciting.
That is something we learned from Game of Thrones ;)
However you would only play the heck out of that Spell Sink during Game2 and Game3.
I feel like the power-gap between original spell and sleightly upgraded spell has to be smaller. A whole +1 card advantage is too much if you ask me.
I am going to test a “comeback” card in each color and will...
That’s cool on paper but in reality it will be a card you always sideboard into your deck in game 2 or 3.
No? I could be wrong. I guess if the card would be on par at first and could be upgraded for a sleightly better version later.. Say original creates two tokens and the upgraded creates three?
Yes I have experience with that effect. Some like it and some don’t. Almost nobody cares when it’s just a few points of life but almost everyone hates it when it’s an evergrowing Hydra.
Some say it does not feel fair to be on the receiving end of something that is stronger based on the...
Just wanted to show some designs that felt very close to the ones debated recently.
As regard to finding lands outside the game, we've had this guy in the Fantasy Cube for some time. In our environment you draft the basic lands with the cards.
As regard to Ancient Wurm that grows over the...
Oh and I still think it’s an interesting design. Something I have done before and I find it cool.
It interesting, original, clean and one could even call it a great design. Someone should test it :P
What? Less cards? What are you talking about? My my definition shared by those who make the game has many requirements. Therefore a card cannot be elegant if it only succeeds on one account and fails on others.
It was not an assumption since I did not assume it (hence the word.) I derived it...
I can’t presume to speak for Ondezeeboot but what we can derive from the debate is that for a card to be elegant the only requirements is ‘few words on the card’ which is as narrow as it gets. That’s what we normally call ‘clean’ because the card looks clean from all the words.
My definition of...
I think if your argument for elegant is ‘It has less card text.’ then I believe it is a very narrow way of looking at a complex term.
For a card to be elegant:
1. It must serve the right purpose (Set, format, game)
2. It must have a clear card text, brief and precice.
3. It must be very...
I do not think that is very fair.
You put a card design up on the forum in order for it to be evaluate but then dislike the honest feedback. Was I suppose to do anything else?
I do not think it is fair to call my view on elegance and design for narrow since all I did was call both of your...
Nope. None of your designs were elegant in my personal opinion. I never claimed the left side was elegant. However it is only my opinion and it is nothing personal!
I believe I have answered the other questions already. It is always fine to test weird things but the common ground is this: It is...