I dunno, did you shuffle your deck really thoroughly? I think it's very common to pick upp lands from last game and accidentally create pockets of them in your deck even if you shuffle a bit
Maybe then I'll actually consider some future UB cards for my cube.
Maybe Doctor Otto Octavius, Lex Luthor or Tywin Lannister will find your interest (Come back in 3 years and see all these actually work with Scryfall)
That's Magic, the good and the bad. The same system that can screw/flood is also one that allows players/drafters to fully customize the decks they're building. I'd be cautious of trying to tinker with it too much.How do you guys reduce nongames? Had a game today where I drew 9 lands out of 10 draw steps in DSK draft today with a 16 land deck that cracked a Terramorphic Expanse. The game after that was a mull to 5. That's unfun for both players and shouldn't be able to happen.
The mana system sucks, but this is the game that everyone I know plays and it's a game that I still love, despite the fact that sometimes I don't get to play when I play.
I have some ideas, but I'm hoping there's something I missed. MDFCs, landcycling, 1 mana hand smoothers all come to mind.
That said, I'm in the brainstorming phase of an Ultimate Showdown of Ultimate Destiny cube. Giving Cap Ash's Shovel to help get past Optimus Prime tickles a spot in my brain that hasn't been activated since I was a kid in the schoolyard.
Yep. Got all that.Surveil and scrylands like Miticulous Archive or Temple of Epiphany.
Double-faced spell/lands like Bala Ged Recovery or Sink Into Stupor.
Cantrips like Preordain or Brainstorm.
Lands that can do something if you flood like Eiganjo, Seat of the Empire or Castle Vantress or Junktown or Restless Anchorage or Fetid Pools.
Spells that can do something if you screw like Weathered Wayfarer or Land Tax.
Spells that can be cast for a cheap or an expensive mana cost like Cyclonic Rift or Dwarven Reinforcements. Or the more extreme variant like Fury or Force of Will.
Colorless cards like Campus Guide or Fountainport Bell. Low mana value colorless cards is also a way to avoid non-games because sometimes the problem is not the player drawing too many or too few lands but simply the wrong color of lands compared to spells in hand.
Fetch lands that empty the library for lands like Flooded Strand or Grasslands or Escape Tunnel or Riveteers Overlook.
You can also give the players something to do with their mana if they have too much of it. You can run companions like Yorion, Sky Nomad or have commanders implemented in your cube so everyone has a commander they can cast from the command zone.
Yep. Got all that.
Damn game sucks sometimes.
I gave that some thought, but this was in DSK retail draft and I don't think I'd go lower power than that.You can give players more breathing room to recover their games. Ragavan, Nimble Pilferer, Luminarch Aspirant and random planeswalkers are going to singlehandedly punish you much harder for stumbling than almost anything in my list.
I've also heard that it's beneficial for giving beginners the chance to win even when their skill level is very low.A key role of the land system is to give players something to blame for losses.
I think that every card being some variant of a MDFC would be overwhelming, but I'd happily welcome more MDFC/Channel lands. Even just running a few has felt great in my test drafts.I've played games that have 'every card is basically a land/spell DFC' or similar resource systems and a lot of losses there involve decision paralysis with every card
Definitely hoping to play my cube with these things in place rather than the things we've draft the last few get togethers. On top of the land variance, I played a couple games that were decided by mythic rares, too.For as much as people complain about many design trends, there are so many ways to mitigate flood in modern Magic between lands with spell-like effects, flexible mana sinks up and down the curve, and a lot of ways to keep cards flowing.
You can give players more breathing room to recover their games. Ragavan, Nimble Pilferer, Luminarch Aspirant and random planeswalkers are going to singlehandedly punish you much harder for stumbling than almost anything in my list.
You can give players more breathing room to recover their games. Ragavan, Nimble Pilferer, Luminarch Aspirant and random planeswalkers are going to singlehandedly punish you much harder for stumbling than almost anything in my list.
I was basically was hooked for life as soon as I saw the preview piece for OG Temple Garden, which is now on my wall.
MDFC/Channel lands.
WotC's hands are a little tied on that front. If they make too many good ones, it'll really impact Modern and older formats.
Spoken like a TRUE amulet pervertA key role of the land system is to give players something to blame for losses. I've played games that have 'every card is basically a land/spell DFC' or similar resource systems and a lot of losses there involve decision paralysis with every card, fewer distinct types of low/high-resource games, and then the puzzled loser finding some other outlet for their anger at (perceived/) variance. For as much as people complain about many design trends, there are so many ways to mitigate flood in modern Magic between lands with spell-like effects, flexible mana sinks up and down the curve, and a lot of ways to keep cards flowing. It's not perfect but it gives games a distinct feel and rhythm that other TCGs have to capture in their own ways.
Also... lands are cool! The core worldbuilding is often more visible on the lands than the spells and a ton of the most iconic Magic art (/for me) is lands (I basically was hooked for life as soon as I saw the preview piece for OG Temple Garden, which is now on my wall). If I ever hang up my cleats and just become a collector, a big binder of nonbasic lands would be my main collection goal
Pokemon TCG has a legality code printed on the card in the same corner as the rarity and set symbol and artist and collector number. Their version of Standard is defined as "all cards with codes E, F, or G" or whatever they're currently on at the moment:It’s an idea I think Wizards should at least test out internally. Obviously they should never print it unless it passes their internal tests over a longer period of time. And only if they can find an elegant way of doing it.
Bad players make up a majority of the market for TCGs, so letting bad players think they’re better than they are is a competitive advantage.I've also heard that it's beneficial for giving beginners the chance to win even when their skill level is very low.
The flipside to that is that I see bad players blame a loss on drawing a couple lands in a row rather than considering they may have misplayed. I've had an opponent complain that they lost due to flooding, even though I'd drawn more lands than them in my 16 land aggro deck.
I think bad players tend to have the mindset of "how did I get screwed over?" rather than "how could I have improved my play?" Goals oriented vs results oriented, I suppose.