Any of you play the WoW TCG? Did you like the mana system?
In town for GP Amsterdam, anyone have recommendations?
Oh yeah, definitely. Preferably warm from a market stand!Get some stroopwaffel
This dish is commonly called "patatje oorlog" (literally "fries war") because it looks like a mess, if you're wondering why that name. There's some places where they call it "patatje vrede" (you guessed it, "fries peace") because that's apparently less politically incorrect.Get some war, which is like poutine but with peanut sauce and mayonnaise instead of the gravy and cheese curds. also very good.
Any of you play the WoW TCG? Did you like the mana system?
The aspect of the mana system that's inarguably worse is its lack of colours: everything always makes "generic" mana. The way they close off spells - by simply marking them as belonging to certain classes - makes for far less interesting deckbuilding options than in Magic. In fact, the general exercise of building decks in WoW TCG is much less rewarding than in Magic, but that's not really the mana system's fault, as it is the game's design.
Is 8t kinda like hearthstone then?
I find in b hearthstone that there's a lot of otherwise aggro decks with really high curves because of that Garenteed mana, and while you don't get late game land flood, you do end up getting 6 and 7 flooded, which tends to be a bit of a wash in my opinion
To address one of Onderzeeboot's points, I kind of hated the Hero system. I know, I know, Hearthstone uses it too, and it's probably great there (I wouldn't really know as I barely made it through the tutorial). But having such powerful effects that you were guaranteed access to, game in and game out, was thoroughly meta-warping. Worse still, you could never 'answer' another hero's effects, because you can't simply destroy the creature those effects are emanating from - they're coming from the hero! Ugh. To be clear, almost every deck I built abused the heck out of some broken hero, because if the system was there, I was going to bend it to my will. But I would've been happier overall, I think, if there weren't any avatars with busted abilities.
In WoW TCG you get a 7-card starting hand (like Magic), and once per turn you can play one of them face down as a "resource" (that game's equivalent of lands). So it's guaranteed, in a way, but you still have to decide which card to put down / how high you want your curve to go.
Having played Hearthstone, Eric, I do kind of reject the argument that guaranteed mana takes away tension from the game. I think it's a potential source of tension, yes, but that game puts such a high emphasis on board control that any early misstep can really snowball. People aren't just filling their decks with haymakers and waiting to cast them.
I'll make a post here soon about the basics of the game I'm designing. Still very much a WIP, but I'd love input.
Ah, like versus system! That would be a real different game if you only drew one card a turn.
...do you?
In WoW TCG you draw one card, yes. Versus system has you drawing two cards a turn.
And how many do you draw in your game? I think that's what he wanted to know...
Maybe a turn order explanation is in order
Fair enough, I'm not particularly fond of the broken hero abilities either, but I do like the concept of heroes in general. There are a lot of fun heroes to mess around with as well, and they serve as a nice anchor to thematic decks. Once again though, I'm coming from a casual standpoint. They printed a lot of stuff that was horribly overpowered in constructed