.
Is part of feeling dated not due to the strength of ‘modern’ creatures? The clock is so quick that stumbling on a land drop is most of the times game over.Another thing that struck me is how Magic's design feels dated at this point. Every set they need to come up with smoothing mechanics to band-aid the rules and avoid variance making MtG a glorified rock-paper-scissors. This was made very evident to me when I saw simple custom rules (very permissive manabase and custom cycling rules) greatly improving the Smooth Twin Cube. This, with playing a lot of Spire at the same time, made a stark contrast that showed how Magic is kind of bad game design at this point. Playing OG Jumpstart was another big hit to my view of the game, it was just a really bad board game compared to other board games.
Yeah, good point, that is maybe the most important factor of why it feels random. Every threat is a game ender and every turn you need to push tempo as far as you can. Watching the Old Border cube in CubeCon, it felt markedly slower than other cubes and more strategical because you could choose your pace.Is part of feeling dated not due to the strength of ‘modern’ creatures? The clock is so quick that stumbling on a land drop is most of the times game over.
Compare it to the sets starting from urza block. The game was much more forgiving and one could stumble a turn on a land drop. One has time to answer an opposing problem. I am only talking about draft/preconstructed decks with a few boosters. It certainly does not hold for constricted like combo winter/lin-sobbing/shitstorm.
The difference in that era between draft and constructed is huge.
Variance is what makes the game work for me. That said, mana screw/flood is painful, so some help is nice. But the hearthstone mechanic was not the way to go when I tried it.
I had a long-ish response to Rusje suggesting an alternate reason for this, but I fumble-fingered and accidentally reloaded the page.Yeah, good point, that is maybe the most important factor of why it feels random. Every threat is a game ender and every turn you need to push tempo as far as you can. Watching the Old Border cube in CubeCon, it felt markedly slower than other cubes and more strategical because you could choose your pace.
That's why my golden formula is good card draw and smoothing with humble, old school creature stats. So games don't turn into decision low non-games but you don't get punished for stumbling as hard either!I had a long-ish response to Rusje suggesting an alternate reason for this, but I fumble-fingered and accidentally reloaded the page.
Trying to rebuild it... I think one of the major reasons why Modern magic design feels so off is that the game used to have a fundamentally different flow to it, which the current game is kinda clumsily built on top of. Basically, the game was built around the following:
- You naturally draw one card each turn, but play one or more cards each turn (land + spells).
- You have to run far more lands in your deck than you ever actually want to see in play.
- Cards that improve your hand generally don't improve your board, and vice-versa.
These combine to give the game a natural flow — you start off with a hand full of resources that you use to build the board, and then once you start topdecking lands are initially useful (because you'll occasionally draw a curve-topper that you can't play yet) but quickly turn into blank cardboard, which effectively signals the end of the game (since variance is going to screw one player more than the other, letting one person close out the game relatively quickly). Games usually don't spend much time in the "lands are useless" stage, however, so it doesn't feel that bad.
The problem with this structure is that topdecks aren't flashy — you essentially just reach a point of the game where you're testing out the board states you built earlier to see who did a better job, with the chance of flipping over a clutch spell that can swing things. So FIRE design came in and decided to try to keep games in the "exciting" part of the game (aka the "everyone has resources to spare and gets to do multiple things a turn" part) for as long as possible.
On the surface? This is a good change — everyone likes exciting games, right? The problem is that lands are still a thing, and that lands still turn into blank cardboard. The end result is that the game gets faster and swingier, even before you start factoring in the increased power level of creatures. And that's before you get into how certain mechanics basically depend on the original game flow to work — Scrying is a big example, since it gets stronger as the game goes on.
Oh god, this is too relatable (Also, I do care about RipLab, which does help keep some semblance of interest in MtG alive )It's the sunk-cost fallacy all over again, but with time instead of money. I've put so much of my life into all sorts of facets of this game (LGS, Pauper, Riptide) that I feel like I can't let it go even if I don't like it anymore, because if I do... What will I have left?
Well, I still remember the time in a two vs two I had to topdeckI had a long-ish response to Rusje suggesting an alternate reason for this, but I fumble-fingered and accidentally reloaded the page.
Trying to rebuild it... I think one of the major reasons why Modern magic design feels so off is that the game used to have a fundamentally different flow to it, which the current game is kinda clumsily built on top of. Basically, the game was built around the following:
- You naturally draw one card each turn, but play one or more cards each turn (land + spells).
- You have to run far more lands in your deck than you ever actually want to see in play.
- Cards that improve your hand generally don't improve your board, and vice-versa.
These combine to give the game a natural flow — you start off with a hand full of resources that you use to build the board, and then once you start topdecking lands are initially useful (because you'll occasionally draw a curve-topper that you can't play yet) but quickly turn into blank cardboard, which effectively signals the end of the game (since variance is going to screw one player more than the other, letting one person close out the game relatively quickly). Games usually don't spend much time in the "lands are useless" stage, however, so it doesn't feel that bad.
The problem with this structure is that topdecks aren't flashy — you essentially just reach a point of the game where you're testing out the board states you built earlier to see who did a better job, with the chance of flipping over a clutch spell that can swing things. So FIRE design came in and decided to try to keep games in the "exciting" part of the game (aka the "everyone has resources to spare and gets to do multiple things a turn" part) for as long as possible.
On the surface? This is a good change — everyone likes exciting games, right? The problem is that lands are still a thing, and that lands still turn into blank cardboard. The end result is that the game gets faster and swingier, even before you start factoring in the increased power level of creatures. And that's before you get into how certain mechanics basically depend on the original game flow to work — Scrying is a big example, since it gets stronger as the game goes on.
Wowzers, this seems to be a very good idea.That's why my golden formula is good card draw and smoothing with humble, old school creature stats. So games don't turn into decision low non-games but you don't get punished for stumbling as hard either!
Wowzers, this seems to be a very good idea.
Edit: maybe I will try to have everyone scry 1 at the beginning of their draw phase
Considering this, I'm grateful you still engage with new spoilers from time to time; your perspective is amongst my favorites.I do not play nor buy magic anymore, so I'd put interest at ~0%, but don't know if "disgusted" is the word I'd use lmao. Still picked that one.