Look what I did, for value.
- Unknown
I dislike "Baneslayers". I don't like cards that generate a game-winning advantage if not killled on the spot, because I'm allergic to games ending and I don't think it's where the fun of Magic lies. But, when I think about it, the problem is not Baneslayer Angel, but a wider design "problem" that I think we should think about.
Basically: How do you generate "value"in your cube? Is it interesting? Is it fun? What effect does it have in your environment?
Here's how I separate "value-generating" cards on my mind:
1) One-shot cost, One-shot value.
2) One-shot cost, repeated value
3) Recurring cost, repeated value
Why is this division important? Because it determines what's good in your environment. For example, if you have a fast, pressure-heavy meta, Category 2 cards will be weaker than if you have a slow and pleasing environment.
Most importantly, I think cards get more sensitive the higher their category. Category 1 cards are always great. Category 2 cards are great if they are good enough. Category 3 cards are good, only if they are good enough and they can somehow be less demanding than cards in Category 2.
For example, I don't think it makes sense to play many "engine" cards in the average cube because you are better off taking Planeswalkers. Similarly, it doesn't make sense to take many long-term value cards if you can simply jam ETBs.
WHat do you think?
- Unknown
I dislike "Baneslayers". I don't like cards that generate a game-winning advantage if not killled on the spot, because I'm allergic to games ending and I don't think it's where the fun of Magic lies. But, when I think about it, the problem is not Baneslayer Angel, but a wider design "problem" that I think we should think about.
Basically: How do you generate "value"in your cube? Is it interesting? Is it fun? What effect does it have in your environment?
Here's how I separate "value-generating" cards on my mind:
1) One-shot cost, One-shot value.
2) One-shot cost, repeated value
3) Recurring cost, repeated value
Why is this division important? Because it determines what's good in your environment. For example, if you have a fast, pressure-heavy meta, Category 2 cards will be weaker than if you have a slow and pleasing environment.
Most importantly, I think cards get more sensitive the higher their category. Category 1 cards are always great. Category 2 cards are great if they are good enough. Category 3 cards are good, only if they are good enough and they can somehow be less demanding than cards in Category 2.
For example, I don't think it makes sense to play many "engine" cards in the average cube because you are better off taking Planeswalkers. Similarly, it doesn't make sense to take many long-term value cards if you can simply jam ETBs.
WHat do you think?