Onderzeeboot
Ecstatic Orb
#RespectTheBrushwagg
There's a "Brushwagg" sticker, but I didn't feel like posting it. It's the only sticker I've seen, as if I have a special bond with that word somehow...Boooooooooo! This is just a kick in the face to our community! Pitchforks! Torches!
I think you're underestimating the payoff on attractions. It's free value that accumulates over time. They remind me a bit of planeswalkers, actually. Obviously it depends on how playable the cards are that open transactions, but I have high hopes for the playability of them.I cube several Un-cards, but this set just doesn't do it for me. Both stickers and attractions add too much unnessecary complexity and the payoff just isn't good enough. An easy pass, even the Shocklands.
I don't think payoff was being equated to viability here.I think you're underestimating the payoff on attractions. It's free value that accumulates over time. They remind me a bit of planeswalkers, actually. Obviously it depends on how playable the cards are that open transactions, but I have high hopes for the playability of them.
I don't like that I can't use an attraction as is. I need another card to open one. So I have to litter my cube not only with attractions but also with cards to open them. So what if you only have one or two cards in the draft pool to open attractions with but all your attractions? That's a parasitic mechanic I'll keep my hands off.I think you're underestimating the payoff on attractions. It's free value that accumulates over time. They remind me a bit of planeswalkers, actually. Obviously it depends on how playable the cards are that open transactions, but I have high hopes for the playability of them.
you know you can just squadron the attractions so that you get them when you draft cards that make them right? they don’t have to use up cube space and draft picksI don't like that I can't use an attraction as is. I need another card to open one. So I have to litter my cube not only with attractions but also with cards to open them. So what if you only have one or two cards in the draft pool to open attractions with but all your attractions? That's a parasitic mechanic I'll keep my hands off.
are you really "trying out" a card if you're shaving its mana cost in half
Same. The attractions are somewhat promising, but I don't think I can run those alongside lesson/learn, and I don't really like the random aspect of it. Hats, outside assistance, and stickers (despite my other cube) don't do it for me.I'm glad someone is enjoying this set. Because that someone isn't me.
I dunno, it just feels really forced for some reason.
I think if I end up playing any cards that open attractions I would treat them like token producers.I don't like that I can't use an attraction as is. I need another card to open one. So I have to litter my cube not only with attractions but also with cards to open them. So what if you only have one or two cards in the draft pool to open attractions with but all your attractions? That's a parasitic mechanic I'll keep my hands off.
You look at that card and see a goofy/fun card that's super strong.guilty as charged, i am absolutely a sucker for goofy fun cards (that are also Legacy+ powerful)
But they are not token producers. These generally only produce the same tokens. Giving someone a random pile of attractions is like giving someone a random pile of cards for that Tutor he drafted. Especially as the attractions aren't balanced. Some seem way stronger than others. You also have to pay attention at the number distribution on the cards. As there are different versions of the same attraction with different activation numbers.I think if I end up playing any cards that open attractions I would treat them like token producers.
Tokens are the closest analogy for attractions we currently have in eternal Magic. In constructed, attractions are basically going to be cards that make a random token out of a pool of ten cards chosen by the player before the match. They're like Outlaw's Merriment on steroids. As I said, the only reason why attractions are drafted cards in Unfinity draft is that there are so many more cards that open attractions than there might otherwise be. Everywhere else they can (and should!) be handled differently.But they are not token producers. These generally only produce the same tokens.
No it's not? It's more like handing the person who drafted Professional Face-Breaker a pile of treasures to make. Attractions can't go in your deck; they're something that exists outside of the game until a card opens one of them. With a tutor, you'd have to add the cards to your deck and then cast them if you wanted to use them. Attractions just get created when a card opens them. Hence the token analogy from earlier.Giving someone a random pile of attractions is like giving someone a random pile of cards for that Tutor he drafted.
I don't think there will be enough playable cards that open attractions for this to be relevant. Also, there's nothing stopping someone from using the same attraction multiple times for different cards if they like it's play patterns.Especially as the attractions aren't balanced. Some seem way stronger than others.
Right, this is a consideration, but remember that every attraction has different variants that trigger on different numbers. A designer can pick a fairly even distribution of roll triggers if they wish. Balancing the attraction rolls seems like a fun design process, so it's not an issue.You also have to pay attention at the number distribution on the cards. As there are different versions of the same attraction with different activation numbers.
And that's fine. But pretending these cards are hard to use is a bit disingenuous. They require a bit of creativity to implement cleanly, but it seems easy to do for people who think the cards look fun.All in all I don't think that Aldingen attractions to my cube is worth the payoff.
Definitely One with Nothing.I feel like with the friends I'd have, IF I forced everyone to guess it would be 7x abandon hope and maybe a few you are already dead