>power creep is real
>creatures: the tappening
>green is new best color
Green's been the best color
mostly in combinationsince Khans. Get used to it.
That doesn't mean this particular card is any good.
>two relevant keywords
>printed six months ago
I guess it's more 'less unacceptable' than 6/4, and that does kind of prove the point. Power creep is taking the playable cards and later upping the power to keep things artificially more interesting.
Green has traditionally been a very strong support color for Blue and Black which consistently had much better cards than the other three in the early days of Magic. Such as back in Champions of Kamigawa Type 2 when Blue control decks splashed Green for ramp spells.
I've literally never seen someone playing it and I'm the one who mentioned it, lol. It's probably played amongst people online for the most part, even though the point of it was to not have to spend as much money as regular paper Magic for a decent deck.
You've gotta have some shit to balance out the good, Anon. If every pack had something good in it then pulling a really good card would be a less monumental event. Some people actually like the gambling aspect you know.
>If every pack had something good in it then pulling a really good card would be a less monumental event. Some people actually like the gambling aspect you know.
I'm perfectly calm
Not that anon, but having every card be of roughly equal power level would make drafting less interesting overall. That being said, i'd much rather have decent, good, really good than crap, crap except in limited, actual card, chase mythic
There's a difference between bad cards and situational cards.
It's okay to have powerful cards that don't fit every deck, it's not okay to just have shit cards that nobody wants like the generic "gain x life" cards.
If you want proof: Cubes. Cubes are full of powerful cards, yet people seem to love them.
>having more viable options to decide between makes a game less interesting
Magic players are a weird bunch, do you guys just never try any other games or what? That's the only way I could imagine statements like this being such widely held beliefs.
Not that guy, but he's right. If every card was an even power level it would make draft extremely weird, and he was specifically referencing the drafting aspect of the game with his post, not constructed formats. It would make first picking a complete non-event, you would just pick a card and then try and force a color combination, or just hope signalling tips you off to which colors are open. Learning to identify the good cards from the bad cards (and that is something that is deceptively difficult) is part of the skill set you need to learn to be good at draft specifically, and the game overall. Even Cube's, which often have a very flat power level, still have cards that are more powerful than othes in a vacuum, and strategies that are superior to others.
Yeah, I got that it's about draft and I still think it's ridiculous. First picking would be a non-event, I'll give you that. Nothing bad follows from that though, instead "it requires skill to identify which of these cards is actually good" you get "it requires skill to identify which of these good cards work best together in a cohesive deck." You aren't losing the skill component, in fact you're arguably amplifying it since predicting synergies is a bit more difficult than assessing individual card quality.
Drafting games are an entire genre by the way and most of them don't water down the pool with less powerful trap picks. You should get out more, maybe you'll see that WotC's "we're not supposed to do a good design job" propaganda is just that.
You can have a variety of cards without having bad cards AND without having all cards be on an even power level. Just make sure every card has a reason to want to play it.
You can have a build-around-me cards that work best in very specific decks. You can have cards that aid a specific archetype, tribe, play style, etc. You can have cards that are above average in a variety of situations but not necessarily the best in any one situation. You can have situational cards that are mainly for the sideboard. You can have cards that are simply cheap for what they give you, even if they don't give you a lot.
If a card has no reason to want to be played above other cards, that card shouldn't exist. If a card only exists to be filler to round out the size of a set, that card should't exist. If a card's only purpose is to be a trap for new players who can't gauge power levels, that card shouldn't exist.
>maybe you'll see that WotC's "we're not supposed to do a good design job" propaganda is just that.
nosewater et al are just doing what they need to do in order to justify the continued existence of their jobs to hasbro
gotta make that money man
i hold nothing against them
But then again I also mostly quit this stupid fucking RNG-based game so I guess I have less stress about my personal addictions and less need to take that stress out on random scapegoats
>take that stress out on random scapegoats
Is that a jab at me? I play for free with every card that has ever existed, they haven't gotten any of my money in a long time. It's possible to mock people for holding absurd views without being particularly invested in the situation.
Just like EDH, pauper was supposed to be a low power format in which you would just play with whatever you have stashed in that old toy box and your favorite cards. And then, tryhards appeared.
>got three Ajani's Pridemate in Draft
>can't find lifegain cards for shit even when I thought they would just table and I could pick them effortless
>later find out there was a new player at the table who picked ALL the lifegain cards because he loved lifegain