Cards that rarely/never see play
Plastic
Posts: 762 Critical Contributor
I know that there will be bottom of the list cards that won't ever be worth it to the majority of players, but it seems like this game has an overabundance of these. A lot of them could use some tweaking to be usable.
What are some cards you guys want to see adjusted because it has potential? Whether it's an adjustment to mana cost or a fix to an underwhelming ability.
Devs, do you have plans for cards that will be reworked?
What are some cards you guys want to see adjusted because it has potential? Whether it's an adjustment to mana cost or a fix to an underwhelming ability.
Devs, do you have plans for cards that will be reworked?
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Plastic wrote:
What are some cards you guys want to see adjusted because it has potential? Whether it's an adjustment to mana cost or a fix to an underwhelming ability.
Cards with ingest/process come to mind for starters. Those eldrazi cards cost too much for abilities that just dont seem worth the high cost.0 -
Most commons
Real MtG has rares and mythics that are a lot better than the commons, but not to the extent that MTGPQ has. I really don't understand the point of the vast array of MTGPQ commons existing. In real MtG, commons only exist because of Limited, particularly Draft, where there are only 3 rares per player and you have to draft synergies between common cards. But in MTGPQ there's no such thing as Limited, and so 90% of the commons opened will never ever be played.0 -
Mage Ring Responder. I'm just guessing but I bet its usage is super low and it seems like that one could be fun with just a bit of tweeking. Maybe make it a landfall ability instead of 5 match and then lower stats or DD to compensate?0
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Plastic wrote:I know that there will be bottom of the list cards that won't ever be worth it to the majority of players, but it seems like this game has an overabundance of these. A lot of them could use some tweaking to be usable.
What are some cards you guys want to see adjusted because it has potential? Whether it's an adjustment to mana cost or a fix to an underwhelming ability.
Devs, do you have plans for cards that will be reworked?
There are so many cards that are good but don't worth the mana cost.
The amount of armor on each support and is too small and 14 to 17 mana cost is way too much. planewalkers such as blue have hard times building mana, and existing support such as the ones mentioned are not worth the cost. Blue is too slow, lacks effective cards and cannot generate that extra mana compared to others. reducing the cost of common supports can make blue a bit fast. Has far as I know, blue does not ways to cascade compared to green, white and red. As such, the Mage ring responder card bellow is a no no for blue to play with
There are so many cards that are way to expensive in mana.
For white:
this card requires a whooping 21 mana. many mythics do not even require that much. On top of that, the card needs 8 white gems on board.0 -
MADAFAKA wrote:Plastic wrote:I know that there will be bottom of the list cards that won't ever be worth it to the majority of players, but it seems like this game has an overabundance of these. A lot of them could use some tweaking to be usable.
What are some cards you guys want to see adjusted because it has potential? Whether it's an adjustment to mana cost or a fix to an underwhelming ability.
Devs, do you have plans for cards that will be reworked?There are so many cards that are way to expensive in mana.
For white:
this card requires a whooping 21 mana. many mythics do not even require that much. On top of that, the card needs 8 white gems on board.0 -
Rootbreaker wrote:MADAFAKA wrote:Plastic wrote:I know that there will be bottom of the list cards that won't ever be worth it to the majority of players, but it seems like this game has an overabundance of these. A lot of them could use some tweaking to be usable.
What are some cards you guys want to see adjusted because it has potential? Whether it's an adjustment to mana cost or a fix to an underwhelming ability.
Devs, do you have plans for cards that will be reworked?There are so many cards that are way to expensive in mana.
For white:
this card requires a whooping 21 mana. many mythics do not even require that much. On top of that, the card needs 8 white gems on board.
this are the only non-reliable/ineffective way i know off for white to cascade so far. both white and blue have expensive cards with no reliable method for more/fast mana generation and both are very slow. White biggest worst issue (old gideon) also is when he loses creatures and becomes a sitting duck, especially when paired with chandra (even after nerf) and nisa to some degree. Creatures cost a lot and they get killed/destroyed as soon as they spawn. White need his supports but they get destroyed fast by chandra and nisa. The new gideon hopefully solves the issue since he can spawn creatures from loyalty points.0 -
Oh sure, I forgot about Knight of the White Orchid. The land cycles like Caves of Koilos are in all the colors though.0
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this mythic above is also useless and too expensive compared to other alternatives. 1 armor for 15 mana is too expensive.
suppression bond is much more useful overall due to low cost at 6 mana and can be spammed more oftem compared to hisus.
Not sure if this a bug but card trapped by suppression bond such as noyan dar have their abilities disabled (cannot grow) as opposed to hisus. xisus need armor increase to 2 or cost reduced to make worth adding to deck.0 -
MADAFAKA wrote:[img]http://decktester.com/images/cards/HixusPrisonWarden.png this mythic above is also useless and too expensive compared to other alternatives. 1 armor for 15 mana is too expensive.[/img][img]http://decktester.com/images/cards/SupressionBonds.png suppression bond is much more useful overall due to low cost at 6 mana and can be spammed more oftem compared to hisus. Not sure if this a bug but card trapped by suppression bond such as noyan dar have their abilities disabled (cannot grow) as opposed to hisus. xisus need armor increase to 2 or cost reduced to make worth adding to deck.[/img]
nope thats how disable works in this game, disables the card entirely including any effects it might possess0 -
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PapiLouis4 wrote:MADAFAKA wrote:[img]http://decktester.com/images/cards/HixusPrisonWarden.png this mythic above is also useless and too expensive compared to other alternatives. 1 armor for 15 mana is too expensive.[/img][img]http://decktester.com/images/cards/SupressionBonds.png suppression bond is much more useful overall due to low cost at 6 mana and can be spammed more oftem compared to hisus. Not sure if this a bug but card trapped by suppression bond such as noyan dar have their abilities disabled (cannot grow) as opposed to hisus. xisus need armor increase to 2 or cost reduced to make worth adding to deck.[/img]
nope thats how disable works in this game, disables the card entirely including any effects it might possess
He's saying that he's seen Hixus disable a Noyan, but the Noyan ability kept triggering vs with Suppression Bonds, Noyan does not get his triggered ability. - This should be put into the bug section.0 -
VladG0015 wrote:0
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(activating this is nearly as difficult as randomly destroying the support by matching gems. I'd like it better if the activation were easier or if it automatically sacrificed itself when the opponent had a support on the field)
(used to be better before Chandra could deal 4 damage to each creature, when Chandra wasn't spamming the board with gem destruction, when there was less direct damage, and when creatures didn't have such big butts).
(used to be better when the buff was permanent)0 -
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So many of these cards make me think,"how useless."
I really hope reworking costs and abilities is on the list of things to do.0 -
Maybe spoiler tag those EDHDad? The thread is kind of obnoxiously long now.0
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I really hope reworking costs and abilities is on the list of things to do
To be honest, I doubt that it is. They're usually responsive when a lot of people complain about a particular card being over powered, but rarely buff an under powered card. They buffed a couple of Mythics (The Great Aurora used to cost 30, and now costs 15). They might improve a mechanic, but I don't think they'll bother to make Catacomb Slug more powerful or anything.
Magic card designer Mark Rosewater wrote a classic article years ago about why they design bad cards in paper Magic:
http://magic.wizards.com/en/articles/ar ... 2002-01-28
His general points:
1) All The Cards Cannot Be Good
2) Different Cards Appeal to Different Players
3) Diversity of Card Powers is Key to Discovery
4) Power Levels Are Relative
5) Diversity of Power Rewards the More Skilled Player
6) People Like Finding “Hidden Gems”
7) R&D is Only Human
***
His summary:
By definition, some bad cards have to exist. (The most important reason.)
Some cards are “bad” because they aren’t meant for you.
Some cards are “bad” because they’re designed for a less advanced player.
Some cards are “bad” because the right deck for them doesn’t exist yet.
“Bad” cards reward the more skilled player.
Some players enjoy discovering good “bad” cards.
Some “bad” cards are simply R&D goofing up.0
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