MtGPQ v1.6 Release Notes (8/11/16)
Comments
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shteev wrote:Awww! No Sorin Markov???
I really want Arlinn though0 -
Barrelrolla wrote:shteev wrote:Awww! No Sorin Markov???
I really want Arlinn though
I suspect Sorin might be the same price as Kiora.0 -
ElectroBlast wrote:
Delirium: When a card has the Delirium keyword, it will trigger its ability when 5 or less gems of the card’s color are on the board at the moment the ability triggers.
This is confusing me. All I'm getting from this is that delirium will trigger when it triggers and low gem counts are involved.
Are delirium abilities free that can only activate at low gems or something like a restriction on when some new cards are available to be played? Or something else entirely?0 -
Harbinger: Give a creature you control Haste and Trample until the end of your turn. That creature is also reinforced once (up to 4 times at rank 4) until the end of your turn.
Is it me, or is this ability literally one-third useless for a 3rd-tier PW ability? Considering you can only use a PW ability before you make a match (unless you do a match-5), the Haste component of this is going to be extremely limited in when it will actually be useful--match-5s or when you somehow summon a creature/token automatically at the start of your turn (ala From Beyond). Otherwise, there would never be an occasion where you could make a match, drop a creature, then use the ability to give it Haste, so what is the point of the Haste component here?0 -
I'm sure madness will make more sense when we see actual cards. It'd be nice to have a theoretical example, though.
I'm sorry to see Nahiri first, though we knew she'd be coming. Duplication of color combos isn't what I'm hungry for. That being said, if we follow the other planeswalkers in the block, we'll also get red/green and black/white, so hopefully just being patient will pay off.0 -
Sorin Markov will be one of the most interesting and probably strong planeswalker.
So you can bet they will make us wait to incentivize people to buy him for early access0 -
"Is it me, or is this ability literally one-third useless for a 3rd-tier PW ability? Considering you can only use a PW ability before you make a match (unless you do a match-5), the Haste component of this is going to be extremely limited in when it will actually be useful--match-5s or when you somehow summon a creature/token automatically at the start of your turn (ala From Beyond). Otherwise, there would never be an occasion where you could make a match, drop a creature, then use the ability to give it Haste, so what is the point of the Haste component here?"
I suggest that you can target the cards while still in your hand like the Gaea's Revenge story mode battle where he gives a card in his hand haste. If this is the case this is going to be AWESOME. a haste creature that pops a reinforce when it comes into play...... sign me up0 -
Also did, by any chance, the UC change allow for a "fix" to enshrouding mist, allowing the creature affected by it to be killed by spells?0
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Morphis wrote:Also did, by any chance, the UC change allow for a "fix" to enshrouding mist, allowing the creature affected by it to be killed by spells?
What's wrong with that one? That's what "indestructible" does in paper MTG - not that this game needs to be the same, but it's intuitive, and Mist is essential but not overpowered.0 -
Meto5000 wrote:ElectroBlast wrote:Harbinger: Give a creature you control Haste and Trample until the end of your turn. That creature is also reinforced once (up to 4 times at rank 4) until the end of your turn.
That seems...broken, and a very complicated interaction to code into the game. Certain creatures have very powerful "enter the battlefield" affects, Drowner of Hope comes to mind, will have to wait and see I guess.
There's 2 kinds of "Reinforce".
1- When you cast a creature while a copy of it is already on the battlefield. This will trigger enter the battlefield effects.
2- Cards and effects that Reinforce. This will add stats to a creature equal to it's base Power/Toughness, but does not trigger any enter the battlefield effects.
I hope this is clear!Morphis wrote:I do not understand what you mean by "accidentally" though.
It is not like you have no control over when and which card to discard(at this very moment, do not know of expansion changes it).
To me it looks more a limitation than an help. If I want to discard it(instead of exiling, for whatever reason) I should be able to.
Also this leads to other questions....
If my last card has madness can I use Liliana first skill? What will happen then?
What if, the opponent forces me to discard in the same case?
By accidentally, it means for example you could, by mistake, have had the last card in your hand be a Madness card, then use a discard effect on yourself. If this happens, it will skip over the card with Madness and go up the list to find a card it can discard.
We didn't make Madness work with self-exiling because it would be incredibly, incredibly strong. Instead, there are cards that, as a cost, discard cards from your hand, so you can offset that cost with cards that have Madness.
Each and every card that did a "Discard" effect, as well as Planeswalker abilities, now use the new Discard ability, and as such will trigger Madness, so if you use Liliana's first skill, it will trigger it. As an added bonus, if you have 2 cards with Madness and use the skill, it should skip discarding for you altogether and discard for your opponent only.
"Discard" as a keyword works as follows: It always Discards the last card in your hand, unless the card text says otherwise ("Discard the first card"). We opted not to have manual discards for this because it slowed down the game a lot.AngryGerman wrote:ElectroBlast wrote:
Delirium: When a card has the Delirium keyword, it will trigger its ability when 5 or less gems of the card’s color are on the board at the moment the ability triggers.
This is confusing me. All I'm getting from this is that delirium will trigger when it triggers and low gem counts are involved.
Are delirium abilities free that can only activate at low gems or something like a restriction on when some new cards are available to be played? Or something else entirely?
Delirium abilities are typically very undercosted abilities that will only trigger when there are low gems of the card's color. It's sort of the opposite of what we have in Origins, where some cards have "If there are 8 or more <color> gems...", which is present on cards like Animist's Awakening.
For example, if a blue card has "When this creature enters the battlefield, Delirium: Draw a card", it will do the following actions when you cast it.
1- The creature enters the battlefield
2- If there are 5 or less Blue gems on the board, you draw a card
3- If there are 6 or more Blue gems on the board, you do not draw a card.Coconut99 wrote:Harbinger: Give a creature you control Haste and Trample until the end of your turn. That creature is also reinforced once (up to 4 times at rank 4) until the end of your turn.
Is it me, or is this ability literally one-third useless for a 3rd-tier PW ability? Considering you can only use a PW ability before you make a match (unless you do a match-5), the Haste component of this is going to be extremely limited in when it will actually be useful--match-5s or when you somehow summon a creature/token automatically at the start of your turn (ala From Beyond). Otherwise, there would never be an occasion where you could make a match, drop a creature, then use the ability to give it Haste, so what is the point of the Haste component here?
It's basically there to ensure, 100%, that the creature will attack this turn.madwren wrote:I'm sure madness will make more sense when we see actual cards. It'd be nice to have a theoretical example, though.
Cards that have Madness simply have "Madness X" on them. Like, for example, "Madness 3." It's very simple wording that says "When another card is discarded from your hand, this card gains X mana."0 -
I like it, but seriously why Nahiri first?, Sorin is totally more necessary (and I'm not just saying this because I am very eager for a W/B life gain deck either) but also for story reasons and Nahiri is a gripey little upstart and Innistrad is Sorin's home as well.0
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Thanks for the answers, JC. Things are much more clear now.
I think the Delirium ability could be really fun and useful. It's often extremely hard to rally from an early deficit when you're gem-starved, especially if the opponent just dumped their hand from the opening cascade.0 -
What is the maximum roster size for the coalitions?0
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I really think Undergrowth champ should be brought back to its initial cost of 12 mana, now that it can be killed outright by destroy spells0
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Also 10 exclusive cards may mean 5 cards will be made available through special offers and 5 through rewards from events. This means that after 5 weeks we will run out of exclusive cards and thats usually when the next update drops. 5 weeks is a short time. I hope that doesnt mean that eldritch moon will be a much shorter expansion like OGW0
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khurram wrote:Also 10 exclusive cards may mean 5 cards will be made available through special offers and 5 through rewards from events. This means that after 5 weeks we will run out of exclusive cards and thats usually when the next update drops. 5 weeks is a short time. I hope that doesnt mean that eldritch moon will be a much shorter expansion like OGW
I wouldn't mind as long as they say upfront that they will be releasing mixed packs later.0 -
Irving wrote:Morphis wrote:Also did, by any chance, the UC change allow for a "fix" to enshrouding mist, allowing the creature affected by it to be killed by spells?
What's wrong with that one? That's what "indestructible" does in paper MTG - not that this game needs to be the same, but it's intuitive, and Mist is essential but not overpowered.
That's not the reason for my question about a fix, but the card description and also original effect.
Prevent damage is not the same as indestructible in paper magic.
Also prevent damage by itself(description) should prevent damage... Death is not damage.
It ended up making the creature indestructible cause of game coding.
If they fixed UC maybe(even as an undesired effect) they fixed it.
I was not demanding it to be "nerfed".Hibernum_JC wrote:Morphis wrote:I do not understand what you mean by "accidentally" though.
It is not like you have no control over when and which card to discard(at this very moment, do not know of expansion changes it).
To me it looks more a limitation than an help. If I want to discard it(instead of exiling, for whatever reason) I should be able to.
Also this leads to other questions....
If my last card has madness can I use Liliana first skill? What will happen then?
What if, the opponent forces me to discard in the same case?
By accidentally, it means for example you could, by mistake, have had the last card in your hand be a Madness card, then use a discard effect on yourself. If this happens, it will skip over the card with Madness and go up the list to find a card it can discard.
We didn't make Madness work with self-exiling because it would be incredibly, incredibly strong. Instead, there are cards that, as a cost, discard cards from your hand, so you can offset that cost with cards that have Madness.
Each and every card that did a "Discard" effect, as well as Planeswalker abilities, now use the new Discard ability, and as such will trigger Madness, so if you use Liliana's first skill, it will trigger it. As an added bonus, if you have 2 cards with Madness and use the skill, it should skip discarding for you altogether and discard for your opponent only.
"Discard" as a keyword works as follows: It always Discards the last card in your hand, unless the card text says otherwise ("Discard the first card"). We opted not to have manual discards for this because it slowed down the game a lot.
You have overall control on what discard. If you accidentally discard something you did not want to, that is YOUR MISTAKE.
Many times I discarded my last eldrazi with Liliana and could not use the Titan presence I was saving as my last removal.
Also the whole "go up to first card with no madness" Makes discard less straight forward.... And that for sure can lead to even more cards discarded "accidentally" in my opinion.
It is good that if those are the only cards you have, basically those become "immune" to discard. I can already see Liliana abusing it.
As of discard becoming a keyword... Liliana first skill is always the same?
Discarding opponent first and last card?0 -
I doubt we'll see Eldritch Moon so soon, considering it just dropped last week in paper. Or even if we do, it won't be a small expansion like OGW, because if we get it soon we won't see anything new for a few months, since the next paper set will drop November, if I'm not mistaken.0
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khurram wrote:I really think Undergrowth champ should be brought back to its initial cost of 12 mana, now that it can be killed outright by destroy spells
Indeed, perhaps the main problem I have with how they rebalance things is that they don't seem to reevaluate what their mana cost should be. That's a big part of how Drowner of Hope is so powerful now, and how almost nobody uses what was once arguably white's best card, Knight of the White Orchid, anymore. In the first place, the main problem wasn't as much with that card as it was with Gideon's 3rd ability granting lifelink anyway.0 -
On the other hand, UC could also be seen as a high-value removal bait target now, which isn't the worst thing in the world if you're trying to shield your other creatures from the AI knocking them off. And it's still as resilient as ever against damage sweeps like Tyrant of Valakut.
I do agree that 16 mana is a bit too pricey for the card now, but paired with Mantle of Webs I'd still definitely run it.0
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