THEMAGICkMAN wrote: Last thing: no more energy planeswalkers, we've had enough of those I think . Try and keep it to 1 set specific planeswalker per set.
wereotter wrote: THEMAGICkMAN wrote: Last thing: no more energy planeswalkers, we've had enough of those I think . Try and keep it to 1 set specific planeswalker per set. Something to consider: every Innistrad planeswalker except Sorin played into the set mechanics. Jace, Liliana, and Nahiri all enable madness with their discard loyalty abilities. Jace has investigate as a direct ability as well. Nahiri's second ability also helped enable white delirium by destroying white gems. Arlinn plays with werewolves with are an Innistrad-specific tribe, and Liliana is also tribal heavy albeit zombies exist on most planes. I think the reason people didnt complain or perhaps don't consider that when talking about planeswalkers playing into set mechanics is that their abilities are useful even if you're not running cards from that block. I doubt, for example, people would complain if one of the planeswalkers from Kaladesh did Fabricate as one of their abilities.
Hibernum_JC wrote: The idea also was we were hoping players would actually enjoy the Kaladesh set, but the response has been pretty cold so far, sadly, so I think the plans didn't fully pan out. There is a pretty large backlash against Energy I personally was not expecting - feedback on Ingest/Process/Devoid in BFZ was that players liked the idea, but there wasn't enough cards that took advantage of the mechanic to be of any use, so we made sure there was plenty of Energy generators and Overload cards in Kaladesh to remedy this problem. What ended up happening is sort of the opposite - there's a lot of these cards, but players don't like them for multiple reasons. This is a big learning experience for me as I design the future sets.
ridfrenzy wrote: Hibernum_JC wrote: The idea also was we were hoping players would actually enjoy the Kaladesh set, but the response has been pretty cold so far, sadly, so I think the plans didn't fully pan out. There is a pretty large backlash against Energy I personally was not expecting - feedback on Ingest/Process/Devoid in BFZ was that players liked the idea, but there wasn't enough cards that took advantage of the mechanic to be of any use, so we made sure there was plenty of Energy generators and Overload cards in Kaladesh to remedy this problem. What ended up happening is sort of the opposite - there's a lot of these cards, but players don't like them for multiple reasons. This is a big learning experience for me as I design the future sets. I actually thought you would've made it easier to generate energy from specific cards. We are restricted to ten cards in our deck and if we have to add three just to ensure there is enough energy for the other cards to utilise then it weakens the overall decks. In addition to that most of the really good cards are just locked behind the really bad drop chances currently not even factoring in that two of the best Mythics for energy I have seen have been the rewards for IF. Dynavolt and Marvel are amazing cards that make energy shine and majority of players will never be able to use them I think a good example is Omnath, Locus of Rage compared with Architect of the untamed.Omnath activates fairly regularly when used with green where you can fill the board and get match fours fairly easily plus it works when any player matches 4 and we know how the AI loves to prioritise match 4s.Architect generates one energy by itself for each match and to be honest most of the time you end up removing that energy from the board with match 4/5s so it is so rare that you actually overload 2 and generate the creature that it just isn't worth playing without additional energy generation Point being Omnath can function by himself with no support at all and you can make him shine if you build a deck around him but you have to build a deck around the architect to make him function at all There are few cards that utilise energy well without needing support of additional cards. I actually think Overload would have been better if it just stored any energy you activated until you hit the desired number rather than trying to do it with a single match which is incredibly difficult for anything more than one unless you design a deck around it. You could then have had crazy Overload 8 effects which you risked having your Creature/Support removed when it had almost fully charged on 7/8 energy required.
Chavez303 wrote: I think the idea of doing a Standard type restriction on events or even QB's would be a great idea. Similar to how there are Modern/Standard tournaments. This would let new players with small collections of the previous sets have a realm in which they will be competitive as well as provide some playgrounds for the older players with the large collections. I can tell you right now, My main go to for any black or red deck is Olivia. If its white, Gisela is my staple. Its not that these cards need to be nerfed (selfish reasons as well as valid mechanical reasons), just limited in their use. I guess what I'm saying is i'd like to see things: 1. Introduce some kind of rolling standard like paper Magic (Origins + Current set or Origins + last two expansions) 2. Introduce some events that limit the types of cards that can be used (Origins + SOI/EMN, Origins + BFZ/OGW, etc.) 3. Make deck creation and management easier with the ability to save decks for certain types of events. I see this not being to hard if everything is table driven as I'd suspect. Maybe 5 slots for each PW. That should be enough to create decks for each for multiple scenarios. Like Alve said, KLD is good in a vacuum. However, with the OP cards that have been published prior, they are just too slow and outmoded.
Hibernum_JC wrote: madwren wrote: Hibernum_JC wrote: The idea also was we were hoping players would actually enjoy the Kaladesh set, but the response has been pretty cold so far, sadly, so I think the plans didn't fully pan out. There is a pretty large backlash against Energy I personally was not expecting - feedback on Ingest/Process/Devoid in BFZ was that players liked the idea, but there wasn't enough cards that took advantage of the mechanic to be of any use, so we made sure there was plenty of Energy generators and Overload cards in Kaladesh to remedy this problem. What ended up happening is sort of the opposite - there's a lot of these cards, but players don't like them for multiple reasons. This is a big learning experience for me as I design the future sets. The point many of us have made is that the biggest problem with energy is that in general, it's too slow to compete with the big hitters of previous blocks. It doesn't mean the design itself was necessarily flawed in a vacuum--it's that in lieu of any sort of deckbuilding restrictions, people will gravitate towards faster/more powerful cards and setups. This is completely understandable, and I think that the set would have likely performed much better if it had been restricted. This is, again, something we are looking into.
madwren wrote: Hibernum_JC wrote: The idea also was we were hoping players would actually enjoy the Kaladesh set, but the response has been pretty cold so far, sadly, so I think the plans didn't fully pan out. There is a pretty large backlash against Energy I personally was not expecting - feedback on Ingest/Process/Devoid in BFZ was that players liked the idea, but there wasn't enough cards that took advantage of the mechanic to be of any use, so we made sure there was plenty of Energy generators and Overload cards in Kaladesh to remedy this problem. What ended up happening is sort of the opposite - there's a lot of these cards, but players don't like them for multiple reasons. This is a big learning experience for me as I design the future sets. The point many of us have made is that the biggest problem with energy is that in general, it's too slow to compete with the big hitters of previous blocks. It doesn't mean the design itself was necessarily flawed in a vacuum--it's that in lieu of any sort of deckbuilding restrictions, people will gravitate towards faster/more powerful cards and setups.
andrewvanmarle wrote: I agree with the above, while the energy mechanic is a well thought out one, it does require other players using it too. Cards likr dyna volt tower and aether marvel works would be energy staples for any deck and would have helped promote the mechanic. I hope you have some good staple energy cards for all colors in aether revolt