Matthew said: I'd love an explanation for the following.Colossal DreadmawCommon for 17 mana, 6/6 with TrampleCharging MonstrosaurUncommon for 17 mana, 6/6 with Trample and HasteBurning Sun's AvatarMythic for 17 mana, 6/6, with no amplifying abilities like Trample or Haste, and deals 3 dmg to opponent and one creature on ETB.It looks like they started with Dreadmaw and thought "Yeah, let's make them more complex as we go up," which admittedly is how card design should go. Except then they completely forgot to follow through with Avatar.Given that Avatar has exactly the same mana cost as the other two cards, it should A) deal more damage (6 would be nice); B ) have a higher power/toughness value; C) cost about 25% less mana; or D) some combination of the above.
wereotter said: Matthew said: I'd love an explanation for the following.Colossal DreadmawCommon for 17 mana, 6/6 with TrampleCharging MonstrosaurUncommon for 17 mana, 6/6 with Trample and HasteBurning Sun's AvatarMythic for 17 mana, 6/6, with no amplifying abilities like Trample or Haste, and deals 3 dmg to opponent and one creature on ETB.It looks like they started with Dreadmaw and thought "Yeah, let's make them more complex as we go up," which admittedly is how card design should go. Except then they completely forgot to follow through with Avatar.Given that Avatar has exactly the same mana cost as the other two cards, it should A) deal more damage (6 would be nice); B ) have a higher power/toughness value; C) cost about 25% less mana; or D) some combination of the above. They're doing more to follow course with how actual magic works. Higher rarity doesn't equal stronger and cheaper creatures, at least not in all cases. They admitted point blank that the higher rarity cards would be made so as to provide interesting interactions. So Burning Sun's Avatar is more flexible than the other two in this case. First it deals damage directly to your opponent as soon as it enters. This could be argued to be similar to haste and trample, but depending on the board state could be more relevant, especially if your opponent has a 4+ toughness blocker in play.Additionally the 3 damage can be targeted where you need it. So maybe your opponent has a creature you want to remove with low enough toughness, this creature can do it for you. Or say you want to upgrade your Raptor Hatchling to a 3/3 or you want to power up all your creatures with your Bellowing Aegisaur. This can do that too. It's not higher in terms of raw power, but it's more flexible, and that seems to be the direction things are heading.Gone are the days of them upgrading cards (see Olivia and Heart of Kiran) from a 3/3 creature and a 4/4 creature to an 11/11 and a 16/16 respectively, and this is something I think will be good for the game in the long-term.
Brigby said: Hi Everyone. I just spoke with the development team, and it would appear that this is how Treasures behave:"Whenever you match this support’s gem, a random card in your hand gains 3 mana. Whenever an opponent matches this support gem, a random card in your hand gains 2 mana and a random card in your opponent’s hand gains 2 mana."Treasures seem to be quite the Mana ramp tool, which should help offset the high Mana costs that some of these cards have.
ILikePancakes said: OK, it's been a loooong time since I played paper ('95-'98). What I remember isn't much, but you started out with 20 life. It was a slow build up and damaging your opponent was somewhat difficult b/c of interrupts and instants. Puzzle Quest seems much different, and please take this for what it's worth from someone who has been out of the paper loop, but it doesn't make much sense to make the cards close to paper when the mechanics are so different between the two platforms. We have PWs with over 100 health. And puzzle quest seems to be a pick up and play game, not something you settle in for several hours like Skyrim. This game is fun and it brought back great memories for me, as I don't have anyone around me remotely interested in paper. I'm glad I can play when I can, but sometimes it has to be fairly quick. Maybe a balance can be struck between fast and slow play. I dunno.
Brigby said: Treasures seem to be quite the Mana ramp tool, which should help offset the high Mana costs that some of these cards have.
wereotter said:It's apparent that due to the power creep on all levels there eventually has to be a reset of things in order for the game to balance out. They've already said that they didn't get the chance to do that yet, but it will be coming. So right now, yes, things will be odd, and people might not love what's happening. But It's entirely possible that the end result after all rebalancing is done will be such that what everyone is complaining about with Ixalan will no longer be that out of line with everything else.
theobserver said: Tyrant was the original OP card.The fact that no one is talking about tyrant as OP now is testament to how crazy it is now.