jtwood said: Idea A feels the closest this game can probably get to the paper equivalent.Idea B feels like nearly the opposite of the paper rule.Idea C feels like some sort of middle ground between A and B.If I had to pick one, I'd go with Idea A.
Or, reduce mana cost and buff shield value/spell effect/ power/toughness on all cards instead of trying to add extra effects that will likely end up making them too overpowered. Restricting how many can be in play would be a good idea, but restricting quantities in decks is pointless when decks can go well beyond 40 cards.
Mburn7 said: jtwood said: Idea A feels the closest this game can probably get to the paper equivalent.Idea B feels like nearly the opposite of the paper rule.Idea C feels like some sort of middle ground between A and B.If I had to pick one, I'd go with Idea A. Not sure if A is really that close to paper, since you can cast any number of the same legendary, just not multiple different ones (which is the opposite of paper where you can cast as many different ones you want, just not multiple copies of the same. Maybe its not clear in its wording? ( @Brigby please confirm I am interpreting this correctly)
ZZELKI said: I don’t like any of the current ideas. Why not make a Legendary a “true” Legendary? A Legendary should not be allowed to reinforce at all. If a 2nd Legendary of the same card is going to the battlefield, that card is exiled and sure, add some compensating effect if you feel it is really necessary - give some mana back or convert some gems. Also, there should not be any limits to different Legendaries... Legendary characters can’t be friends and go on adventures together?
Brigby said: Concept A: Deck-Building Restriction Only one Legendary card of each card type would be allowed to be added into your deck. Most Legendary cards would receive a slight buff to compensate for this new limitation Concept B: Special Effect When Reinforced Legendary creatures and supports would cost slightly more* for every copy of them already in play. Whenever a Legendary creature or support enters the battlefield, it will trigger a special effect for each time it is reinforced. Here are a couple of ideas for special effects: Color-Pie-Based effects Multi-colored creatures would randomize one effect (of its color) per time it is reinforced A general Power/Toughness/Shield boost Concept C: Special Effect When Exiled From Hand (Inspired by Grandeur) Legendary creatures and supports would cost slightly more* for every copy of them already in play. Exiling a copy of a Legendary creature or support, while another is already in play, will trigger a special effect for each time it is reinforced. These effects would be color-pie related. Multi-colored creatures would randomize one effect (of its colors) per time it is reinforced
Tyrannicide said: Or, reduce mana cost and buff shield value/spell effect/ power/toughness on all cards instead of trying to add extra effects that will likely end up making them too overpowered. Restricting how many can be in play would be a good idea, but restricting quantities in decks is pointless when decks can go well beyond 40 cards.Another option, instead of risking making these cards too overpowered, reduce the cost of the cards. From 400 unobtanium to say, 320 for the same odds. As it is short of grinding events in top coalitions in platinum they are nearly impossible to obtain. I've landed 1 in 10 attempts to get them, at 320 I would have had an extra 2 chances. So not much of a creep up in chances for them.