starfall said: So much stuff that works with creatures at a time when creatures are weaker than they've ever been.
starfall said: Gabrosin said: starfall said: So much stuff that works with creatures at a time when creatures are weaker than they've ever been. Sure, but that's not really on D3/Oktagon. I think their mechanical adaptations of the five RNA abilities basically make sense; I would not have predicted the new adapt gems, that's neat to see.Plus, swinging your creatures takes less than 25 seconds, so all hail a new era! Yeah, but I don't like all the +1/+1s. Adapt and Riot are only going to matter in Bronze Tier. They could have scaled those up so they matter to MTGPQ life totals instead of paper MTG ones.
Gabrosin said: starfall said: So much stuff that works with creatures at a time when creatures are weaker than they've ever been. Sure, but that's not really on D3/Oktagon. I think their mechanical adaptations of the five RNA abilities basically make sense; I would not have predicted the new adapt gems, that's neat to see.Plus, swinging your creatures takes less than 25 seconds, so all hail a new era!
Gabrosin said: starfall said: Yeah, but I don't like all the +1/+1s. Adapt and Riot are only going to matter in Bronze Tier. They could have scaled those up so they matter to MTGPQ life totals instead of paper MTG ones. Riot will just be haste, except when reinforcing your creature. Domri giving out riot to any creature is going to have some nice synergies. Still, it's true that +1/+1 is not a huge bump in PQ terms.I'm more excited about spectacle.
starfall said: Yeah, but I don't like all the +1/+1s. Adapt and Riot are only going to matter in Bronze Tier. They could have scaled those up so they matter to MTGPQ life totals instead of paper MTG ones.
Brigby said: Gabrosin said: starfall said: Yeah, but I don't like all the +1/+1s. Adapt and Riot are only going to matter in Bronze Tier. They could have scaled those up so they matter to MTGPQ life totals instead of paper MTG ones. Riot will just be haste, except when reinforcing your creature. Domri giving out riot to any creature is going to have some nice synergies. Still, it's true that +1/+1 is not a huge bump in PQ terms.I'm more excited about spectacle. I haven't looked through all the cards in RNA yet, but I hope that there's a card that passively grants Riot to creatures that enter the battlefield, because then that would be a huge boost to token generators. Combine that with Path of Discovery, and you've got a big creature fast!
Brakkis said: Brigby said: I haven't looked through all the cards in RNA yet, but I hope that there's a card that passively grants Riot to creatures that enter the battlefield, because then that would be a huge boost to token generators. Combine that with Path of Discovery, and you've got a big creature fast! Path of Discovery and fast do not go in the same sentence except when pointing out how not fast it is.
Brigby said: I haven't looked through all the cards in RNA yet, but I hope that there's a card that passively grants Riot to creatures that enter the battlefield, because then that would be a huge boost to token generators. Combine that with Path of Discovery, and you've got a big creature fast!
starfall said: I'm not sure I fully understand the loop control system, but it does seem to be nothing like we've asked for.Ending the loop too early on the opponent's turn just means we get autowins against decks like OmniHulk, which is not something we asked for. If Greg's looping deck is going off, then it's going to kill us. We shouldn't be allowed to curtail it and go on to win the game; we should only be allowed to forfeit the game ourselves without having to wait for the combo to end.Similarly, we don't want any kind of time on our OWN turns when we are creating combo decks: All we want is a way to break out of the loop, should it become infinite, or, when we have lethal power on the table. Press a button, end our turn, and then, hopefully, go on to win the game.Doing this with a timer is an awful way to implement it. Wasn't there a thread about this in the suggestions forum?
Brigby said: Hi Everyone. Quick heads up that I spoke with the team, and they mentioned that the first Match-5 in a player's turn will add an extra 10 seconds to the timer. Each additional Match-5 following this will yield diminishing returns on the amount of seconds added.
Stormcrow said: Brigby said: Hi Everyone. Quick heads up that I spoke with the team, and they mentioned that the first Match-5 in a player's turn will add an extra 10 seconds to the timer. Each additional Match-5 following this will yield diminishing returns on the amount of seconds added. Maybe I'm reading too much into it, but to me this seems like it represents a fundamental philosophy change in terms of how the devs are indicating the game is "supposed" to be played. There's never before been anything that suggested long turns were bad, just that infinite loops (emphasis on the word infinite) were bad. But giving diminishing returns per extra match suggests that it's not just about going infinite, but that merely "taking long turns" is now considered a bad thing, which is a significant change (to the worse, IMO; it pushes simplicity and dumbing things down on us). Previously, cards which provided extra matches were rightly regarded as some of the most powerful and coveted chase cards around, but now it seems the devs think too many matches is bad? There's never been an infinite loop deck that relied on making extra matches AFAIK.For an example, I've got a Tezz3 deck that runs Timestream Navigator and Stitch in Time and it's on rare occasions gotten me up to as many as 7 extra matches in a single turn (could go higher if I stuck Magistrate's Scepter in there). It also generates a lot of thopters and draws a lot cards, but it has absolutely zero capacity to go "infinite". It's definitely going to run into issues with this timer change though.