6.6.0 Release Discussion
Release Notes
What do you think about the new content?
Comments
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Thank you for fixing Authority of the Councils (and other bug fixes). Looking forward to the new set!
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Looks interesting. Appreciate all of the new PWs being put out with the new sets.
I was really curious about the Mount mechanic and if it would let us ‘stack’ creatures on top of each other, encouraging decks to run 5+ creatures. It doesn’t look like it works that way but I’m still hopeful a mechanic will be introduced that will encourage or incentivize heavy creature usage. I’m assuming the mechanic would have to be Puzzle Quest specific as the card game doesn’t have a creature-on-the-battlefield limit
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A generic comment (not about this release exactly, but about the PQ in general).
I feel like the MTG:PQ tries to reproduce the variety of the paper MTG, but it doesn't have the means to do so.- PW/Card-specific token creatures, when there are only 3 creature spots.
- A large variety of Human tokens that can't stack (mind the "only 3 creature spots" situation).
According to the Release Notes, Crime is supposed to be an OTJ-exclusive thing. Yes, the idea of "Crime" was introduced in that set, but the action is present in every set.
In paper, Crime is just targeting your opponent's stuff (creatures, board, hand, library, graveyard).
An ORI spell like Demolish should count as a Crime (because it targets an opposing card in play).I do love that Saddled allows putting a creature to the last battle spot. I'm not sure how it interact with Bravery, tho. Other than that, Mount is a Vehicle that takes a creature spot.
Spree looks as bad as Enhancement.
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Few things I've found from trying the new cards:
Plot:
- Nothing in-game says that a plotted card returns to your hand at the end of the turn with full mana.
- It is difficult to know how much mana a card has on it at a glance. It's even harder if you have any kind of issues with memory or math. It would be good to be able to see if a Plot card has reached enough mana to be Plotted without out-of-app research or a mental skill check.
Deserts:
- The Red-White desert from the common cycle is costed at 7, while the rest are 13. Is this a mistake?
Spree:
- Way better than Enhancement because it doesn't require any specific match; just an amount of matches in a turn. As this can be acheived in multiple ways without specific cards or gem enhancements, I think this is a good design. More of this sort of thing would be great.
- Given that this evergreen is needed if you play one of these cards, shouldn't the evergreen be on both players like the Devotion one, in case of effects that steal an opponent's card?
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