tm00 wrote: I picked workshop because mad mana bonuses for colorless cards sounds sweet, would have preferred mishra's factory because lands that become creatures are pretty rare, but whatever.
Plastic wrote: Everyone worrying about the power cards just remember that JC and crew could totally make them as useless in PQ as they are powerful in paper.
EDHdad wrote: ...Meanwhile, actual Counterspell was a common which only cost 2 mana back in the day, and the present day fixed versions cost 3.
EDHdad wrote: Mark Rosewater is of the opinion that reprinting Thoughtseize in Theros was also a mistake, which is why there are so few Modern staples reprinted in Standard legal sets these days. Also why there are so many more supplemental reprint products popping up.
EDHdad wrote: But what would Mental Misstep even do in this game? In Paper Magic, it's one blue Phyrexian mana (meaning you can either pay blue mana or 2 life) to counter a spell whose converted mana cost is one. In this game, it might be something like a 0 mana support which causes you to lose 5 life when it enters the battlefield, and then destroys the next card being cast by the opponent if its mana cost was 3 or less. How could that possibly translate to anything broken in this game?
LakeStone wrote: shteev wrote: First Strike? What the heck was First Strike? We quickly noticed that just listing First Strike may be a little confusing so we updated the name to First Strike: Oath of the Gatewatch in the survey.
shteev wrote: First Strike? What the heck was First Strike?
Tilikum wrote: Creepy Survey wrote: What elements of paper MTG would you like to see in the PQ version? Anyone else say "the same amount of bugs"?
Creepy Survey wrote: What elements of paper MTG would you like to see in the PQ version?
bken1234 wrote: I said the ability to utilize grammar check.
octal9 wrote: bken1234 wrote: I said the ability to utilize grammar check. Its important to have good grammar; a grammar check would allow the game to correct it's card descriptions!
OhanaUnited wrote: EDHdad wrote: ...Meanwhile, actual Counterspell was a common which only cost 2 mana back in the day, and the present day fixed versions cost 3. I haven't played paper magic for so long that I didn't realize they upped plain Counterspell from 2 to 3 mana (plain as in simply Counterspell, not having additional effects)
Corn Noodles wrote: tiuffw wrote: Abenjes wrote: I picked thoughtseize as I'd love to be able to view an opponents hand as a mechanic and the above terrifies me. The problem with implementing Thoughtseize is they wouldn't put any effort into how the AI plays it.. so a bigger gap would open up between human players and the AI, and that would result in even bigger draws for 1st place in events. I picked Thoughtseize as well for the possibility of a new mechanic, but I did wonder how it could be applied properly when the AI is using it. In general, I would like to see more paper mechanics make their way into MtG:PQ.
tiuffw wrote: Abenjes wrote: I picked thoughtseize as I'd love to be able to view an opponents hand as a mechanic and the above terrifies me. The problem with implementing Thoughtseize is they wouldn't put any effort into how the AI plays it.. so a bigger gap would open up between human players and the AI, and that would result in even bigger draws for 1st place in events.
Abenjes wrote: I picked thoughtseize as I'd love to be able to view an opponents hand as a mechanic and the above terrifies me.
Steeme wrote: EDHdad wrote: BTW, if they are going to reprint classic Magic cards in Puzzle Quest, then please please please: Naturalize - 3-ish mana in Green: destroys a support. Disenchant - 3-ish mana in White: destroys a support Shatterstorm - low cost red spell that destroys all supports Vandalblast - red spell which destroys all supports you don't control. Epic Confrontation / Pit Fight / Hunt the Weak / Prey Upon : Green spells which have your creatures fight their creatures (this is green's main method of creature removal). Some of the supports in this game are hugely OP if you cannot remove them, so I agree that everyone should have access to some efficient type of support removal. For Liliana II, right now I have to **** my deck with Mockery of Nature (which costs 16 and a creature spot) just for support removal, because I don't have Anguished Unmaking and I need a way to remove a Hixus lockdown when the AI places its support in an impossible location. Not to mention we can't choose which supports get destroyed, so if there are multiples out there, then you are just throwing darts.
EDHdad wrote: BTW, if they are going to reprint classic Magic cards in Puzzle Quest, then please please please: Naturalize - 3-ish mana in Green: destroys a support. Disenchant - 3-ish mana in White: destroys a support Shatterstorm - low cost red spell that destroys all supports Vandalblast - red spell which destroys all supports you don't control. Epic Confrontation / Pit Fight / Hunt the Weak / Prey Upon : Green spells which have your creatures fight their creatures (this is green's main method of creature removal).
Shiser wrote: As for Anguished Unmaking, mono-black should never have had access to that. But don't get me started on the weird decisions they've made adapting multicolor to this game. In paper, multicolor further restricted the decks that could play a card, it didn't make it easier. They've made it more like hybrid mana instead.
tiuffw wrote: Shiser wrote: As for Anguished Unmaking, mono-black should never have had access to that. But don't get me started on the weird decisions they've made adapting multicolor to this game. In paper, multicolor further restricted the decks that could play a card, it didn't make it easier. They've made it more like hybrid mana instead. They've certainly made some weird choices with multicolor cards. There are some cards which gave less powerful (although, arguably, still problematic) abilities to colors which should not have them; Brutal Expulsion, Roil Spout, Reflector Mage. But giving both white AND black access to support removal with a power card like Anguished Unmaking, as well as mono red access to extraordinarily powerful life gain with Olivia, shows a pretty poor understanding of the basics of the color wheel.
blacklotus wrote: tiuffw wrote: Shiser wrote: As for Anguished Unmaking, mono-black should never have had access to that. But don't get me started on the weird decisions they've made adapting multicolor to this game. In paper, multicolor further restricted the decks that could play a card, it didn't make it easier. They've made it more like hybrid mana instead. They've certainly made some weird choices with multicolor cards. There are some cards which gave less powerful (although, arguably, still problematic) abilities to colors which should not have them; Brutal Expulsion, Roil Spout, Reflector Mage. But giving both white AND black access to support removal with a power card like Anguished Unmaking, as well as mono red access to extraordinarily powerful life gain with Olivia, shows a pretty poor understanding of the basics of the color wheel. at this moment, I consider mtgPQ a match3 mobile game with a dash of paper mtg card flavoring. mtgPQ is not a proper mtg paper game conversion as there's no way for one to get 20 mana in turn one in paper mtg with any card combo. the best u can do is 3x 4 + 3 = 15 mana, provided u draw a 7 card hand of 4 black lotus + 3 moxes, if you play by the most basic rule of mtg when mtg just started.