Hey, everyone!
It took a while this time, but we do have some questions to address. Some of them were brought from Forum discussions, not the Q&A form, but we thought they were important anyway.
As always, send your questions via this link.
Let’s get into them!
Lu
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Seeing as how you revised the charge schedules on the events to make the events better for players, would you also consider updating some of the events that lock your Planeswalker choice to stop doing that? For events like Revolving Planeswalk or Seize the Day that don’t let you change your Planeswalker for the node after you select one. There doesn’t seem to be any particular reason for this. Most people use the same planeswalker for every charge anyway. If you try out something new and it turns out that it’s either not effective or not fun now you’re stuck with it. For events where you have to use a different Planeswalker on each node then locking in the choices is more justifiable. For other events it doesn’t seem like it serves any purpose other than to make the event slightly less fun for some players.
Answer: This is an interesting suggestion, that does match some of our internal discussions for updating some older events and bringing them back into rotation. We’ll share it with the development team.
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Hii,
So, since you guys took over the development of MPQ, several bugs and discrepancies in old abilities have been fixed (Outcast, stored mana, gems falling). What do Webcore Team take into consideration to define the priority of these updates?
Answer: We do our best to prioritize these fixes based on their impact on the gameplay experience, or when they are linked to interactions with unreleased and new content.
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What are the MtGPG rules for the order in which continuous effects are applied? There are some brief rules in regards to the order that triggered effects resolve, but I couldn’t find any rules for continuous effects.
For example the interaction between Omniscience and Quarantine Field.
Omniscience (Cost 17; Shields 4)
Support Card - Enchantment
Each card in your hand costs 0 mana to cast.
When you cast a creature, spell or support, this support loses 1 shield.
Quarantine Field (Cost 15; Shields 3)
Support Card - Enchantment
When this Support enters the battlefield, each Creature and Support in both players’ hands is drained of its’ mana.
While this Support is on the battlefield, Creature and Support cards cost 12 more.
If you cast Quarantine Field first, creatures and supports cost 12 more. Then after casting Omniscience the costs of your cards are reduced to 0.
If you cast Omniscience first your cards cost 0. Then after casting Quarantine Field your creatures and supports still cost 0.
When they’re both on the board your creatures and supports cost 0 regardless of which order they entered the board.
The current rules for resolving triggered effects are:
Triggers Priority
When multiple cards from different places trigger their effects at the same time, the priority order - unless said otherwise - is:
Creatures (from first position to last) → Supports (from oldest to newest) → Hand (from oldest to newest) → Graveyard (from oldest to newest) → Exile (from oldest to newest).
Can a similar summary of the rules for the order continuous effects are applied in MtGPQ be added to this article?
Magic: Puzzle Quest - Gallery of Rules and Definitions — Magic: Puzzle Quest Help Center
Answer: This is a cool question, and the answer is equally interesting. Omniscience design intent is that the cost of the card never needs to be paid while Omniscience is on the battlefield. To achieve this, it will apply its effect in a way that always causes the played card to cost 0. A simple way to visualize this is that it will always be the last effect to alter the cost.
As for the interaction of continuous effects, the only written rules at this point are the ones listed in the Rules Gallery. Most effects should follow the order described there for triggered abilities, but the original framework of the game was not created to emulate the intricate layer system utilized in the tabletop version of MTG.
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Finally, some of you have asked similar questions on the Forum, even if not through the Q&A form, so we’ll amalgamate and answer them here:
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We get that Ghalta, Stampede Tyrant needed to be nerfed, but why change Atraxa, the Grand Unifier and Blossoming Tortoise as well?
Answer: That’s interesting, actually!
Blossoming Tortoise had interactions that were more harmful than helpful to the Standard metagame. We want to bring more options to players in terms of what Lands Supports can do in the game, but the old Tortoise was simply way too good (still is!) as both a creature and a support recursion tool, allowing combos to always be reestablished in Greg’s next turn after a player has stopped them. By being more Land-focused, the Tortoise will reward more dedicated approaches, while removing the problem of perpetual combos.
Atraxa is a card that we have been watching since last year due to her ability to create a loop by herself. Around the release 6.3.0, we considered applying some minor changes to Atraxa but decided it wasn’t necessary at that time. Nevertheless, while developing the next sets, we noticed that we had to hold back every time we designed any card that could give full mana to a creature - because the best creature to receive that mana was Atraxa, enabling yet a new loop with her. The AI could replicate that perfectly every time, creating a huge Atraxa every single turn. That settled the decision to remove that self-contained loop potential from Atraxa, allowing us to be more creative in the future.
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We’ve spent resources chasing the cards that have been changed. Will there be any kind of refund or compensation for our effort?
Answer: That’s a fair question. We understand the frustration when cards you’ve invested time and resources in are altered. Because of it, balancing changes are rare and a last resort, implemented only when necessary to maintain a fair and enjoyable experience for all players. We thoroughly test and analyze cards before release to minimize these occurrences.
Our goal is to ensure a balanced metagame that the entire community can enjoy. Changes are made to address situations where certain cards continue to negatively affect the player base despite other measures.
Compensation for affected items is always considered when balancing changes are defined, and it may not be provided to avoid negatively impacting the game economy, for example. We strive to provide a fun and fair experience for everyone, and we appreciate your understanding and support.
