This post came out of the “Blue Needs a Nerf” discussion.
If we look at traditional Paper Magic and the color pie, Green (and white, to a lesser degree) has always had the ability to “Go Wide” in it’s creature strategies. Anyone who has played Paper MTG has died to a legion of elves, pumped out of their minds.
As an aside, in this universe “Each Creature Gets +1/+1” means something. I’ll come back to this later.
Control decks (Blue, I’m looking mostly at you), have always had the ability to control and manipulate the board by disabling, unsummoning, or stealing threats. This can work wonders when your opponent has only a few threats, and the battlefield is manageable.
But when your opponent goes wide, Blue has trouble handling this.
When we look at MtG:PQ, we see an effort on the development team to take paper cards, and convert them into a version that translates to our game. In many respects, I have been impressed by their creativity, while maintaining the spirit of the paper card.
Where this falls down, however, is in the design of the MtG:PQ battlefield. The game limits the number of creature slots you are able to have in play. Paper Magic doesn’t have this restriction, and the difference impacts play in a big way.
Firstly, this has a direct effect on our deckbuilding strategies. Creature-heavy strategies are difficult to employ, because excess creatures just sit in your hand, unplayable.
Secondly, and this is very important, control decks have been given a serious advantage.
The control deck only has to worry about three creature threats.
The game allows the player to “reinforce” his creatures by repeated casting, but they are still limited by the three creature slot battlefield.
And while it’s nice to have a reinforced creature, one single “Unsummon” will remove the entire stack. Often, due to the hand size restriction, the unsummoned creature stack is destroyed entirely!
This, in my opinion, is a mistake, and makes removal/control spells far too powerful, while neutering creature-heavy strategies.
I believe the correct way to address this is to:
Unsummon/Destroy one reinforcement instead of the whole stack.
Sweepers (River’s Rebuke, Hour of Devastation, etc…) would still work as they currently do.
Each reinforcement would have to be treated separately for damage, and pumping purposes. Those +1/+1 counters that were once useless, now become a lot nastier when each reinforcement receives the boost.
This would dramatically change battlefield interaction, lessen the impact of control magic, and work within the confines of the current design.
What does the community think about this proposal?