First, I appreciate the efforts that Oktagon has put in to try to get their hands around someone else’s coding/mechanics/etc. Also, love the communication and willingness to make changes to try to create a more fun experience (6 hour recharges on RotGP anyone?). I also realize this is their first foray into MTGPQ, so perhaps we should give them a bit of a break.
But I couldn’t help but notice some really disappointing aspects of the new Ixalan set. This post is intended to help them better understand the game design from players perspectives.
- Our approach to rarity is one in which the gap in power between Masterpieces and Mythics should be close to one another, same as the Rare/Mythic gap with the real difference being the variation in complexity and mechanics. The higher we move up the rarity pole, the cards’ abilities get more interesting, however they are not necessarily stronger in a vacuum.
- Stat-wise (Power/Toughness/Shield), cards in the top brackets of rarity should be somewhat stronger than commons and uncommons, but not with a gap as large as we have today.
Did they execute?
Colossal Dreadmaw
Common for 17 mana, 6/6 with trample
Charging Monstrosaur
Uncommon for 17 mana, 6/6 with trample and haste
Burning Sun’s Avatar
Mythic for 17 mana, 6/6, NO TRAMPLE OR HASTE, and deals 3 dmg to opponent and one creature on ETB
They made the rare card worse than the common card. Even though they scaled the creatures cost up from 6 in paper to 18 in PQ they left is’ power, toughness, and ETB effects exactly the same. You guys do realize that the average PW has more like 100 life and the average creature played probably has a body of 2-3X those in paper. I mean honestly… even if you want to keep him at a 6/6 you need to have his ETB effects do 2-3X more damage to make him playable.
This seems like the same type of error that Hibernium would make. They scale one thing but don’t scale the other relative to the game
- Not understanding basic features:
Vigilance: Ok, some of you will argue that you can give things first strike to make Vigilance a positive for cards like Vona, Butcher of Magan and Gishath, Sun’s Avatar. I think its a bad argument because there are plenty of other big creatures with blocking or vigilance where you don’t want to rely on enablers to be at risk.. But can someone please explain to me Glorifier of Dusk?
Glorfier of Dusk: Activate 2 white: This Creature Gains Vigilance until end of turn. Lose 1 life.
Yes, you gain blocking… UNTIL THE END OF YOUR TURN??? At least it only costs 1 life…
- Three creature limit:
Specifically in relation to the vampires in this set. They are trying to fix the problem of 3 creature limits by introducing more things that enable reinforcements.. but does this get the job done? Not at all. Because the ramp from creatures such as Marven Fein is way too slow. Because now a single remover acts like a sweeper. If the token stack caused reinforcement based on the tokens reinforcement the card would be interesting and good. but still beatable… in its current state it is utterly bad.
Other cards show the same issue in this set.
- The total bombs that occasionally show.
River’s Rebuke - Return all creatures and non-land supports to their owners hand and double their cost. - You now gave blue (who is weak against supports) the strongest support sweeper in the entire game.
Legion’s Judgement - You gave white a kill spell that is nearly as good as the masterpiece Vindicate for all practical purposes.
Anyway… this is not the post I wanted to make after the set reveal. I was prepared to defend Oktagon and support the removal of power creep. But there are many many cards that just show a lack of understanding about the metagame of PQ, or frankly even the basic functionality and gameplay. Here is to hoping you guys can get it together soon.