andrew

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[–] [email protected] 8 points 9 months ago (1 children)

Hilarious that Nadu, designed for Commander but released in a Modern set, is now banned in Commander too (after it's collateral damage in Modern).

Kinda do not agree with the fast mana bans :-/ I understand their reasoning but I haven't thought they were banworthy at all.

[–] [email protected] 1 points 9 months ago (1 children)

This is so cool, thanks for sharing!

Do you have any more details on it? Was it just printed by another attendee (presumably Brothers Wilmot 😜) or is this an official wotc reprint?

[–] [email protected] 7 points 9 months ago (2 children)

Wow this feels like a pretty significant color pie break. I realize they’ve printed black enchantment removal a few times before (Feed the Swarm) but this is an instant and seems like they’re just shifting to giving this to black now. Seems like kind of a shame to me.

[–] [email protected] 3 points 9 months ago

Wow that is some freaky looking artwork

[–] [email protected] 6 points 10 months ago (7 children)

You’re absolutely right and Mark’s straw man arguments like that are pretty frustrating. I have the same meaning as you when I say stop designing for Commander as I’m sure the vast majority of others do. I don’t know if he’s being intentionally dishonest or if he just doesn’t get it still but it is 100% stop printing overstatted Commander cards that warp eternal formats and these ability soup engines-and-payoffs.

Re: playtesting I wish they would come out and say what their playtesting process is. How many people are in each group, how long do cards get active testing, etc. Barring those details I kind of disagree that they can’t do more and while they definitely cannot catch everything, their process should be sufficient to not let a Nadu get by.

[–] [email protected] 2 points 10 months ago

Yeah that's a good point, I guess since it was admittedly for Commander they were find letting it leave the 60 card formats.

[–] [email protected] 6 points 10 months ago

Exactly, the fact that "interacts with 0-mana abilities" isn't on a list of mandatory checks is just crazy to me. It just signals that they don't have any kind of process/infrastructure in place to help them see these things.

[–] [email protected] 6 points 10 months ago (3 children)

Great updates all around, kudos to Wizards for doing what needed to be done. Good changes to timing too.

I'm shocked they banned Nadu instead of some bad half-measure like Shuko though.

[–] [email protected] 7 points 10 months ago (3 children)

I appreciate them writing this and taking it on the chin here but honestly there is so much in here that's pretty damning about their design process. Nadu was a massive mistake but one that seems negligibly correctable.

Mistake 1: not enough playtesting!

Majors describes the testing they did. He cites no actual numbers or anything but I think that makes it pretty clear how deficient it is/was:

For both Modern Horizons 2 and Modern Horizons 3, we brought in a small group of contractors and worked on the set in a dedicated sprint as a collaboration between that group and a small number of play designers. The playtesting time is more dense, as the group is singularly focused on the set without other responsibilities, but shorter in terms of weeks.

Emphasis mine. I would wager that this is probably 2-3 contractors who played for probably a few weeks with the people who designed the set, a group who is obviously stuck in groupthink and can't see differently. There's no wonder they miss issues like this.

Mistake 2: changing cards again without testing

Again we have a card that was changed at the last minute and shipped as-is.

I missed the interaction with zero-mana abilities that are so problematic. The last round of folks who were shown the card in the building missed it too. We didn't playtest with Nadu's final iteration, as we were too far along in the process, and it shipped as-is.

How many times does this need to bite them before they just actually playtest every single text change? It's crazy to me.

Mistake 3: no automatic flags for certain high-risk abilities

They all missed the interaction with 0-mana abilities, OK fine. But why is there no automatic flag for high risk abilities? Off the top of my head:

  • unbounded triggers
  • triggers that draw you cards
  • triggers that put cards directly into play
  • triggers that occur whenever the permanent is targeted
  • triggers that give things to all of your creatures

Original Nadu had every one of these, and there are no doubt many many more things that should automatically create a higher scrutiny/testing regimen. They added the 2-times-per-turn cap at the last minute but removed the by-an-opponent limiter!

Software can easily flag cards that should be tested more fully, or recommend problematic interactions. They don't seem to be doing this at all, instead just accepting a certain % of failure/risk. This is so preventable.

Mistake 4: putting Commander cards in Modern sets

This one is a personal pet peeve of mine and really irritates me more than everything else. This card was designed specifically for Commander yet it went into a set ostensibly for Modern/Legacy.

In one of these meetings, there was a great deal of concern raised by Nadu's flash-granting ability for Commander play. After removing the ability, it wasn't clear that the card would have an audience or a home, something that is important for every card we make. Ultimately, my intention was to create a build-around aimed at Commander play, which resulted in the final text.

If the card is for Commander, put it into a Commander set! This is also extremely damning from a design perspective--they removed the flash ability and then didn't think the card would be played at all!

So much of this seems to be preventable with better processes or using technology in even basic ways, ways they are no doubt not even close to taking advantage of. It's a shame because these sets could be better and the playerbase wouldn't have months of crap like this, or a Pro Tour absolutely ruined by a preventable card.

[–] [email protected] 3 points 10 months ago (1 children)

Is there any chance at all they print tokens for the power nine because of this?

[–] [email protected] 1 points 10 months ago

Wow it’s the art from the Urza Vanguard card!

Would love to see this in a retro frame 😫

 

[[Gleeful Demolition]], [[Necroskitter]], and [[Aetherworks Marvel]] are all up this week.

Cheap pickups include [[Inti, Seneschal of the Sun]], [[Karaks]], and [[Teferi, Time Raveler]].

 

Under-performers:

  • [[Demand Answers]]
  • [[Hustle // Bustle]]
  • [[Due Diligence]]
  • [[Thinking Cap]]
  • [[Murder]]

Over-performers:

  • [[Museum Nightwatch]]
  • [[Extract a Confession]]
  • [[Snarling Gorehound]]
  • [[Goblin Maskmaker]]
  • [[A Killer Among Us]]
  • [[Reasonable Doubt]]
 

Not exactly MTG but a pretty random related product coming soon for those into mysticism/oracle cards:

From the team behind The Dungeons & Dragons Tarot Deck comes this officially licensed oracle deck comprising 52 all-new illustrations that celebrate the characters, creatures, and lore of the world’s largest trading card game.

Inspired by Theros, the plane where monsters prevail, mortals endure, and heroes ascend, this Magic: The Gathering-themed deck features exclusive art of Jace, the Planeswalker; Hythonia, the legendary gorgon; and well-known creatures such as the Pegasus, Chimera, Sirens, and more.

 

Spoiler!Seth Mansfield playing RB Vampires beat 2023 player of the year, Simon Nielsen, on Boros Heroic 3-1 in the finals.

Simon Nielsen’s 4th (!!) top 8 at a major event in the last year! 3 PT top 8s and top 8 at Worlds. Amazing year for him!

Direct link the the VOD of the finals: https://www.twitch.tv/videos/2073420586?t=05h22m30s

 

The first Pro Tour of the 2024 season takes place February 23-25 at MagicCon: Chicago.

  • On Friday and Saturday—February 23 and 24—broadcast begins at 12 p.m. ET (6 p.m. CET // 2 a.m. JST 2/23–24) with three rounds of Murders at Karlov Manor Draft followed by five rounds of Pioneer Constructed.

  • On Sunday, February 25 for the Top 8 playoff, broadcast begins at 11 a.m. ET (5 p.m. CEST // 1 a.m. JST 2/26) with all four quarterfinal matches, followed by semifinals matches then the finals of Pro Tour Murders at Karlov Manor.

Play on Friday and Saturday starts at 9 a.m. CT on-site, but broadcast begins at 11 a.m. CT (12 p.m. ET) with a featured drafter to follow into their Round 1 gameplay. They're going to catch up with coverage to reduce downtime.

The Sunday Top 8 playoff broadcast begins at 10 a.m. CT (11 a.m. ET) showing a full quarterfinal match and then as many games from other quarterfinal matches as possible, moving on to a full semifinal match (and as much of the remaining semifinals match) then the complete finals.

 

2 UB sets per year starting next year:

Hasbro CEO Chris Cocks told investors on February 13th that two of the trading card game’s six annual premiere sets will be dedicated Universes Beyond crossovers starting in 2025.

Looks like these will be pushing out a Masters or other large non-premier set too:

This may end up pushing out or replacing a tentpole set (a business-only term the company uses for its six annual major releases) to make room for whatever comes after Final Fantasy and several Marvel-themed releases.

 

Some relevant stats:

Net losses widened to $1.06 billion, or $7.64 a share, from $128.9 million, or 93 cents a share, in the same period a year ago.

Revenue dropped 23.2% to $1.29 billion, below the FactSet consensus of $1.34 billion.

Among Hasbro’s business segments, Wizards of the Coast and Digital Gaming revenue increased 10%, as growth in digital gaming licenses offset slight declines in Wizards tabletop and digital games sales.

For 2024, the company expects Wizards of the Coast revenue to fall 3% to 5% and Consumer Products revenue to be down 7% to 14%.

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 

cross-posted from [email protected]: https://mtgzone.com/post/380788

Key points for RVR draft:

All the cards in the set are reprints from previous sets happening on Ravnica. If you’we been around for a while, you know what that plane is all about. If not, there’s a single most important thing to keep in mind: There are ten 2-color guilds, each with its own signature theme.

So, in the vast majority of drafts, you want to be drafting a 2-color deck. However, it’s perfectly reasonable to splash a bomb, from a adjacent guild. For example, say you’re playing Selesnya (green-white). You could easily play Assemble the Legion. That’s possible, as there’s plenty of mana fixing available.

Keep in mind, that each card in your deck should ideally met at least one of the following criteria:

  • It works well with your guild’s theme, or;
  • It’s just a strong card on its own.

Obviously, if both conditions are met, that’s especially great. So, let’s take a look at the archetypes and figure what each archetype is trying to do.

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