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By: a guest | Mar 16th, 2010 | Syntax: None | Size: 4.98 KB | Hits: 41 | Expires: Never
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  1.  
  2. I suppose I did pick terrible examples (Armament Master might be the only tribal Kor. Is there a way to check?), but they aren't my only ones. I'm unfamiliar with the newer sets at the moment, so that doesn't help either. Would Allies be better? How about Snow permanents and mana from coldsnap/ice-age? It looks like Lorwyn had tribal Giant cards (however, I'm ecstatic about the new elf cards). The point is that the only way tribal X cards are going to do me any good is if I build a deck containing only X. Elvish Champion is only good if I have a deck built around elves, Kalastria Highborn is only good if I have a deck built around vampires.
  3. [quote author=56836568 post=399529181]Here's a solution that would certainly make me happy, and I'd like to know if it's something the Magic community could get behind: Wizards could design a hybrid core/expert-level hybrid. It would have the same level of complexity as an 'expert set' like Ravnica or Zendikar. Complete with new cards, a new plane, and a new storyline the only thing it would not have is the new keywords, creature-types, and other features that tend to isolate a set from the rest of the game. You would have standard creature types, (elves, beasts, goblins, soldiers, etc.), standard abilities (flying, first strike, haste, etc.)[/quote] So it's pretty much exactly like a Core Set, only you don't actually call it a Core Set? I'll pass, thanks.
  4. [/quote]
  5. I've never played Magic too seriously, so I may have my facts wrong. If I understand things correctly, Core Sets are all reprints of old cards, and are created to be an easy introduction to magic for newer players. They tend to have vanilla creatures a lot, and games using Core Sets are generally less complicated. I like the idea of a set that encompasses all the basics of magic, but still creates interesting games.
  6. [quote author=56948268 post=399534689]It is extremely evident that current design is feast or famine, and that the gimmick mechanics for that set/block are pushed heavily while existing mechanics are largely ignored. However, Royk is correct about how Wizards is trying to friendly up the game more and more to the silent majority.[/quote]
  7. That's excellent. I have heard about the push to increase creatures in the game, and I think that's a step in the right direction. You know what? I'm being too specific in my original post. that's just one suggested solution to the larger problem: It is being really difficult for me to get started into magic without devoting a lot of time and money to it.
  8. I suppose I did pick terrible examples (Armament Master might be the only tribal Kor. Is there a way to check?), but they aren't my only ones. I'm unfamiliar with the newer sets at the moment, so that doesn't help either. Would Allies be better? How about Snow permanents and mana from coldsnap/ice-age? It looks like Lorwyn had tribal Giant cards (however, I'm ecstatic about the new elf cards). The point is that the only way tribal X cards are going to do me any good is if I build a deck containing only X. Elvish Champion is only good if I have a deck built around elves, Kalastria Highborn is only good if I have a deck built around vampires.
  9.  
  10. [quote author=56836568 post=399529181]Here's a solution that would certainly make me happy, and I'd like to know if it's something the Magic community could get behind: Wizards could design a hybrid core/expert-level hybrid. It would have the same level of complexity as an 'expert set' like Ravnica or Zendikar. Complete with new cards, a new plane, and a new storyline the only thing it would not have is the new keywords, creature-types, and other features that tend to isolate a set from the rest of the game. You would have standard creature types, (elves, beasts, goblins, soldiers, etc.), standard abilities (flying, first strike, haste, etc.)[/quote] So it's pretty much exactly like a Core Set, only you don't actually call it a Core Set? I'll pass, thanks.[/quote]
  11. I've never played Magic too seriously, so I may have my facts wrong. If I understand things correctly, Core Sets are all reprints of old cards, and are created to be an easy introduction to magic for newer players. They tend to have vanilla creatures a lot, and games using Core Sets are generally less complicated. I like the idea of a set that encompasses all the basics of magic, but still creates interesting games.
  12. [quote author=56948268 post=399534689]It is extremely evident that current design is feast or famine, and that the gimmick mechanics for that set/block are pushed heavily while existing mechanics are largely ignored. However, Royk is correct about how Wizards is trying to friendly up the game more and more to the silent majority.[/quote]
  13. That's excellent. I have heard about the push to increase creatures in the game, and I think that's a step in the right direction. You know what? I'm being too specific in my original post. that's just one suggested solution to the larger problem: It is being really difficult for me to get started into magic without devoting a lot of time and money to it.