Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Wednesday, April 29, 2009

Comments on the core set policy changing with M10

Changes brought with the new core set that will be released in june:  
Link to news: Recapturing the magic with Magic 2010 


Decreased set size
Isn't this a good thing? Less cards to collect, less bad/redundant card ideas. Will this earn Wizards less money? Smaller sets will also lead less variety, as common cards make up most of a set's size. BUT: with the introduction of a new rarity, this in practice means that collecting all cards will be harder: booster peasant will have to crack open more boosters to get the cards they want. That equals more money to Wizards. YaY.
 
Core set change
There will be new cards, and not only reprints, making it desirable even for older players. And there will be a new core set every year, as if it was a good thing wizards even call it 'refreshing the core set'. The core set will not have the same cards every year, and there will be new cards - that sounds like an expansion to me. Wasn't a core set supposed to just be there, as a stable supply of staple cards that could always be used?

What is a good thing is card borders be black. That's good on the eye. All that remains now it that I finish painting the old ones.


Set rotation thing
The core set will rotate out with the preceeding block. So all noobs that buy core set cards can't use them in tourneys and games the following autumn (that is, standard games).

New names for old concepts
When cards are in play, they will be on the battlefield. Personally I liked them being in play better, I just think it sounds and looks nicer.
When a spell is played - it is now casted.

Change? Change is SCARY! I welcome CHANGE.

Monday, April 27, 2009

Product changes following the release of Shard of Alara


With Shard of Alara Wizards introduce:
  • Land in booster packs
  • New rarity - the mythic rarity
Links to news: Changes as of Shards of Alara

Land in booster pack
Wizards now added land in booster pack, effectively reduzing their size to 14 - to make noobs easily obtain lands: Now, getting hold of land was never really a problem. You can get heaps of lands from some older players. SERIOUSLY, I KNOW SOME GUYS that have like 500 lands. And that is few. The only time it is a problem is for totally new players without a playgroup or community...

Secondly, originally there were lands in boosters, and then players complained about TOO MANY lands, urging Wizard to change this. It was changed. And now it's changed back. Urges me to say: this will be changed back sometime.

Thirdly............you can play without lands LOL

New rarity - MYTHIC RARE
Magic rarity got steeper: now there are four. I don't know the mathematics, but this wil replace the normal rare you pull in a booster pack. Meh, I don't care because I'm no collector or the kind of person seeking multiples, but I think it is not good for the game if they are made broken/overpowered, filled with abilities just to be or just because they are sooo mythic rare. Stupid. And market price just got higher. It reminds me of a similar situation that happened to another, now dead, CCG (Doomtown): how players complained and were alienated when the game changed to a less flat rarity (there were two originally). Why? Now you had buy three boxes to get playset of all cards.

Intro pack thing
I don't know what was before. Anyway, this starter pack will be called intro pack and serve as an introduction into the current sets, with some liner notes about set and game mechanics. BUT: they will only contain 41 cards - illegal as decks. And a third of those cards are lands. Why?