Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Hasbro CEO is going to have a Fireside Chat With Investors Over WotC
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="NotAYakk" data-source="post: 8853724" data-attributes="member: 72555"><p>Spell Blast (UX, counter spell that costs X) is <strong>more interactive</strong> than counterspell, because Spell Blast cares about the mana cost of the spell it is countering.</p><p></p><p>A "remove soul" spell that cost X, where X is the creature's power, and then does Y to the remove soul caster, where Y is the creature's toughness, also cares more about the text on a creature than one that simply counters any creature spell.</p><p></p><p>Now these might not be <strong>good</strong> spells, but they are interactive. Making them good is always possible (... and draw a card, or make them counter 2X, or whatever).</p><p></p><p>This is why "does X damage to target creature" is more interactive - more back and forth - than "destroy target creature".</p><p></p><p>The MtG combat game is interactive, in that the creatures your opponent have and their text <strong>matter</strong> to how your creatures can help defeat your foe.</p><p></p><p>I'm not against escalating combos or even control; I'm against lack of <strong>interactivity</strong> in most of the "good" combos and "good" control cards. Combos often try to reach a win condition that <strong>bypasses</strong> whatever the opponent does rather than interacts with it. "Good" control cards bypass what a given card does or says, and just shuts them down, with the less interaction -- the less it cares about what the opponent card says -- the better.</p><p></p><p>I mean, I have enjoyed playing solitaire magic. But solitaire magic <em>isn't fun to play against</em>.</p><p></p><p>The interaction you get, at best, with solitaire magic is you have a meta situation where you become aware of what solitaire magic your opponent is going to try to do, and you have crafted your deck to disrupt their solitaire magic enough that you can beat them with your deck before they can.</p><p></p><p>Even then, you attempt to minimize your interaction with their cards as much as you can, unless you are playing in a meta where black/red damage is so dominant that you can drop a prot RB deck and win the tournament (... which again proactively vetos the enemy cards from doing stuff. You don't care what the damage you take is, you are immune.)</p><p></p><p>Healing Salve (prevent 3 damage to target creature or player) is more interactive than "creature is indestructible". But because damage to creatures is bypassed by enemy decks (they don't want to interact with your card text!), healing salve becomes a junk card even if you tried to make it better.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8853724, member: 72555"] Spell Blast (UX, counter spell that costs X) is [B]more interactive[/B] than counterspell, because Spell Blast cares about the mana cost of the spell it is countering. A "remove soul" spell that cost X, where X is the creature's power, and then does Y to the remove soul caster, where Y is the creature's toughness, also cares more about the text on a creature than one that simply counters any creature spell. Now these might not be [B]good[/B] spells, but they are interactive. Making them good is always possible (... and draw a card, or make them counter 2X, or whatever). This is why "does X damage to target creature" is more interactive - more back and forth - than "destroy target creature". The MtG combat game is interactive, in that the creatures your opponent have and their text [B]matter[/B] to how your creatures can help defeat your foe. I'm not against escalating combos or even control; I'm against lack of [B]interactivity[/B] in most of the "good" combos and "good" control cards. Combos often try to reach a win condition that [B]bypasses[/B] whatever the opponent does rather than interacts with it. "Good" control cards bypass what a given card does or says, and just shuts them down, with the less interaction -- the less it cares about what the opponent card says -- the better. I mean, I have enjoyed playing solitaire magic. But solitaire magic [I]isn't fun to play against[/I]. The interaction you get, at best, with solitaire magic is you have a meta situation where you become aware of what solitaire magic your opponent is going to try to do, and you have crafted your deck to disrupt their solitaire magic enough that you can beat them with your deck before they can. Even then, you attempt to minimize your interaction with their cards as much as you can, unless you are playing in a meta where black/red damage is so dominant that you can drop a prot RB deck and win the tournament (... which again proactively vetos the enemy cards from doing stuff. You don't care what the damage you take is, you are immune.) Healing Salve (prevent 3 damage to target creature or player) is more interactive than "creature is indestructible". But because damage to creatures is bypassed by enemy decks (they don't want to interact with your card text!), healing salve becomes a junk card even if you tried to make it better. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Hasbro CEO is going to have a Fireside Chat With Investors Over WotC
Top