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Magic: the Gathering. How to redesign without lands?
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<blockquote data-quote="Badwe" data-source="post: 4737410" data-attributes="member: 61762"><p>1 mana per turncount really hoses more than green landfetch. Well, depending on your definition of “hosing”. It enables agro decks to go longer without running out of gas because they’re not using 2-3 of their initial 12 or so cards drawn in the early game (including opening hand) as land. Also, many control decks or decks with a high curve will play as many as 28 lands out of 60 to guarantee hitting every land drop on their way to 5 or 6 mana.</p><p></p><p>Try to use a wider perspective on this. Besides the individual cards you draw, land is perhaps the heaviest element of randomness in the game, yet it is also one you can mitigate. To find corollaries to what you’re trying to do, think of similar situations. Could you redesign settlers of catan without randomly rolling a number (no, the event deck doesn’t count, it’s still random if in a slightly different way.)? What about axis and allies or risk? Those might be a bit easier since there are fewer permutations of what the dice mean, but it would also dramatically change the nature of the game to know the outcome of every battle before entering it.</p></blockquote><p></p>
[QUOTE="Badwe, post: 4737410, member: 61762"] 1 mana per turncount really hoses more than green landfetch. Well, depending on your definition of “hosing”. It enables agro decks to go longer without running out of gas because they’re not using 2-3 of their initial 12 or so cards drawn in the early game (including opening hand) as land. Also, many control decks or decks with a high curve will play as many as 28 lands out of 60 to guarantee hitting every land drop on their way to 5 or 6 mana. Try to use a wider perspective on this. Besides the individual cards you draw, land is perhaps the heaviest element of randomness in the game, yet it is also one you can mitigate. To find corollaries to what you’re trying to do, think of similar situations. Could you redesign settlers of catan without randomly rolling a number (no, the event deck doesn’t count, it’s still random if in a slightly different way.)? What about axis and allies or risk? Those might be a bit easier since there are fewer permutations of what the dice mean, but it would also dramatically change the nature of the game to know the outcome of every battle before entering it. [/QUOTE]
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