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PostPosted: Tue Feb 09, 2016 1:59 pm 
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For instance, Feldon. An artificer making simulacrums of the most powerful creatures he remembers by techniques learned trying to recreate his dead wife, probably defending his library from barbarians in the wake of the Brothers War, is cool. The fact that he can respond to an attack at instant speed to build a dragon engine in seconds seems silly. Gameplay wise I'm happy it's instant. Flavor wise it seems like a slower sorcery speed ability.


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PostPosted: Tue Feb 09, 2016 2:21 pm 
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PostPosted: Tue Feb 09, 2016 2:58 pm 
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goblins do have a history of doing the opposite of their apparent jobs: Goblin Archaeologist, Goblin Artisans, Goblin Diplomats, Goblin Gardener, Goblin Masons, Goblin Medics


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PostPosted: Tue Feb 09, 2016 3:39 pm 
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I feel like that might be the point

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PostPosted: Tue Feb 09, 2016 3:43 pm 
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yes, that is what i am saying


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PostPosted: Sat Feb 27, 2016 6:37 am 
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Iona's Blessing.My issue is more with the art then card. She was one of the few angels without a halo so I'm not sure why she is passing them out. The mechanics work though with vigilance since she was keeping watch.


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PostPosted: Sat Feb 27, 2016 9:35 am 
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I guess this uses its parasitic twin like a human's hand to hold things like this? Animals with equipment always looked funny.

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PostPosted: Sat Feb 27, 2016 1:07 pm 
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I like to imagine the equipments magically reform to fit whoever's going to wear them, as to never be awkward

That, or duct tape

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PostPosted: Sat Feb 27, 2016 3:47 pm 
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I imagine it gets glued like a unicorn's horn.

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PostPosted: Sat Feb 27, 2016 4:59 pm 
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just jam it in there tbh


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PostPosted: Mon Feb 29, 2016 1:23 am 
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I guess this uses its parasitic twin like a human's hand to hold things like this? Animals with equipment always looked funny.

I feel you're somewhat missing the point because snakes in boots has been a flavorful issue probably since equipments were introduced, and are more of a concession in favor of the mechanics on a base game level than any one card's fault. What I mean is, you're pointing to an entire mechanic rather than a single card or handful of cards.

Also, to be fair, the alternative is something like "Equip specific creature type", which is kind of counter-productive because there's already a nutty amount of creature types in Magic compared to something like Yu-Gi-Oh or Pokemon; meaning they would either render most equipments effectively useless because they'd only equip to a handful of cards, or the equipments would all have to focus on tribal themes that are already common and already have plenty of options (and in my opinion kind of boring), or cut back on future creature types to make the equipments more viable. My point being is that I am fine with a few play-specific quirks like that rather than the alternative.


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PostPosted: Mon Feb 29, 2016 1:34 am 
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equip specific creature type isn't the only solution, and would in fact still cause issues. You could print a sword and say equips to humans and thats all well and good but what if you print an armless human? and why can't elves use swords? its still a big snakes in boots problem, and ends up being even more inconsistent.

I think a better alternative if you wanted equipment to be handled in a way that is flavourfully consistent would be to have equipment types and have creatures have equipment slots. That way you could equip gloves to anything with hands, for example. If the types were vaguer there would be more contradictions but it would be easier to communicate the mechanic. It works better than equip specific creature type anyway. I'm sure if a design team could decide on an even better execution if they thought about it for a while.


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PostPosted: Mon Feb 29, 2016 10:56 am 
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Lilan wrote:
equip specific creature type isn't the only solution, and would in fact still cause issues. You could print a sword and say equips to humans and thats all well and good but what if you print an armless human? and why can't elves use swords? its still a big snakes in boots problem, and ends up being even more inconsistent.

I think a better alternative if you wanted equipment to be handled in a way that is flavourfully consistent would be to have equipment types and have creatures have equipment slots. That way you could equip gloves to anything with hands, for example. If the types were vaguer there would be more contradictions but it would be easier to communicate the mechanic. It works better than equip specific creature type anyway. I'm sure if a design team could decide on an even better execution if they thought about it for a while.

Good point, although I'd like to point out that making equipment slots might make the cards too busy. I recently saw a card from another game (through Steve Belledin's blog here) which I couldn't help but notice had like four times the number of shorthand icons on it, leaving me utterly confused as to what it does.


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PostPosted: Tue Mar 01, 2016 8:13 pm 
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Where does Through the Breach fit with red's piece of the color pie?

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PostPosted: Thu Mar 03, 2016 7:24 pm 
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Where does Through the Breach fit with red's piece of the color pie?

Toward the blacker side, I'd say. But it's basically like turning a creature into lightning a la Arc Runner, Ball Lightning, Hell's Thunder, Hellspark Elemental, Lightning Serpent, Spark Elemental, and others. Red is kind of known for summoning one-turn creature tokens with haste, a la Thatcher Revolt.

Also, you may as well target Sneak Attack since it's much older and the exact same ability.


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PostPosted: Thu Mar 03, 2016 8:21 pm 
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Lilan wrote:
equip specific creature type isn't the only solution, and would in fact still cause issues. You could print a sword and say equips to humans and thats all well and good but what if you print an armless human? and why can't elves use swords? its still a big snakes in boots problem, and ends up being even more inconsistent.

I think a better alternative if you wanted equipment to be handled in a way that is flavourfully consistent would be to have equipment types and have creatures have equipment slots. That way you could equip gloves to anything with hands, for example. If the types were vaguer there would be more contradictions but it would be easier to communicate the mechanic. It works better than equip specific creature type anyway. I'm sure if a design team could decide on an even better execution if they thought about it for a while.

Heh, you could do it like the super popular game Hecatomb and have transparent parts of the cards...

Really wish that game had caught on :/ It looked fascinating.


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