RE: Magic: The Gathering
July 21, 2015 at 3:13 am
(This post was last modified: July 21, 2015 at 3:13 am by robvalue.)
My playgroup eventually universally played draft rather than constructed, with a huge pool of cards that we carefully groomed to be interesting and balanced.
We also always played the "no land" variant. It was a little thing I read in a magic magazine one time, and it revolutionised how we played.
You don't use land cards at all. Instead, you play any card from your hand as a land. It then becomes the basic land for the corresponding colour. Multicoloured cards become nonbasic multi-lands of the corresponding colours, but also come into play tapped.
This removes the problems of both mana screw and mana flood, the two biggest irritations even at tournament level. It also adds a new layer of strategy regarding what cards you give up from your hand as land. Do you lay that big ass creature as land right away, or save up and eventually cast him?
Of course this requires some care about what cards you use in the pool. Some become broken or pointless. We stuck with cards which were neither in this environment, and it was so good we couldn't go back to dumb old lands.
I notice virtually every online CCG has adopted the "one land a turn free" strategy to avoid flood and screw. It's a problem with magic that might never go away.
We also always played the "no land" variant. It was a little thing I read in a magic magazine one time, and it revolutionised how we played.
You don't use land cards at all. Instead, you play any card from your hand as a land. It then becomes the basic land for the corresponding colour. Multicoloured cards become nonbasic multi-lands of the corresponding colours, but also come into play tapped.
This removes the problems of both mana screw and mana flood, the two biggest irritations even at tournament level. It also adds a new layer of strategy regarding what cards you give up from your hand as land. Do you lay that big ass creature as land right away, or save up and eventually cast him?
Of course this requires some care about what cards you use in the pool. Some become broken or pointless. We stuck with cards which were neither in this environment, and it was so good we couldn't go back to dumb old lands.
I notice virtually every online CCG has adopted the "one land a turn free" strategy to avoid flood and screw. It's a problem with magic that might never go away.
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Index of useful threads and discussions
Index of my best videos
Quickstart guide to the forum