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Author Topic: Interview with Donald X.  (Read 2127740 times)

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Donald X.

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Re: Interview with Donald X.
« Reply #2850 on: February 26, 2016, 03:05:28 pm »
+3

Do you think you will ever regret making the "When you trash this, gain an Attach card" clause on Squire?  I would think this sort of puts an upper limit on how expensive/powerful attack cards can be, because with Squire you can potentially gain them super easily.  So lets say for some reason you wanted to make a $10 attack card that was basically a game-changer if obtained (similar to how Prince, Champion, and Teacher can have a great effect on the rest of the game).  Squire would break the mechanic of having to naturally buy such a card.
I don't regret that although you're correct that it's a thing. I would either be accepting that some games would have that combo (which does require a third piece - the way to trash Squire - unless the big attack is also a way to trash Squire and even then that probably delays you a lot), or would be tweaking the new card to get rid of it.

That doesn't sound so bad though. I couldn't make an $8 attack where all $8 was being paid for the attack; people would hate it. And if it's a big positive effect plus a minor attack, probably I can happily take off the attack part.
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ehunt

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Re: Interview with Donald X.
« Reply #2851 on: February 26, 2016, 05:03:41 pm »
+2

Recently you seem to have relaxed your self-imposed rule against giving strategy advice. What was the inspiration?
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Donald X.

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Re: Interview with Donald X.
« Reply #2852 on: February 26, 2016, 05:05:26 pm »
+20

Recently you seem to have relaxed your self-imposed rule against giving strategy advice. What was the inspiration?
I was just trying to make sure people were having fun talking about Dominion.
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GendoIkari

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Re: Interview with Donald X.
« Reply #2853 on: February 26, 2016, 07:26:54 pm »
0

Do you think you will ever regret making the "When you trash this, gain an Attach card" clause on Squire?  I would think this sort of puts an upper limit on how expensive/powerful attack cards can be, because with Squire you can potentially gain them super easily.  So lets say for some reason you wanted to make a $10 attack card that was basically a game-changer if obtained (similar to how Prince, Champion, and Teacher can have a great effect on the rest of the game).  Squire would break the mechanic of having to naturally buy such a card.
I don't regret that although you're correct that it's a thing. I would either be accepting that some games would have that combo (which does require a third piece - the way to trash Squire - unless the big attack is also a way to trash Squire and even then that probably delays you a lot), or would be tweaking the new card to get rid of it.

That doesn't sound so bad though. I couldn't make an $8 attack where all $8 was being paid for the attack; people would hate it. And if it's a big positive effect plus a minor attack, probably I can happily take off the attack part.

Would you ever consider getting around an issue like that by simply removing "attack" from the type? That would of course simply make the card stronger as it prevents reactions from working. And I'm sure plenty of people would complain about it as in "this card really should be an attack!"
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Donald X.

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Re: Interview with Donald X.
« Reply #2854 on: February 26, 2016, 07:41:08 pm »
+3

Would you ever consider getting around an issue like that by simply removing "attack" from the type? That would of course simply make the card stronger as it prevents reactions from working. And I'm sure plenty of people would complain about it as in "this card really should be an attack!"
I don't think I want an attack that doesn't say "attack."

There might other approaches. For example there's having an extra cost - like, "when you gain this, you may trash a Gold from your hand. if you don't, trash this." Then it's harder to get even if you get it via Squire. Those things uh have all the problems they have. Starting with, when you put in the dividing line and that text, not a lot of space is left.
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Re: Interview with Donald X.
« Reply #2855 on: February 26, 2016, 08:19:02 pm »
+5

Would you ever consider getting around an issue like that by simply removing "attack" from the type? That would of course simply make the card stronger as it prevents reactions from working. And I'm sure plenty of people would complain about it as in "this card really should be an attack!"
I don't think I want an attack that doesn't say "attack."
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Donald X.

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Re: Interview with Donald X.
« Reply #2856 on: February 26, 2016, 09:15:52 pm »
+3

Would you ever consider getting around an issue like that by simply removing "attack" from the type? That would of course simply make the card stronger as it prevents reactions from working. And I'm sure plenty of people would complain about it as in "this card really should be an attack!"
I don't think I want an attack that doesn't say "attack."
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If I were making the game today, possibly I would put "Attack" inside card text, and phrase Moat appropriately, and then I could let you Moat IGG and Raid and a bought Noble Brigand, and you could wait to reveal Moat for e.g. Minion until they picked the attack. I might not; I'd have to try it. I didn't think of it though, and it's not doable now.

Anyway IGG and Raid are not all that much like dropping the word "attack" from e.g. Militia. Masquerade is more like it. Somehow people complain more about Tribute.
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Re: Interview with Donald X.
« Reply #2857 on: February 27, 2016, 01:26:13 am »
0

Would you ever consider getting around an issue like that by simply removing "attack" from the type? That would of course simply make the card stronger as it prevents reactions from working. And I'm sure plenty of people would complain about it as in "this card really should be an attack!"
I don't think I want an attack that doesn't say "attack."
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If I were making the game today, possibly I would put "Attack" inside card text, and phrase Moat appropriately, and then I could let you Moat IGG and Raid and a bought Noble Brigand, and you could wait to reveal Moat for e.g. Minion until they picked the attack. I might not; I'd have to try it. I didn't think of it though, and it's not doable now.

Anyway IGG and Raid are not all that much like dropping the word "attack" from e.g. Militia. Masquerade is more like it. Somehow people complain more about Tribute.


People complain about Tribute being an "attack"?  That's... surprising.
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Donald X.

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Re: Interview with Donald X.
« Reply #2858 on: February 27, 2016, 01:34:48 am »
+1

People complain about Tribute being an "attack"?  That's... surprising.
There are at least a couple BGG threads about it, and I see a reddit thread where someone says they house ruled it to an attack.
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Elestan

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Re: Interview with Donald X.
« Reply #2859 on: February 27, 2016, 02:31:47 am »
0

Masquerade is more like it. Somehow people complain more about Tribute.
Tribute rarely bothers me at all.  Masq...yeah, it hurts a lot more often, and I think I'd have preferred it as an attack.  You'd just have to say something like "Each player passes a card from his hand to the next affected player on his left".
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Re: Interview with Donald X.
« Reply #2860 on: February 27, 2016, 10:33:07 am »
0

Would you ever consider getting around an issue like that by simply removing "attack" from the type? That would of course simply make the card stronger as it prevents reactions from working. And I'm sure plenty of people would complain about it as in "this card really should be an attack!"
I don't think I want an attack that doesn't say "attack."
<cough>IGG<cough>Raid<cough>
If I were making the game today, possibly I would put "Attack" inside card text, and phrase Moat appropriately, and then I could let you Moat IGG and Raid and a bought Noble Brigand, and you could wait to reveal Moat for e.g. Minion until they picked the attack. I might not; I'd have to try it. I didn't think of it though, and it's not doable now.

Anyway IGG and Raid are not all that much like dropping the word "attack" from e.g. Militia. Masquerade is more like it. Somehow people complain more about Tribute.


People complain about Tribute being an "attack"?  That's... surprising.

The concept of Schrödinger's Deck is lost on many casual gamers.
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A Drowned Kernel

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Re: Interview with Donald X.
« Reply #2861 on: February 27, 2016, 01:12:09 pm »
+2

Also I think MtG fans are used to the idea that forcing your opponent to cycle their deck is something you do to hurt them.
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Re: Interview with Donald X.
« Reply #2862 on: February 27, 2016, 01:29:53 pm »
+2

Also I think MtG fans are used to the idea that forcing your opponent to cycle their deck is something you do to hurt them.

As an MtG fan, I'm used to the idea that forcing your opponent to cycle their deck is something you do to help them.
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Donald X.

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Re: Interview with Donald X.
« Reply #2863 on: February 27, 2016, 01:40:48 pm »
0

Also I think MtG fans are used to the idea that forcing your opponent to cycle their deck is something you do to hurt them.

As an MtG fan, I'm used to the idea that forcing your opponent to cycle their deck is something you do to help them.
Yeah, obv. you can sometimes actually run them out of cards and win, but in Magic people have always vastly overrated the negative effects of having cards "milled." And many environments have made it noticeably bad to mill your opponent.
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Witherweaver

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Re: Interview with Donald X.
« Reply #2864 on: February 27, 2016, 07:01:10 pm »
0

Why is milling good or bad in Magic?
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Re: Interview with Donald X.
« Reply #2865 on: February 27, 2016, 07:04:28 pm »
+6

Why is milling good or bad in Magic?
Bad: You lose if you need to draw a card from your empty deck.
Good: More cards in graveyard to be used as a resource.
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Re: Interview with Donald X.
« Reply #2866 on: February 27, 2016, 07:06:44 pm »
0

Why is milling good or bad in Magic?
Bad: You lose if you need to draw a card from your empty deck.
Good: More cards in graveyard to be used as a resource.

Oh... apparently I totally don't remember Magic rules.
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GendoIkari

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Re: Interview with Donald X.
« Reply #2867 on: February 27, 2016, 07:19:33 pm »
0

The thing with Magic is that there's 2 general ways that you cycle/mill cards:

1. You are milling them yourself because your deck is built around having stuff in the graveyard.
2. Your opponent is milling them because his deck is built around wining via emptying your deck.

It's not like your opponent is going to play just a couple cards that would make you discard the top of your library. If he's playing cards like that, then his entire deck is designed to do it enough to win by making you run out of cards.
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pacovf

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Re: Interview with Donald X.
« Reply #2868 on: February 27, 2016, 07:26:34 pm »
0

Well, if a player has some sort of combo deck, getting milled can be bad if it discards all the copies of a key component of the combo (unless he has a way to get them back from his graveyard). So even if on average it has no effect, in any single game it can be an instant loss for that player.

Granted, milling only because you are hoping for that seems like a pretty terrible idea.
« Last Edit: February 27, 2016, 07:27:55 pm by pacovf »
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GendoIkari

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Re: Interview with Donald X.
« Reply #2869 on: February 27, 2016, 09:41:07 pm »
+1

Well, if a player has some sort of combo deck, getting milled can be bad if it discards all the copies of a key component of the combo (unless he has a way to get them back from his graveyard). So even if on average it has no effect, in any single game it can be an instant loss for that player.

Granted, milling only because you are hoping for that seems like a pretty terrible idea.

Milling is just as likely to make an opponent draw his key card that he otherwise wouldn't have drawn as it is to make him miss his key card.
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Re: Interview with Donald X.
« Reply #2870 on: February 27, 2016, 09:54:17 pm »
0

The difference being that MtG has tutors!

EDIT: another difference is that combo decks tend to stall the game until they get the key components in hand. If the deck is good enough at stalling as to eventually draw their whole deck if needed, then milling away a key component is also hurtful.

Note that I haven't actually played MtG that much, but I've played other CCGs where the same concepts applied.
« Last Edit: February 27, 2016, 09:59:53 pm by pacovf »
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Re: Interview with Donald X.
« Reply #2871 on: February 28, 2016, 06:19:01 am »
+1

The difference being that MtG has tutors!

EDIT: another difference is that combo decks tend to stall the game until they get the key components in hand. If the deck is good enough at stalling as to eventually draw their whole deck if needed, then milling away a key component is also hurtful.

Note that I haven't actually played MtG that much, but I've played other CCGs where the same concepts applied.

In MtG, combo decks don't stall the game. They mulligan until they get the key components in hand and then they win faster than aggro decks do, and a lot of them do so by utilizing the graveyard in one way or another.
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Re: Interview with Donald X.
« Reply #2872 on: February 29, 2016, 07:13:03 am »
0

Well, if a player has some sort of combo deck, getting milled can be bad if it discards all the copies of a key component of the combo (unless he has a way to get them back from his graveyard). So even if on average it has no effect, in any single game it can be an instant loss for that player.

Granted, milling only because you are hoping for that seems like a pretty terrible idea.

Milling is just as likely to make an opponent draw his key card that he otherwise wouldn't have drawn as it is to make him miss his key card.

Plus no one knows the deck better than the wizard who crafted it. The information which cards are not available anymore is much more useful to her than her opponent.
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Re: Interview with Donald X.
« Reply #2873 on: March 08, 2016, 10:32:16 pm »
0

What constitutes a big horizontal line on a card?  I kind of thought it separates things that happen on-play vs. things that happen at some other time like during setup (Young Witch), as a reaction (Secret Chamber), during cleanup (Treasury), etc.  But that doesn't explain why Nobles has it but Harem doesn't.  Or why Lighthouse has it but other Durations don't.
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Re: Interview with Donald X.
« Reply #2874 on: March 08, 2016, 10:38:29 pm »
+2

What constitutes a big horizontal line on a card?  I kind of thought it separates things that happen on-play vs. things that happen at some other time like during setup (Young Witch), as a reaction (Secret Chamber), during cleanup (Treasury), etc.  But that doesn't explain why Nobles has it but Harem doesn't.  Or why Lighthouse has it but other Durations don't.

It signifies an effect that happens other than when the card is played.  Duration cards don't have them because the Duration effect is set up when the card is played - it's not a "while in play" effect (except for Lighthouse and Bridge Troll).  Same with Scheme.  Effects that are not under a dividing line can be Throned.
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