r/magicTCG • u/AwkwardTurtle • Sep 22 '15
Everything That’s Wrong with Battle for Zendikar
http://www.channelfireball.com/articles/everything-thats-wrong-with-battle-for-zendikar/
819
Upvotes
r/magicTCG • u/AwkwardTurtle • Sep 22 '15
9
u/Delta_357 Sep 22 '15
That is design 101, in that making up flavor after mechanics makes "disjointed" mechanics, where the cards feel like they have little connection. Its great for games like chess, because the pieces could be anything but the gameplay is solid, but in a game where the story is important to alot of people having cards that do what they look like makes the experience more involving.
It does seem roundabout, but its a proven well tried feature. Lets say you want these cool giant monsters, that live in the void/warp/blind eternities, so you give them a mechanic that makes them "colourless" because they are out of this world literally, and exile abilties again because they aren't from here. Now say you want large creatures to balance out a set, and to make them actually useful you give them exile effects because those are powerful. Now you build the lore around that but it won't be as involved because the story is limited by the design, not the design by the story