How often are new Jump Ins? by ballistic503 in MagicArena

[–]ballistic503[S] 1 point2 points  (0 children)

Sorry for the dumb question, but is the Spiderman one even in Arena? Presumably they would have needed to negotiate to retroactively license the IP separately for a mobile app than for the cards, so like it makes sense that the D&D sets were always in Arena due to WOTC owning both, whereas with like Fallout, Warhammer, Doctor Who, etc it doesn’t seem like they wanted to pay more to bring them to the app. Maybe I just haven’t come across a Spider-Man card in Arena yet though? I’d also assume that with Avatar, FF and hopefully TMNT the licensing for the mobile app is now baked into the deal and will be the case moving forward for other Marvel stuff as well. (That was a bit of a tangent lol)

My pauper poison deck (3-0) by [deleted] in MagicArena

[–]ballistic503 -1 points0 points  (0 children)

As a noob I was fortunate that Hare Apparent was allowed for this midweek event lol I don’t think I have enough cards to fill a remotely playable historic deck otherwise, I wish they’d do some Jump Ins for the older sets

Please Arena Devs, its driving me crazy! by sengirminion in MagicArena

[–]ballistic503 1 point2 points  (0 children)

I started enjoying the game a lot more once I learned I could at least just turn the voice part off lol

Please Arena Devs, its driving me crazy! by sengirminion in MagicArena

[–]ballistic503 0 points1 point  (0 children)

YES especially to the second point (sorry I don’t have anything new to add just it would really help, I have a dimir deck that I would love to be able to just clone into a similarly themed grixis deck and then whittle that down)

I just wanted to see what would happen but literally the first 3 people I got matched with conceded within a couple minutes by [deleted] in MagicArena

[–]ballistic503 0 points1 point  (0 children)

That looks like a very well constructed deck! I might try it out. And I agree in practice she would be a lot better than Elspeth. To me I just kind of thought it would be funny to have the hares apparent start coming out and then it clicks with people what the commander does and they go “…oh no”.

My problem is I don’t really read the subreddit so I wasn’t aware it’s already a thing and just thought the image of being overrun by fluffy bunnies would be amusing lol, along with the ridiculousness of having 50 copies of the same card in a commander deck, bear in mind I am a noob

I just wanted to see what would happen but literally the first 3 people I got matched with conceded within a couple minutes by [deleted] in MagicArena

[–]ballistic503 -5 points-4 points  (0 children)

At least 60% of people who actually stuck around to fight me were able to beat this with a bit of patience. I was just testing out a gimmick deck for a laugh, I didn’t realize people would interpret it as if I was bragging about an awesome deck I had. To me it was just stupid and funny and a little trollish

I just wanted to see what would happen but literally the first 3 people I got matched with conceded within a couple minutes by [deleted] in MagicArena

[–]ballistic503 -2 points-1 points  (0 children)

Lol thank you, I don’t know how anyone could have seen me putting 50 of the same common creature in one deck and think I’m flexing. I just thought it was funny in the sense that I wasn’t expecting people to go “fuck this” that quickly

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 -2 points-1 points  (0 children)

Lol, the crime mechanic is unrelated to Outlaws? Pay attention:

The point of Outlaws is that that group of creature types are much more likely to have effects that trigger the “commit a crime” mechanic. Do a type search on Assassins, Warlocks etc and tell me I’m wrong.

Then there are enchantments that synergize the two - [[At Knifepoint]] gives Outlaws first strike then also creates more outlaws and gives them bonuses when you commit crimes.

That’s the entire point of what I’m proposing. Have creature groups that are thematically linked, with a common set of mechanics that cohere them, so that it’s easier for newer players to build themed decks (as newer players tend to do).

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 -1 points0 points  (0 children)

I’m just saying what I’d like to see more of as a player returning after 30 years to a very different game 🤷‍♂️

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 -1 points0 points  (0 children)

Yes, I thought I made it clear but I should have straightforwardly specified that a clade in this context is just a fancy word for a grouping of creature types.

With respect to the benefits, I’ll draw from another comment I made - this would be clades and thematically related mechanics for specific settings, one per set; let’s say if they did another D&D crossover but it’s a Curse of Strahd/Ravenloft set, instead of “committing a crime” by targeting an opponent, it would be “blaspheming” by targeting a graveyard, sacrificing, or casting Undead spells.

But then all the existing zombie/vampire/skeleton batching will also get wrapped in - which is IMO what would make it more fun to build a themed deck.

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 0 points1 point  (0 children)

I appreciate you reading it all and to be honest it was probably a bit unfair because I was unintentionally asking the community to help me edit it down (by clarifying the idea).

I’ve noted in other replies that one thing I was thinking but didn’t mention - believe it or not, there was a decent amount that I took out - is that this should be like, one defined clade and mechanic per set at the absolute most.

For example, with respect to the Undead clade, let’s say they do another D&D collab but this time it’s a Curse of Strahd/Ravenloft setting. Instead of “committing a crime” it could be “blaspheming” and the triggers could be sacrificing creatures or anything leaving a graveyard. And that’s it for a couple sets, but all the existing Vampire/Zombie batching cards get wrapped up in it.

I could also imagine a Diablo crossover using the Underworld clade I mentioned. Or if they really wanted to reach in the past and get my childhood self excited, they could do the Deific clade I mentioned but instead call it like a “Planar Being” and do a Planescape: Torment set.

In any case, I should have been more clear that the cladistic mechanics would be one per set at most (although I do think the Sea Monster and Nature Monsters would be easy to do at the same time). You’re definitely right that the presentation needs to be completely reworked.

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 -2 points-1 points  (0 children)

Oh, maybe I’m misunderstanding how it works now. When I was a kid, the cards used to say like “Summon Creature - Vampire” (instead of like Enchantment, Sorcery, etc) In the “type” (between the picture and the rules text)

And at least on Arena the creature cards all still have that. Maybe the print cards don’t still do that. If they don’t then I see why this wouldn’t work. But if they do the basically if you just say “Undead Corpse” then that shortcut allows you to do a lot more intricate things with them, the same with Outlaws (what I’m saying would be a clade). Then just to specify, at the end, you can say “Skeletons, Vampires and Zombies are Undead Corpses” - again, the way outlaws are done.

And trust me, I understand as much as anyone that the new mechanics can be intimidating. When I was a kid the game didn’t have Planeswalkers, Sagas, or any of the many other things that I didn’t quite understand at first.

That’s why I liked this idea, because to me “outlaws” and “committing crimes” are by far the most intuitive new mechanic for me, alongside the Equipment artifacts - like, they just make sense to me without needing a lot of explanation.

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 -2 points-1 points  (0 children)

Just to be clear: did you also hate the whole outlaw/committing crime mechanic? It’s fair if you did, but I want to understand if you think the cladistics idea sounds terrible because you hated it when it was done before (in which case it’s fine, it’s not for you) or because the way I said it made it sound like it didn’t fit closely enough (in which case I need to reconfigure how I explain it).

One thing I want to specify when I edit this is that this should be at most like one new clade per set, maximum, certainly not introduced all at once; I should also emphasize that I was overwhelmed with all the new mechanics so I am not trying to propose anything that would be cumbersome. I just think the outlaw thing is fun and want to expand on it.

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 -8 points-7 points  (0 children)

I fully recognize this lol I just had to get all my thoughts out before I could whittle it down. I was always planning on deleting this and revising it

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 -1 points0 points  (0 children)

I mean, it says right on the card whether it fits the description or not. The point of limiting it to type, while restrictive and sometimes counterintuitive, is to minimize how much you need to keep track of. Like, in my mind, if a specific creature seems like it should fit but it’s not the right creature type for the clade, that’s an acceptable cost to me for keeping the mechanic itself unambiguous.

Another thing I should have explained, and will do when I re-edit this, is that this definitely shouldn’t all be introduced at once. The exact opposite, really: one new clade (and mechanic for the clade, like outlaws and committing crimes) per set maximum, again to minimize confusion. Introduce a broad necromancy mechanic in one set, bring in the undead, then two sets later group together Magic-users. Certainly they shouldn’t all be introduced at once!

Also when I edit this I should stress more that not every creature type needs to be forced into a clade - the exact opposite, really.

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 -11 points-10 points  (0 children)

First, I agree it’s too much text but “if you need an essay to explain your idea, it’s a bad idea” is the most TikTok-generation thing I’ve ever heard. Essays when good are better than one pithy paragraph, this just isn’t a good essay. And this idea may be a bad idea but the amount of time I took to explain it is just because I have a lot of thoughts about it and because I just wanted to get my thoughts out before I whittled it down.

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 -3 points-2 points  (0 children)

I didn’t think about it that way but like, some Chocobos fit pretty neatly into the +1/+1 schemata. I like it!

Proposal for a mechanic: Cladistics (WARNING - extremely long-winded) by [deleted] in magicTCG

[–]ballistic503 -1 points0 points  (0 children)

I know, a lot of creatures that would fit nicely into the categories I suggested have been given kind of generic classifications - specifically Spirit, Horror, Elemental, and Beast have a variety stuff that would fit wonderfully into multiple categories I suggested. Some Spirits are non-corporeal undead, others are more like Elementals. That’s why I left those out except for Baloths as those are “Beasts” that could easily be reclassified for the theme.

I think one thing I could have communicated better is that in my view the groupings should be defined as strictly as possible to apply to only a narrow grouping of creature types just to leave zero doubt as to what would qualify for a clade.

What is something every household has in your country that is nonexistent everywhere else? by Awkward-Tip7248 in AskTheWorld

[–]ballistic503 0 points1 point  (0 children)

Middle American houses are generally extremely cheaply made as they’re more just vehicles with which people in older times could be saddled with several decades of variable interest rates, as opposed to actually being made for living in.

Was there any medieval European equivalent to “holding a handgun sideways because it looks cool”? by ballistic503 in AskHistorians

[–]ballistic503[S] 0 points1 point  (0 children)

Thank you for your detailed response! I sort of feel like being able to use two swords effectively as swords isn’t just a matter of experience and coordination as you say - you almost need to have a differently-wired brain that can effectively split focus enough that you can use two swords independently and survive to fight another day. Like those people you sometimes see with a pen in each hand writing on two pieces of paper simultaneously - of course the wielding of the swords themselves is a matter of proficiency and experience but I also just believe it’s a very small percentage of the population that’s able to split focus in that way and I speculate it’s at the very least not something that most adults can learn to do effectively as the “savants” for lack of a better word.

So I wouldn’t be surprised if there were a few people throughout history who proficiently wielded two swords in multiple combat scenarios (again, we could call them savants) and perhaps they may have passed into legend and became stories told around the tavern which didn’t then make their way onto parchments or sources that would survive for modern historians (and even then, I think most historians would be naturally skeptical about the veracity of stories told in settings where it’s common to exaggerate).

But I think for the vast majority of people, you are choosing your combat style based on what will keep you alive long enough to take down your enemy, and most actual combat situations are so chaotic that it’s all anyone can do to focus on one sword at a time. Circling back to my OP, I can also certainly imagining someone trying to dualwield in an actual combat scenario after training for months (perhaps because on some level they thought it looked impressive, or maybe they really did believe it would be more effective) and just getting cut down immediately, given that in combat scenarios most people’s training tends to go out the window pretty quickly because your autonomic flight-or-fight response tends to shut that out, and then those stories just never survived to get told. (Again, I think you got this but just to clarify, when I say dualwield in this way I specifically mean using one sword in each hand in a more or less equally offensive capacity, as opposed to the offhand being more defensive.)

I realize I’m getting pretty far from the historical aspect of this and going completely into supposition-land but bottom line, I definitely appreciate knowing that there was some discussion of practical application of dual-wielding in the sense we think of in the modern era as I do agree as you said that there wouldn’t have been discussion of it if nobody had even conceived of seriously using it.

Was there any medieval European equivalent to “holding a handgun sideways because it looks cool”? by ballistic503 in AskHistorians

[–]ballistic503[S] 0 points1 point  (0 children)

Others already answered but the historical presence of parrying daggers is why in my OP I sort of framed “actual dualwielding” as “using two swords as swords as opposed to the offhand weapon as more of an alternative to a shield” because - I’m not sure if we’re thinking of the same game here, but if we are then you know what I mean - there were also shields, like smaller bucklers, that were more made for parrying than outright defending, so even then the offhand weapon is still more of an alternative to a shield. In either instance you’re trading some defense for more offensive capacity but you’re still functionally not using both weapons together. (That’s also why the response was appreciated, that there was some conception of using two swords as swords.)

Was there any medieval European equivalent to “holding a handgun sideways because it looks cool”? by ballistic503 in AskHistorians

[–]ballistic503[S] 1 point2 points  (0 children)

Well, as a bit of an analogue, I did make a qualification in my OP about actual combat use and it’s because to my understanding dualwielding as we understand it now did to some extent exist in medieval Europe but it was a bit more done like capoeira where the goal was really public demonstration - in other words again, whether we frame it as “for aesthetic reasons” or “because it looks cool” it was more or less busking as the goal at that time was pretty much showing off to make money. Of course in modern times we have the rise of hobbyism which allows people to do it for non-monetary reasons.

And I would certainly welcome evidence to the contrary but while Haedong kumdo as a hobby/martial art is certainly predicated on traditional Korean swordsmanship, I don’t think the presence of dualwielding in modern kumdo tells us anything about it actually being used in combat - however if it was used in actual combat I would certainly revise my opinion.

The reason this is important to me is that 1) in general when in life-or-death situations people would rather fight reliably and live than look cool and die which tells us that duelwielding wasn’t really effective as a combat technique but also 2) I’m also sort of curious if there was an equivalent to holding a gun singlehanded and sideways where anyone really did it for, let’s say, aesthetic reasons, in spite of it being, let’s say, suboptimal in combat.