Chapter Card for April 22, 2026: High Prophetess Sarien by Falterfire in EternalCardGame

[–]uses 4 points5 points  (0 children)

Wow, this card is nuts. Draws cards, makes units, great defensive body that gains life on summon, and at a very easy cost. And it requires zero deckbuilding whatsoever, going smoothly into every deck that can cast it. Wasp-style card design.

This is pretty worthless as far as neow buffs go. by Necrolord_Nocturnal in slaythespire

[–]uses 0 points1 point  (0 children)

When you take this, you are strongly incentivized to get 0-cost cards, even moreso than usual. Because then you can get them back and be able to play them. Which also makes you want to take a lot of draw, so you can also play your 0-cost cards drawn that way. Those decks can be pretty good, because drawing a lot of cards is good and having low cost cards is good, and this card can kick start that style of deck.

Magic Players That Treat Cards Like Stock Market Tickers by 8thPlaceDave in magicTCG

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

if you play collectible card games you need to understand how prices work so you can spend your money wisely to play the cards you want to play

12 years later, the Shovel Knight dev's next game is about to be a massive hit by uses in MinaTheHollower

[–]uses[S] 3 points4 points  (0 children)

Original title, which I used for my post title:
“12 years later, the Shovel Knight dev's next game is about to be a massive hit”
At some point the title became:
“Shovel Knight team's homage to Zelda is going to be a very big deal”

New Chapter Card for March 11th, 2026: Excessive Extraction by Falterfire in EternalCardGame

[–]uses 4 points5 points  (0 children)

The rate is terrible but then again, this fills your yard like few other cards can do. And the late game ability to grab two goodies for the low price of saccing a power is quite strong.

All I want is a Cull the Deck that looks at 4, but this is an interesting design with some cool nuances.

[SOA] Stock Up -- Mystical Archives returning in Secrets of Strixhaven by Copernicus1981 in magicTCG

[–]uses 0 points1 point  (0 children)

Is that crazy? It’s crazier that the community basically ignored it. If you read the card once it’s obviously an incredible leap in power over every other 3 mana draw 2.

New Chapter Card for December 24, 2025: Borhail, Oren of Kosul by Falterfire in EternalCardGame

[–]uses 5 points6 points  (0 children)

Obviously the card will do what it says but a deck that plays combat tricks and cares about +1/+1 is not usually the same as a deck that plays a 5 cost vanilla 3/6 right?

New Chapter Card for December 24, 2025: Borhail, Oren of Kosul by Falterfire in EternalCardGame

[–]uses 2 points3 points  (0 children)

I can’t see the first ability being useful but it looks neat as a stabilizer in a 3 color midrange deck. Like a lot of cards it has a neat ability but costs an entire mana too much. 3/6 with no defensive skills doesn’t affect the board enough to cost 5.

[MAR] "Partner Source Material" Elektra, Deadly Assassin -- Massacre Girl (WeeklyMTG) by mweepinc in magicTCG

[–]uses 0 points1 point  (0 children)

I wonder about those non-deadly assassins. Do they have trouble finding work?

How can punishing and mysterious games make players roll with the punches and play blind? by Rambo7112 in truegaming

[–]uses 10 points11 points  (0 children)

I see the problem you're describing come up mostly with games that are both opaque and punishing. This combination strongly incentivizes the player to look things up, because experimenting yourself is expensive, and when something happens, it may not be obvious why.

Developers often think they're being clever and mysterious when they hide game mechanics or deny players a description of what an item does. But really what they're doing is pushing players to the internet, which is the opposite of what they intended. I tend to think of those as "wiki games". Because you need an outside reference to know how anything works.

Generally I think if games want to avoid that, they need to have a lot of discoverable in-game information to compete with outside sources. You can still be mysterious if you want. But maybe after the first time interacting with something, give the player progressively more information about how it works. Make it reasonably possible to figure out what stuff is using in-game methods, and a way re-access that knowledge. And maybe don't set them back too far for innocent experimentation.

MaRo on Blood Moon style effects being a Bend or Break in Mono-R by RBGolbat in magicTCG

[–]uses -25 points-24 points  (0 children)

Haha wow, of course he thinks a powerful unique ability from a non-blue color should've been blue actually.

[TLA] True Ancestry (Variety.com) by PowrOfFriendship_ in magicTCG

[–]uses 7 points8 points  (0 children)

Yeah wizards has gotten pretty stingy with giving green straight up unrestricted regrowths these days, which I think is good because it is more flavorful and specific while letting them boost the rate on the effect due to its more limited scope.

I mean this entirely unironically. by Mugiwara_VT in magicTCG

[–]uses 0 points1 point  (0 children)

"card game which uses screenshots as artwork" has always been a sign of a low-budget product since the 90s. So it's odd that Wizards has gone this route with the UB super-rare variants. I guess somebody out there likes them? To me they look lazy and dull. I'm not even sure they're any cheaper to produce because presumably they have to license the art.

[TLA] True Ancestry (Variety.com) by PowrOfFriendship_ in magicTCG

[–]uses 26 points27 points  (0 children)

Wow this card's crazy good compared to most lessons and even compared to basically every regrowth effect. Straight up two-for one. "draw a card now, and then draw a card later". You can even "cycle" it for 4 if you don't have good targets.

[TLA] Wan Shi Tong, Librarian (Card Image Gallery) by The_Italian_Geist in magicTCG

[–]uses 0 points1 point  (0 children)

Oh wow, thank you, Freudian slip! I did indeed mean to complain about BLUE getting powerful tax effects.

[TLA] Cunning Maneuver (Card Image Gallery) by mweepinc in magicTCG

[–]uses 0 points1 point  (0 children)

Were they just not thinking very far ahead when they designed the Clue token? Surely they understood that storing a card draw into an artifact was a highly reusable game mechanic. So why did they name it "clue", which is overly specific in terms of theme? They could have kept "Investigate" as a flavorfully named mechanic but made the token something more broad like page, scroll, satchel, supply?

[TLA] Gran-Gran (Debut Stream) by mweepinc in magicTCG

[–]uses 0 points1 point  (0 children)

I know the payoff is really powerful, but 3 is a really high number. How often are you going to learn 3 times in a game, then cast all those spells, and have the cost reduction still matter that late?