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by vikingerik 27 days ago
Love that "land for turn", although I think it might shift the balance a little too much, in that you can make a deck with too much land and high cost spells and know you can cast them reliably. There needs to be a risk factor in building up to high mana to make low mana spells matter.

Possible tweaks, maybe it has a cost (all lands have cycling 1 or 2 mana or life.) Or delay that draw until end of turn, which feels like about the right power level, but does have memory and execution issues.

1 comments

My thinking is that there's a tradeoff, that you slow your ramping in exchange for cycling (replacing your land for turn). You trade your acceleration towards big spells for more consistency (or just fewer dead draws).