Variance within Magic the Gathering design
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- Опубліковано 7 лют 2025
- This video is a short discussion on how variance plays an important role in making memorable moments in Magic and why players keep coming back for more.
Referenced in this video:
Andy Mangold's Twitter poll:
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Twitter - / chillmtgtv
CubeCobra - cubecobra.com/...
Unofficial Fan Content, permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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A cool aspect of the variance as well is when you have a little more control during the draft and deckbuilding process so it isn't truly "random".
For instance, you probably want to draft either a super low to the ground deck or one with lots of discard synergies with ravager, and you probably don't want to be running any counterspells in your temur bloodbraid elf/shardless agent deck!
Very true. Other than the D20 variance, some of the top deck like Cascade or CoCo can be “controlled” by deck building choices. All yield a small hit of dopamine!
I've been writing a fantasy themed single player card game.
I've been toying around adding a d20 mechanic because they were really fun during the Forgotten Realms set.
When balanced correctly it is super fun!
I didn't like coin flipping because it's you get an effect or not. When Forgotten Realms came out with dice rolling and that you still got something for low rolling, I wanted to make a dice rolling deck. Plus wanted to play it in conjunction with planechaise.
Dice rolling is fun.
Ha, I clicked on this video and thought "this is relevant to what I am thinking about for my own cube at the moment"! For what it's worth, none of those 15 cards are in my cube at the moment, they are all 3 mana creatures I am considering for inclusion.
Total clickbait.