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Mechanics of KHANS OF TARKIR

PostPosted: 01 Sep 2014, 09:17
by Kithkin
Here is an interesting article about the upcoming expansion KHANS OF TARKIR. It introduces some (all?) of the mechanics. New stuff to code for you guys.

http://magic.wizards.com/en/articles/ar ... ans-tarkir

What do you think :?:

Re: Mechanics of KHANS OF TARKIR

PostPosted: 01 Sep 2014, 10:26
by thefiremind
No problem for outlast, prowess, raid and ferocious. Delve is a sort of convoke (even though it doesn't have the problems related to the colors) so it will probably need approximations. About morph... well, gorem2k is trying something, but we lack support for playing cards face-down.

Re: Mechanics of KHANS OF TARKIR

PostPosted: 01 Sep 2014, 10:39
by Kithkin
thefiremind wrote:No problem for outlast, prowess, raid and ferocious. Delve is a sort of convoke (even though it doesn't have the problems related to the colors) so it will probably need approximations. About morph... well, gorem2k is trying something, but we lack support for playing cards face-down.
Maybe we don't need to play a card face-down. Maybe an "overlay card", like described in the article, can be placed on the board until the card is turned face-up and the "real" card appears.

Re: Mechanics of KHANS OF TARKIR

PostPosted: 01 Sep 2014, 12:25
by gorem2k
heehee, yes I use an hack to change card's appearance while in hand, doesn't look as good as a real facedown card.. the only way I could make a function "CanLookAtWhileFacedown" work is when it's in exile zone, exiled with "ExileFaceDown()".

Re: Mechanics of KHANS OF TARKIR

PostPosted: 01 Sep 2014, 21:18
by NeoAnderson
thefiremind wrote:Delve is a sort of convoke (even though it doesn't have the problems related to the colors) so it will probably need approximations..
The main problem is about the retrieving of the right amount of colourless mana needed to cast the spell when there are decrease/increase cost effects in play.
This because you can exile a number of creature between 0 and number of colourless mana needed to cast the spell.

Re: Mechanics of KHANS OF TARKIR

PostPosted: 08 Sep 2014, 18:27
by thefiremind
It seems that morph will appear throughout the whole block (but with some changes), according to what Mark Rosewater wrote in today's article on the Wizards site:
MaRo wrote:Morph in Khans of Tarkir wanted to be morph pretty much as you know it. There are a few tweaks and couple of new things, but we wanted to start out the block with the morph players already knew and loved. Let me stress, though, that as with the wedge theme, morph is going to go through some changes in this block, and not necessarily in the way many of you might expect. Most of that talk, though, is going to have to wait for Fate Reforged and "Louie."
Now, the questions are: can we expect an expansion for DotP2015? And if so, will it be based off one of the expansions of this block? And if so, will the developers decide to build support for morph? If the answer to all those questions is "yes", we will be very sorry (even more than now) that we can't mod DotP2015.

Re: Mechanics of KHANS OF TARKIR

PostPosted: 08 Sep 2014, 19:30
by NeoAnderson
thefiremind wrote:It seems that morph will appear throughout the whole block (but with some changes), according to what Mark Rosewater wrote in today's article on the Wizards site:
MaRo wrote:Morph in Khans of Tarkir wanted to be morph pretty much as you know it. There are a few tweaks and couple of new things, but we wanted to start out the block with the morph players already knew and loved. Let me stress, though, that as with the wedge theme, morph is going to go through some changes in this block, and not necessarily in the way many of you might expect. Most of that talk, though, is going to have to wait for Fate Reforged and "Louie."
Now, the questions are: can we expect an expansion for DotP2015? And if so, will it be based off one of the expansions of this block? And if so, will the developers decide to build support for morph? If the answer to all those questions is "yes", we will be very sorry (even more than now) that we can't mod DotP2015.
I am just working on an acceptable approximation of Morph ability, following also what done by gorem2k, obviously it can't be 100% implemented but i think we can reach a really acceptable compromise.

Re: Mechanics of KHANS OF TARKIR

PostPosted: 11 Sep 2014, 00:39
by GarrukSmith
Would it be possible to just use a token in place of the card, and just add the morph text to whatever token would be most appropriate?

Re: Mechanics of KHANS OF TARKIR

PostPosted: 11 Sep 2014, 22:20
by NEMESiS
Only issue with that is that the token would be a completely different creature. When a creature is turned face up, the card is still technically the same creature that was already on the board. So stuff like counters, auras and equipment would "fall off" when it really shouldn't.

Re: Mechanics of KHANS OF TARKIR

PostPosted: 11 Sep 2014, 22:34
by RiiakShiNal
Not to mention an issue with summoning sickness.