this post was submitted on 17 Feb 2025
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[–] [email protected] 4 points 1 month ago (1 children)

I really think the issue I have with Vehicles is that they can be crewed at instant speed. That holds up every single turn and step of the game for that action. I would have preferred crew being a sorcery speed action. Something you can only do on your turn makes more sense to me and it solves that problem.

[–] [email protected] 5 points 1 month ago (1 children)

That would eliminate being able to block with vehicles though. I think limiting it to the combat step would at least reduce the amount it occurs

[–] [email protected] 3 points 1 month ago (1 children)

I think that's okay tho, but you could also have the Vehicle stay a creature until the following turn. Like you crew it on your turn, and it stays a creature until your next turn.

[–] [email protected] 3 points 1 month ago

@mike @MysticKetchup That would also reduce their fringe upsides of being immune to sorcery speed removal when they are exclusively used to attack.

Probably a net boon, but it would have been counter intuitive, most effects wear off this turn, not at the start of your next turn.

[–] [email protected] 3 points 1 month ago (2 children)

Vehicles are low key the dumbest shit to ever hit MTG

[–] [email protected] 3 points 1 month ago (1 children)
[–] [email protected] 3 points 1 month ago

I just hate the functionality, I am not so hung up on flavour.

[–] [email protected] 1 points 4 weeks ago (1 children)

Care to elaborate? I agree, but I'm curious wether for the same reasons.

I'm still stuck to the idea that MTG is (or should be, in my opinion) a game about wizards having a battle, which is mostly fought out by summoned creatures.

And this simple and appealing concept is kind of ruined by adding a plethora of ways in which, well, no battle takes place. ~~The~~ One pinnacle for me are unblockable creatures. That's just so lame.

Generally, all the "I hit you and you can do nothing about it" mechanics (to which I somewhat count vehicles) turn what could have been a challenging game, into a mindless slaughter, or a matter of luck (can my deck so something about the other deck?). Even more generally, much of player ambitions seem to be focused around "how do I prevent others from playing that game" (including counterspells, land destruct, infinite loops), concerning for game design.

So far my rant, care to add yours?

[–] [email protected] 2 points 4 weeks ago (1 children)

I agree on the count of the basic premise being that we're playing as planeswalkers fighting a battle. And I juts think it's dumb and silly when people go..

'OK, so this bird, that feral bear, and these goblins are going to man this racecar and attack you!'

And, I dunno, the mechanic just isn't fun to me.

[–] [email protected] 2 points 3 weeks ago

it’s dumb and silly when people go…

‘OK, so this bird, that feral bear, and these goblins are going to man this racecar and attack you!’

Heh, just before writing that comment, I thought of something similar.

"Ouch! Shoot that creature who just attacked us!" "Mylord, we can't." "WHY??" "It is still there in plain sight, but no longer a creature. We have to wait until the driver has finished lunch, hopped back into his seat, THEN we may shoot it!"