Ripple

Deck Clinic Story

New 27 May 2024 Asked by nothingbutland-blog 31 Comments

Here is a story.For a while I was the only level 2 judge in central Connecticut and I would at a local store occasional run deck clinics that included how to play for newer players/ less experienced players usually one or two players would show up unless there was a qualifying tournament comming up. I remember having to explain to one person that Llanowar Elves do not tap to fetch Forests out of your deck or Dark Ritual gets three Swamps. They said its how they played at school. So long story short, I got them down on the rules, and helped with deck construction (it was an elf deck so I helped. The next weekend I had 11 people all from the school show up wanting help with their decks. As it turns out cutting a deck from 100 cards and 20 lands to 60 with 23 and giving a deck some focus made his deck unbeatable lol... and this continued for nearly a month. There were like locust abd bought out nearly every card from the stores binders all trying to one up eachother. A few years later I was judging side events at Protour Boston and one of those kids, was playing in the Protour and found me and thanked me it turned out he was really bad a math but when teaching him about his deck I helped him find the fun in it. A couple decades later I meet him again as he is now a doctor in the Emergency room (I was visiting my aunt who worked there). Its amazing how little things, like effort, spending some time, mentoring or even just listening can ripple out to be big things that help many other people. And Magic was a catalyst for it.


Thanks for sharing that story.

Mechanics Evaluation Recap

New 29 Dec 2023 Asked by generalpith 81 Comments

FYI you actually did your worst 10 mechanics once before in Drive to Work #693 and this was your list at the time:10. Haunt - Guildpact9. Radiance - Ravnica8. Ripple - Coldsnap7. Processors - Battle for Zendikar6. Annihilator - Rise of the Eldrazi5. Epic - Saviors of Kamigawa4. Rebel Mercenary - Mercadian Masques3. Gotcha - Unhinged2. Rhystic - Prophecy1. Bands with Others - Legends


FYI

Design Process Insights

New 09 Sep 2022 Asked by zargasheth 30 Comments

Probably my favorite article of yours is "Phooey", the one about testing a version of Khans of Tarkir early in design where morphs cost 2 instead of 3. It was fascinating to see all the ripple effects of that decision. While that might have been an unusual case, is there any chance we could see more articles talking going deep on the iteration and reasoning behind a key choice early in the design of a set? Or is that more Set Design's wheelhouse nowadays?


That was a rare type of experiment, something we do pretty infrequently, which is why I wrote about it. I do plan to write about other odd things when they pop up in early design.

Ripple Number Flexibility

New 22 Jun 2022 Asked by titania776 35 Comments

Why do all 6 cards with Ripple have 4 as its ripple number? Why were 3 or 5 not used and then if 4 was bar non the best number why not just have Ripple mean reveal 4 card instead of adding an N to the mechanic?


Adding a number allows us flexibility if it returns. For instance, every cycling card was cycling 2 in its first appearance. Not locking it down let us change the number in later sets.

Favorite Mechanics or Cards

New 23 May 2020 Asked by glintfang-nezumi 136 Comments

I feel like a lot of people who say you’ve only done bad for the game don’t realize you’re probably behind some of their favorite mechanics or cards too. For a change of pace, can you list some beloved mechanics or cards you’re responsible for?


Here are the Magic mechanics I’ve had a hand in creating: Absorb, Addendum, Affinity, Aftermath, Aura Swap, Battle Cry, Bolster, Champion, Changeling, Cipher, Companion, Contraptions, Crew (Vehicles), Dash, Deathtouch, Delve, Dredge, Embalm, Energy, Entwine, Evoke, Exert, Exploit, Fabricate, Fateful Hour, Fateseal, Ferocious, Flashback, Flip, Forecast, Fortify, Frenzy, Gotcha, Graft, Gravestorm, Heroic, Hexproof, Host/Augment, Hybrid Mana, Imprint, Infect, Intimidate, Kicker, Landfall, Lifelink, Living Weapon, Madness, Manifest, Mentor, Modular, Monstrosity, Morbid, Morph, Multikicker, Mutate, Ninjitsu, Phyrexian Mana, Poisonous, Populate, Proliferate, Prowl, Raid, Rally, Reach, Recover, Reinforce, Retrace, Ripple, Shroud, Soulbond, Splice, Split Cards, Split Second, Suspend, Transfigure, Transform, Typecycling, Undying, Unearth, Vanishing and Wither.

Missing Ripple and Shadow

New 16 Jun 2019 Asked by gridnack 36 Comments

You mentioned you tried most/all Modern legal keywords. Why didn’t Ripple or Shadow work out? Thanks for answering


There’s only so many slots. I remember a Ninja with Shadow in vision design.

Utilizing Phasing Mechanic

New 22 Jul 2018 Asked by cadito-7 30 Comments

What stops the ubiquity of phasing in supplemental sets like a commander product? If enfranchised players can get it, why not have it? It stops things like cyclonic rift and board wipes if you could a targeted phase out spell like Reality Ripple for a target permanent.


I would use end of turn flickering before phasing.

Relentless Rats Return

New 23 Dec 2017 Asked by nocht-der-undertoten 30 Comments

I know that "Ripple" isn't likely to return (as an 8 on the Storm Scale) but what about abilities such as Relentless Rats (no limit in the deck)


I believe we will do “Relentless” again.

Ability Return

New 12 Mar 2017 Asked by dace67 16 Comments

More likely to return: Rampage or Ripple?


Ripple.

Leonin Characteristic Race

New 23 Aug 2016 Asked by kilo-pascal 30 Comments

Would the Leonin be a better characteristic race for white?


One of the requirements for being characteristic is that ripple are familiar with it. Cat people is not at the bottom but far from the top.

Green Evasion Debate

New 30 Jul 2016 Asked by lakanna 57 Comments

You've done flying in Green, from Alpha to the last ones we saw in DTK. It has never broken anything, never caused a single ripple in Standard. Flavorfully, there's no reason for Blue to hate flyers., Mechanically, giving Green access to the same evasion and counter-evasion that every other color gets has seemed fine. WHY don't you like Flying in Green? It's Green using creatures to interact (especially block).


It has many times caused problems in Standard. The most recent example was Hornet Queen last year.One of the major reasons for the color pie is to differentiate the colors, to make them play differently from one another. Green isn’t an evasion color because it has the mana ramping and the better creature curve. It wins creature combat by getting bigger creatures out faster.Making Green more like the other colors would only lead towards it feeling less unique.

Mechanic Design Types

New 26 Mar 2016 Asked by danvogelsong 13 Comments

I think the word for mechanics like Delve and Epic should be "Self Limiting". Those designs have a very different issue than something parasitic (Splice to Arcane, ripple, grandeur)


Interestingly the mechanics are both anti-parasitic.

Cascade Over Ripple

New 10 May 2014 Asked by bobmungovan 4 Comments

Ripple or Cascade?


Cascade.

Ripple Versus Haunt

New 10 May 2014 Asked by despair-senpai-deactivated20200 7 Comments

Haunt or Ripple?


Ripple.

Ripple's Storm Scale

New 26 Apr 2013 Asked by astornuggets 6 Comments

Ripple on the Storm Scale?


Ripple’s an 8 on the Storm Scale.

Reception of Ripple

New 06 Jul 2012 Asked by su92 4 Comments

How was ripple received?


“Eh.”

Coldsnap Mechanic Future

New 10 Oct 2011 Asked by serialrobinson 1 Comments

As far as I can tell Coldsnap is viewed as somewhat of a failure around the Magic community. Are either of the mechanics designed specifically for Coldsnap (Ripple and Recover) something R&D feels have a possibility of reuse in the future, or do they fall into the same category as mechanics like Clash and Conspire that probably won't be used again?


Coldsnap and its mechanics all tested very poorly. As I just said below, I never say never, but I am not expecting their return any time soon.


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