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D&D 5e Interpretations of M:tG Cards.

Started by Opaopajr, August 03, 2015, 11:08:02 AM

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Opaopajr

Quote from: mAcular Chaotic;1115204Ah, so a curse. I wonder if Remove Curse could fix it...

Sorry, never got back to you. :) I am finishing up another Ice Age Region Mini-Adventure (it is almost combat-free!).

I would say yes IF: a) you up-casted it at 7th+ Spell Slot in 5e, OR b) you were Name Level+ in TSR D&D. But that's because I think of Magic the Gathering cards are at a different scale than typical.

That means roughly end game D&D, Domain play, Tier 3+, Name Level, over 9th lvl, etc. This is because you are not dealing with easily accessible and reliable assets. A Prodigal Sorcerer's ability to ping for 1 damage is repeatable and reliable magic. The Prodigal Sorcerer itself is a hard to find asset. Hence my allegorical interpretation of card limits, draw frequency, and in-hand cards as "drawing opportunity from the lands itself," a form of wheel of fortune, while deck building is more like strategy and destiny/fate.

Your game is your own naturally. :) But I like to think of MtG making a larger impact when they occur. So I will caution letting a simple 3rd lvl Remove Curse spell undo them. That said, it makes a cheap MtG card like Counterspell, Disenchant, or Crumble extremely powerful! ;) (Thinking of MtG Counterspell as a stored Lvl 9 slot Counterspell makes it quite the asset!)
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman