EricBess;284684 said:
As for summoning sickness, note that my point is that anytime you add a rule to the game (and the number of cards isn't "a rule", I'm talking about something you need to remember), you need to weigh how much that rule adds to the game vs the difficulty in remembering the rule. Yes, summoning sickness is something that needs to be remembered, but there are some significant game implications without it. I've played many games both with and without a summoning sickness concept and they are very different sorts of games.
There are some significant game implications without mana burn too. Of course, there are more for summoning sickness. But I think it's just a matter of degree (and not as much as one might first guess). The principle is the same.
Spiderman;284812 said:
Perhaps "exaggeration" is the incorrect term. But c'mon, if the author was canvassing other players for their percentage of how many times they encountered mana burn, he can't write the article for each reader specifically. Like he gets one player (you) who may have say he's played 4 out of every 10 games where mana burn was actually used, 5 players who have NEVER encountered mana burn (playing 5, 24, 44, 109, and 500+ games), a player who's encountered it once in 97 games, and a player who's encountered it in the only game he's played in. How does the author come up with a single percentage to convey all of that? Yeah, he can do the average and get *very* technical, 'cause if I read a percentage of something like 97.85%, I'd pretty much group that with 98-99%, which overall says to me it happens very little. Or he could go with the 99.99%, which again, says it happens very little. And of course, with the first percentage, you'd probably *still* say, "well, no one has played 9785 games out of 10,000".
I highly doubt he examined any numbers at all. I am confident that the 99.9% figure was conjured from thin air. And of course the point wasn't that it was accurate (and my initial argument may have attacked this, but it was missing the point then). And maybe it's not so much "exaggeration" either, although that's closer. What it is doing is
dismissing mana burn as irrelevant.
I read some of the Rosewater article, but couldn't finish the thing because it was too repetitive and I have things to do. It looked like the whole thing could be summed up with: "People are afraid of change, but change is necessary for this game to survive. Change is good. Eliminating mana burn is change. That means eliminating mana burn must be good."
There was one part where it looked like he was about to say actually relevant things, and that kept me reading it for a bit more. He made three points and conveniently bolded them...
Eliminating mana burn frees up design space: This is actually a good argument, or it could be. The only example he gave was Mindslaver, which was still made even with mana burn and needed one extra sentence in reminder text, which isn't a big deal. There's the potential for a case against mana burn here, but a card that was printed when mana burn was part of the game and that functionally won't change one bit with mana burn leaving just doesn't make that case. What we should see here are examples of cards that R&D wanted to make, but that wouldn't work unless mana burn was eliminated.
Mana burn caused a problem for beginners: I'm going to just come out and say it, because it's the only response I can think of. Spiderman or someone will probably chide me for this one because, after all, Mark Rosewater would know better than I would, but too bad, I'm saying it anyway. No, it didn't. Mana burn is not a problem for beginners. I have taught people to play Magic and I have played in games with people who were just starting out. Mana burn is exceedingly simple and anyone with half a brain can grasp it. New players are apt to forget about mana burn or the potential for it because it doesn't come up much in the decks people use to learn how to play and new players forget any number of things inevitably. But mana burn is not a special case. New players also sometimes forget about combat tricks or arranging the order of upkeep abilities or decking out or whatever. Even advanced players forget things sometimes.
I've never once seen newer players who had trouble grasping mana burn. While my experience certainly isn't the gold standard for anything, I must conclude that if people don't get mana burn (as opposed to simply forgetting it the way they forget anything else in the game) despite proper instruction, they're probably a few cards short of a full deck, and I don't mean a deck of Magic cards.
Mana burn wasn't carrying its weight: His justification for this is that while testing for a new set, he had the design team play their games without mana burn in order to see what would happen, and the results were clear that mana burn wasn't doing anything. Now, the point itself is again one that might have potential and this one seems to be the primary argument against mana burn. But I've already argued against this point and don't want to repeat myself. What I do want to point out are the problems with his justification. Firstly, mana burn is a background effect that becomes particularly pronounced with certain types of cards. One result of this is that the change will almost certainly affect Vintage deckbuilding at least somewhat (because of all the cards in that format that are more likely to be affected by the change). But it's also quite possible that whatever set he's talking about lacked such cards. If I decided that having sorceries and instants as separate things wasn't necessary for the game and that all sorceries should simply be instants, I wouldn't tell my design team to play some games with
Legions and pretend that all sorceries are instants to gauge the effect of the change.
Secondly, if we take this point at face value, it contradicts the other two points. Mana burn can't be something that doesn't matter at all AND confuses new players and limits design space. It either matters or it doesn't.