All About Quests w/Qirn

Starting in Zendikar, quests have been a fun way to build towards a goal. This week’s guest, Qirn, has been thinking all about quests for a Legend of Zelda set and has some ideas. Along the way we break down the challenges of designing quests and the cards that are like quests. A deep dive!

Scryfall gallery of cards mentioned in the episode

Qirn’s cards mentioned in the episode:

Topics include:

  • feeling the lack of juliet
  • 2 mana, draw 2 (with drawback) more common these days
  • gaining tempo by giving up tempo?
  • 2010-era “may” on every trigger
  • quests are hard to do with less than 7 lines of rules text
  • haven’t seen common quests outside original 5 landfall
  • still plenty of mic picking up tim mouth noises
  • hard to put a big hammer effect on a common
  • but standardizing is nice at common. same trigger same number of counters
  • life gain on a quest is especially weak
  • could we parcel out the prizes for quests? “trade route”, “pilgrimage”
  • quests can just be popped by enchantment removal too
  • why were quests a hit?
  • a dream is enough to give someone a good impression of a card
  • tim’s dread of quest-like cards in multiplayer
  • should quests be DFCs?
  • repeating the same action for a quest might be tedious
  • but separate triggers might make quests feel unrelated to each other
  • what can boost quest-matters?
  • one-time quests? less videogame-y?
  • instant speed, on board four +1/+1 counters
  • don’t block my first striker for the rest of the game
  • when the value of a quest counter swins so wildly, it’s hard to synergize
  • tim tries to remember giant fan
  • uncarmon quest
  • both triggers for counters and payoff… foreshadowing?
  • custom card detour
  • pyromancer’s triggers are slightly different… worse than completely different?
  • fallout quest givers
  • fallout cards are too pretty to be recognizable from the games
  • tim’s “how annoying is this in the 99” test for quest cards
  • guns: the ultimate in hidden reach
  • creature-quests raise the floor and lower the ceiling of quests
  • players are just buying junk with their quest reward money
  • animating quests to collect checks from duchess
  • “one or more creatures damage a player” multiplayer rabbit hole
  • quest subtype
  • Qirn’s UG explore DFC
  • a use for spare quest counters
  • from ascent to descent
  • how to build a set to support celebration (two permanents a turn)
  • what other design paths start with quests
  • cryptex unllock counters
  • ixalan DFC quests leading to lands
  • sneaky white ramp vs overt
  • cases vs quests… who’s questier?
  • cases and battles all have ETB/static abilities to make them better topdecks
  • multiple quest counters mean you have to solve over multiple turns
  • the beastmaster ascension zone
  • case deck, planechase cases
  • battles are quest trigger standardization to the extreme
  • premium segue (self-awarded)
  • mse files stowed in dungeons

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