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<blockquote data-quote="NotAYakk" data-source="post: 8853591" data-attributes="member: 72555"><p>They are also all made of cardboard.</p><p></p><p>Oh, I get it. I used a MtG jargon in the wrong way. I was unaware of that particular jargon difference of reactive vs proactive counter-play.</p><p></p><p>I was not using the word "reactive" in the sense of "reactive counter-play", but as in "reacts to what the opponents cards text is".</p><p></p><p>Spells that eliminate creatures might react to the creature and it being nasty, but spells that just destroys a creature <strong>doesn't interact the text on the card</strong> other than the fact it is a summon and it isn't immune to being destroyed. It ignores 90%+ of the card.</p><p></p><p>Maybe "interactive" is a better word?</p><p></p><p>...</p><p></p><p>Like, the spell that makes activated abilities cost mana? That is control but it at least pays attention to the features of the other player's cards.</p><p></p><p>My point is, when the text on the other player's cards matters more than "does it specifically veto my trick? No? Well then, whatever" the game feels better to play.</p><p></p><p>In fact, if activated abilities usually cost mana, I'd be happier with the +2 mana cost thing. Or even one that doubles the mana cost of activated abilities. (I understand this is much weaker; but my point is, the more you interact with the other cards features, the more interesting I find the game play; the closer to solitaire and rocket tag MtG is, the less fun the actual game being played.)</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8853591, member: 72555"] They are also all made of cardboard. Oh, I get it. I used a MtG jargon in the wrong way. I was unaware of that particular jargon difference of reactive vs proactive counter-play. I was not using the word "reactive" in the sense of "reactive counter-play", but as in "reacts to what the opponents cards text is". Spells that eliminate creatures might react to the creature and it being nasty, but spells that just destroys a creature [B]doesn't interact the text on the card[/B] other than the fact it is a summon and it isn't immune to being destroyed. It ignores 90%+ of the card. Maybe "interactive" is a better word? ... Like, the spell that makes activated abilities cost mana? That is control but it at least pays attention to the features of the other player's cards. My point is, when the text on the other player's cards matters more than "does it specifically veto my trick? No? Well then, whatever" the game feels better to play. In fact, if activated abilities usually cost mana, I'd be happier with the +2 mana cost thing. Or even one that doubles the mana cost of activated abilities. (I understand this is much weaker; but my point is, the more you interact with the other cards features, the more interesting I find the game play; the closer to solitaire and rocket tag MtG is, the less fun the actual game being played.) [/QUOTE]
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