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Sorcery will be destroyed by traps

2.4K views · Sep 28, 2026 · Gaming

Comments · 38

  • @GildedQuests · 2 days ago

    it's a trap !

    8

  • @Jay-m9w6y · 1 day ago

    Bring a suit case to the table LOL

  • @ethercept · 1 day ago

    I play with a small pad of paper and keep a notation of realm effects  Also a mana and threshold counter too of course! Glance at it each turn.

  • @cortexjackal · 2 days ago

    My biggest complaint with sorcery has always been what a mess the board becomes. I think the idea of traps is cool but yeah I see what you're saying, having to remember the triggers and everything going on can be daunting. This is true with any large board-state TCG / board game but its extra egregious in sorcery because so many cards get covered up by other cards.

    1

  • @blainethemono19 · 1 day ago

    It’s funny - Traps feel way better than Courts concept wise, and the Draft sites on top help. I think it’s kind of got a D&D feel to them and does feel casual. Competitive? I agree could get messy but Courts and Garden are a pain to track. You almost need like a token or something as a reminder.

    2

  • @gregrobinson8645 · 1 day ago

    I appreciate more interaction with the grid. To little attention is payed to the sites and the "tactical aspects" of the game. Yeah slinging spells is fun, but when games get long you want your useful sites in good position.

  • @dannygoodnite7885 · 8 hours ago

    It's almost like they didn't have a proper grasp on game design during the alpha and they have been holding this thing together with bubblegum and ducttape ever since...

  • @NobleDragonGames · 2 days ago

    So far traps are 1-time triggers that the controller chooses to trigger on their turn. Less of a chance of "mandatory" triggers or effects to miss. The controller may forget they had a certain trap but that's on them if they forget to use it on their turn. I get what you mean about so many things to keep track of but I think that's what makes this game fun. It encourages developing mastery in specific builds. The courts and other "global effect" sites like Garden of Eden, Haystack, and River of Blood are the bigger concern I can see legitimate criticisms regarding complexity because even if you choose not to play with those cards, your opponent might...but I would leave the larger responsibility on the "effect owner" to properly police and enforce those effects. Both players should try, but the owner should have the mastery to understand all the times it could trigger. Traps are fine. I like the additional layer of bluffing it adds to the game. I think it could create some really wild outcomes which is what Sorcery is all about.

    1

  • @norwegianblue2017 · 1 day ago

    What I always hope for in a new set is to breathe new life into old cards when the designers are seeing that there is an imbalance. If people aren't using Voidwalk or Burrowing enough in competitive play, maybe bring in some new cards that build that up.  They kind of did that with the Pass-Plug Serpent.

  • @RollingCalf · 1 day ago

    Took magic 14 years to introduce a new card type

  • @spitfire4209 · 1 day ago

    With no ill will, you really do have to pay attention to the board.

  • @zonimi · 1 day ago

    This is an argument for the need to have a "standard rotation" at some point.

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