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Thread: MTG Failure to defend their

  1. #1

    MTG Failure to defend their

    Really if MTG want's to sue this for similiar they haven't defended alot of their so called "TRADEMARK's"

    Failure to sue Infinity Wars for
    http://us.infinitywarsgame.com/rulebook/glossary?geo=0

    -Flying
    Flying (Buff) When a character with the Flying buff attacks, the only legal blockers the opponent can use are characters with the Flying buff or the Ranged buff (Can block flying characters). If no legal blockers are in the Defense Zone, the character with the Flying buff will deal damage directly to the opponent's fortress.

    - Reach
    Ranged (Buff) Refers to any non-Flying character that can block Flying characters.

    - Haste/Summoning Sickness
    Haste (Buff) A card with Haste does not exhaust when deployed. This means a character can move to the Combat Zone on the same turn it is deployed. This also means a card can use any activated abilities it has, on the turn it is deployed.

    -Indestructable
    Invincible (Buff) Cards that are invincible cannot take damage and are immune to effects that would kill (destroy) the card. An invincible character can still be affected by sacrifice effects. An invincible character can also be returned to the controller's hand or removed from the game.

    -Protection from non combat damage
    Resolve (Buff) Cannot be killed by non-damage effects or abilities.

    -Mulligans
    Mulligan Upon drawing a their hand at the start of a game, a player may use the Mulligan option in the Trading Post. If they do, they can shuffle that hand into their deck and draw a new hand with one fewer card.

    -Enchant/ect/ect/anything that stays on the field
    Permanent Refers to characters, locations and artifacts on the Battlefield or Command Zones as they stay in the game permanently unless they are deployed or removed from play by the effects and abilities of other cards.

    http://us.infinitywarsgame.com/rulebook/factions

    -White/Plains
    Descendants of the Dragon This faction is represented by teal cards. With its defensive play style, the faction boasts defense, morale destruction and effective alternate win conditions.

    -Red/Mountains
    Flame Dawn Faction represented by red cards; this faction focuses on speed and early to mid game lethality.
    A red card type with haste creatures and burning...?

    -Black/Swamps
    Sleepers of Avarrach This faction is represented by black and orange cards. The focus of this faction is based around death, resurrection and a resilient horde of zombies.

    A rather chaotic faction, The Exiles focus on death, sacrifice and anything that disrupts what players feel is 'normal' when a game is being played. There are discard effects and synergy that exist alongside sacrifice mechanics.


    The Cult of Verore
    This faction has an answer for everything. People attacking you? Kill them. People defending against you? Wipe them out and continue attacking. Characters hanging out in the Support Zone because they don't want to die? They can't hide. Yobo looked at you the wrong way? Kill him even if he looked at you the right way. Verore has access to the largest amount of removal and damage-generating spells in the game. Their characters involve slow but powerful demons which produce a direct threat to their opponent's chances of winning. Then again, who's going to stop them when their opponents are all dead?

    All the factions are 1:1 like a magic element type the green "nature" people are about big huge beasts,blue is about control (or should i say teal),ect,ect

    Failure to sue fantasy masters

    - Land
    works 1:1 like MTG with creatures having colourless and specific mana cost types

    -Elements
    Swamp vs Dark
    They use their own blood to amplify the damage they give to the enemy. Zombies, Skeletons, Ghosts, Spirits, Deaths, Cursed, and Vampires are the recurring theme of Dark.Many Dark spells can affect both players' units with favors on Dark side when used at the right moment. A lot of Dark spells associate with Graveyard. They are the color of black.

    Mountain vs Fire
    The most aggressive army but relatively weak in defense. Demons, Devils, Evildoers, Goblins, Blood, Hell, and Fanatics are the recurring theme of Fire.Fire spells generally do either amplifying friendly units' AP, or direct damage to opponent's units. They are the color of red.

    Mountain vs Earth
    The rugged fighters of this army are generally strong. Their strength is reinforced by spells and items. Sand, Giants, Dwarfs, Ettins, Desert, and Stones are the recurring theme of Earth. Earth units are well balanced that greatly depend on coins. Many Earth spells associate with Time. They are the color of brown.
    (creatures are based off getting coinflips on being useful very very very old MTG red flavour)

    Forest vs Green
    They get stronger and fearless when they pack. Elves, Fairies, Druids, Wolves, Treants, Frogs, and Insects are the recurring theme of Green. Many green units and spells heavily favor Beastly type units while Magical and Armed units support them

    Islands vs Blue
    Defense oriented army which is still dreadful with its illusion, confusion, maneuvering skills. Ice, Sea Monsters, Mermaids, Lizard men, Penguins, and Pirates are the recurring theme of Water.Water spells consists of manipulating and weakening opponent's units into demise. They are the color of blue.

    Plains vs Metal
    They represent human empire always ready to conquer, with the help of their advanced weapons and chariots. Humans, Iron, Soldiers, and altered beasts are the recurring theme of Metal. They are the only faction to have high level items that can ridiculously strengthen even the weakest units. Metal spells heavily favor Armed units and Item-equipped units. They are the color of silver.

    Plains vs Light
    Light: Heavenly beings gathered up for earthly combat. They can bless and protect their own units. Gods, Bless, Thunders, Unicorns, Saints, Punishment, Justice, and Angels are the recurring theme of Light. Light spells are volatile and generally favors friendly units and punishes opponents. They are the color of white.

    Colourless vs Colourless
    they're exactly the same in both types requiring any mana or non coloured mana to summon it

    Failure to Defend Mechanics
    vs

    Cards Have attack points/ and life points (also defense is a added mechanic, but there was many cards that had reduce damage effects on them on magic) and they recover at the end of turn

    Lands must be used/tapped to produce mana

    Failure to defend mechanics such as lifelink/death touch/trample/ect
    Failure to defend the pickup 7 draw 1 card each turn
    Failure to defend mulligans
    Failure to defend win conditions by deck death or life = 0

    -Land vs Land
    -Land
    1:1 like Magic the gathering, it has a element tied to it and must be tapped to use said card, and can use any colour mana to pay for colourless

    -Equipment/Enchantments
    Items in this game share both the equipment status for specific creature which must be attached OR can effect all your creatures like a artifact

    -Blue/Islands
    This faction focuses on the unity and synergy that cards have with other cards. Having access to utility cards can disrupt tempo, given the right timings. Characters are generally improved and strengthened to the point of being nearly unstoppable.

    -Green/Forest
    Warpath
    This faction's play style focuses on raw power and sheer overwhelming battlefield dominance to produce character-based victories. The Warpath's utility involves resource acceleration and character-based interaction abilities. If you believe the best offense involves trampling all defenses, this play style is for you.

    -Discard Pile is Graveyard
    Graveyard Also referred to as a discard pile. Ability cards that are played or Characters that leave play by Dying (Destroy/Kill), being sacrificed or exploding will be moved to this seperate, face-up pile of cards next to your deck. Cards and effects/abilities can interact with the Graveyard to move the cards to your hand, your deck, into play or from the game.

    -One Card Drawn per turn
    One card is drawn to the hand at the start of each turn;

    -The Five types/artifacts
    As looked above the 7 factions linked DIRECTLY into MTG playstyle with
    GI = Blue With Control
    Black = The cult, for sacrafice effects and demons, the exiles are like rakdo which is black red, and Sleepers use blacks most famous mechanics of Death spells and Discard Pile Retrieval
    White = Defense over Strength with descendant of dragons
    Red = Flame Dawn is a beginning to medium game rush of damage with burn spells and creatures of haste
    Green = Warpath is all about Mana ramp and big creatures
    Factionless = Colourless artifact like type creatures any deck type can use


    Hex vs Magic
    -Mana
    Mana in magic is tapped and must be colour specific unless colourless, so you need 2 green lands tapped and one of any colour to get the creature on the field
    Last edited by whiteyzz; 05-15-2014 at 11:16 PM.

  2. #2
    Part 2

    Mana in Hex is not tapped but pooled up at the beginning of your turn, in which a creature could require 2 green mana(and a cost of 2), and you have 2 green crystals and two blue crystals, you could summon two of these creatures as the crystal requirement to play the creature is to have 2 green crystals not to have green mana, as coloured mana doesn't exist, the crystals are just a requirement needed to summon said creatures

    Mana is completely different and shares a closer similarity to hearthstone/other card game mana systems then this

    Shared similarity of creature types, sharing stories that are similiar
    Humans = Humans are what we are do they have a copy right on humanity
    Dwarfs = Another basic fantasy character type
    Most the races that are shared are generic, and magics creation of creatures have never been their own, but taken from others

    Eldrazi Block = H.P. Lovecraft eldritch horrors
    Innistrad Block = Classic Horror Movies, such as Dr.Jackle and Hyde,the fly man, the birds,zombies,ect
    Arabian Nights = Arabian themed tales
    Three Kingdoms = Romance of the Three Kingdoms
    Champions of Kamigawa = Japanese creatures with like oni's, dragons, and spirits, and Bushido and Samurai's
    Ravinca = Political/Ideology,

    Azorious: Democracy
    Boros: Stratocracy
    Dimir: Illuminaty/The Templar/Secret Society... Kleptocracy (Power/Information/Wealth)
    Golgari: Oligarchy/Theocracy
    Gruul: Kratocracy
    Izzet: Geniocracy
    Orzhov: Aristocracy
    Rakdos: Anarchy
    Selesnya: Theocracy
    Simic: Technocracy


    They have pulled themes and stories and ideologies from other books and classic stuff which makes no sense to go after similiar themes due to their stories are similiar to alot as their elfs are nature loving, but tend to hate outsider elfs, humands can be either plains to show off the strive for law and foundation, mountains for the chaos some of us enjoy, and swamps to show our fraility and death... or to show off our not caring for other things but only ourself (greed and paladin of the west)

    Many stories to about the other races like dragons being greedy, just like Tolkien's hobbit book is here being fire breathing dragons, who enjoy treasures

    I could go on for freaking hours how MTG stories aside from the Urza plot are just carbon copy of other things... but Urza versus Phyrexian is just a simple good vs evil story

    This is a response to this
    http://www.scribd.com/doc/224144304/...tainment-et-al

    MTG at multiple times have let games like Fantasy masters, and Infinity Wars for using many of their same mechanics, and their own characters and creatures that they say is taking from their themes, are based off themes from many famous ideologies or stories of the past... like the dragons being greedy, dwarfs loving to mine and inventors, goblins being chaotic, rushing, and mob mentality, orcs pride strength, vampires liking blood, and seductresses of desire, demons wanting souls, undead being raised corpses... is all how you could ask someone to describe them without seeing MTG or Hex

    My question is why did magic not sue them? Are they picking on this company because of the three million money dump it got from kickstarter... if this isn't the case why didn't they defend against the other two which took a lot of magics core mechanics, Fantasy master is a carbon copy of MTG with the only thing being different is how combat/spells work? and Infinity wars is mostly the same with mana and combat works differently but most the mechanics are the same...

    as a magic player, I will say I feel this is just an excuse that MTG/WoTC dont want to improve either of their PC/Console/Mobile(do they have mobile?) games with magic online, operates and handles worst then their early 1990's game they made before it, and duels of the planeswalker is just baby steps into magic, and hardly has the substance this game and most other TCG PC/tablet/ect even have

    Untap cards at the beginning of each card, that's a spelling error?
    Last edited by whiteyzz; 05-15-2014 at 12:36 PM.

  3. #3
    This must have taken you all day.

  4. #4
    Sensei of the Wounded Petal
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    Not to mention he created a new account just to make those points xD
    Hex TCG Kickstarter Backer - Dungeon Crawler and Collector
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  5. #5
    The reason WotC is targeting Hex, is there is finally a contender, that is both similar to their game in play, and widely available for play that significantly undercuts them in price. This is competitive trade - For example iPhones were the 'first' smartphones widely adopted. Many other companies tried to compete, and many succeeded by offering their products for significantly less than the iphones luxury premium costs. Many of those companies were also sued for using similar patented designs the iPhone "invented".
    Samsung/Google/etc.

    As mentioned in their lawsuit they are trying to reclaim potential lost income from loyal consumers that transition to a similar product for a more affordable price. The other games you mentioned never truly captured the essence of MTG in gameplay, but more importantly never captured the fan base or initial public resources to be threats.

    I believe it was mentioned though, that this isn't the first time WotC have flexed their legal muscle against another entity.

  6. #6
    Quote Originally Posted by nicosharp View Post
    The reason WotC is targeting Hex, is there is finally a contender, that is both similar to their game in play, and widely available for play that significantly undercuts them in price. This is competitive trade - For example iPhones were the 'first' smartphones widely adopted. Many other companies tried to compete, and many succeeded by offering their products for significantly less than the iphones luxury premium costs. Many of those companies were also sued for using similar patented designs the iPhone "invented".
    Samsung/Google/etc.

    As mentioned in their lawsuit they are trying to reclaim potential lost income from loyal consumers that transition to a similar product for a more affordable price. The other games you mentioned never truly captured the essence of MTG in gameplay, but more importantly never captured the fan base or initial public resources to be threats.

    I believe it was mentioned though, that this isn't the first time WotC have flexed their legal muscle against another entity.
    Mhm, again legal wise though they did fail to protect their IP, and these are not games made in china where they couldn't legally go after them... these are all from places that follow the copyright law, and it doesn't look in it's favour when trying to bring it up... and I would say mechanically which is what they're going for Fantasy master is 1 to 1 other then how combat works and it uses FIFO instead

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