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Q: "Why were the madness cards for blue, green, and red made so effective, while the ones for black and white don't quite match up? I know white was supposed to be weaker, but the same thing was said for green. Also, black, while strongest overall, was supposed to dominate, and it gets hosed in the set's new mechanic? That doesn't make much sense. Also, if Torment was going to be the only set with madness, why did you only print ten? They're really interesting cards." -- Steven Saal, Nesconset, NY
A: From Brian Schneider, Research & Development: "First off, "I'm glad that you've enjoyed the madness mechanic. In response to your question (well, at least the first one), I believe that the blue and red madness cards were pushed for good reason -- we needed a few more good, interesting cards in those colors. I don't understand why we make good green cards so I can't really comment on that. To me, all good green cards are R&D mistakes, madness cards included. So anyway... when we balance a set, some cards end up being good and some bad regardless of what their mechanic is, and in this case, the white and black madness cards happened to end up a little bit weaker (though not at all useless) than the other colors'.
"As for printing only ten madness cards in Torment... there was discussion early on about printing only five madness cards, in part because there was worry about how 'random' madness cards felt in testing. But the team liked the mechanic, and in the end, opted to add another five. It's possible we could've added more but with a small expansion there really isn't all that much room to work with...
"In the end, I'm glad the team added the five madness cards to the set. Now to find room for the next five...
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