Cool Card Design of the Day 4/30/2018 - I wanted to make a cheap Clone that could only copy small creatures. Mocking that up gave me a couple more ideas. (Treat the following cards as rare, for complexity, like Clone.)
Cool Card Design of the Day 4/29/2018 - Now or Later Land is a rare dual land cycle where you choose whether you can't use it the turn you play it or the turn after.
Click through to see the requirements for your design test, due by Monday morning. Every submission warrants feedback, which you may use to revise your submission any number of times. I encourage you all to revise your designs at least once in response to feedback. I will review the most recent submission from each designer.
Hello, Artisans. Click through to see the requirements for this weekend's design challenge, due Monday morning. Every submission warrants feedback, which frankly, you all are awesome at. Listen to each other's feedback, revise your submission any number of times, and on Monday-ish, I'll review the most recent submission from each designer.
Larcent's article Monday had me thinking about a mechanic that could have used the treasures that Ixalan's Pirates kept creating (finding? stealing? conjuring?). I tried to find a mana sink mechanic that wasn't kicker or a variation thereon, and came up with this.
I've been playing in the beta for Magic: The Gathering Arena since February. My experience in this very limited game environment has helped me think a lot about tribal design, particularly where Ixalan block succeeded and failed. Let's talk about Pirates and figure out what the heck happened with them, design-wise.
Hello, Artisans. Click through to see the requirements for this weekend's design challenge, due Monday morning. Every submission warrants feedback, which frankly, you all are awesome at. Listen to each other's feedback, revise your submission any number of times, and on Monday-ish, I'll review the most recent submission from each designer.
I was reading MaRo's article on Historic and the new mechanic technology of Batching a few days ago. I have thoughts on it, but I'll save those for a twitter rant. In the meantime, I was thinking about other ways to use batching, and came up with Augmented.
(Wizards has alerted GDS3 Top 8 contestants that their essays would not be published on the mothership, and gave them clearance to self-publish. We reached out to all contestants and offered to host their essays.)
Here at GA, we've produced a lot of material leading up to and in response to the GDS3 (arguably, every bit of content on this site since its birth falls under that umbrella). Here's an index of links, somewhat organized, of such material since GDS3 was announced. (This is a work in progress. I'm still going through our archives and assembling links. Please be patient as I get it together.)
I've been looking at D&D stuff for the first time in about 20 years, and that had me thinking a lot about Zendikar. I liked the leveler mechanic in Rise of the Eldrazi, although I felt like they should have used Quest counters rather than level counters to better parallel their enchantment counterparts*. This brought me down the path of how we could tie creature leveling to gaining quest counters.
Continuing our interviews with the GDS Top 8, we spoke with long-time Artisan Ryan Siegel-Stechler. Click through and see what he has to say about Magic design.
Click through to see the requirements for your design test, due by Monday morning. Every submission warrants feedback, which you may use to revise your submission any number of times. I encourage you all to revise your designs at least once in response to feedback. I will review the most recent submission from each designer.
(Wizards has alerted GDS3 Top 8 contestants that their essays would not be published on the mothership, and gave them clearance to self-publish. We reached out to all contestants and offered to host their essays.)
Ixalan is the least dynamic Limited format we've had in perhaps a decade. The problem is that the only supported archetypes are tribal and there are only four tribes. We get a bit of flexibility in pirates and dinosaurs since they're both three-color tribes, but there is zero cross-tribal support and apart from the difficult-to-draft explore deck and flying deck, there are no alternatives.
Unstable is huge fun even when you ignore the silver-bordered silliness because the various mechanics you're invited to play are less strictly distributed between colors and there are a ton of bridges: Cards that reward players for mixing two different mechanics together.
(Hey all, Ari here! These are my essays for Trial 1, now with special Goblin Artisans exclusive formatting. I hope you enjoy reading them as much as I enjoyed writing them.)
Wizards has alerted GDS3 Top 8 contestants that their essays would not be published on the mothership, and gave them clearance to self-publish. We reached out to all contestants and offered to host their essays. Jeremy Geist has already posted his on his own website, and has asked that we link directly to that. Swing on by, check it out, and see some of game designs. You can offer your reactions to his essays in the comments below.