By Jeremy Geist
The Great Designer Search 3 is finally being revealed to the
public! I wanted to take the chance to expound on some of my cards, either
because I think there’s an interesting story behind them or just to explain my
thinking.
This first entry talks about my submission to the design
test. (The rules of the design test are here.)
There were lots of ways to approach it; Mark Rosewater’s suggested approach was
to decide on card types for every color combination ahead of time and try to
think of good fits for them later, while first place scorer Jay Treat created
two separate files and submitted one. I also saw someone on the subreddit talk
about how they made five cards for each color combination and picked out the
ones they liked the most.
My approach was a cruder than any of those three. I had a
couple of ideas that I liked, so I stuck them in and slowly built my file
around them. Once I came up with a card I liked, it was pretty much locked in
and I stopped thinking about replacements for it. My habit of stopping once I
have a solution that’s “good enough” has been a weakness of mine as a designer,
and one that I think participating in GDS3 has helped me address.
The design test was really clever because it challenged
participants on multiple axes in an elegant way. There’s room for you to show
off your cool, innovative designs, but once those are in you need to fill holes
that have increasingly narrow requirements. The 1 through 10 ranking also
checks how good you are at self-evaluation, which is an important skill.
Card-by-card breakdown
1. Pick Your Poison
When I need to brainstorm, I take long walks. Pick Your
Poison was the result of one of these. I was having trouble coming up with a
green/black sorcery that I liked: I had a few ideas jotted down, but most of
them were two effects stapled together and didn’t do anything interesting or
innovative.
While I was on my walk, I thought about what an interesting
structure for a card would be, and I came up with the idea of a card that acted
like a store in an RPG. You got a certain amount of “currency” and could buy
various effects with it. Then the structure I submitted occurred to me and I
thought, “Wait, can you do this? I’m pretty sure there’s nothing stopping me
from doing this!” I was so pleased with it I ranked it first immediately.
Besides looking splashy, it also plays with weighted modes, something Magic
hasn’t really done before.
PYP isn’t a perfect card by any means. With the 1/2/4
structure it’s pretty much a four-choice modal spell, and as Eli Shiffrin
pointed out, targets are chosen before the spell resolves so you can’t put your
counters on your snakes. But what I would actually change in retrospect is the
color combination. I’ll talk about this when I get to number 7.
2. Bewitch
Bewitch arose from a series of removal Auras centered around
black. My first pass looked like this:
Mummify
(uncommon)
1WB
Enchant creature
Enchantment – Aura
Enchant creature
Enchanted creature
can’t attack or block and its activated abilities can’t be activated.
2WB, sacrifice
Mummify: Destroy enchanted creature, then return it to the battlefield under
your control. It’s a black Zombie in addition to its other creature types.
I then realized that destroying a creature and immediately
getting it back was basically a “gain control” effect, which is in blue. So I
switched into a blue/black Aura that looked like this:
Geralf’s Preparations
1UB
Enchantment
Enchant creature
Enchanted creature
gets -5/-0.
5UB, sacrifice
Geralf’s Preparations: Destroy enchanted creature, then return it to the
battlefield under your control. It’s a black Zombie in addition to its other
creature types.
But I was still unhappy with it. I thought about it for
hours, trying to crack the precise combination of blue and black Aura effects
that could work together well, when the final version struck me like lightning.
I immediately jammed it into the number 1 slot, where it stayed until Pick Your
Poison exceeded it.
3. Mama Bear
I didn’t intend on making a hybrid card with Mama Bear; the
original version was something like a 3/3 for 1GW. Midway through the week, I
received an e-mail stating that deciduous mechanics were all right to use, and
I realized that hybrid mana would allow me to make the stats better for common.
The ability works fine in green or white IMO, though certainly white has more
claim to being the small creature color.
There aren’t really any bears in white, but we weren’t being
judged on names or typing so I went with the concept that resonated the most.
If I were to go back and change this card, I’d definitely
follow Melissa DeTora’s suggestion of putting the counter on the small
creature.
4. Pam, Shapeshifting
Planeswalker
HOW DOES YOUR GAME OF COMMANDER GO, THE SMITHS? NEXT TIME
YOU INVITE PAM!
Shortly after the round ended, Mark Rosewater tweeted that a
lot of submissions had way more text than could fit on a card. My mind
immediately went to Pam. I had tested text length on my commons, but her first ability
(designed so it didn’t have to target, which is mandatory for +1 abilities)
pushed the card into something like eleven lines of miniscule text.
Theoretically, if I made the +1 ability a 0, changed it to “becomes a copy of
target…” and gave her a different +1, the card would probably be fine.
Planeswalkers are really hard to design.
5. Sign In Someone
Else’s Blood
My main goal with this one was to demonstrate that I could
design cards that were important to have in sets at common but that weren’t splashy
or exciting. The “D+ level sacrifice to draw stuff” spell is a mainstay of
Limited formats, and I figured this was a way to show off my breadth while
creating an effect simple enough to be a two-colored common.
I didn’t realize, when I designed this, that black has the
second-most creatures with high toughness, so this is closer to just drawing
you two cards than I thought at the time. That said, I’m still pretty happy
with the elegance of it, and zapping your 5/5 for three damage means it can’t
block that turn.
This card also has my favorite name of my submissions this
round.
6. Whimsical Djinn
Whimsical Djinn was the first card I put on here. It was
originally a mono-blue shapeshifter that I was going to submit to Hipsters of
the Coast’s practice challenge, but I messed up on the deadline for that and
decided to submit it to the real thing instead. I had it more strongly themed
as a djinn who gives you three wishes and returns to its lamp, then I
discovered Djinn of Wishes and felt stupid.
Melissa DeTora correctly pointed out that the current options
are way too strong, so I think in the end it would have been better to make the
Djinn at rare and tone down the abilities by a whole lot. Making busted mythic
rares is a recurring weakness of mine in GDS – I have the most trouble
with the mythic rarity in general.
I’m not sure if the card wouldn’t just be better if it
picked an ability at random and didn’t use the Demonic Pact stuff, but I like
that you have more information about what’s going to happen the longer you have
him out, and it allows you to construct more of a strategy.
Incidentally, there are three abilities because it allows
you to roll a d6 to decide which one happens, no matter how many have already
been chosen.
7. Mix//Match
Mix//Match was the last design I put on here, and I was so
jazzed I thought of anything at all I put it at a generous number 7. This is
clearly my worst design in the design test; part of it is because I painted
myself into a corner by having to do a red/white sorcery, possibly the worst
color combination to do sorceries with.
If I had thought a little clearer, I could have made this
use Pick Your Poison’s weighted modal ability, because that could work in any
color combo, and used BG for some other thing, since those colors are much more
sorcery-friendly. (The name for the R/W
modal spell would have been Select Your Fighter.)
8. Sorin, The Prequel
It turns out that Ryan Siegel-Stechler and I turned in
planeswalkers with two exactly identical abilities, which is hilarious.
9. Remember Your
Charlemagne
I filled out the slot for a white/blue instant almost
immediately. But it wasn’t this card, it was:
Geist’s Mercy
(common)
WU
Instant
Return target creature to its owner’s hand. If you are that
creature’s controller, draw a card.
I had to change it after I created Sign In Someone Else’s
Blood, since I didn’t want to have the same rarity among card types and because
it was also a card draw spell. But I still think Geist’s Mercy was a much
better design.
Ipaulsen on Goblin Artisans pointed out that Remember Your
Charlemagne should have granted flying, and I’m kicking myself for not doing
that.
10. No Humans Allowed
I came very close to calling this one Werewolf Bar Mitzvah.
I’m happier with this card than the three before it, but
this was my riskiest design so I ended up ranking it tenth. This was also one
of the last cards I came up with; other things I tried in the R/G enchantment
slot were related to fighting or destroying noncreature permanents. One of them
made an Elemental Boar token, and I probably would have gone for it if my other
enchantment wasn’t also at rare.
The test structure is complicated, but it was a really intriguing microcosm to capture the kinds of things you have to do to fill a set.its funny because it doesn't really read like that, it feels like a random challenge, but the seemingly random limitations all add up to create a process that looks like it feels like building a mini set.
ReplyDeleteI think that while you view it as a weakness, it's hugely important to be able to shelve a design at some point, sometimes even if you don't think it's perfect, because what's perfect is a very vague and nebulous concept that's hard to quantify and achieve. And I say that as a self described "perfectionist" as well, as I believe there is a "perfect" iteration in most things. Even in real design you have to do it eventually, and I'm sure many cards that make it to print the designers would have liked further iteration on. I'd actually consider it a good skill and one I envy if you can manage to put down a design at some point and say "okay, this is done. I have to move on to the next one."
I was really hoping Pam was a McElroy reference!!! :3
ReplyDeleteMy Jefferson Tallpipe planeswalker was quickly scrapped.
DeleteThose are really nice. I love the concept of "No humans allowed", even if I agree it's not that plausible to print. And the "choose modes that add up to 4" is a great idea, I'd like to see other spells with that.
ReplyDeleteI like the Djinn too.
Nice piece, Jeremy.
ReplyDeleteI particularly appreciate the detail of being able to roll a d6 for the Djinn at all stages.