tag:blogger.com,1999:blog-5479847193762153273.post283703841115886318..comments2024-03-11T02:32:15.295-04:00Comments on Goblin Artisans: Weekend Design Challenge 092818: Psychographic DesignUnknownnoreply@blogger.comBlogger85125tag:blogger.com,1999:blog-5479847193762153273.post-13443772349530390872018-11-14T20:25:08.820-05:002018-11-14T20:25:08.820-05:00Survail 0 does nothing assuming it's like scry...Survail 0 does nothing assuming it's like scry:<br />701.17b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.YNWeinbergerhttps://www.blogger.com/profile/04993121921960923058noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-25287839294156712302018-10-05T03:41:25.843-04:002018-10-05T03:41:25.843-04:00URB
Beta Mishra, the Cloned (R)
Legendary creature...URB<br />Beta Mishra, the Cloned (R)<br />Legendary creature - Human Artificer<br />Whenever you cast an artifact spell, create a<br />3/3 colorless Golem artifact creature token.<br />Golem creatures you control have deathtouch.<br />Mechanization {6} (You may cast this card<br />face down as a 5/4 colorless artifact Golem creature for {6}.<br />2/2Anonymoushttps://www.blogger.com/profile/13452093767830857120noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-18161018709492410632018-10-05T03:38:44.281-04:002018-10-05T03:38:44.281-04:00In my head, mechanize can have different cost to c...In my head, mechanize can have different cost to cast but must have the same result on the board. <br />Something like pay 6 colorless mana and put this card face down as a 5/4 golem artifact. You can have a token with those stat as a reminder on the board. And no as it is you can't flip it back. Anonymoushttps://www.blogger.com/profile/13452093767830857120noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-92001987501473278112018-10-04T16:02:43.269-04:002018-10-04T16:02:43.269-04:00Tuning this away from its Spikiest form to somethi...Tuning this away from its Spikiest form to something finicky but filled with love:<br /><br />Duskmantle Belvedere<br />Land (r)<br />~ enters the battlefield tapped.<br />Pay 1 life, T: Add U or B.<br />{X}{UB}{UB}{UB}: If it's your turn, ~ becomes a 2/3 Rogue creature with "When this creature deals combat damage to a player, surveil X." until end of turn.<br /><br />I imagine joy in a Spike's eye activating this on turn 6 for a single point of surveil with two lands left untapped, bluffing (or not) that they have a response left in hand.Pasteurhttps://www.blogger.com/profile/02058331124653341978noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-32202889606105428572018-10-04T13:39:27.496-04:002018-10-04T13:39:27.496-04:00Koth's Last Stand 2RR
Enchantment - Aura M
Enc...Koth's Last Stand 2RR<br />Enchantment - Aura M<br />Enchant creature<br />Whenever a creature enters the battlefield it gains infect until end of turn. Enchanted creature fights that creature. <br />If that creature dies, put a charge counter on Koth's Last Stand.<br />At the beginning of your upkeep, if there are 5 or more charge counters on Koth's Last Stand, you win the game.Lefhttps://www.blogger.com/profile/17314232061312529400noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-62093807128737921332018-10-04T04:34:34.664-04:002018-10-04T04:34:34.664-04:00In order for the choice to feel real, some of the ...In order for the choice to feel real, some of the possible outcomes have to be known before the choice is made. The caveat is then that, because the outcomes are known, the player will also know what they missed out on should they make the 'wrong' choice. This can lead to feel bad moments. That being said, the non-spike people who enjoy playing cards with elements of chance probably don't care; they're in it for the times they get it right.<br /><br />The problem I’m facing trying to design a Tammy card where the player makes a choice based on instinct is as follows: trusting your gut is very much part of red’s colour identity. However, card selection and information gathering (aside from selecting sorceries/instants) is outside of red’s colour pie and identity. Therefore, offering a real choice, not just the illusion of real choice, creates a conflict. For the choice to be real, rather than just feel real, the player needs to have agency over what one (or more) of the possible outcomes will be. I’m not sure yet how to resolve that conflict within the direction I headed in with Intuit.<br /><br />That being said, here are two new variations:<br /><br /><b>Intuit 2.0</b> (Common)<br />{R}<br />Instant<br />Exile the top three cards of your library. Turn those cards face down and shuffle them, then choose one of those cards and put it into your hand.<br /><br /><b>Taking Chances</b> (Rare)<br />{R}<br />Sorcery<br />As an additional cost to cast ~, exile a card from your hand and the top card of your library face down.<br />Search your library for a card and exile it face down, then shuffle your library. Shuffle all cards exiled with ~, then choose one of them and add it to your hand. Isaohttps://www.blogger.com/profile/04032882984602067306noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-4227861079022266652018-10-03T19:53:20.001-04:002018-10-03T19:53:20.001-04:00As written, it doesn't look like you can flip ...As written, it doesn't look like you can flip the card face up. That's a bit disappointing, and makes me wonder why this wants to be formatted as a face down card (which carries a lot of morph connotations) instead of just generating a token.Axxlehttps://www.blogger.com/profile/16978784390180005187noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-67706614027891739182018-10-03T19:48:37.655-04:002018-10-03T19:48:37.655-04:00Could you just make an exception for mana cost of ...Could you just make an exception for mana cost of the copies?Axxlehttps://www.blogger.com/profile/16978784390180005187noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-13638997188915660952018-10-03T19:38:15.948-04:002018-10-03T19:38:15.948-04:00I've also been trying to move away from 'u...I've also been trying to move away from 'upkeep' on cards. I've been using 'After your draw step', a la Sagas. I like your cleaner wording, though. :)<br /><br />Tammy loves tribal, as it gives them a clear trajectory to build around and makes for exciting moments every time they draw a member of their tribe, or get one from a booster pack or product. Furthermore, this card is explosive, as it has a massive impact on the board, and promises further impact when Imps hit the board from your hand. Then, even better, it has a number that gets bigger! This is as Tammy as it gets!<br /><br />I'd actually say you're nearly doing too much with this card. I think I'd drop the variable power, and just focus on its ability to constantly be churning out flying, hasty pests. The gameplay of trying to bring down Biastagan in order to make the Imps powerless again is also really exciting. The variable power is just distracting from all the other good bits of your design!<br /><br />When making a punchy, impactful card, you want to remove extraneous elements to help the coolest bits stick out. Players need time to process how the parts of a card click together and what they might look like in play, and additional elements that don't directly contribute to the essential core of the card - that it churns out Imps it makes into hasty threats - are going to lessen that impact by diluting it. Remember, elegance!Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-66789435764134351562018-10-03T19:35:03.413-04:002018-10-03T19:35:03.413-04:00Paying life for mana is something monoblack can do...Paying life for mana is something monoblack can do, but I think the ability to grant it to all your lands still feels green. In addition, as NaOs notes, a card can be {B}{G} without necessarily needing to completely fulfill the requirements of including black elements and green elements, as long as the final card exudes {B}{G}-ness. The fact the character is {B}{G}, and the card grants the ability to lands, sells me on it being {B}{G}.<br /><br />The design itself is great! I love how it marries what has become a classic black effect of swiping the opponent's cards, with a classic green effect of fixing all your mana, to create a result that feels completely natural, tells an evocative story, and somehow hasn't been done before.<br /><br />Love it!Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-49010435918133657642018-10-03T19:33:03.955-04:002018-10-03T19:33:03.955-04:00It was my first and only try with mechanize on a b...It was my first and only try with mechanize on a big creature and I do just for the fun of designing and trying ssomething new. My first tests with mecha was on small creatures or utility artifact thant can turn into big golems. <br />The cost/effect is bad I know. Maybe with some colored mana or be downgraded to 4/4. I can see in theory a limited with a lot of collorless 4/4 for 5/6 manas like a return to new phyrexia. Thank you for the revirew. I will rework mechanize. :@)))Anonymoushttps://www.blogger.com/profile/13452093767830857120noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-76231789975996141582018-10-03T19:29:25.552-04:002018-10-03T19:29:25.552-04:00Definitely an interesting design that will make Jo...Definitely an interesting design that will make Johnny think, but I agree that it's going to get extremely taxing to play against on any creature of significant size, and as Jenesis noted, the 'best' way to play it is to just snatch a win out the second it comes down. I don't think that gives Johnny the best feeling.<br /><br />My suggestion would be to grant the creatures it fights wither - perhaps not literally, but "Whenever a creature ETB, enchanted creature deals damage to that creature equal to enchanted creature's power, and you put a number of -1/-1 counters on enchanted creature equal to the the other creature's power", or whatever.<br /><br />The idea of my suggestion is that it makes 6/6s and indestructible creatures no longer an 'easy-win'. The creature will be worn down with each creature that enters, so it makes the card more Johnny! Now you have to figure out how to get the counters off it, or find a creature you're sure can survive anything your opponent throws at it, or once more, find a way to get out more small creatures than your opponent gets out big creatures.<br /><br />My suggestion does have the problem of working poorly with the '5 charge counters', since it becomes confusing whether the aura has the counters, or this creature does. Perhaps it looks for five -1/-1 counters on the enchanted creature. That means you also can't cheat by just using 0 power creatures - though perhaps that's more fun for Johnny to realize. Hm...<br /><br />Anyway, great design! I think it's promising that it has a lot of room to iterate with!Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-79502251206025804472018-10-03T19:24:46.942-04:002018-10-03T19:24:46.942-04:00Absolutely Tammy to the max! The idea of unbounded...Absolutely Tammy to the max! The idea of unbounded growth for just {W} is so exciting! Life-gain is also a very popular strategy among Tammy players - it involves numbers going up and when the game plan is gaining life, players will feel safe going all-in on their game plan - so this is absolutely a home-run for the Tammy audience.<br /><br />I think it's also quite a safe card, really. It has a fun impact on the board, immediately, and it makes both players do some interesting things when it comes to the creature this is buffing. An Aura also has the swinginess that a Tammy might love.<br /><br />A part of me actually wonders, though, whether this wants to be more resilient than an Aura. Having this as an ability on a creature isn't exciting enough, I think, but perhaps on an enchantment and giving the +N/+N at start of combat on your turn...? Not sure. But the swinginess is probably fine!Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-10448388861932068152018-10-03T19:22:32.384-04:002018-10-03T19:22:32.384-04:00Zachariah has great instincts! You definitely want...Zachariah has great instincts! You definitely want to make this card a lightning rod for spells and abilities, and being a 4/1 is almost the exact opposite of that, unfortunately. I'm not sure I can agree with it being a 3/3 for 3CMC, as that's going to be pretty scary alongside granting hexproof to your other creatures and its ability to replace itself... but I would most certainly encourage some massaging to find more threatening stats that make it tougher to fight in combat. I like something like a 4/1 or 3/2 with the 'dauntless' ability, for example.Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-5792875279837442542018-10-03T19:20:27.533-04:002018-10-03T19:20:27.533-04:00I think you have a great instinct to identify a ma...I think you have a great instinct to identify a manland as a good card for Spikes! I agree with the concerns that X is probably a little too unbounded for surveil; resolving anything higher than surveil 3 is going to be time-consuming, and pretty mind-numbing work, I think.<br /><br />I think just having it at a set cost, perhaps with a life payment as you suggest, helps. It's plenty Spike-y to be weighing the activation cost, the inaccessibility of the mana, and any other costs, when trying to figure out whether to attack or block with your land... that's already going to reward skill and smarts much more than most other cards!<br /><br />In terms of the design itself, I'll ignore the presence of other manlands in other formats. I think this looks like a fun design! I agree with the concerns that its blocking capacity is a bit worrisome to me, but I'm not sure how to improve on that.Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-84265739986216810122018-10-03T19:12:02.792-04:002018-10-03T19:12:02.792-04:00I agree, this is definitely a Tammy card! Love it!...I agree, this is definitely a Tammy card! Love it! I love the unique casting cost reduction. However, I see some issues with it.<br /><br />I'd estimate, in a dedicated deck, you can maybe cast a Demon/Dragon on turn 4, turn 5... and then on turn 6, you're casting this card. My concern is that a {2} discount really doesn't feel like you're 'cheating this' into play, which is what is going to feel most Tammy. Most often, the ones in the yard are going to outweigh the ones on the field, but that really isn't the most satisfying play pattern, is it? Discarding all your fun Demons and Dragons rather than being rewarded for playing them out is the less fun avenue.<br /><br />I'd try to either weight the discount and increase the cost of the creature, or have it count ones in the graveyard elsewhere - perhaps to reduce the cost of its ability?<br /><br />Speaking of the ability, I like how it naturally fits alongside Demons and Dragons, but I do agree it would make sense for it not to hurt itself. However, I can see that being flavored right.Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-77724161117243797602018-10-03T19:04:57.292-04:002018-10-03T19:04:57.292-04:00One of my big concerns with this mechanic is the k...One of my big concerns with this mechanic is the kicker-ness of it. A Tammy doesn't want to feel guilted or outsmarted when playing Magic, and when they're presented with a kicker-like choice, they're <i>really</i> going to want to cast the spell kicked. The problem is, many times, the board state is going to necessitate casting it unkicked.<br /><br />The promise of kicker is certainly Tammy, but I think in practice, kicker often ends up more like Spike, as players have to evaluate when they can afford to hold a card to kick it, or when they have to take the plunge early and sacrifice the kicker. I think it's got enough Tammy in its blood to be appealing, but it's not enough to <i>just</i> have kicker to make a card into a Tammy card.<br /><br />However, making a 5/5 for 5 or a 10/10 for 10, that's certainly Tammy! Design-wise, though, I have a lot of concerns with your card. As others brought up, what <i>does</i> Mechanization {5} mean? You can't have that many 5/5s running around in a format, and you certainly can't get a lot of 5/5s for {5} - that's absurd! Only green gets 5/5s for 5CMC, and even then, it's not often in a set, and it's generally quite strong!<br /><br />If it's cost=P/T, then you still have a problem. Again, {2} for a 2/2, {3} for a 3/3, {4} for a 4/4... those costs are all above-rate. Your format is going to be very scary. In addition, that's a lot of complexity on the board! A face-down card should mean only one thing in a given format.<br /><br />I'm curious, as well, what other mechanization designs you have in mind. Having the choice to cast a card as a vanilla creature isn't very fun. Morph is exciting because the creature is more than a vanilla, it has the suspense of being something else, in secret. But morph where you can't flip it face-up, that's not going to play out very well, I suspect.Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-26243641519177024242018-10-03T18:58:00.643-04:002018-10-03T18:58:00.643-04:00Jenesis, to Tammy, I think it's much more impa...Jenesis, to Tammy, I think it's much more impactful when this makes ALL creatures - EVERY creature - EVERY where - into itself! <br /><br />You've definitely got an extremely interesting start to a design here, but I have to agree with everyone else that it requires more iteration. The 'lock' is one of the big concerns, yes. I also really appreciated the comments that noted a board full of 3/3s with trample really isn't that interesting. While it does encourage you to build a deck to make your 3/3s better than their 3/3s, I'd encourage more experimentation with the statline and whether it needs any other abilities, to determine what creature is most interesting when it's the <i>only</i> creature!<br /><br />I think right now this is definitely a Tammy design, but I agree there's a lot of Jenny in it. Jennies will see this and go, "How can I exploit such an unusual and weird effect?" Tammies are gonna go, "Woww! What an unusual and weird effect!"<br /><br />The big thing that makes it Tammy is the huge impact it has on a game. It leaves an impression. Great work, in that regard!Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-10283200669160217922018-10-03T18:52:44.959-04:002018-10-03T18:52:44.959-04:00I think your idea of 'the thrill of making a c...I think your idea of 'the thrill of making a choice' is interesting for Tammy, and is probably on the right track. You're right that if one is face up and the other two face down - a la Fortune's Favor - then you make this far more for Spike than for Tammy.<br /><br />Still, my concern is precisely related to your Thoughtscour analogy. Players initially loathe mill because they feel it's 'destroying their good cards', but then they learn, 'oh, it's no different than if they were on the bottom'. This makes them feel smart, and when they get milled and they <i>aren't</i> afraid, they can feel improved as a player.<br /><br />Now, the problem with Intuit is that... well, it's a smokescreen, it's a false choice. Players who discover their choice never mattered - and I think that's a more significant number than you think - are going to feel duped. Players who can reason that it isn't a choice will also be <i>confused</i> that it's written <i>as if</i> it were a choice. <br /><br />I think you're definitely on the right track with 'give Tammy a choice that rewards their gut', but you can't spin that choice out of nothingness. I'd encourage you to find a way to do that, which doesn't require deceiving the players into thinking they're making a choice when they're not. Let them actually make a choice, you know? Inanimatehttps://www.blogger.com/profile/13739701478436262740noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-67304211460256598122018-10-02T09:07:26.751-04:002018-10-02T09:07:26.751-04:00This is designed for Vorthos and from their perspe...This is designed for Vorthos and from their perspective this should be BG as (I'm assuming, I didn't follow the story back then) Belbe best matches those colors. Also, Phyrexia doesn't care about the color pie. ( refer to Glissa, the traitor)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-2976922264341499192018-10-02T02:11:31.085-04:002018-10-02T02:11:31.085-04:00I think the 5-token thing could be made reasonably...I think the 5-token thing could be made reasonably fair if the win ability triggered on your next upkeep like most of the other alternate win cards. The scenario of throwing it on an indestructible creature (or even a 6/6 or something) is pretty miserable, though.Jeremy Geisthttps://www.blogger.com/profile/07249133114127608655noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-43466714311634182692018-10-01T23:43:51.634-04:002018-10-01T23:43:51.634-04:00Technically this card could fit within either Mono...Technically this card could fit within either Mono R or Mono B, which I thought made it a good candidate for Rakdos.<br /><br />There would certainly been rules questions about this phrasing at first, but I think they would clear up quickly since it's just a rephrasing of the current rules. I'm not really trying to get rid of the upkeep phase, just hide it.Sagehttps://www.blogger.com/profile/02090253014943762842noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-86996779192679630762018-10-01T21:39:41.317-04:002018-10-01T21:39:41.317-04:00Demon/Imp tribal doesn't need the red (I'm...Demon/Imp tribal doesn't need the red (I'm assuming the tokens are monoblack), but the red makes sense for the haste-granting Lord ability and the lopsided p/t.<br /><br />Upkeep is a weird step in-between untap and draw, and it makes a certain amount of sense to get rid of it. That said, if you're going to get rid of "upkeep" on cards, I would rather rework the rules of the beginning phase to remove it entirely, instead of confusingly renaming "upkeep" to something that sounds like it works differently from upkeep. (e.g. If the Lord didn't explicitly give haste to the imps, I would expect a lot of rules questions on that.)Jenesishttps://www.blogger.com/profile/05356037137564501914noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-59123693176576642402018-10-01T18:42:19.623-04:002018-10-01T18:42:19.623-04:00This definitely reads like "a Timmy card desi...This definitely reads like "a Timmy card designed by Spike"! I wonder whether this really needs the red? Pasteurhttps://www.blogger.com/profile/02058331124653341978noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-64299293926071452442018-10-01T17:25:36.820-04:002018-10-01T17:25:36.820-04:00I consider myself heavily Johnny with a little bit...I consider myself heavily Johnny with a little bit of Spike, but I have my Timmy moments, and that's what I'm designing this card toward. The card that has brought out my inner Timmy more than any other is Mal'Ganis (from Hearthstone). That was my inspiration for this card, but the final result doesn't show it a whole lot. <br /><br />I was trying to invoke the D&D-esque image of a demon lord flying high above the party as swarms of minor demons emerge from the portal whence he came. The longer you take before you close the gates to hell, the more trouble you're in. The demon lord's minions are still around once you oust the demon, but they're much less of a threat - for now. Similarly, Biastagan is much less threatening without his army, but you can't rely on killing the fodder forever.<br /><br />I tend to associate Timmy and Melvin a bit, because I think that the aesthetic pleasure that Melvin gets thrives on the same sense of "cool" that Timmy often yearns for. On the turn he can attack, Biastagan will be a 4/4 for 4 and have 4 imps at his side, which I find cool.<br /><br />One other thing I tried with Biastagan that you may have noticed is the "at the beginning of each of your turns" phrasing. This is such a clean, intuitive phrase that every Timmy will get (no matter how new to the game). The upkeep is confusing for new players (and some experienced ones), has no visceral connection to the flavor of the game, and is already being phased off of cards (one card mentions "upkeep" in GRN, and almost all standard-legal cards that do so are Rare+).<br /><br />This "at the beginning of each of your turns" phrase means exactly the same thing as "at the beginning of your upkeep", but it sounds and feels so much better. Just throw a clause in the rulebook explaining that "beginning of the turn" effects are triggers that go on the stack during your upkeep. Bing bang boom. Done. Sagehttps://www.blogger.com/profile/02090253014943762842noreply@blogger.com