Showing posts with label evergreen. Show all posts
Showing posts with label evergreen. Show all posts

Friday, July 6, 2018

Weekend Design Challenge 070618 - Evergreen Keyword Matters

Hey Artisans. Click through to see the requirements for this weekend's design challenge, due Monday morning. Every submission warrants feedback, so once you've got your great idea down, give some thoughtful critique to some of your peers. Revise your submission any number of times, and on Monday-ish, I'll review the most recent submission from each designer.

Wednesday, July 27, 2016

Weekend Art Challenge Review 052616—Stop Skulking.

Hello Artisans,
I am quite overdue with this review. Here is the challenge I am reviewing.

Skulk is an interesting mechanic, making you care about low power creatures, allowing you to slip under stronger creature boards. It is very easy to understand, and will play differently depending on the board state. Unfortunately, it was often not rewarding enough in the games I have played.

Let us see if there are any NWO contenders!

Friday, May 27, 2016

Weekend Art Challenge 052616—Stop Skulking.

Hello Artisans, Anastase here.
Wizards found out recently that prowess is good enough to be evergreen. The mechanic does enough that it will appear a bit on every set, and I do not blame them. I guess I actually congratulate them because it rewards playing instants and creatures with prowess and helps the blue/red decks a lot.

In SoI they tried to introduce skulk, to be the Dimir (blue/black) equivalent mechanic to prowess. Dimir are known for their stealth and cunning, preferring the drop of poison to the swash and buckle. Skulk has not been the success they hoped it would be and as such Dimir are left without a well defined, easy to grok, NWO evergreen mechanic.

Are you up to the task of designing it?

Monday, February 16, 2015

CCDD 021615—Master Distractor & Afterimage

Cool Card Design of the Day
2/16/2015 - With the discussion surrounding whether or not Prowess could be the evergreen creature mechanic blue has been waiting for, I decided to design a few alternatives which fit better with the existing evergreen mechanics: no numbers, not augmenting how the cards play, but rather fundamentally changing it.

I haven't cracked the nut, per se, but I did get something pretty interesting out of it.