Showing posts with label regeneration. Show all posts
Showing posts with label regeneration. Show all posts

Wednesday, October 31, 2012

103112 CCDD—Bare Troll & Friends

Cool Card Design of the Day
10/31/2012 -The random thought occurred to me that a fairly natural regeneration cost for a creature is its casting cost. Regeneration is a little like getting to recast a creature right after it dies, so what does it look like to make that metaphor more concrete?

The immediate concern when I mused about this on Twitter was "Bad gameplay- ties up way too much mana in future turns" which is fair—A card like Selesnya Sentry will rarely be regenerated because it costs so much to do. That said, who's to say the card is only good if it can be regenerated? Sentry is efficient enough to play without the regeneration ability. Can we make cards with matching costs that don't suck?

Sunday, December 11, 2011

Regenerate Target Mechanic

Regenerate Target Mechanic
Regenerate is one of the evergreen abilities that's been around since Alpha. It's a bit "too flavorful" as Aaron Forsythe might say and suffers from old, unintuitive templating. Even so, a lot of players love it, myself included, because it hits its note well enough and that note needs hitting. Can we re-invent it into something more streamlined and intuitive?