Friday, May 27, 2011

052711—Collect Pain

Cool Card Design of the Day
5/27/2011 - Black is always looking for variations on the discard mechanic because every single set has to have one since no other colors are allowed to do it and it's so ingrained within the game. For that reason, designers are always excited when they discover a new version that's relevant and relatively elegant. You'll let me know if I'm wrong, but I think Collect Pain passes muster:

That might be too swingy for common. Since it's costing you two cards, you're hoping for at least two cards from your opponent. If you get lucky (and/or you know your opponent is only playing one spell type), you might pull as many as five cards. That would be brutal and perhaps too much so for 1B.

Once again, the fact that sorceries and instants are different card types pops up to remind us of that awkward detail. They really feel and operate the same. Creatures with flash don't get a different card type, why should sorceries? Of course, then we'd have to put an extra line on every "instant" sorcery to give it flash... unless we go with HavelockV's suggestion of a "quick" supertype that would replace flash and obviate the instant card type. Fifteen years ago, that would have been a bandage worth pulling. Today, probably not.


  1. Most discard spells that can be cast before turn 3 tend to have a "nonland" rider on them. I think this one seriously needs it. Otherwise this could make the opponent discard perhaps 3 land when they've only had a chance to play 1. Pretty harsh.

  2. I really, really like this card, and I'm going to attempt to steal it. Alex is probably right that it needs the "nonland" rider...