Good morning, 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 your peers. Revise your submission any number of times, and I'll review the most recent submission from each designer some time next week.
Friday, November 30, 2018
Thursday, November 29, 2018
CCDD 112918 -- Create Triggers
I feel like one of the great things we overlooked when they updated the templating for token-making to "create" a few years back was finding fun ways to interact with the new Keyword Action.
Labels:
create,
doubling season,
keyword actions,
tokens
Friday, November 23, 2018
Weekend Design Challenge 112318 -- Black Friday
Good morning, Artisans, and Happy American Thanksgiving to one and all. 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 your peers. Revise your submission any number of times, and I'll review the most recent submission from each designer some time next week.
Labels:
design challenge,
Holiday,
Necropotence,
weekend
Wednesday, November 21, 2018
Tuesday, November 20, 2018
CCDD 112018—Eva and Elena
Cool Card Design of the Day
This art begged to be made into a red-blue legend for Innistrad.
This art begged to be made into a red-blue legend for Innistrad.
Monday, November 19, 2018
CCDD 111918—Infinitry
Cool Card Design of the Day
This idea just came from the portmanteau that popped into my head.
This idea just came from the portmanteau that popped into my head.
Friday, November 16, 2018
CCDD 111618—Rancor of Wildwood
Cool Card Design of the Day
Rancor's too strong and Talons of Wildwood is too weak. Let's try and meet somewhere in the middle.
Rancor's too strong and Talons of Wildwood is too weak. Let's try and meet somewhere in the middle.
Thursday, November 15, 2018
Eternal Analysis 008—Nightfall
Nightfall is a different kind of Eternal keyword: It's not a skill, modifying how a card works, but an event (or a keyword action in Magic terms). When night falls, it lasts through the next round, and when your turn begins at night, you take 1 damage and draw a card.
Labels:
design,
Eternal Card Game,
keyword
Wednesday, November 14, 2018
CCDD 111418—learn a lesson
Cool Card Design of the Day
During the weeks between learning I'd made the top 100 for GDS3 and the initial design test, I designed and playtested a Magic world and a number of potential mechanics for it, knowing that work would either be directly relevant or at least good practice. One of the keywords I tested had been stewing in my head for quite some time.
During the weeks between learning I'd made the top 100 for GDS3 and the initial design test, I designed and playtested a Magic world and a number of potential mechanics for it, knowing that work would either be directly relevant or at least good practice. One of the keywords I tested had been stewing in my head for quite some time.
Labels:
CCDD,
Draw,
keyword,
life loss,
symmetrical effects
Tuesday, November 13, 2018
CCDD 111318—Dire Lane Pickpocket
Cool Card Design of the Day
This top-down card ended up a lot like Feral Prowler, but I like the slightly different angle; it's both evocative and sets you up to build around it.
This top-down card ended up a lot like Feral Prowler, but I like the slightly different angle; it's both evocative and sets you up to build around it.
Monday, November 12, 2018
CCDD 111218—Path to Peace
Cool Card Design of the Day
The problem with Path to Exile is that pesky downside. What if we turned that around and made it an upside?
The problem with Path to Exile is that pesky downside. What if we turned that around and made it an upside?
Labels:
CCDD,
creature removal,
green,
mana acceleration,
spell,
white
Friday, November 9, 2018
CCDD 110918—Bad Jerks
Cool Card Design of the Day
This creature's main purpose is to act like an unreliable Rootwalla or Hungry Spriggan; You can't always count on yours being able to grow, and I can't always predict whether it will or not.
This creature's main purpose is to act like an unreliable Rootwalla or Hungry Spriggan; You can't always count on yours being able to grow, and I can't always predict whether it will or not.
Labels:
card selection,
CCDD,
creature,
green
Thursday, November 8, 2018
CCDD 110818—Foresee Obstacles
Cool Card Design of the Day
Here's a weird spell.
Here's a weird spell.
Labels:
blue,
card advantage,
card selection,
CCDD,
spell
Wednesday, November 7, 2018
CCDD 110718—Restrain
Cool Card Design of the Day
This counterspell can straight up counter a spell that costs the same or less. It can still answer a bigger spell, but only temporarily. I wanted to explore this space because it's problematic for unconditional countermagic to create a mana advantage.
This counterspell can straight up counter a spell that costs the same or less. It can still answer a bigger spell, but only temporarily. I wanted to explore this space because it's problematic for unconditional countermagic to create a mana advantage.
Labels:
blue,
CCDD,
countermagic,
spell
Tuesday, November 6, 2018
Eternal Analysis 007—Echo
Labels:
design,
Eternal Card Game,
keyword
Monday, November 5, 2018
CCDD 110518—Moon Dial
Cool Card Design of the Day
This is strictly better than a Manalith and I think it's totally printable.
This is strictly better than a Manalith and I think it's totally printable.
Labels:
artifact,
CCDD,
mana acceleration,
mana fixing
Friday, November 2, 2018
CCDD 110218—Pangs of Regret
Cool Card Design of the Day
This design is from July of last year, which is why it uses the old damage template. It stood out to me as I scanned my folder because it's literally an undergrowth card, just red.
This design is from July of last year, which is why it uses the old damage template. It stood out to me as I scanned my folder because it's literally an undergrowth card, just red.
Labels:
CCDD,
damage,
red,
spell,
undergrowth
Thursday, November 1, 2018
CCDD 110118—Call into Question
Cool Card Design of the Day
Here's a new way to make hybrid cards, good for a cycle or two: Modular cards with one effect of each color, where the opponent gets to choose the mode if you only pay one color, but you get to choose if you pay both.
Here's a new way to make hybrid cards, good for a cycle or two: Modular cards with one effect of each color, where the opponent gets to choose the mode if you only pay one color, but you get to choose if you pay both.
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