Please enjoy the third in a series of five guest posts from Larcent about the mechanics of Guilds of Ravnica. —Jay Treat
Lesson Four: Surveil and liberating the jank
Mark Rosewater and other Magic designers are pretty open about the challenges of designing for blue and black together. They've been allied colors from the start, but the relationship between the blue and black is thematic and not mechanical.
Monday, December 31, 2018
Friday, December 28, 2018
What I've Learned from Guilds of Ravnica's Mechanics (Part 3)
Please enjoy the third in a series of five guest posts from Larcent about the mechanics of Guilds of Ravnica. —Jay Treat
Lesson Three: Mentor and simple complexity
I have to start by confessing that I have a hard time designing for the red and white color identity, and Boros is the guild I have the least connection with as a player. I'm a lover of weird and crazy combos, and the Boros Legion has no time for the shenanigans of Johnnies and Jennies. They're too busy busting the skulls of miscreants.
Lesson Three: Mentor and simple complexity
I have to start by confessing that I have a hard time designing for the red and white color identity, and Boros is the guild I have the least connection with as a player. I'm a lover of weird and crazy combos, and the Boros Legion has no time for the shenanigans of Johnnies and Jennies. They're too busy busting the skulls of miscreants.
Labels:
Boros,
guest post,
keyword,
magic design,
Ravnica,
WotC safe
Wednesday, December 26, 2018
What I've Learned from Guilds of Ravnica's Mechanics (Part 2)
Please enjoy the second in a series of five guest posts from Larcent about the mechanics of Guilds of Ravnica. —Jay Treat
Lesson Two: Jump-start and making "spells matter" matter
In draft and sealed formats, where players have 40-card rather than 60-card decks, creatures are highly prioritized and other spells tend to be limited. Non-creature spells tend to be focused primarily on impactful cards that help swing the game in your favor. A limited deck may have only a handful of non-creature spells, often removal and combat tricks.
Lesson Two: Jump-start and making "spells matter" matter
In draft and sealed formats, where players have 40-card rather than 60-card decks, creatures are highly prioritized and other spells tend to be limited. Non-creature spells tend to be focused primarily on impactful cards that help swing the game in your favor. A limited deck may have only a handful of non-creature spells, often removal and combat tricks.
Labels:
guest post,
Izzet,
keyword,
magic design,
Ravnica,
WotC safe
Monday, December 24, 2018
What I've Learned from Guilds of Ravnica's Mechanics (Part I)
Please enjoy the first in a series of five guest posts from Larcent about the mechanics of Guilds of Ravnica. —Jay Treat
Lesson One: Convoke as comfort food.
Anecdotal experience tells me that we amateur Magic designers tend toward the Jenny/Johnny play style and are very interested in seeing mechanics and sets that do new and different things. That's certainly my Magic identity.
Lesson One: Convoke as comfort food.
Anecdotal experience tells me that we amateur Magic designers tend toward the Jenny/Johnny play style and are very interested in seeing mechanics and sets that do new and different things. That's certainly my Magic identity.
Labels:
guest post,
keyword,
magic design,
Ravnica,
Selesnya,
WotC safe
Friday, December 21, 2018
Weekend Art Challenge 122118—green evasion
Click through to see the illustration and design requirements for your single card submission, due Monday morning. Every submission warrants feedback, which you may use to revise your submission any number of times. Skye and/or I will aim to review the most recent submission from each designer.
Thursday, December 20, 2018
Undaunted
Hey folks. Please enjoy a post from guest columnist Skye.
—Jay Treat
I wanted to tackle a Daunting subject today. For the past few years, Wizards has been experimenting with trying to find meaningful evasion for non-blue colors. Blue has more than its share of good evasion, with both flying and unblockability. This leaves most of the other colors, especially Green, with a bit of a mixed bag. For the benefit of green, I want to start somewhere you might not expect: Fear.
—Jay Treat
I wanted to tackle a Daunting subject today. For the past few years, Wizards has been experimenting with trying to find meaningful evasion for non-blue colors. Blue has more than its share of good evasion, with both flying and unblockability. This leaves most of the other colors, especially Green, with a bit of a mixed bag. For the benefit of green, I want to start somewhere you might not expect: Fear.
Labels:
evasion,
guest post,
magic design
Tuesday, December 18, 2018
CCDD 121518—distract & carry
Cool Card Design of the Day
I imagined this effect as a one-off Eternal card for my infiltrate deck, when I realized how similar it is to escort and had to mock it up as a Magic mechanic.
I imagined this effect as a one-off Eternal card for my infiltrate deck, when I realized how similar it is to escort and had to mock it up as a Magic mechanic.
Monday, December 17, 2018
Eternal Analysis 013—Infiltrate
Labels:
design,
Eternal Card Game,
keyword,
saboteur
Thursday, December 13, 2018
Eternal Analysis 012—Renown
Eternal just previewed a new keyword from the impending 5th set: Renown. It has nothing to do with Magic's renown, because it's too busy being Magic's heroic.
Labels:
design,
Eternal Card Game,
Heroic,
keyword
Monday, December 10, 2018
Eternal Analysis 011—The Must-Play Kill Spells
I'm a huge sucker for cycles and so is Dire Wolf (and so is Wizards). Most often, cycles exist to demonstrate the nature of the set by viewing it through the lens of each color/faction (and to demonstrate the nature of each color/faction through the lens of the set). Sometimes, though, they exist purely to support a number of archetypes. This is particularly the case with 2+color cycles like dual lands and the 10 Eternal cards we're looking at today.
Labels:
creature removal,
Cycles,
design,
Eternal Card Game
Friday, December 7, 2018
Eternal Analysis 010—Sites
Eternal just previewed another exciting keyword from the upcoming set: Amplify. It's a novel new mechanic that… just kidding. It's multikicker. It's literally multikicker. (I mean, it looks fun. Multickicker's a good mechanic. It's just old news.)
The big reveal is actually Sites. They're a lot like planeswalkers, but with a touch of sagas and some uniquely Eternal stuff. Let's take a look.
Labels:
design,
Eternal Card Game,
mechanic
Monday, December 3, 2018
Eternal Analysis 009—Pledge
Eternal recently previewed a new keyword from the impending 5th set: Pledge. On your first turn, a card with Pledge can be played as a Sigil. Great, it's a smoothing mechanic and high-variance games like CCGs need smoothing mechanics.
Labels:
cycling,
design,
Eternal Card Game,
keyword
Friday, November 30, 2018
Weekend Design Challenge 113018 -- Keyword Action Triggers
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.
Labels:
design challenge,
keyword actions,
weekend
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.
Wednesday, October 31, 2018
Eternal Analysis 006—Inspire
Inspire is one of my very favorite mechanics. When you draw a unit while you control an inspire ability, that unit becomes permanently enhanced.
Labels:
design,
Eternal Card Game,
keyword
Tuesday, October 30, 2018
CCDD 103018—Land of Memories
Cool Card Design of the Day
Lands that sacrifice to do something are of great utility, cycling from play when you no longer need so much mana, and providing something of use. They also tend to be a touch dangerous or wicked expensive. This one's free, limited in power, but still useful.
Lands that sacrifice to do something are of great utility, cycling from play when you no longer need so much mana, and providing something of use. They also tend to be a touch dangerous or wicked expensive. This one's free, limited in power, but still useful.
Monday, October 29, 2018
CCDD 102918—Promise Safety
Cool Card Design of the Day
Fatal Blow / Crushing Pain effects are hard to do well, because they're removal spells that don't work on their own. Anything really worth casting a spell to kill that isn't already trumped by one of your creatures is probably killing the blocker you use to prime your spell, so you're often 2:1'ing yourself. If black-red had more 1/4s, that might help.
Anyhow, I found a really nice way to even out the card EV here.
Fatal Blow / Crushing Pain effects are hard to do well, because they're removal spells that don't work on their own. Anything really worth casting a spell to kill that isn't already trumped by one of your creatures is probably killing the blocker you use to prime your spell, so you're often 2:1'ing yourself. If black-red had more 1/4s, that might help.
Anyhow, I found a really nice way to even out the card EV here.
Friday, October 26, 2018
Eternal Analysis 005—Tribute
Tribute is one of Eternal's poorer keywords, which is a shame because it's so close to being morbid.
Labels:
design,
Eternal Card Game,
graveyard,
keyword
Thursday, October 25, 2018
Eternal Analysis 004—Merchants
Eternal doesn't have sideboarding per se, but in June, the fourth set introduced the Market meant to act as a sort of live sideboard, via a cycle of five merchants.
Labels:
design,
Eternal Card Game,
sideboarding,
tutor,
WotC safe
Wednesday, October 24, 2018
CCDD 102418—Keeper of the Maze
Cool Card Design of the Day
I wanted to explore the idea of the minotaur guarding the labyrinth (based on a conversation from Beacon of Creation). The idea of rewarding player's for using their gates to cast it appealed, because of the gate's original relevance to Ravnica's implicit maze (see Maze's End), as well as Castmire's labyrinthine nature and potential use of gates.
I wanted to explore the idea of the minotaur guarding the labyrinth (based on a conversation from Beacon of Creation). The idea of rewarding player's for using their gates to cast it appealed, because of the gate's original relevance to Ravnica's implicit maze (see Maze's End), as well as Castmire's labyrinthine nature and potential use of gates.
Labels:
Beacon of Creation,
CCDD,
mana,
minotaurs
Tuesday, October 23, 2018
CCDD 102318—Gaea's Benediction
Cool Card Design of the Day
I found this Gaea's Blessing variant while ideating on a Beacon of Creation challenge. It didn't end up fulfilling the challenge, but it's interesting enough to share.
I found this Gaea's Blessing variant while ideating on a Beacon of Creation challenge. It didn't end up fulfilling the challenge, but it's interesting enough to share.
Monday, October 22, 2018
Eternal Analysis 003—Warcry
Warcry is my pick for the most fun and distinctive mechanic in Eternal. Whenever a creature with warcry attacks, the top unit of your deck gets +1/+1. That's so simple, and so compelling!
Labels:
design,
Eternal Card Game,
keyword,
WotC safe
Friday, October 19, 2018
CCDD 101918—mystery
Cool Card Design of the Day
In the last Beacon of Creation podcast I listened to (I'm a bit behind), they speculated briefly about a mystery card type / mechanic and how that might interact with clues. It seemed like having a clue should help you solve a mystery. Here are five executions of that idea.
In the last Beacon of Creation podcast I listened to (I'm a bit behind), they speculated briefly about a mystery card type / mechanic and how that might interact with clues. It seemed like having a clue should help you solve a mystery. Here are five executions of that idea.
Labels:
Beacon of Creation,
CCDD,
cycle,
mystery,
spell
Thursday, October 18, 2018
CCDD 101818—Rogue Tutor, Steal & Premature Autopsy
Cool Card Design of the Day
A few weeks back, Beacon of Creation proposed the challenge: Design a black draw spell that doesn't cost you life or creatures. Nice. I was late to submit, but here are some thoughts.
A few weeks back, Beacon of Creation proposed the challenge: Design a black draw spell that doesn't cost you life or creatures. Nice. I was late to submit, but here are some thoughts.
Labels:
Beacon of Creation,
black,
CCDD,
Draw,
spell
Wednesday, October 17, 2018
Tuesday, October 16, 2018
CCDD 101618 — Making Mischief: Trick or Treat!
Labels:
CCDD,
deceiver,
make mischief,
trick or treat
Monday, October 15, 2018
Eternal Analysis 002—Power Cards
Sigils are power cards that work exactly like basic lands. There are also three cycles of dual power cards in all ten faction pairs, three cycles of mono-colored power cards, and a few unaffiliated power cards.
Labels:
design,
dual lands,
Eternal Card Game,
land,
WotC safe
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