Showing posts with label design review. Show all posts
Showing posts with label design review. Show all posts

Thursday, May 24, 2018

GDS3 Reflections: Jay Treat, Challenge 3, Mechanic

Greetings, acolyte. You wanted to know how to defeat all those who oppose you? You must shed all reluctance to spill blood. Mercy and hesitation are unknown to a true warrior. They who would be victorious have already accepted that their own blood will run with their enemies, but know that the fluid of life will continue to flow through their veins as long as they stand last.

Bloodspill is a very {B}{R}{G} mechanic that rewards you for causing players to lose life, and sometimes you've got to be willing to cost yourself some life to get your engine running. It's pretty spikey, definitely not for everyone, and incredibly fun.

Wednesday, May 23, 2018

GDS3 Reflections: Jay Treat, Challenge 2: Bigtopia

I was hoping to look between the lines of all the judge comments throughout the contest, but it's too much too fast, so I'm just going to respond to the comments I received and talk about my experience working on the challenge.

I'm not telling you anything you don't already know when I say the judging for this round was pretty subjective. Despite the judges' mixed opinions, I feel very good about my submission here.

Wednesday, May 16, 2018

Between the Lines of GDS3 - The Design Test

I'm going to examine some of the comments the Wizards team reviewing the GDS made. Today, the Design Test. (I'm obviously biased, discussing more of my own. Feel free to discuss anything in the comments.)

Monday, April 23, 2018

Monday, April 24, 2017

Amonkhet Design Review

Hey folks. Please enjoy another post from guest columnist Jake Mosby.
—Jay Treat


The release of Amonkhet is just around the corner! Since we’re focused on design here, we’ll be discussing the design philosophy and implementation used for Amonkhet based on documents published by WIzards and by reviewing the set itself.

Wednesday, June 29, 2016

New Mechanic Review—Meld

WotC revealed the new keywords in Eldritch Moon Monday and you've been very patient as I've slowly built up to reviewing Meld from a Design perspective. There are lots of strong feelings about this mechanic, and rightly so.

Official spoilers follow, but no custom cards do.

Tuesday, June 28, 2016

New Mechanic Review—Emerge

WotC revealed the new keywords in Eldritch Moon Monday and I'm killing time until the Prerelease by reviewing them from a Design perspective instead. Today, we'll take a look at emerge.

Official spoilers follow, but no custom cards do.

Monday, June 27, 2016

New Mechanic Review—Escalate

WotC revealed the new keywords in Eldritch Moon today and I'm very excited to try them out. Since the Prerelease isn't also today, let's review them from a Design perspective instead. Today, we'll take a look at escalate.

Official spoilers follow, but no custom cards do.

Thursday, December 26, 2013

Theros Review (Part 1—Multicolor)

The problem with reviewing a set when it first comes out is that all your opinions are speculation. No matter how talented or experienced you are at dissecting new sets and predicting card value, deck archetypes and how much fun it'll all be, you don't have the perspective born from playing with those actual cards in the actual environment and that will limit the value of your writing.

The flipside is that no one will care what you think if you write about it after everyone knows the environment. Unless you're not writing strategy tips, but instead analyzing the set for game design nuggets. Let's do that now, with a season of perspective under our belts.

Multicolor

Agent of Horizons and 9 more cards comprise a double cycle of common creatures with off-color activated abilities. These cards push players toward two-color combinations and help give direction in a draft without hurting a player's chance of casting her spells like gold cards do. For that reason, all five ally color pairs and all five enemy color pairs are represented—to keep the format interesting, we want at least those 10 decks to exist and have unique identities. Some of these cards are better than others (which is inevitable for a large cycle) and that might be an indication that Development thought the {B}{G} deck needed less help than the {U}{B} deck, for instance.

Monday, December 9, 2013

Suvnica Week 17 Review: No Mercy (Ruthless Designs)

Today we'll be taking a look at the submissions for our second guild keyword challenge: Ruthless for the Radkar.

Monday, November 18, 2013

Suvnica Week 16 Review: Show Your Work (Illustrate Designs)

Illustrate was one of my favorite Suiroza mechanics to come out of this project so far. It does present us with a lot of problems, not all of which I'm convinced are surmountable, but I think of the exemplar family of mechanic designs, it had the most going for it - it was unique, memorable, fit nicely in both the {W}{U} color pie and Suiroza's creative vision.

However, it doesn't mesh too well with NWO (both in terms of mechanical and board complexity), it is very hard to create interesting cards that are useful as an aura that don't become bah-roken once they're global bonuses, and finally, the mechanic sits on auras, with all the baggage that comes with it - two-for-one removal, dead cards if you don't have an enchantable creature, etc.

Tuesday, September 24, 2013

Suvnica Week 14 Review, Part 2: Peacemaker (Sorba Keywords)

Our last set of reviews covers the vigilante guild. There were a number of really cool keywords thrown out there for this one. Here's some of the ways we can protect those that can't protect themselves.

Monday, September 23, 2013

Suvnica Week 14 Review, Part 1: Living in the Future (Kismi Keywords)

Kismi proved to be one of the more challenging guilds to design keywords for. Because so much of their identity is tied up in predicting the future, and because translating that into game mechanics leads to either very cumbersome rules text or unfun methods of playing, it was tricky to find a keyword that hit that sweet spot of fun, grokable, flavorful, NWO-friendly rules. Still, we came up with a number of really strong efforts here. Let's see what everyone had to say about our fortune-tellers.

Friday, September 13, 2013

Suvnica Week 13 Review, Part 2: Colorblind (Guild Artifact Cycles)

Here's a secret - Ravnica's cycle of guild artifacts is directly responsible for Suvnica even being a thing. Most of them were pretty bad, but I still think that they were some of the funner designs to come out of a set practically overflowing with fun designs. There were a few different things that inspired me to pitch this project, but a WAC around the time of Dragon's Maze got my hopes up that they would revisit the cycle in DGM (they didn't). I kept struggling to make a Simic artifact, and while I kept coming up with good designs (I thought) none of them felt like they made sense in Simic creatively. This in turn got me thinking about guilds with different philosophical focuses, and now here we are 750 card designs later. More rambling later. For now, here's the designs you guys came up with for the Suvnican analogue to that cycle:

Suvnica Week 13 Review, Part 1: Thug Story (Radkar Keyword)

Terrorists, grifters, and thugs, the Radkar thrive at the intersection of Power and Chaos. Let's see what kind of keywords everyone came up with for them.

Tuesday, September 10, 2013

Suvnica Week 12 Review, Part 2: The Last Horizons I Can See Are Now Resigned to Memory (Rimid Keywords)

The Rimid are vampires that feed off of memories instead of blood. You all came up with some cool ways of representing that through keyword mechanics. Here are some potential guild keywords for the Rimid.

Monday, September 9, 2013

Suvnica Week 12 Review, Part 1: And the Champion Is... (Sahleen Keywords)

I've fallen pretty behind on reviewing cards, and I'm sorry for that. The Sahleen/Rimid challenge ran several weeks ago already. I'm going to try to catch up on my backlog over the course of this week. First up are the Sahleen, which inspired a pretty cool collection of keywords.

Friday, August 30, 2013

Suvnica Week 11 Review: Reduce, Reuse, Recycle

Guilds are great and all, but even multicolor sets need some monocolor love. Let's see what guild-neutral cycles you guys came up with.

Thursday, August 15, 2013

Suvnica Week 10 Review, Part 3: Breaking Black (YMTC Submissions)

Not too many submitted designs for the bonus challenge this week, so this one will be quick.