
Showing posts with label keyword. Show all posts
Showing posts with label keyword. Show all posts
Saturday, March 7, 2020
CCDD 030720 - Wall Runner

Tuesday, January 1, 2019
What I've Learned from Guilds of Ravnica's Mechanics (Part 5)
Please enjoy the third in a series of five guest posts from Larcent about the mechanics of Guilds of Ravnica. —Jay Treat
Lesson Five: Undergrowth and identity vs. gameplay
Green and black decks are doing quite well in Standard right now and are even seeing high-end competitive Magic play. This makes it all the more interesting that the undergrowth mechanic landed with such a thud with players. There's very little of it to be found in these decks. There are cards from Guilds of Ravnica in these successful decks, though, and there's a lot to learn about why those made the cut and cards with undergrowth did not.
Lesson Five: Undergrowth and identity vs. gameplay
Green and black decks are doing quite well in Standard right now and are even seeing high-end competitive Magic play. This makes it all the more interesting that the undergrowth mechanic landed with such a thud with players. There's very little of it to be found in these decks. There are cards from Guilds of Ravnica in these successful decks, though, and there's a lot to learn about why those made the cut and cards with undergrowth did not.
Labels:
golgari,
guest post,
keyword,
magic design,
Ravnica,
WotC safe
Monday, December 31, 2018
What I've Learned from Guilds of Ravnica's Mechanics (Part 4)
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.
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.
Labels:
Dimir,
guest post,
keyword,
magic design,
Ravnica,
WotC safe
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
Tuesday, December 18, 2018
CCDD 121518—distract & carry

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 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
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

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 6, 2018
Eternal Analysis 007—Echo
Labels:
design,
Eternal Card Game,
keyword
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
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
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 12, 2018
Eternal Analysis 001—Warp


Back in July, I gave a comparative introduction to Eternal Card Game, and a very high-level analysis. I've been playing the game compulsively since then, even to the exclusion of Magic Online and Arena, which feel frankly prehistoric to me now. I have a ton of deeper thoughts about Eternal, so I'm going to start sharing them with you.
Let's start with one of my least favorite mechanics: Warp.
Labels:
design,
Eternal Card Game,
keyword,
WotC safe
Tuesday, September 18, 2018
CCDD 091818—Dimir mechanics

Surveil is clearly a good mechanic because scry is a good mechanic and this also sets up your graveyard for interaction, which Dimir, Golgari, and Izzet all benefit from. Even so, my initial reaction was disappointment because it's the most familiar and least innovative of the Return to Return to Ravnica guild mechanics (after convoke, obv). It's wise to include familiar mechanics in a set with five keywords and it's also great to create synergy with the adjacent guild mechanics, so I wouldn't undo the choice to use surveil as the Dimir mechanic. That doesn't mean I could stop myself from considering alternatives…
Friday, July 6, 2018
Weekend Design Challenge 070618 - Evergreen Keyword Matters
Hey 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 some of your peers. Revise your submission any number of times, and on Monday-ish, I'll review the most recent submission from each designer.
Labels:
design challenge,
evergreen,
keyword,
lord,
weekend
Monday, June 18, 2018
CCDD 061818—GDS3 Slick

For the mechanic challenge in GDS3, I built and tested a number of mechanics. Slick was the last of my top choices. Ryan was lamenting hexproof on Twitter today, so it's time to share this one.
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