Showing posts with label mechanic. Show all posts
Showing posts with label mechanic. Show all posts
Friday, November 20, 2020
Weekend Design Challenge 112020 - Mechanic Entity
Hey Artisans! Click through to see this weekend's design challenge. Your mission is to design a custom magic card that follows the guidelines. Over the course of the weekend, give feedback to your fellow designers on their designs and incorporate their feedback to iterate on your own. I'll try to offer some feedback of my own starting on Monday.
Labels:
design challenge,
mechanic,
weekend
Tuesday, October 6, 2020
Wednesday, April 1, 2020
CCDD 040120 - Gatling Blast

For a bottom-up design, this card went through a crazy number of templating iterations. I knew what I wanted it to do, but not how to do that in a clean and intuitive way. Finally I realized that I could get the text box down to four lines by reusing an existing set mechanic.
Saturday, February 29, 2020
CCDD 022920 - Mama Bear

Tuesday, June 4, 2019
Eternal Analysis 017—Shift


Shift is Eternal's suspend mechanic, simplified in some ways and… weird in others. Introduced in the sixth full set, Dark Frontier, along with Onslaught, and Twist.
Labels:
CCG design,
Eternal Card Game,
mechanic
Thursday, April 25, 2019
CCDD 042519 - Charismatic and Vengeful Leaders
So a project I've been working on (off and on) is an X-Men/Kaladesh fanfic mashup non-set. Currently, I'm trying to crank out a handful of mechanics and keywords to give some better focus to my commons, and one of the ones I'm tinkering with is this.
Labels:
CCDD,
keyword ability,
mechanic,
X-Men
Friday, February 1, 2019
Eternal Analysis 016—Spark


Spark is Eternal's bloodthirst/spectacle mechanic, opened up to do anything when your opponent has taken damage. What it does most often is suck.
Labels:
blood,
CCG design,
Eternal Card Game,
mechanic
Friday, December 21, 2018
Weekend Art Challenge 122118—green evasion

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
Tuesday, September 4, 2018
CCDD 090418—lowlander

Here's an idea I explored two seasons back. It started off called Highlander, with the intention that it would reward you for casting only one of a legend.
Wednesday, July 11, 2018
CCDD 071118 - Half-Lords
Cool Card Design of the Day
During GDS3's first challenge, I came up with an idea for Imps that I ended up discarding because, after iterating, it didn't feel like it fit the tribe anymore. I still like the idea, though, so I figured I'd walk you all through my thought process so we could discuss whether the core idea of a "Half-Lord" is salvageable in some way.
During GDS3's first challenge, I came up with an idea for Imps that I ended up discarding because, after iterating, it didn't feel like it fit the tribe anymore. I still like the idea, though, so I figured I'd walk you all through my thought process so we could discuss whether the core idea of a "Half-Lord" is salvageable in some way.
Tuesday, June 19, 2018
CCDD 061918—mana types

Way back when (circa GDS2) I explored the idea of new types of mana. It started with snow mana, flitted briefly through sacred mana, and ended badly at bird mana, lizard mana, beast mana, etc. It seemed like a dead-end.
Earlier this year, it occurred to me that the mistake wasn't caring about what produced the mana, but caring too specifically. First, the thing can't be parasitic, like snow or sacred were; it's got to be something Magic has a lot of. Second, it can't be so preposterously narrow as to carry about a specific sub-type. The reason being that we want to actually use our mechanic, and since we're inherently limiting ourselves to a set of mana producers much smaller than Any Land, we've got to keep the aperture open as wide as possible.
Magic has one card that's a model for this:
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.
Thursday, June 7, 2018
CCDD 060718—GDS3 Jury-Rig

For the mechanic challenge in GDS3, I built and tested a number of mechanics. Jury-Rig was my next choice. You might recognize it from 2016. Originally, Jury-Rig had a variable cost; In testing I found that having two different costs for a bunch of cards made knowing how to play your hand far too much work. So I stole the best part of another mechanic (I'll tell that story another time) and simplified Jury-Rig to always cost {3}; That way you can evaluate your hand with the costs you see printed and just one more.
Wednesday, June 6, 2018
CCDD 060618—GDS3 Riding

For the mehanic challenge in GDS3, I built and tested a number of mechanics. Ride came the closest to making the final cut over bloodspill. I'm really excited about ride because it solves so many of the classic mount problems in a fairly elegant package. I didn't submit it because it's super risky to claim to have found the holy grail so many designers have been searching for, and because bloodspill created the most novel gameplay.
Labels:
CCDD,
GDS3,
keyword,
magic design,
mechanic
Friday, June 1, 2018
Weekend Design Challenge 060118 - Finding A Good Mechanic
Hey, Artisans! Click through to see this weekend's design challenge, submissions due Monday morning.
Labels:
design challenge,
GDS3,
mechanic,
weekend
Thursday, May 24, 2018
GDS3 Reflections: Jay Treat, Challenge 3, Mechanic

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.
Labels:
design review,
GDS3,
Jay Treat,
mechanic,
thought processes
Monday, January 29, 2018
CCDD 012918—Fatetouch

1/29/2018 - It's been almost two months since I've shared a card design with you as we've been prepping for the initial trials of GDS3. Today I want to share with you a mechanic that I had been really excited about until I realized a killer problem with it. Let me build it up before I tear it down.
Tuesday, October 10, 2017
CCDD 101017—omen

10/10/2017 - Here's a mechanic that flavorfully rewards you for playing with a lot of scry.
Friday, September 22, 2017
Weekend Art Challenge 092217—Surk3

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