Showing posts with label vehicle. Show all posts
Showing posts with label vehicle. Show all posts

Thursday, September 28, 2017

CCDD 092817—Swashbuckler

Cool Card Design of the Day
9/28/2017 - What if Ixalan hadn't pulled back so far on vehicles? One of the pirate mechanics could have been to work well with vehicles. I felt a little bad making just another Spireside Infiltrator but then I realized I wanted a slightly different effect. You see, at the time you tap an Infiltrator to crew a vehicle, it's trigger resolves before that vehicle becomes a creature, so you can't use "target creature you control gets BONUS until EOT" on the vehicle you just crewed. But if you make a static effect while your creature is tapped, then it affects your vehicles (and itself, and your other pirates).

Wednesday, March 15, 2017

CCDD 031517—Nighthawkmobile

Cool Card Design of the Day
3/15/2017 - Vampire Nighthawk is the new let's-make-callbacks-to-this-broken-card card. Deathgaze Cockatrice, Insatiable Harpy, Aerial Responder, and Gifted Aetherborn are all examples. So here's another, in vehicle form.

Wednesday, January 25, 2017

CCDD 012517—Automastodon

Cool Card Design of the Day
1/25/2017 - Here's a vehicle with revolt that can give you two artifacts for improvisation. I was only aiming for the first two, but the latter doesn't hurt.

Friday, January 20, 2017

Weekend Art Challenge 012017—zirngibl

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. I will aim to review the most recent submission from each designer.


Tuesday, October 25, 2016

A Set in Three Mechanics

The pendulum swings, but make no mistake, its resting state is not the center.

Every set needs to introduce new mechanics to entice players, even if it offers a new gameplay experience by remixing existing mechanics; that's [one of] the biggest reason[s] the core sets were so unpopular for so long. But how many new mechanics does a set need? 1? 3? 5+?

Kaladesh's success demonstrates 3 is one ideal.

Monday, October 17, 2016

Midweek Art Challenge 101716—piotrmtekien

Click through to see the illustration and design requirements for your single card submission, due Wednesday morning. Every submission warrants feedback, which you may use to revise your submission any number of times. I will aim to review the most recent submission from each designer some time on Thursday (possibly in the comments below, we'll see).

Friday, December 4, 2015

Tesla: Playtest Engineering I: Structure


This article is WotC safe.
Hello again, everybody! I hope you've all been enjoying your holidays, and that you continue to do so! Now, back to business. This week, I'll be starting a three-part series on designing an all commons playtest, from start to finish. First off, we'll be discussing the overall structure of a playtest set, and how one can use concepts like as-fan to help quickly create such a structure, using our custom collaborative set Tesla as an example. (The lessons in this article are great for anyone looking to design a set, though!)

Tuesday, September 22, 2015

Tesla: Our Refinery



Hello again, everybody! Last time, we began the task of finding the candidate mechanics for Tesla, using the expectations of Kaladesh to narrow our search. Now our goal is to both refine these mechanics further, and begin generating commons for the mechanics that we can use for playtesting, which will be coming soon!

Without further ado, here's our list of candidate mechanics: