
Showing posts with label vehicle. Show all posts
Showing posts with label vehicle. Show all posts
Wednesday, June 16, 2021
CCDD 20210616 - Escape Carriage
Labels:
CCDD,
Project Cornea,
Rescue,
vehicle
Thursday, September 28, 2017
CCDD 092817—Swashbuckler
Cool Card Design of the Day9/28/2017 - 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 Day3/15/2017 - 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 Day1/25/2017 - 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.
Labels:
artifact creature,
CCDD,
revolt,
vehicle
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.
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.
Thursday, October 20, 2016
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).
Labels:
art,
design challenge,
kaladesh,
midweek,
vehicle
Friday, December 4, 2015
Tesla: Playtest Engineering I: Structure
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| This article is WotC safe. |
Labels:
artifact,
as-fan,
battle-forged,
envision,
justice,
kaladesh,
mechanics,
playtest engineering,
playtesting,
revolution,
set design,
set skeleton,
Tesla,
vehicle
Tuesday, September 22, 2015
Tesla: Our Refinery
![]() |
Without further ado, here's our list of candidate mechanics:
Labels:
advance,
advancement,
battle-forge,
battle-forged,
board,
charge,
combine,
contraptions,
dominance,
exploitation,
innovation,
justice,
Mecha,
mechanics,
progress,
surge,
Tesla,
tinker,
vehicle
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