Here's a conditional counterspell that's kind of the opposite of Mana Leak and company: potentially oppressive in the late game but much less reliable early on.
Monday, March 9, 2020
CCDD 030920 - Stare Down
Labels:
boardgame design,
CCDD,
countermagic,
instant,
interaction,
Izzet
Saturday, March 7, 2020
CCDD 030720 - Wall Runner
This design started out as part of a brainstorming session for blue evasion mechanics. The idea wasn't enough to support a named keyword but it ended up in an interesting spot: kind of like a tamer, blue-flavored version of menace.Friday, March 6, 2020
CCDD 030620 - Ticking Bomb
"Red can't destroy creatures" is a well-accepted part of the color pie, but cards like Haphazard Bombardment and Shifting Shadow show that certain kinds of designs can get around that. By playing up red's random, unreliable, risky nature they turn what would otherwise be a color pie break into an acceptable color pie bend. Today's design is another attempt to play around in that space.
Labels:
aura,
CCDD,
creature removal,
red
Thursday, March 5, 2020
Bad Cards For Life
Labels:
bad cards,
card design,
CCG design,
WotC safe
Wednesday, March 4, 2020
CCDD 030420 - Painful Psychosis
There are only so many effects that scale naturally with "pay X life", like Toxic Deluge and Fire Covenant. I think I found one that Magic hasn't done yet.Tuesday, March 3, 2020
CCDD 030320 - Great Wall
This design was inspired by Star Realms, which has a category of "Base" cards (think "planeswalkers without loyalty abilities") that have to be destroyed before you can be attacked. It's as if a planeswalker had the static ability "creatures can't attack you." But because of how combat works in Star Realms it's actually more than that-- damage to a base heals at end of turn. The easiest way to implement that in Magic was to make it a creature, even though it often acts more like an enchantment (Moat) or a planeswalker (Gideon Jura).
Labels:
blocking,
CCDD,
creatures,
planeswalkers,
white
Monday, March 2, 2020
CCDD 030220 - Watch Your Plan Unfold
I don't have relatively complex thoughts about competitive EDH vs. the kind of commander I play. Win or lose, I want to do the thing my deck was designed to do (herein after referred to as "Do the Thing", and in competitive EDH, I generally don't get to do the thing. Here's a card that forces the issue.
Labels:
alternate win condition,
CCDD,
Commander,
competitive,
metagame
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