Tuesday, September 30, 2014

CCDD 093014—Icepeak Denizen

Cool Card Design of the Day
9/30/2014 - Worse hexproof. Worse shroud, actually, but that could be changed with the addition of three words.

Friday, September 26, 2014

Weekend Design Challenge 092614

Weekend Design Challenge
Greetings, artisans! Click through to see this weekend's design requirements for your single card submission, due Monday morning. Every submission warrants feedback, and everyone is encouraged to give feedback. You may use that feedback to revise your submission any number of times, though only the version rendered will be included in the review, if that happens.

Thursday, September 25, 2014

CCDD 092514—Resist the Grave & Fight Another Day

Cool Card Design of the Day
9/25/2014 - Fight is primary in green and secondary in red. It's not in black's color pie at all, but I couldn't help imagine a skeleton hopping out of a closet or a zombie dragging someone into its grave.

Wednesday, September 24, 2014

Artifical Constraints


[Wizards of the Coast safe]


When we last left Tesla a couple of weeks ago, we were discussing mechanics that encourage playing artifacts in a different way than Magic has before. You delivered a plethora of options, but I'm not going to be discussing any of them in detail just yet. Today's topic is closely related and ought to have come first.

Riddle me this: what is an artifact?

CCDD 092414—Beggar's Mox

Cool Card Design of the Day
9/24/2014 - Invisible aesthetic: When a design looks a certain way because it is a simplification of something more explicitly sensible. Take a look at this card, and when you're done being upset how good/bad/average the card is, take a moment to try and guess what the invisible aesthetic was that led to this end.

Tuesday, September 23, 2014

CCDD 092314—Setessan Stalwart & Lady of Fangs and Arrows

Cool Card Design of the Day
9/23/2014 - I liked the heroic mechanic from Theros a lot. There's so much right with it. I would never go back and change it. Even so, I was thinking about other mechanical possibilities to express the same thematic concept. If I wouldn't replace heroic, why would I bother thinking of mechanics to replace it? Because designers are explorers, and explorers don't stop exploring just because they've found Atlantis.

Monday, September 22, 2014