Showing posts with label Friday. Show all posts
Showing posts with label Friday. Show all posts
Thursday, April 5, 2012
Card of the Day - Offhand Dismissal
Here's an entry for counterspell Friday. The high cost is needed so this doesn't get out of hand. Repeatable counterspells are bad news if costed incorrectly.
Friday, February 24, 2012
On Being Basic
The Basic card type is one that's been
around since the inception of the game. Until now, it's only been on
five cards. We all know that when you make your deck, you can put in
any number of basic lands; this has been the rule that we have all
gone by since we learned to play. A lot of design is questioning the
tenets set before us. Why are we only allowed to have 4 of each card
in a specific deck? The answer is more complicated than one might
think.
Imagine if you will: A world where
there are no restrictions on the amount of each card you can play. In
this world, Spike decides he wants a deck with 20 Lightning
Bolts, 20 Browbeat,
and 20 Mountains. This makes for some very quick games. Also, there
are only so many Lightning Bolts and Browbeats in the world. If
Spike's deck wins some tournaments, everyone is going to want to try
and get 20 Browbeats, driving the price sky high.
I propose a hybrid. I've created a few
unique cards that, while not very powerful, can be effective in
multiples. These cards have the Basic supertype as well as reminder
text to let players know that they can have more than four in a deck. This past week's cards of the day have been showcasing a colorless
cycle of Basic sorceries. Here is a cycle of basic creatures to
show off a little more of what being Basic can do.
Frontline Spearman is good by itself, but can be brutal against a ground assault in multiples.
Splitting Starfish is a card that is great defensively, and worthwhile to have quite a few in your deck. Be careful, though. They can only hold off an offensive deck for so long.
Everyone knows zombies are scary when there are a bunch of them. This card shows that off. The set this will go in shouldn't have many zombies at common.
The flavor for this card is a bit silly, and I like it that way. I've always felt that most goblins just want to be left alone to drink goblin wine or somesuch. This guy wants to share his drink with some schmo on the battlefield, preventing the other guy from actually fighting for a little while. Fun and dangerous in multiples, just like goblins should be.
These guys are the first basic creature I designed, and probably the most powerful. A deck with a bit of acceleration can get quite a few of these out in a short amount of time. It's possible they should cost 2G, but I'd have to playtest a bit to be sure.
One of the things I want to stress about basic cards is that the rarity of them shouldn't be higher than common. If you make a basic rare card, it will be problematic; not only because of cost, but for just being able to get enough to build a deck with. These cards should be easily accessible. I feel that they should one per pack, like basic lands. If there are five or six basic cards in a given set, getting enough of them shouldn't be a problem.
I hope that these designs have helped you see a little bit more how the Basic supertype can be implemented in ways that can create decks that have 14 of a specific card instead of the maximum of 4. These cards can be great skill testers for experienced deckbuilders as well as newbies. Figuring out how many is the right amount can bring about much discussion.
Also: If there is anyone in the Fargo area willing to do some playtesting with cards created by myself or others, let me know. I don't have a lot of time to spare for such things, but I think it would be fun.
Friday, February 17, 2012
The Cost of Vanilla at Common
I've been trying to figure out some vanillas that don't exist, so I made a chart. There are a lot of things on the chart that I found interesting. For example, there's no red common vanilla 2/2 for less than 2R. A good push would be RR for a 2/2. For this week's article, I'm just going to post a bunch of common vanilla creatures that don't exist yet.
Shield Trooper
W
Creature - Human Soldier
0/4
Loxodon Brawler
3WW
Creature - Elephant Soldier
4/4
Serrated Crab
4U
Creature - Crab
3/4
Giant Squid
1UU
Creature - Squid
3/2
Goblin Kickpuncher
RR
Creature - Goblin Warrior
2/2
Conduit Fiend
1RR
Creature - Elemental
4/1
Lowbrow Thug
1BB
Creature - Human Rogue
4/1
Armored Bandit
2B
Creature - Human Rogue
1/4
Elvish Front Line
1GG
Creature - Elf Warrior
4/2
Elmroot Sentry
2GG
Creature - Treefolk
3/5
Steel Hulk
6
Creature - Golem
5/5
The numbers for all of these guys were extrapolated from existing cards. If you notice the lack of pictures in this article, I won't be mad. I didn't feel like finding art for a bunch of vanilla dudes. Okay, okay! You can have ONE.
Edit:
For those of you interested, here's a link to the spreadsheet I created. Remember, these are just for commons, and multicolored cards aren't included.
See you next week.
Shield Trooper
W
Creature - Human Soldier
0/4
Loxodon Brawler
3WW
Creature - Elephant Soldier
4/4
Serrated Crab
4U
Creature - Crab
3/4
Giant Squid
1UU
Creature - Squid
3/2
Goblin Kickpuncher
RR
Creature - Goblin Warrior
2/2
Conduit Fiend
1RR
Creature - Elemental
4/1
Lowbrow Thug
1BB
Creature - Human Rogue
4/1
Armored Bandit
2B
Creature - Human Rogue
1/4
Elvish Front Line
1GG
Creature - Elf Warrior
4/2
Elmroot Sentry
2GG
Creature - Treefolk
3/5
Steel Hulk
6
Creature - Golem
5/5
The numbers for all of these guys were extrapolated from existing cards. If you notice the lack of pictures in this article, I won't be mad. I didn't feel like finding art for a bunch of vanilla dudes. Okay, okay! You can have ONE.
Edit:
For those of you interested, here's a link to the spreadsheet I created. Remember, these are just for commons, and multicolored cards aren't included.
See you next week.
Friday, February 10, 2012
Forged-ing Ahead
This week, I'd like to introduce you to Forged.
This is the actual wording of Machina Serpent. (I had to hide the keyword before.) Forged was created when I was attempting to find another colorless keyword for a set I was working on. Machina Serpent shows off both abilities quite well. When I was creating cards for these keywords, there seemed to be a large number of creatures that could have either ability, for example:
The Unaligned drone needs 2 colorless mana to be cast. The Forged one is more powerful because you have more options on how to cast it. You can cast it as a 1/1 if you have no colorless, or a 2/2 if you only have one Power Plant out.
Here's another example:
Although these cards are fundamentally different, you can see the overlap. Now that we've seen what they can do the same, let's look at the differences.
I guess when it comes down to it, Forged is just a variation of Sunburst. I don't see why we can't use charge counters on non-creature permanents with Forged in the future. Thanks again for listening, and as always, I welcome any comments.
-Olaf
Edit: New templating on Mana Scrubber, taken from Fist of Suns. Fixed templating on Stoic Automental.
This is the actual wording of Machina Serpent. (I had to hide the keyword before.) Forged was created when I was attempting to find another colorless keyword for a set I was working on. Machina Serpent shows off both abilities quite well. When I was creating cards for these keywords, there seemed to be a large number of creatures that could have either ability, for example:
The Unaligned drone needs 2 colorless mana to be cast. The Forged one is more powerful because you have more options on how to cast it. You can cast it as a 1/1 if you have no colorless, or a 2/2 if you only have one Power Plant out.
Here's another example:
Although these cards are fundamentally different, you can see the overlap. Now that we've seen what they can do the same, let's look at the differences.
Both of these guys get really mean when cast with colorless mana, but can also be put out quite early if you're paying with colored mana.
While not necessarily a Forged enabler, this little beaut can help get your Forged guys even bigger than they could get on their own, while simultaneously helping to cast guys you shouldn't be able to otherwise.
-Olaf
Edit: New templating on Mana Scrubber, taken from Fist of Suns. Fixed templating on Stoic Automental.
Friday, February 3, 2012
Unaligned - A New Look at Colorlessness

The mechanic on this card is Unaligned. Basically, it says you need to cast it with colorless mana. This guy is pretty good, because you don't need a lot for him to be effective. If you compare an Unaligned card to a colored card, if it costs 3 unaligned, it's the same as it costing GGG; not an easy cost to manage. That said, using Unaligned means you have to have a pretty solid colorless mana base, be it The Uzra Lands, Cloudposts, Supply Roads, or maybe one of these:
It's a lot harder to have more than one color in a deck with Unaligned cards. It might be easiest if you only use other colorless cards, or at the very least, cards that only need one or two mana of a specific color.
Let's explore Unaligned a little bit.
We'll start with an enabler. 1 and a card for 2 seems good. It can help get that extra colorless mana you need.
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Unaligned creatures tend to be larger because if their restrictive costs. |
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Colorless is pretty powerful when left alone! |
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This guy seems to be the unofficial Unaligned Lord. |

Another thing to note: Right now, the only creatures that have Unaligned are Constructs. I'm not saying there couldn't be other creature types that are Unaligned, I just haven't designed any yet.
Here's a sorcery:
Next week, we'll take a look at another colorless keyword: Forged.
Thanks for reading!
-Olaf
Updated Factories to Power Plants.
Updated Factories to Power Plants.
Friday, January 27, 2012
The Color Identity of Snow - Lands
The Color Identity of Snow – Lands
This is going to be last blog post about the color identity of Snow. We'll be exploring the most basic card type, lands. (See what I did there?)
Since the inception of Snow as a type,
lands have played a big part in creating its identity. For many
years, only lands had the
power of snow. One of the first blog posts was the introduction of my Snow project, and I showed you this card:
This was the basis for the whole set, and I've always wanted lands to be the centerpoint of Snow. We are going to expand on lands with a
few different cycles. Today I'm going to showcase a common, uncommon, and
rare cycle of non-basic snow lands. There will most likely be more cycles of lands in the set, but these are all I've come up with so far. We'll start with common.
The
common cycle lands don't produce mana, and they all get sacrificed
after being used. I wanted the lands to feel like ice. Powerful and
fragile. There are quite a few cards that deal with lands in this
set. I wanted there to be many more lands than usual in Frostmere.
The
uncommon cycle is next.
There
are a cycle of allied color snow lands that have the abilty word
Frigid. So far, I've only designed these lands with the ability, but
I'm sure there is some design space to be found there. Good for mana
fixing, especially combined with my first proposed rare lands.
This
was my first take on the rare lands. A mixed fetch land that gets a
single type of land untapped, or any snow land, tapped. After some
thinking, I decided that these were taking up way too many rare
slots, so I made it into a single, multipurpose card.
I
still wanted a cycle of rare lands, so I made them filters.
The
nice thing about these is that you can splash both the color this
land provides and snow with these, as they transform all the filtered
mana into snow mana.
There
are other lands in the set, and most of them are snow. I wanted a
lot of the identity of snow to be in the lands.
In
other news, I may have promised a Snow Planeswalker last week, so
here he is!
Next
week, we'll veer away from snow and talk about a new mechanic and
some designs based on it.
Friday, January 20, 2012
The Color Identity of Snow - Enchantments
In making Snow a theme for Frostmere, I
had to give it something that nothing else has had before. After
some fooling around with different mechanics, this is what I came up
with:
Notice the type line. Yes, it's true.
Snow has enchantments that tap. Although Frozen Totem is not the
first one to do so, (I'm talking to you Flowstone
Embrace) it's the first time that tapping enchantments are a part
of the flavor of the set.
A rule I set out for myself, as
mentioned in last week's article, is that everything in this set that
has the Snow type needs to have Snow in either its mana cost or
ability costs. As I was designing Snow Artifacts, I noticed that
there were an inordinate amount of them that had Snow mana costs. It
felt unelegant to force Snow mana costs on artifacts without any
activated abilites, so I tried switching the type of
card. Snow enchantments have generally the same feel as artifacts,
but are able to be targeted by a different subset of cards –
Naturalize still works, but you can't Shatter a Frozen Totem. This
seemingly innocuous side effect makes Snow better against Red, the
color weakest against enchantments. Somehow, the cold winning
against the inherent heat of the color red feels right in Frostmere.
I am
aware of the fact that enchantments aren't supposed to
tap, and these enchantments feel very
artifact-y, but the beauty lies in the fact that they need to be
dealt with in a different way than artifacts. Here's a few more
examples our snow enchantments:
Let me
know what you think, and next Friday we'll talk about lands, and
maybe a Planeswalker (or two).
Thursday, January 12, 2012
The Color Identity of Snow – Creatures
Figuring out which creatures should be
Snow in our set is going to be a bit of a problem. In the entire
history of magic there are 29
Snow creatures. Since Snow is going to be a big deal in Frostmere,
we're going to need quite a few more than that. To get an idea of
what Snow creatures can do, we should look at their history. All but
one of these cards were in Coldsnap. The last was a Future
Sight card. Looking at these, we see a few themes repeating.
- Flying. 11 of 29 Snow creatures have flying.
- Activated abilities. 21 out of the 29 have at least one activated ability. 17 of those abilites are activated with Snow mana.
- 2 can give first strike
- 2 can regenerate
- 2 can sacrifice creatures for an effect
- 2 use ice counters
- 4 can pump themselves or others. (+1/+1 and +1/+0)
- 2 are multicolored
- 3 are artifact creatures
- None of them require Snow mana to cast.
- 12 of them are unnecessarily snow. Meaning, they have no cost associated with snow mana.
We will keep a few of these
conventions, and replace some others. A few rules for our Snow
creatures.
- Flying. This is a big part of Snow creatures. There will be more Snow flying creatures than non-Snow flying creatures in the set.
- There will be at least 2 Snow creatures that can regenerate.
- Ice counters will see some use in this set.
- There will be some +1/+1s in Snow.
- There are no multicolored Snow cards in the set, and therefore no multicolored Snow creatures.
- A great deal of them will require only Snow mana to cast.
- There will be no unnecessarily Snow creatures. They will all have either a mana cost or activation cost that requires Snow mana.
Let's get designing!
First of all, let's make a colorless
snow creature.
This guy is your basic 2/3 for 3, with
a decent ability. Nice and snow.
Here's another:
I feel like Snow creatures should
generally have toughness higher than power. Now that we have a few
colorless snow guys let's try something a bit different. Since so is
so pervasive on this plane, it influences all colors of mana. Here
are some examples:
Now that you have an idea of what kinds
of creatures we'll be seeing in this set, feel free to design a few
and post them here.
Here's a sneak peek at a few things we
will see in this set:
- A snow lord
- A Snow Planeswalker
- A new ability word, Icy, that counts the amount of Snow permanents you control.
- A new mechanic, Mount, that lets your creatures combine to do cooler stuff.
- Enchantments that do things we've never seen before.
Next Friday's post will be about
Enchantments and Snow.
Friday, January 6, 2012
The Color Identity of Snow - Instants and Sorceries
First of all, let's look at what Snow
has done in the past. As you can see, it's going to be difficult to get a color identity for Snow as it has only appeared fully realized in one small set. The few cards that appeared in Ice Age and Alliances aren't much help. The two main things that Snow can do are:
- It makes mana. The original Snow-covered lands are not the only example. There are 12 lands, two creatures (Thermopod, Boreal Druid) two enchantments (Winter's Night, Snowfall), and one artifact (Coldsteel Heart) that produce Snow mana.
- It counts the amount of Snow permanents you (or another player) control. There are three cards that count the number of snow lands (Cold Snap, Drift of the Dead, and Snowblind), and six that count snow permanents (Heidar, Rimewind Master, Rimefeather Owl, Rimewind Cryomancer, Skred, and Rimewind Taskmage). Each of these cards does something different with the number of permanents, but they all keep a tally.
Next, let's look at what we'd like Snow
Instants and Snow Sorceries to do to evoke a feeling of coldness.
These things are not necessarily absent from what Snow has done, but
it's the things we like it to do more of. We'll try to get something
from each color, if possible.
- Preventing permanents from untapping. This is a normal effect of blue spells that have a cold connotation, such as Frost Breath, Frost Titan, Permafrost Trap, and Wall of Frost.
- Direct damage. There are a few icy red spells devoted to dealing damage, such as Karplusan Wolverine, Skred, Glacial Ray, Pinpoint Avalanche and Winter Sky.
- Damage prevention. Glacial Crevasses, Sunstone, Cover of Winter. Although only one of these cards is white, getting lost in a blizzard is a good trope for Frostmere.
- Messing with flying creatures. Adarkar Windform, Blizzard, Whiteout. A very green concept, and a good one for snow.
- Destroying creatures and lands. Chill to the Bone, Avalanche, Icequake, Thermokarst. Getting rid of creatures seems to be something Snow is very good at, using many different methods. Direct removal of a specific creature, no matter how big, is something snow is able to do. It has that in common with black.
- Putting ice counters on permanents for different effects. Rimescale Dragon, Rimefeather Owl, Iceberg. Not based in a single color, but something that Snow should do more of.
Let's put everything together and see
if we can't make a new Snow Instant right now. It should have a mix
of two or more color identities while keeping it cold at the same
time.
Blinding Sleet has what we need for a
good Snow card. It could be printed as a Red/Green or Red/White
card, but it feels right for Snow. This is what I
mean.
Next time, I'll talk about Snow
Creatures and how we can make them effective and flavorful.
-olaf.
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