Hey everyone.
So I didn't make it make past Trial Three. Now that I know, I am allowed to share the designs I submitted to Wizards, for better or worse.
Please tear these apart; I, like many others, learn best from criticism.
My first submission was a card I designed a long time ago. It has mirrored abilities, and I think it's quite lovely.
If you know my design style, I try to use elegance and simplicity. I try not to use to many words to get the point across. My second submission shows how powerful, simple spells can sometimes be all you need. It was originally designed as a Host/Augment challenge for the Beacon of Creation podcast, which I co-host. I changed it to not destroy lands because the original design was made with Commander in mind and not for Standard. I wanted to make it a little more fair.
My third submission was a hole-filler. After all was said and done, I needed a red/green enchantment and a blue/black instant. I really wanted to show off snowfall, and this seemed like the best place to do it. As I was following the rules of the submissions I wasn't use the ability word, but the rules text is the same. This card has the most text out of any of my submissions, and I feel like it should probably be lower on the list, but here it is.
My fourth submission was another one of my podcast cards, but this time it was from a worldbuilding challenge. It was the perfect fit for a blue/white sorcery, but I after I submitted my final designs I noticed that my submission had it listed as common, when it should be at least uncommon. Oh, well.
My fifth submission was the first of my two planeswalker designs. I found these to be some of the most difficult designs, especially becasue they have so many knobs to fiddle with. (In design terms, knobs are all the numbers that can be changed.) Tibalt has more numbers than most planeswalkers, and I would say he was the most challenging to design. I wanted to get the flavor just right as well, and his being a torturer fit right in. If there was one thing I would change about Tibalt, it would be his first ability. I would change it to life loss so less experienced players wouldn't get frustrated when they weren't able to redirect the backlash damage he deals to himself.
As I look back on my designs, I think that #6 should probably be higher on the list. It just makes me smile. Remember noggles? From EVENTIDE?! ANYONE!?!? Well, They were great. And here is one with Grandeur.
My seventh card was my second planeswalker. He's fine. I made him with a Phyrexian lean and a +1/+1 counter theme. I like that you can ult him right away to draw a bunch of cards in the right deck.
The eighth card was a combat trick! A rare one, at that. It's basically game over if you cast this for more than 5 mana with a few creatures attacking.
#9 was an enchantment that basically reflects how I feel when there are a bunch of people around. It's also pretty good removal in white/black.
My final submission is my blue/black instant that I wasn't able to come up with for a long time. It's a simple, powerful effect that would have modern players excited.
And that's it. I'm serious, by the way, about being brutally honest with how well I pulled these off. I want to be the best designer I can be, and padding the criticism is not necessary.
I am so glad that I had a chance to compete, and I will try again if given the chance.
Thanks for reading it all, and have a good one.
-Adam
Showing posts with label Snowfall. Show all posts
Showing posts with label Snowfall. Show all posts
Tuesday, February 20, 2018
Tuesday, October 18, 2016
Card of the Day - Unearthed Bauble
Someone else just made Snowfall! I don't know if it was independent or borrowed, but I love the mechanic. There is a Reddit post where I found it here.
Saturday, December 12, 2015
Wednesday, May 13, 2015
Thursday, August 28, 2014
Playtesting Frostmere - Day 2
If you're not up-to-date on my current project, you can start here. Part 2 is here.
There have been quite a few changes in the few rounds of playtesting that I've done. This may be the most fun I've had since creating this blog.
I'll be posting original versions of cards and then the "fixed" version, explaining the reasoning for each one. The new versions are going to be playtested soon, and I will give a full report on those cards, as well.
First, we have our snow "tri-lands." Since the Coldsnap duals just entered the battlefield tapped, I wanted to something a bit different. My original version didn't have enough drawback, so I tried again. The Legendary status creates a flavorful experience, while at the same time being enough of a drawback where this wouldn't be an automatic 4-of. This card is also promoted to Rare on account of the Legendaryness of it.
A small change here, but a significant one. This card, along with Disciple of Gargut, can be backbreaking. A slight tweak is all it needs, methinks.
Another wording fix along with a slight toughness boost for the sake of easier math. I also feel that this should be a common.
Winter Bolt as a sorcery fixes is a fair trade for the ice counter.
That's all for today! Stay tuned for the next episode of Playtesting Frostmere.
There have been quite a few changes in the few rounds of playtesting that I've done. This may be the most fun I've had since creating this blog.
I'll be posting original versions of cards and then the "fixed" version, explaining the reasoning for each one. The new versions are going to be playtested soon, and I will give a full report on those cards, as well.
First, we have our snow "tri-lands." Since the Coldsnap duals just entered the battlefield tapped, I wanted to something a bit different. My original version didn't have enough drawback, so I tried again. The Legendary status creates a flavorful experience, while at the same time being enough of a drawback where this wouldn't be an automatic 4-of. This card is also promoted to Rare on account of the Legendaryness of it.
A small change here, but a significant one. This card, along with Disciple of Gargut, can be backbreaking. A slight tweak is all it needs, methinks.
While I previously thought a small tweak we necessary here, after a few more rounds, it turns out that this is the 2nd most powerful card I've played with. (The 1st most powerful is a doozy!) The changes are numerous here. Mana cost, power, rarity, and activation cost tweaks should make this guy a little less broken. We will see soon enough.
Oh, Icy Excavation. This card is, by all accounts, the #1 most broken card I've played with. Every time this card was cast, it was the end of the game. When you pay 4 mana to draw 8 cards, there is a problem. I changed the mana cost to make it less disgusting and hopefully that's enough.
One small tweak to make this feel more like a weird hybrid between a shock land and a fetch land. I think it succeeds in that regard.
Mammoth Lair is still functionally the same, with better language. Playtesting helps you figure that stuff out, too. I modified the wording from the Hidden cards in Urza's Saga.
Winter Bolt as a sorcery fixes is a fair trade for the ice counter.
That's all for today! Stay tuned for the next episode of Playtesting Frostmere.
Wednesday, August 27, 2014
Playtesting Frostmere -- Day 1, Part 2
For part 1, click here.
Thanks for coming back! The second deck that I made was a Red/Black ice deck. It manipulates ice counters to do mean things. Here's a rundown on some of the more important cards in the deck -
Below Zero was busted in its original incarnation. Originally it only gave a counter when it ETB, but at the beginning of your upkeep, it dealt damage equal to the number of ice counters on it to a creature or player. In combination with a few of the other cards in the deck, its original abilities made it way too strong. What you see is the nerfed version. We haven't tested this version yet, but it seems more reasonable.
These four cards form the rest of the core of the Red/X Ice counter deck. Disciple of Gargut was less impressive than I expected, but still really good. I was thinking about adding 1 colorless to his mana cost, but more playtesting is needed. Cover in Frost is the card that, when combined with Below Zero, is an absolute killer. I like it in this deck to help get rid of a creature with the Disciple, and I think it will play nicely with the rest of the Ice counter team.
Both of these cards are singletons in the deck, but only Icy Excavation came up. When I cast it, I drew 6 cards and lost 1 life. This card needs to be tweaked. I'd say adding an X to the mana cost and getting rid of the life loss might be the right fit. A verdict is still out for the Parasite, but a colorless Control Magic probably needs to cost more, even with the drawback.
Snowy Apex (and the rest of the cycle) was completely overhauled. They originally only read" 1: Add R to your mana pool." The clever part was that they were snow lands, so you could filter for a single color and for snow mana. When I overhauled the snow costs to make it easier for players unfamiliar with the snow rules, I added the ability to tap it for S. It just feels bad not being able to tap your land for mana unless it's a really cool land (see Mammoth Lair from yesterday).
The last card I wanted to mention was Set Fire. This is an homage to Electrostatic Bolt. It's also awesome.
Thanks again for listening. Make sure to tell your friends to check out the blog, and follow me on twitter and like the page on Facebook.
Thanks for coming back! The second deck that I made was a Red/Black ice deck. It manipulates ice counters to do mean things. Here's a rundown on some of the more important cards in the deck -
Below Zero was busted in its original incarnation. Originally it only gave a counter when it ETB, but at the beginning of your upkeep, it dealt damage equal to the number of ice counters on it to a creature or player. In combination with a few of the other cards in the deck, its original abilities made it way too strong. What you see is the nerfed version. We haven't tested this version yet, but it seems more reasonable.
These four cards form the rest of the core of the Red/X Ice counter deck. Disciple of Gargut was less impressive than I expected, but still really good. I was thinking about adding 1 colorless to his mana cost, but more playtesting is needed. Cover in Frost is the card that, when combined with Below Zero, is an absolute killer. I like it in this deck to help get rid of a creature with the Disciple, and I think it will play nicely with the rest of the Ice counter team.
Both of these cards are singletons in the deck, but only Icy Excavation came up. When I cast it, I drew 6 cards and lost 1 life. This card needs to be tweaked. I'd say adding an X to the mana cost and getting rid of the life loss might be the right fit. A verdict is still out for the Parasite, but a colorless Control Magic probably needs to cost more, even with the drawback.
Snowy Apex (and the rest of the cycle) was completely overhauled. They originally only read" 1: Add R to your mana pool." The clever part was that they were snow lands, so you could filter for a single color and for snow mana. When I overhauled the snow costs to make it easier for players unfamiliar with the snow rules, I added the ability to tap it for S. It just feels bad not being able to tap your land for mana unless it's a really cool land (see Mammoth Lair from yesterday).
The last card I wanted to mention was Set Fire. This is an homage to Electrostatic Bolt. It's also awesome.
Thanks again for listening. Make sure to tell your friends to check out the blog, and follow me on twitter and like the page on Facebook.
Tuesday, August 26, 2014
Playtesting Frostmere - Day 1, Part 1
Whew.
Hollee and I spent the better part of three hours playtesting a pair of decks I put together using mainly cards from Frostmere, a set I'm designing.
Here are a few highlights from the first of the two decks:
Deck 1 - Hollee: Since Hollee enjoys playing Green/White, I made her a Selesnya deck focusing of the Snowfall mechanic. Here are a few key cards:
Brenish Hunter is the cornerstone of a good landfall deck in limited environments. When his ability triggers more than once a turn, he gets really mean.
This is the core of snow lands. If you're familiar with how snow mana works, the main rule is -- Whenever you get mana from a snow permanent, that mana has the snow supertype. In other words, you can use it for any costs that require snow mana. To alleviate some of this confusion, I've added it as an option on each snow land that can produce mana in Frostmere.
Side note, all of these lands besides the Basic land changed from when we first started playtesting. Hidden Embankment didn't tap for mana, and the Icicle Glade had a useless ability word, Frigid. Frigid was supposed to read -- This enters the battlefield tapped unless you control another snow permanent. I only ever put it on the two color lands, and it seemed unnecessary, so I removed it. The Mammoth Lair had a triggered ability to sacrifice it and put a token into play, but this version just feels better.
These two creatures, while not being snow themselves, really go along with the theme. The Badger, while being immensely fun, is a hard guy to block. It turns out that ability is a really good way to make blocking generally turn out in the Badger's favor. The Paladin is also a really good card. It turns out that an 8 point life swing for 3 mana might be too strong.
One other card worth mentioning is Justice of Ice. This is part of a rare cycle of Snow Enchantments that have a Snowfall bonus. This one works really well with Brenish Hunter and is also cray in multiples. A limited powerhouse, for sure. This was costed at 1W originally, and it was WAAAYY to cheap, so I fixed it.
That's all for tonight, but don't fret. I will post the other deck's analysis tomorrow, so stay tuned! Remember to follow me on twitter @madolaf, and like the Facebook page (facebook.com/olafscards) to keep up on updates.
Hollee and I spent the better part of three hours playtesting a pair of decks I put together using mainly cards from Frostmere, a set I'm designing.
Here are a few highlights from the first of the two decks:
Deck 1 - Hollee: Since Hollee enjoys playing Green/White, I made her a Selesnya deck focusing of the Snowfall mechanic. Here are a few key cards:
Brenish Hunter is the cornerstone of a good landfall deck in limited environments. When his ability triggers more than once a turn, he gets really mean.
This is the core of snow lands. If you're familiar with how snow mana works, the main rule is -- Whenever you get mana from a snow permanent, that mana has the snow supertype. In other words, you can use it for any costs that require snow mana. To alleviate some of this confusion, I've added it as an option on each snow land that can produce mana in Frostmere.
Side note, all of these lands besides the Basic land changed from when we first started playtesting. Hidden Embankment didn't tap for mana, and the Icicle Glade had a useless ability word, Frigid. Frigid was supposed to read -- This enters the battlefield tapped unless you control another snow permanent. I only ever put it on the two color lands, and it seemed unnecessary, so I removed it. The Mammoth Lair had a triggered ability to sacrifice it and put a token into play, but this version just feels better.
These two creatures, while not being snow themselves, really go along with the theme. The Badger, while being immensely fun, is a hard guy to block. It turns out that ability is a really good way to make blocking generally turn out in the Badger's favor. The Paladin is also a really good card. It turns out that an 8 point life swing for 3 mana might be too strong.
One other card worth mentioning is Justice of Ice. This is part of a rare cycle of Snow Enchantments that have a Snowfall bonus. This one works really well with Brenish Hunter and is also cray in multiples. A limited powerhouse, for sure. This was costed at 1W originally, and it was WAAAYY to cheap, so I fixed it.
That's all for tonight, but don't fret. I will post the other deck's analysis tomorrow, so stay tuned! Remember to follow me on twitter @madolaf, and like the Facebook page (facebook.com/olafscards) to keep up on updates.
Tuesday, January 7, 2014
Saturday, January 4, 2014
Card of the Day - Brenish Hunter
This is a staple G/W common that would need to exist in a world where snow is a big deal. I like the way that hybrid and snow work together to make a pseudo-sixth color feasible in limited environments. Also, I just found an awesome snow watermark that could go on every snow card. I think it looks cool.
Thursday, January 3, 2013
Card of the Day - Ahern Druid/Frigid Priest
Two guys, one piece of art. They play well together, too. In other news, I've been posting on this blog for a year now. Yay!
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