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Switch to Forum Live View 12/15/2010 Feature: "GDS2 Design Challenge #3: Contestants' Submissions"
2 years ago  ::  Dec 14, 2010 - 5:06PM #1
Garmichael
Date Joined: Jun 24, 2008
Posts: 1,572
This thread is for discussion of this Feature Article, which goes live Wednesday morning on magicthegathering.com.
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2 years ago  ::  Dec 14, 2010 - 9:06PM #2
bob_the_wonder_Beeble
Date Joined: Feb 1, 2003
Posts: 606
Take that judges who complained about how Jon Loucks submissions were too complicated. This time he's submitting vanillas!

Besides being part of a cycle, is there any reason why Shawn Mains RW01 (the search for enchantments thing) has the choose one or both wording? You would almost never choose the "or", since you can fail to find things when you search. It seems weird that the modal aspect is only relevant when you don't want someone to shuffle.
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2 years ago  ::  Dec 14, 2010 - 9:17PM #3
Pegaweb
  • YMtC Champion
  • Ceci n'est pas une porte
Date Joined: Mar 22, 2004
Posts: 2,938
Ethan Fleischer
Penumbria

Spoiler: Show


In the deep places of the earth, you can spread the light or embrace the darkness.
Common Cycle:

CW01 –
Bore Lightshaft
5W
Instant
Tap up to three target creatures.
Dig 2 (2, Discard this card: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.)

CU01 –
Strike Water
[community.wizards.com/magicthegathering/...]
5U
Instant
Return up to two target permanents to their owners' hands.
Dig 2 (2, Discard this card: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.)

CB01 –
Exhume Corpses
[Unearth Corpses - community.wizards.com/magicthegathering/...]
5B
Instant
Return up to two target creature cards from your graveyard to your hand.
Dig 2 (2, Discard this card: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.)

CR01 –
Blast Bunker
[Dynamite - community.wizards.com/magicthegathering/...]
5R
Instant
CARDNAME deals 5 damage to target player.
Dig 2 (2, Discard this card: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.)

CG01 –
Bury Nuisance
[Dig into the Past - community.wizards.com/magicthegathering/...]
5G
Instant
Destroy target noncreature permanent.
Dig 2 (2, Discard this card: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.)

Pretty reasonable here. You might get a few "this is uncommon" comments, but I can't see any major problems.





Uncommon Cycle:

UW01 –
Shining Knight
2W
Creature - Human Knight
2/3
First strike
Reflect - When CARDNAME enters the battlefield, you may pay 2W. If you do, put a 3/2 white Human Knight creature token with first strike onto the battlefield.

UU01 –
Mirror-wing Drake
3U
Creature - Drake
2/3
Flying
Reflect - When CARDNAME enters the battlefield, you may pay 3U. If you do, put a 3/2 blue Drake creature token with flying onto the battlefield.

UB01 –
Double Agent
2B
Creature - Human Rogue
2/2
Morph 2B (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When CARDNAME is turned face up, put a 2/2 black Human Rogue creature token onto the battlefield.

UR01 –
Giltshield Grudgebearer
1RR
Creature - Dwarf Berserker
1/2
Double strike
Reflect - When CARDNAME enters the battlefield, you may pay 1RR. If you do, put a 2/1 red Dwarf Berserker creature token with double strike onto the battlefield.

UG01 –
Silverscale Wurm
3GG
Creature - Wurm
4/6
Trample
Reflect - When CARDNAME enters the battlefield, you may pay 3GG. If you do, put a 6/4 green Wurm creature token with trample onto the battlefield.


This is an interesting idea, but it needs to be whittled back somehow. I don't see any good way to do so, however. Having a whole lot of different tokens, that only appear once, is probably not good. It's especially not good when they have different P/T and abilities.

I do give you a brownie point for choosing first strike and DS as your abilities here. They're the abilities that are most relevant on these cards.



Rare Cycle:

RZ01 –
Left Side:
Hell
3BB
Sorcery
Destroy all creatures.

Right Side:
Back
5WW
Sorcery
Each player returns all creature cards from his or her graveyard to the battlefield.


This is awesomely powerful. It's probably coloured around the wrong way too.



RZ02 –
Left Side:
Give
[community.wizards.com/magicthegathering/...]
2RR
Sorcery
Target player gains control of target permanent you control.

Right Side:
Take
[community.wizards.com/magicthegathering/...]
5UU
Sorcery
Gain control of target permanent.

The problem with this is that one side is a niche Johnny card, and the other is a normal utility card. I can't see anyone building around both sides of this card. It's more like two cards on one piece of cardboard.

I see where you're going, with major opposites, but it doesn't really seem to work.


RZ03 –
Left Side:
Flesh
[community.wizards.com/magicthegathering/...]
XGG
Sorcery
Put an X/X green Beast creature token into play. Gain X life.

Right Side:
Blood
[community.wizards.com/magicthegathering/...]
XBB
Sorcery
Target creature gets -X/-X until end of turn. Its controller loses X life.

Good.


RZ04 –
Left Side:
Love
[community.wizards.com/magicthegathering/...]
2WW
Sorcery
Gain 2 life for each creature you and target opponent control.

Right Side:
War
3RR
Sorcery
CARDNAME deals damage to target player equal to twice the number of creatures you control.

RZ05 –
Left Side:
Now
[community.wizards.com/magicthegathering/...]
3UU
Sorcery
Look at the top 10 cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.

Right Side:
Then
[community.wizards.com/magicthegathering/...]
2GG
Sorcery

Put up to two target nonland, noncreature permanents on the bottom of their owners' libraries in any order.

Interesting. I'm not big on some of the names (and therefore favlours) here. This one in particular. It's based on a weak phrase, and the designs don't fit any flavour.





Jonathon Loucks
Penumbria

Spoiler: Show


It's evolution or extinction when hours pass in the blink of an eye.
Common Cycle:

CW01 – Omeisaurus
4WW
Creature – Lizard
5/6

CU01 – Baryonyx
4UU
Creature – Lizard
5/5

CB01 – Marshosaurus
4BB
Creature – Lizard
6/5

CR01 – Afrovenator
[Allosaur - community.wizards.com/magicthegathering/...]
4RR
Creature – Lizard
7/4

CG01 – Hadrosaurus
4GG
Creature – Lizard
6/6


That's a lot of common fatties. But I guess it's okay. You just need to be aware of the fact that these guys will be everywhere in limited.




Uncommon Cycle:

UW01 – Avant-garde Guard
[Sparkling Shield - community.wizards.com/magicthegathering/...]
1W
Instant
Target creature you control gains protection from the color of your choice until end of turn.
If you control two or more colors of permanents, draw a card.

UU01 – Far Out
[Brain Drain - community.wizards.com/magicthegathering/...
2U
Instant
All creatures target player controls get -2/-0 until end of turn.
If you control two or more colors of permanents, draw a card.

UB01 – Torturous Breakthrough
4B
Instant
Destroy target nonblack creature.
If you control two or more colors of permanents, draw a card.

UR01 – Cutting-edge Combustion
1R
Instant
Cutting-edge Combustion deals 2 damage to target creature or player.
If you control two or more colors of permanents, draw a card.

UG01 – Ground Breaking
2G
Instant
Target creature gets +3/+3 until end of turn.
If you control two or more colors of permanents, draw a card.

Without playtesting these, I just don't know how they'd pan out. They seem very strong. I'm not sure the cantrip kicker is all that interesting or challenging.






Rare Cycle:

RW01 – Overcome
[Starfall Omen
community.wizards.com/magicthegathering/...]
3WW
Sorcery
Preeminence – Destroy all creatures with power less than X, where X is the highest power among creatures you control.

RU01 – Overthink
4UUU
Sorcery
Preeminence – Draw X cards and untap up to X lands, where X is the highest power among creatures you control.

TIME TWISTER/WALK! GO GO DEGENERACY.

RB01 – Overtime
[Haunting Omen –
community.wizards.com/magicthegathering/...]
4BB
Sorcery
Preeminence – Put all creature cards with power less than X from your graveyard onto the battlefield, where X is the highest power among creatures you control.

RR01 – Overthrow
[Devastation Omen
community.wizards.com/magicthegathering/...]
4RR
Sorcery
Preeminence – Each player sacrifices X permanents, where X is the highest power among creatures you control.

RG01 – Overwork
3GGG
Sorcery
Preeminence – Put X +1/+1 counters on each creature you control, where X is the highest power among creatures you control.


This is a good theme for a mostly well-executed cycle. It just doesn't need to be ability-worded.





Shawn Main
Malgareth, the UnderPrison

Spoiler: Show


You can barely remember the Sun, but you'll sacrifice anything for a stab at freedom.
Common Cycle:

CW01 – Substitute Shield
[Alt white, community.wizards.com/magicthegathering/...]
1W
Instant
You may remove a counter from a white permanent you control rather than pay CARDNAME's mana cost.
Prevent all damage target creature would deal this turn.

CU01 – Converted Bonds
1U
Instant
You may remove a counter from a blue permanent you control rather than pay CARDNAME's mana cost.
Tap or untap target permanent.

CB01 – Improvised Garrote
1B
Instant
You may remove a counter from a black permanent you control rather than pay CARDNAME's mana cost.
Put a -1/-1 counter on target creature.

CR01 – Makeshift Shank
1R
Instant
You may remove a counter from a red permanent you control rather than pay CARDNAME's mana cost.
Target creature gets +1/+0 and gains first strike until end of turn.

CG01 – Impromptu Gauntlets
[Ironbar Gauntlets, community.wizards.com/magicthegathering/...]
1G
Instant
You may remove a counter from a green permanent you control rather than pay CARDNAME's mana cost.
Target creature gets +2/+2 until end of turn.


The alt cost makes the card interesting enough by itself. You correctly kept the second ability as simple and mundane as possible.

The only issue I have is that these cards will be used to remove -1/-1 counters more often than +1/+1 counters, if -1/-1 counters exist in the set. That undermines the intent of an alternate-cost card. It's fine if that happens some of the time, but that kind of double-bonus should be the exception, and not the rule.





Uncommon Cycle:

UB01 – Corpsefly Feeding
[Poisionfly Feeding, community.wizards.com/magicthegathering/...]
2B
Enchantment
Whenever a creature you control is put into a graveyard from the battlefield, you may pay B. If you do, target creature gets -1/-1 until end of turn.

UR01 – Babbling Blood
2R
Enchantment
Whenever a creature you control is put into a graveyard from the battlefield, you may pay R. If you do, draw a card, then discard a card.

UG01 – Offal Feast
[Edible Algae Feeding, community.wizards.com/magicthegathering/...]
2G
Enchantment
Whenever a creature you control is put into a graveyard from the battlefield, you may pay G. If you do, gain 3 life.


Okay, but this kind of enchantment is very typical anyway.




Rare Cycle:

RW01 – Watcher's Safeguard
[community.wizards.com/magicthegathering/...]
4WW
Sorcery
Choose one or both- Search your library for an enchantment card and put it onto the battlefield. Then shuffle your library; and/or search another target player's library for an enchantment card and put it onto the battlefield under your control. Then that player shuffles his or her library.

RU01 – Watcher's Mirror
4UU
Sorcery
Choose one or both- Put a token onto the battlefield that's a copy of target creature you control; and/or put a token onto the battlefield that's a copy of target creature you don't control.

RB01 – Watcher's Revival
4BB
Sorcery
Choose one or both- Return target creature card in your graveyard to the battlefield; and/or return target creature card in another player's graveyard to the battlefield under your control.


Why would you ever not do both? The only time you wouldn't do both is when they have no target. And that can be dealt with by writing "up to", and not some Entwine-style antics.








Mythic Rare Cycle:

MW01 – Olorah, the Shackled Judge
WW
Legendary Creature – Angel
6/6
Flying, Vigilance
CARDNAME enters the battlefield with four -1/-1 counters on it.
2WW, Remove two -1/-1 counters from CARDNAME: Destroy each tapped creature.

MU01 – Seham, the Bound Deceiver
UU
Legendary Creature – Djinn
6/6
Flying
CARDNAME enters the battlefield with four -1/-1 counters on it.
2UU, Remove two -1/-1 counters from CARDNAME: Other creatures become 1/1 and lose all abilities until end of turn.

MB01 – Tyvaal, the First Prisoner
BB
Legendary Creature – Demon
6/6
Trample
CARDNAME enters the battlefield with four -1/-1 counters on it.
1BB, Remove two -1/-1 counters from CARDNAME: Target player sacrifices a creature.

MR01 – Angathrak, the Chained Tyrant
RR
Legendary Creature – Dragon
8/8
Flying, Trample
CARDNAME enters the battlefield with six -1/-1 counters on it.
3RR, Remove three -1/-1 counters from CARDNAME: Untap target creature and gain control of it until end of turn. It gains haste until end of turn.

MG01 – Naal, the Fettered Growth
[community.wizards.com/magicthegathering/...]
GG
Legendary Creature – Treefolk
8/8
Trample, Vigilance
CARDNAME enters the battlefield with six -1/-1 counters on it.
3G, Remove three -1/-1 counters from CARDNAME: Put three 1/1 green Saproling creature tokens onto the battlefield.


The good:
It's interesting to cost such a massive creature at CC.

The bad:
CC is a ludicrously low cost for these creatures. The idea is good, but the execution is WAAAY off. RR for a 2/2 flyer with trample is too good (and inappropriate) by itself.
The number of counters could easily have been the same. The evergreen keywords could have been more consistent. (One each would be ideal. There's already a lot going on here.) Also, the activation costs and P/T could all have easily been lined up.

I foresee imminent doom for this contestant. :<>


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2 years ago  ::  Dec 14, 2010 - 9:18PM #4
Pegaweb
  • YMtC Champion
  • Ceci n'est pas une porte
Date Joined: Mar 22, 2004
Posts: 2,938
Devon Rule
Golamo

Spoiler: Show


Geysers of mana erupt over Golamo, warping its guardians into something larger...
Common Cycle:

CW01 – Fledgling Greathawk
4WW
Creature - Bird
CARDNAME has flying as long as it's enchanted.
4/6

CU01 – Goliath Eel
5UU
Creature - Fish
6/6
CARDNAME cannot attack unless it's enchanted.

CB01 - Dire Stoat
5BB
Creature - Ferret
5/4
CARDNAME has intimidate as long as it's enchanted.

CR01 – Gargantuan Ocelot
4RR
Creature - Cat
5/3
CARDNAME has first strike as long as it's enchanted.

CG01 – Titanic Hound
[Saptongue Crusher by Havelock Vetinari - community.wizards.com/magicthegathering/...]
6GG
Creature - Hound
7/7
CARDNAME has trample as long as it's enchanted.


Interesting, but most of these are way too swingy for common. A huge evasion fattie barely even qualifies as uncommon.



Uncommon Cycle:

UW01 – Manifest Purity
2W
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature deals damage to an opponent, you may destroy target enchantment."
Incarnate 2W

UU01 – Manifest Intellect
2U
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature deals damage to an opponent, you may draw a card."
Incarnate 2U

UB01 – Manifest Agony
2B
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature deals damage to an opponent, they discard a card."
Incarnate 2B

UR01 – Manifest Fury
2R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature deals damage to an opponent, you may have it deal 2 damage to target creature."
Incarnate 2R

UG01 – Manifest Destiny
2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature deals damage to an opponent, you may search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library."
Incarnate 2G


The problem here is that you'd never incarnate these guys. A 2/2 with no abilities just isn't going to hit the opponent.




Rare Cycle:

RW01 – Luminous Eruption
["White Geyser's Influence" by Bradley Rose- community.wizards.com/magicthegathering/...]
4WWW
Sorcery
Triple your life total.

I'm just not sure that tripling your life total is much fun. It's like an UGGGHHHHH moment for your opponent.


RU01 – Creative Eruption
["Blue Geyser's Influence" by Bradley Rose- community.wizards.com/magicthegathering/...]
4UUU
Sorcery
For each card in your hand, draw two more cards.

Don't need the "more".

This just draws a whole heap of cards. I'm not sure that it's much more interesting than just drawing a crapload of cards the regular way. :> Sitting on cards really isn't great gameplay.


RB01 – Ravenous Eruption
4BBB
Sorcery
Exile any number of creature cards from your graveyard. For each card exiled this way, put three 1/1 black Rat creature tokens onto the battlefield.

I kinda get the same feeling as with the previous card - you just get a crapload of rats, and you might as well just get ten rats, rather than link it to something the player isn't really going to manipulate (like the number of creatures in their GY.)


RR01 – Furious Eruption
["Red Geyser's Influence" by Bradley Rose- community.wizards.com/magicthegathering/...]
4RRR
Sorcery
After this main phase, there are two additional combat phases followed by an additional main phase. At the beginning of each of those combat phases, untap all creatures that attacked this turn.

This one works.


RG01 – Verdant Eruption
["Green Geyser's Influence" by Bradley Rose- community.wizards.com/magicthegathering/...]
4GGG
Sorcery
Search your library for up to X basic land cards and put them onto the battlefield tapped, where X is twice the number of lands you control. Then shuffle your library.

"A crapload of land. Likely all of it." Why not just get all your land, or seven, or a number equal to 1x the amount you have?

In general, doubling is hugely swingy, and needs to be used with great care. Tripling things is even harder to do.





Scott Van Essen
Doom of Wodotha

Spoiler: Show


Armies rallied to repel the blight. But when it arrived, they saw nothing.
Common Cycle:

CW01
Weary of Death
1W
Sorcery
Target player gains 4 life.
Requiem - If a creature was put into a graveyard from the battlefield this turn, that player gains 8 life instead.

CU01
Vapors of the Blight
[Blightlost Vapors - community.wizards.com/magicthegathering/...]
U
Sorcery
Put the top three cards of target player's library into his or her graveyard.
Requiem - If a creature was put into a graveyard from the battlefield this turn, put the top six cards of that player's library into his or her graveyard instead.
Source: Blightlost Vapors

CB01
Memories of Bereavement
1B
Sorcery
Target player discards a card.
Requiem - If a creature was put into a graveyard from the battlefield this turn, that player discards two cards instead.

CR01
Flames of Retribution
[Pyre Shot - community.wizards.com/magicthegathering/...]
1R
Sorcery
CARDNAME deals 2 damage to target creature or player.
Requiem - If a creature was put into a graveyard from play this turn, CARDNAME deals 4 damage to that creature or player instead.
Source: Pyre Shot

CG01
Seeds of Rebirth
[Seeds of Rebirth - community.wizards.com/magicthegathering/...]
2G
Sorcery
Put two 1/1 green Saproling creature tokens onto the battlefield.
Requiem - If a creature was put into a graveyard from play this turn, put four 1/1 green Saproling creature tokens onto the battlefield instead.


Not bad, but some of these will always be sat on until a creature dies. Both modes of play should be viable/possible.






Uncommon Cycle:

UW01
Rescue from the Blight
2W
Enchantment - Aura
Enchant Creature
Flash
Enchanted Creature gets +1/+1
When enchanted creature is put into a graveyard, return that card to its owner's hand.

UU01
Rise above the Blight
2U
Enchantment - Aura
Enchant Creature
Enchanted creature gets +1/+1 and has flying
When enchanted creature is put into a graveyard, return that card to its owner's hand.

UB01
Feast on the Blight
[Feast on the Blight - community.wizards.com/magicthegathering/...]
2B
Enchantment - Aura
Enchant Creature
Enchanted creature gets +1/+1 and has lifelink.
When enchanted creature is put into a graveyard, return that card to its owner's hand.

UR01
Charge through the Blight
[Havelock Vetinari's Revel in the Blight - community.wizards.com/magicthegathering/...]
2R
Enchantment - Aura
Enchant Creature
Enchanted creature gets +1/+1 and can't be blocked except by two or more creatures.
When enchanted creature is put into a graveyard, return that card to its owner's hand.

UG01
Endure the Blight
2G
Enchantment - Aura
Enchant Creature
Enchanted creature gets +1/+1 and has shroud.
When enchanted creature is put into a graveyard, return that card to its owner's hand.


These are great. I can't believe they haven't already been done.

Have they? :<>

The white (flash) one is novel, but out of place. Although it has the same ability, it doesn't really play the same way as its brethren.











Mythic Rare Cycle:

MW01
Celiana, the Protector
4WW
Legendary Creature - Angel
5/5
Flash, Flying
When CARDNAME enters the battlefield or is put into a graveyard from the battlefield, you may return any number of other permanents you control to their owner's hand.

Interesting, but it often doesn't quite work. You really want to just flash this in, not return anything, and just block with it. Also, because damage doesn't stack any more, bouncing your own guy might just let the opponent's creature live too.



MU01
Ventaro, the Preserver
[Havelock Vetinari's Ventaro the Preserver - community.wizards.com/magicthegathering/...]
4UU
Legendary Creature - Sphinx Wizard
4/4
Flying
When CARDNAME enters the battlefield or is put into a graveyard from the battlefield, return all instants and sorceries in your graveyard to your hand.

That's a pretty crushing ability. Does it need to happen twice? This guy might just say "I win" on him the first time, when you pick up three counterspells.


MB01
Maltor, the Betrayer
4BB
Legendary Creature - Demon
5/5
Intimidate
When CARDNAME enters the battlefield or is put into a graveyard from the battlefield, Blight all other creatures. (Destroy each permanent with a Blight counter. Then put a Blight counter on each Blighted creature)

This one works.



MR01
Rantor, the Ravager
4RR
Legendary Creature - Giant Warrior
5/5
First Strike
When CARDNAME enters the battlefield or is put into a graveyard from the battlefield, blight target creature, then untap it and gain control of it until end of turn. It gain haste until end of turn. (To Blight a creature Destroy each permanent with a Blight counter. Then put a Blight counter on each Blighted creature)

The death trigger has a problem. Gaining control of a creature is often not going to be useful at some random time, like your post-combat main phase (or the opponent's).



MG01
Gaesta, the Rebirther
4GG
Legendary Creature - Spirit
6/6
Trample
When CARDNAME enters the battlefield or is put into a graveyard from the battlefield, return all other creature cards from your graveyard to your hand.

That's a good mythic ability. It's just a bit unnecessary to do it twice.

This guy is also a recurring combo with himself.




Jonathan Woodward
Utopia

Spoiler: Show


Invasion strikes Utopia -- now the tools of peace must become the weapons of war!
Common Cycle:

CW01: Farmer's Charm
[adapted from Farmer's Charm by shdwcat - community.wizards.com/magicthegathering/...]
W
Instant
Choose one - Put a 1/1 white Citizen creature token onto the battlefield; or search your library for a Plains card, reveal it, put it into your hand, and shuffle your library; or gain 2 life.

CU01: Scholar's Charm
U
Instant
Choose one - Untap target creature; or target creature gains shroud until end of turn; or draw a card.

CB01: Smuggler's Charm
B
Instant
Choose one - Return target Mercenary card from your graveyard to your hand; or target creature gains Intimidate until end of turn; or you gain one Gold counter. (Gold counters may be spent as colorless mana or life payments.)

CR01: Flameweaver's Charm
R
Instant
Choose one - Destroy target non-creature artifact; or add RR to your mana pool; or target creature gets +2/+0 until end of turn.

CG01: Hunter's Charm
[adapted from Hunter's Charm by shdwcat - community.wizards.com/magicthegathering/...]
G
Instant
Choose one - You may put a land card from your hand onto the battlefield; or target creature must block this turn if able; or put a +1/+1 counter on target creature.


you need to take great care that charms are balanced. Not only that the card is balanced as a whole, but that the ablities are too. In my opinion, on a three-choice card, each ability should be played at least 10% of the time. Any less, and it's like it's not there.

Add RR is just too powerful for this type of card. It would be played by people who'd ignore the other two abilities.






Uncommon Cycle:

UZ01: Anunnaki Eraser
[ability from Fanoffans - community.wizards.com/magicthegathering/...]
2(w/u)(w/u)
Creature - Anunnaki
1/4
Flash
When CARDNAME enters the battlefield, if you control another Anunnaki, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.

UZ02: Anunnaki Infiltrator
2(u/b)(u/b)
Creature - Anunnaki
2/2
Flying
When CARDNAME enters the battlefield, if you control another Anunnaki, remove all counters from target permanent or opponent.

I'm not sure that removing poison is a good thing.


UZ03: Anunnaki Lacerator
2(b/r)(b/r)
Creature - Anunnaki
3/1
Haste
When CARDNAME enters the battlefield, if you control another Anunnaki, Anunnaki Lacerator deals 3 damage to target creature or player.

UZ04: Anunnaki Ravager
2(r/g)(r/g)
Creature - Anunnaki
3/2
Trample
When CARDNAME enters the battlefield, if you control another Anunnaki, destroy target land.

UZ05: Anunnaki Purifier
2(g/w)(g/w)
Creature - Anunnaki
2/3
Vigilance
When CARDNAME enters the battlefield, if you control another Anunnaki, destroy target artifact or enchantment.

I'm not thrilled by this cycle. It's pretty bland.




Rare Cycle:

RW01: Majority Rule
[adapted from "People's Revolt by Kharg - community.wizards.com/magicthegathering/...]
2WW
Enchantment
At the beginning of your upkeep, if you control at least ten more creatures than each of your opponents, you win the game.

RU01: Omniscience
[suggested by Art M. and posted by eve_prime - community.wizards.com/magicthegathering/...]
4UU
Enchantment
At the beginning of your upkeep, if you have fifteen or more cards in your hand, you win the game.

RB01: Vast Riches
[adapted from "Vast Riches" by Kharg - community.wizards.com/magicthegathering/...]
3BB
Enchantment
At the beginning of your upkeep, if you have twenty or more Gold counters, you win the game.

RR01: Walk through Fire
2RR
Enchantment
If all players would lose the game, you and your teammates win the game instead.

Interesting.

RG01: Lord of the Land
[adapted from "Back to Nature" by Kharg - community.wizards.com/magicthegathering/...]
3GG
Enchantment
At the beginning of your upkeep, if you control at least five more lands than each of your opponents, you win the game.

Not much to say (positive or negative) here.



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2 years ago  ::  Dec 14, 2010 - 9:24PM #5
yesnomu
Date Joined: Jul 9, 2008
Posts: 470
Wow is Now//Then powerful. Now especially--two cards from the top ten? That's getting close to Gifts Ungiven territory. Not that I mind, but wow.

EDIT: Loucks's RU1 seems unbelievably broken, especially with large numbers of beefy commons running around. I can't see how judges won't excoriate him for the Urza's free mechanic.

EDIT2: I thought everyone did a pretty good job this time 'round! If I had to pick a loser, I think it'd probably be Loucks, who I think kinda punted the common cycle with all vanillas. I've been a poor judge of the judges in the past, though.
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2 years ago  ::  Dec 14, 2010 - 9:45PM #6
Alsadius
Date Joined: Feb 6, 2004
Posts: 37
Fleischer:
Commons - good work(though they feel a touch weak).
Uncommons - the switching p/t feels like it'll be confusing, and I think I'd just prefer straight copies like the black one is.
Rares - I think those are actually as good as the WotC split cards - names, effects, fitting into set themes, all spot on.  
8/10 - well done. 

Loucks:
Commons - a bunch of vanillas is not a cycle. A green 6/6 is not noticeably bigger than usual.  And you apparently didn't read his submission last week well enough to notice that higher power may be how green evolves, but the other colours don't - blue, for example, evolves by casting two spells in a turn. 
Uncommons - congratulations, you just completely hijacked his set. Where the hell did multicolour come from? And why would you think that multicolour, a concept which has sold no less than four blocks in the last decade, should be thrown in as a secondary effect on a power-matters set(which is clearly what you think this is)?
Rares - Apart from the fact that you're designing for the wrong set, these aren't bad. Red seems weak, green and blue seem strong, and it's a shame that they couldn't all have the same(4CC?) casting cost, but I like them. 
2/10 - the design isn't bad, but I don't think you actually read anything about Fleischer's world past "There are dinosaurs!". 

Main:
Commons - an alternate casting cost for a spell that costs 2 seems kind of unnecessary. Maybe in Fleischer's set, where you want mass spells for blue's evolve triggers and an easy ACC can get it off the ground early, but you're designing for Van Essen. The cards are okay, but I don't think they're really needed. 
Uncommons - The three work well as a prisoner-themed mini-cycle, but that's not what you were supposed to design. 
Rares - Not a fan of the formatting, you could make it much shorter with say "Return target creature in your graveyard and/or target creature in an opponent's graveyard to play under your control". You're still not supposed to design 60% cycles. All three are perfectly reasonable cards, though. 
Mythics - Good christ is the black one broken. The others seem like good fun mythics though. I wasn't originally a fan of switching to -1/-1 counters, but after looking through his past submissions, I don't think the set's actually losing anything in the switch, and it fits the flavour better I think. 
6/10 - I'm really not a fan of the part-cycles. I don't think they're logical or obvious to players, and while sometimes contestants ignoring the rules and doing something cool is worth it, I don't think this is. Other than that, good. 

Van Essen: 
Commons - Great cycle. On theme, well costed, and appropriate commons. 
Uncommons - Quiet little cycle that interacts well with the blight theme. I like. 
Mythics - Yup, these are mythics. I like the coming-and-going trigger, it works(and doubly so in a set where there's so much random destruction you can toss around). I never thought of multi-blighting, like the black one does, but I suppose it makes sense at higher rarities. 
9/10 - You didn't do anything insanely cool, so no 10/10, but a very solid submission all around. 

Rule: 
Commons - Well, there's my sealed pool's high end. Good cards - on theme, well costed, and common. 
Uncommons - Remember that uncommons still have reminder text. As such, these cards don't actually fit in a text box at standard font sizes, and microtexting isn't done at uncommon. The design is fine, but something needs to go(and it'll have to be incarnate, which means it fits in with the set much less well), or the cycle needs to be moved to rare and made cooler to justify that. 'Tis a shame - these are perfect uncommons - but them's the rules. 
Rares - The first four are great, and feel like they're specifically designed to appeal to Ma"My favourite word is double"Ro. The green one just feels silly though - what precisely am I ramping to when I've hit 4GGG, and where am I going to find 14 more basics in my deck to pull out? This card is in the very odd position of being a "Triple your X" card where the effect actually gets smaller as you get more X, just for deck size reasons. Oh, and the red one should say "each followed by an additional main phase". 
8/10 - Good design, especially on the rares, but the text limits on the uncommons is a silly mistake that you should have seen coming, and it actually compromises your design pretty badly. 

Woodward:
Commons - "Target creature must block if able" may actually be a new effect. A bit odd to see it debut on a charm, but I think it actually works. But yes, this is a perfectly reasonable charm cycle. 
Uncommons - As all the judges kept saying in the first week, hybrid is a block theme, and a very profitable one. You don't just throw them in for the sake of one cycle of cards unless there's a very good reason why they want to be there. I don't see any obvious reason for the invaders to be hybrid here, let alone one good enough to justify throwing it in like that. As for the cards themselves, they're serviceable, but pretty dull. Maybe they'd pop a bit more if I could see the rest of the invader cards, but on their own they seem pretty underwhelming for what they're supposed to be, and they don't make me expect great things from the rares. 
Rares -  Everyone loves alt-win cards, but these seem a bit meh. The green one feels crazy broken. The red one is annoyingly off-theme - the rest are about getting lots of what the colour wants, but peaceful red isn't really big on everyone dying for the sake of it. Black is a touch insular, but probably okay. The other two are good. 
7/10 - Nothing really awful, but other than a few of the alt-win cards nothing popped for me, and the hybrid just feels wasted.
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2 years ago  ::  Dec 14, 2010 - 9:50PM #7
JD_Sigma
Date Joined: Sep 8, 2005
Posts: 5

Dec 14, 2010 -- 9:06PM, bob_the_wonder_Beeble wrote:

Take that judges who complained about how Jon Loucks submissions were too complicated. This time he's submitting vanillas!






Yeah, that was disappointing. A vanilla cycle is so boring, many players won't even notice it (I doubt I would, and if I did, I'd be unimpressed). A cycle of common dinosaurs was begging to be done given the world, and it should've helped define them mechanically. I suppose being vanilla establishes that they are big and simple, but that's just not compelling enough for a cycle.

What's worse is that common cycles strike me as the place where a designer can use the most complexity points. Because players will see the cycle, you can hit a mechanic that might otherwise be too confusing for common. I know the judges hit hard on complexity the last two times, but this was a challenge where it really belonged. There is a lot of middle ground between vanilla and the brain twisters submitted previously.

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2 years ago  ::  Dec 14, 2010 - 10:14PM #8
JD_Sigma
Date Joined: Sep 8, 2005
Posts: 5
Ethan Fleischer

Ethan, I've really enjoyed your work, and this is pretty solid for this week.  I liked your twist on the reflect creature.  The switching of power and toughness is an interesting twist, but I'm not sure it does enough to be worth it. Those cards needed a little more polish, but I was interested in what they were suggesting.  I did like the black creature being a slight twist on the cycle.

The rares were a miss for me. I'm a casual Timmy, and when I open a rare, I want something jaw droppingly awesome. These all read to me as "expensive spell for a relatively bland effect." You've been really good at incorporating feedback, and it would be interesting to see you take a stab at split cards again.

Edit:  rereading them, I like the split cards better, and the reflection theme was pretty strong. Still, I wish they weren't so expensive.

I don't have any comments on the common cycle because I really don't like dig. I have the same reaction to it as channel - it looks like cycling, but with a minor change and little else. But, given that channel exists, I may be alone in this.



Shawn Mane

Yours was my favorite of this batch. I was thrown at first by the -1/-1 counters because it was new to the world, but I think it was just what this set needed.  As you described, it really captures the dynamic of the prisoners rising up, which really helps the set's identity. 

I love the mythic cycle - they seem like great, flexible cards. I liked that they were solid  2/2's in the early game (and that can stay relevant as they grow) or 4/4's with a powerful spell effect. I do wish the numbers were consistent across the cards, but I think mythic gives you the most room to deviate from that norm.  On top of that, the flavor of the creatures was strong and integrated well with the set themes you presented. 

Your uncommon were solid too.  Again, you took an idea from the set (countercast), developed it further and really made it shine.

The only cycle that didn't connect was the rares. They just seemed clunky.
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2 years ago  ::  Dec 14, 2010 - 10:17PM #9
ObsidianDice
Date Joined: Mar 7, 2008
Posts: 296
Just noting, I'm pretty sure Shawn Main e-mailed MaRo to check if it was okay before submitting his "partial cycles." The idea sprung from the fact that Malgareth is supposed to have three factions, so it makes some sense to cycle them out.
Great Designer Search 2 Finalist - If you're interested in getting involved, check out my Wiki Page.
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2 years ago  ::  Dec 14, 2010 - 10:20PM #10
Pegaweb
  • YMtC Champion
  • Ceci n'est pas une porte
Date Joined: Mar 22, 2004
Posts: 2,938

Dec 14, 2010 -- 10:17PM, ObsidianDice wrote:

Just noting, I'm pretty sure Shawn Main e-mailed MaRo to check if it was okay before submitting his "partial cycles." The idea sprung from the fact that Malgareth is supposed to have three factions, so it makes some sense to cycle them out.




Ahh okay. \:>

Not sure it changes my final portent though. :>

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