Monday, May 25, 2015

Zeffrikar Exploratory Design Part 3: A Lack of Color Here

There are a few more mechanical areas that we need to explore before we start selecting keywords for the final count. Today I'm tackling some land mechanics for the set to dabble in, and taking a look at the needs and wants of the inscrutable Eldrazi.

Friday, May 22, 2015

Weekend Art Challenge 052215—kelsm

Weekend Art Challenge
Greetings, artisans! Click through to see this weekend's art and the 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 someone volunteers to render the cards.

Thursday, May 21, 2015

CCDD 052115—Explore

Cool Card Design of the Day
5/21/2015 - I'm wondering about exploration mechanics Zefrikar could use. Something that doesn't directly affect combat and that feels like a discovery or expedition. Maybe like Search the Catacombs. I'm sure this one needs work (it's pretty long), but I do like it as a jumping off point.

Wednesday, May 20, 2015

CCDD 052015—Access the Machine

Cool Card Design of the Day
5/20/2015 - Reuben was musing yesterday about how best to template a mechanic first proposed for Tesla some time ago. What's cool about access the machine is that you pay once to activate a number of abilities across your permanents. The trick is we can't just label those abilities with an ability word because the game can't see ability words.

We can make all the abilities trigger whenever you "access the machine" but that means we've got this action word that does nothing on its own. Players expect everything in the game to do something, and so we've got to include reminder text that explains that accessing the machine has no inherent value, but triggers abilities on your cards with the ability. Awkward.

Tuesday, May 19, 2015

Monday, May 18, 2015

CCDD 051815—Salvage

Cool Card Design of the Day
5/18/2015 - Salvage is meant to iterate on one of the ideas brainstormed for Tesla: Scaling effects based on the highest CMC in your graveyard. I believe it was discarded for Tesla because we want to look forward and graveyard mechanics feel like looking back. Regardless, the mechanic has potential. My concern is that a single Entomb can max all your cards with that mechanic, which is why I'm making each use consume the card that powers it

Sunday, May 17, 2015

Zeffrikar Exploratory Design Part 2: Everything that Isn't Landfall

Now that I've solidified my stance on Landfall's return in Zeffrikar, it's time to look at the other Zendikar mechanics a little more in-depth. I've already given my one-sentence ratings for these, but we can dig a little deeper.