Saturday, March 2, 2013

Daily Card Redesign #61: Wall of Swords

Daily Card Redesign is a daily Magic: The Gathering design exercise where I randomly choose a card for the scenario of it being killed late during its own set's development, and I design a replacement card that uses the same art, is the same color, is the same rarity, and has a name that, alphabetically, keeps it within the same collector number for the set.


Redesign:


So many Walls have "defender and flying." So how do they differentiate among the "defender and flying" Walls? Mostly through power and toughness! Apparently, an Angelic Wall is not as strong as a Wall of Air, and Wall of Air can actually hurt meek little 1/1s.

However, some Walls have more depth. And that's where I want to help. I don't want swords to be defined as being simply 3/5 as compared to a Hover Barrier's 0/6. I want the swords to actually mean something.

So, obviously, I chose first strike. But why did I keep the other two abilities? Because I couldn't remove them. All Walls, by default, have defender. And these swords are up in the air! They're flying swords! Alas, I was stuck with either changing the power and toughness or adding more rules text.

Lastly, I could have changed this to be an instant or sorcery, but it LOOKED more like a Wall. But I can see an argument for how this is a temporary instant/sorcery effect of a "wall of swords."

Friday, March 1, 2013

Daily Card Redesign #60: Seraph

Daily Card Redesign is a daily Magic: The Gathering design exercise where I randomly choose a card for the scenario of it being killed late during its own set's development, and I design a replacement card that uses the same art, is the same color, is the same rarity, and has a name that, alphabetically, keeps it within the same collector number for the set.


Redesign:



That art! And this is a rare open for any kind of Angel design, really.

So this lady is smiling, and it reminded me of peacefulness, so I thought of doing something like Holy Day. Or, better yet, like the rules text of Empty City Ruse. It's preventing from creatures from even attacking in the first place. That's more appropriate for peacefulness - not preventing damage. Because creatures are still able to attack anyway. Doesn't feel right.

I also like it when Angels "save the day," as they should. Serenity Seraph here (I actually wanted to call this Serenity Angel, but Angel of Serenity already exists, and that would be confusing) makes sure you at least have a chance to attack with her before you die to creatures if this Angel was supposed to be your saving grace.

Thursday, February 28, 2013

Daily Card Redesign #59: Mana Screw

Daily Card Redesign is a daily Magic: The Gathering design exercise where I randomly choose a card for the scenario of it being killed late during its own set's development, and I design a replacement card that uses the same art, is the same color, is the same rarity, and has a name that, alphabetically, keeps it within the same collector number for the set.


Redesign:


Nine lines of text! I think this is the limit for Magic: The Gathering cards to be able to be printed. Or was it eight? But I couldn't think of another way of wording this correctly. What actually happens is quite simple - it's just a lot of templating text.

So, what's happening here is that there's a screw counter on one of the colors. Each upkeep, the screw counter moves clockwise onto the next color. While the screw counter is on a color, mana of that color can't be added to mana pools. 

I initially was going to go for making all color of mana that would be added to mana pools of that color to become colorless instead, but I wanted to make sure that Mana Screw had a strong enough impact. For example, a white-blue deck could decide to play their blue spell during a turn in which white was currently being "screwed." Then they play their white cards after the screw counter moves. Not much impact, thus, the effect I chose on the final card above.

Since this effect can be powerful, I initially thought to make this a higher-costing card. I have no idea how to cost this card, though. I thought "5" was a nice cost due to referencing the five colors of mana. However, I realized that in order for Mana Screw to really have its full impact, it would need plenty of turns for the screw to move around. Thus, I needed it to cost lower, so it can be played during earlier turns.

I had the screw counter enter the battlefield on a color of an opponent's choice because I didn't want this card to act like a Time Walk for you if you're against a mono-colored deck, and you ensure that their next turn would be completely devoid of any action. This is bad if it's turn two, and they can't do anything.

Besides, I figure that the player who decides to use Mana Screw in their deck would be prepared to handle Mana Screw's effects.

If you look closely, you'll notice that the rules text implies that there would ever be multiple screw counters on Mana Screw. I did this because other cards in Magic: The Gathering DO have the ability to put more screw counters on Mana Screw. Like Gilder Bairn.

As for the ruling on how to handle putting more screw counters on Mana Screw, we'll leave it to Mark Rosewater to handle the ruling (he handles rulings for Un sets). Don't worry, this is normal with Unglued and Unhinged cards. Some cards are just too zany!

Speaking of which: if you're at all confused by the silliness of this card's design - there are two sets in Magic: The Gathering's existence that are "silly" sets full of cards not meant for tournament play. They poke fun at various aspects of Magic and enable funny gameplay. With that in mind, when designing a card for an Un set, it must do something that "breaks the rules" of Magic - it should be a design that couldn't normally exist in "normal" Magic: The Gathering.

I want you to notice that the original design of Mana Screw didn't have anything to do with colored mana at all. Yet, there are colors within Mana Screw's art. My design made sure to utilize these colors.

Lastly, and I'm most proud of this: the fact that the screw counter goes 'round clockwise is reminiscent of what a screw does - when you spin it clockwise, it screws down.

Wednesday, February 27, 2013

Daily Card Redesign #58: Fevered Strength

Daily Card Redesign is a daily Magic: The Gathering design exercise where I randomly choose a card for the scenario of it being killed late during its own set's development, and I design a replacement card that uses the same art, is the same color, is the same rarity, and has a name that, alphabetically, keeps it within the same collector number for the set.


Redesign:


I did a screencast showing my design of this card, but it's apparent that the internet that I am working with, tethered from my phone, isn't sufficient enough for uploads of that file size to YouTube. So, there's no first-time video here. Perhaps next time when I'm around great Wi-Fi internet!

That is all.

Tuesday, February 26, 2013

Daily Card Redesign #57: Fyndhorn Bow

Daily Card Redesign is a daily Magic: The Gathering design exercise where I randomly choose a card for the scenario of it being killed late during its own set's development, and I design a replacement card that uses the same art, is the same color, is the same rarity, and has a name that, alphabetically, keeps it within the same collector number for the set.


Redesign:


Fyndhorn Bow! An awesome card that I didn't know existed until today. Which might be a bad thing, since, if I want to be a great Magic: The Gathering designer, I should probably look at every single card that has ever existed. Well, I wouldn't be expected to memorize everything - 'cause that's insane - and something that Aaron Forsythe, director of Magic R&D pretty much does. Anyway...

I looked to Archers for the abilities that are granted to them due to their bow-wielding, and I've found that Archers/Crossbowpeople do one of three things:

First strike
Reach
Tap ability to deal damage to an attacking/blocking creature

That last one is a white thing. And green shouldn't really be getting first strike all that often. On a tangential note.

We are redesigning this card that already gives first strike, so it's one of the two latter abilities I want to grant to a creature "equipping" this (Equipment as a type hadn't yet been invented yet at the time this card was released). I saw that Viridian Longbow is the only other bow that exists - and it deals 1 damage to a creature or player. So, I opted for reach.

And voila! I used the same costing as before except had it cost one cheaper since I believe first strike to be a bit more valuable than reach. 

Perhaps this is in error, though. For example, there might be an issue with being able to threaten any creature with having reach for the measly price of leaving two lands untapped during an opponent's combat step. Perhaps the best way would have been to cost it at 4, like Spidersilk Net compared to Viridian Claw.

Fun fact: Spidersilk Net is a is a reference to Spidersilk Armor.

Monday, February 25, 2013

Daily Card Redesign #56: Goblin King

Daily Card Redesign is a daily Magic: The Gathering design exercise where I randomly choose a card for the scenario of it being killed late during its own set's development, and I design a replacement card that uses the same art, is the same color, is the same rarity, and has a name that, alphabetically, keeps it within the same collector number for the set.


Redesign:


There aren't any red cards that grant haste in Alpha! So, here it is on the new Goblin King.

I noticed that there are two other "lords" in Alpha: Lord of Atlantis and Zombie Master. All grant landwalk of their respective colors' basic land types. However, there was an imbalance of effects - Lord of Atlantis and Goblin King both granted +1/+1 while Zombie Master didn't. I wonder whether this was for flavor reasons, like how Zombies couldn't get inspirited by a lord - so, instead, they just get reassembled and regenerated to continue doing their brain-eating spree.

We can still keep Zombie Master the way it is yet still fix this imbalance. So, since all grant landwalk, Goblin King had to keep the granting of mountainwalk. The other ability ended up being haste. While other Goblin lords have granted haste, there hasn't been one that has granted both mountainwalk and haste.

Something that I wanted to do instead of haste was key off of the art of Goblin King - sacrificing Goblins to make lands into Mountains until end of turn. The reason is because there are bones in the art. Dead creatures. Secondly, a Goblin can go and find a passageway for the rest of the Goblins to pass through for mountainwalk. A bit of a stretch for why the Goblin that is finding the passage is getting killed, though.

Lastly, the wording is weird because I tried to stay true to the templating. The clause of "while in play" was put at the beginning to make sure it's not confused that only half of the abilities work while Goblin King is in play. Modern wording would have said:

"Other Goblin creatures you control have haste and mountainwalk."

Sunday, February 24, 2013

Daily Card Redesign #55: Power Surge

Daily Card Redesign is a daily Magic: The Gathering design exercise where I randomly choose a card for the scenario of it being killed late during its own set's development, and I design a replacement card that uses the same art, is the same color, is the same rarity, and has a name that, alphabetically, keeps it within the same collector number for the set.


Redesign:


I wanted to name this "Shocking Revelations" or "Shocking Knowledge" for a more effective play on words, but it wouldn't fit alphabetically between "Orcish Oriflamme" and "Raging River." So, I settled for "Phrenic Shock." I didn't use "Psychic Shock" because it sounded too blue, even though dealing damage upon drawing cards feels blue (but it looks like this guy is thinking and lightning is happening from that). I went for the current effect instead of having it done every upkeep.

Only one other card in Magic: The Gathering deals damage upon you drawing cards: Niv-Mizzet! I was going to have the damage be upon each upkeep, but it felt more right to based upon drawing cards when I'm doing the play on words.

Also, there is no card in Magic: The Gathering with a name that contains the word "Shocking." Shocking, I know.