Saturday, May 4, 2013

Daily Card Redesign #124: Sylvan Yeti

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. 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 was trying to tap into the flavor of the Yeti - how it's one of those mythological beasts like Bigfoot that folks may stumble upon or go looking for. And this is why the Yeti can't come out unless there's someone else to have drawn it out of hiding. And voila, this redesign.

Note, that the design had to be simple and avoid certain things due to the fact that it first appeared in a Portal set.

Friday, May 3, 2013

Daily Card Redesign #123: Tetsuo Umezawa

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. 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.


"TETSUUOOOOOOOOO!!!!"

So, this Tetsuo Umezawa is a pretty cool dude. First of all, he shares the same name as that one guy from the movie Akira. Secondly, he is a descendant of THE Toshiro "Toshi" Umezawa, the man who played a key role in ending the war in Kamigawa. AND This Tetsuo dude fought and defeated Nicol Bolas (well, supposedly - until Wizards brought him back to life or something that may be related to retconning into the form we know and love now).

So, I had a tricky challenge I set for myself. I wanted to have Tetsuo be able to destroy not only the legendary creature version of Bolas but the planeswalker one as well. But this card is in the Legends set, which was way before planeswalkers were invented. But blue-black-red can't destroy any kind of permanent (it can't destroy enchantments). Plus, it's out of flavor for Tetsuo to be able to destroy artifacts and lands in addition to creatures.

So the below redesign is what I came up with for being tricky with rules templating. But I'm afraid I might be cheating a little bit. Do you have a better solution for the one I came up with below?

Anyway, redesign:


Its important to note that the spell needs to have dealt damage to the planeswalker already. The effect can't just replace a spell that WOULD deal damage to a planeswalker - because spells target players and then later are decided upon by the controller of the spell whether the damage is dealt to any planeswalkers.

The effect is blue-black-red because black and red can destroy creatures and planeswalkers. And blue seems like the type of color to hack the effects of spells (like it does with changing color words in the text of spells). Though, yes, what's happening here is that it lets you do a direct damage spell actually hit the target, then Tetsuo does the finishing blow. Each of your direct damage spells finishes off creatures and planeswalkers as long as an untapped non-summoning sick Tetsuo and UBR mana are around.

Thursday, May 2, 2013

Daily Card Redesign #122: Orchard Spirit

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. 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:


At first, I wanted to give this ghost forestwalk for having what seems to be a kinship with trees. But because Somberwald Dryad already exists in Dark Ascension, I thought it best to go a different route.

You could say that this is just an unnecessarily complicated 2/2. But, that would be incorrect. It's a "2/2 with haste" compared to a Runeclaw Bear as long as you cast it on turn 1. And it gives you  flexibility with when you pay in a tap of a Forest for its 2/2 body. 

I could have written the ability's cost with a green mana symbol instead. But that wouldn't have told as much of a story as requiring a tap of an untapped Forest. What's going on here, flavorwise, is that this spirit is drawing upon the power of a tree to enhance itself. It needs a Forest and not just any land - like a dual land. And it only gets one +1/+1 counter because it's only getting power from its tree brother (the one it is sitting on).

This is why I renamed it to be Oak Spirit instead of Orchard Spirit - because the original name implies many trees - which clashes with the flavor I'm going for in my redesign.

Wednesday, May 1, 2013

Daily Card Redesign #121: Blighted Shaman

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. 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.


Nope. Already perfect. Let's try again.


Redesign:


This guy looks like he's wearing dead creatures and hanging out with Skeletons. So, that's how I came to this design. Whenever something dies, you either wear it, or you command its skeleton. I realize that you could technically wear its skin and use its Skeleton to reanimate - but I didn't want to make this uncommon too powerful. So, either/or.

Daily Card Redesign #120: Whispersilk Cloak

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. 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.


The art makes it look like that the wearer can become death itself. There's two things that are preventing me from giving this redesigned card "deathtouch."
  • It's a common card. Being able to constantly have deathtouch in a large number of Limited games wouldn't be healthy for the Limited environment.
  • Deathtouch wasn't a keyword back then. It'd have to have the longform wording, which actually defeats the purpose of it being called "deathtouch." It's all in the name! You touch someone as Death, you have deathtouch!
With that said, here's the redesign:


It was tough trying to find a first word that fit alphabetically between Well of Lost Dreams and Wirefly Hive and still conveyed the concept I was trying to achieve.

For the flavor, I took a cue from how the cloak looks like it's being worn - except there's nobody being depicted in it. So, it makes the user invisible. But, the cloak isn't invisible. So, what's up with that? That's when I started thinking of extraplanar-ish stuff. Ghosts are like this. The ethereal plane. So, my final concept is that the creature is neither here nor there when it comes to dealing with other creatures. That's why it can't block either.

Yes, this text is just like Tormented Soul. This is intentional!

I love the descriptor "Wherenever."

Tuesday, April 30, 2013

Daily Card Redesign #119: Storm Crow

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. 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.


A staple of planeswalker Nathan Holt! Is it possible to be redesigned?

Redesign:

You don't mess with Storm Crow. Yet, Floodbringer, Tempest Owl, Screeching Silcaw, and Metropolis Sprite don't seem to get this message. So, since Storm Crow's stats are already so powerful, I had to juice it up in a slightly different and mild way.

I wanted to find an ability that rewards you for your dedication to Storm Crow. I also wanted you to feel like you were storming with crows. This design encourages it being correct to keep a two-or-more-Storm-Crow hand. It trades card resources from your hand for early pressure! Storm the skies!

This ability appearing on a two-drop makes it that much safer to put onto a creature. If it were on a 7/7, it wouldn't be as safe, since then players can manipulate their libraries/hands to ensure all four copies are in hand then just drop the bomb. In this case, the best play would be to cast a Brainstorm spell of some kind to help you set up your storming of crows for maximum potential on turn two.

Monday, April 29, 2013

Daily Card Redesign #118: Sengir Vampire

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. 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:

Since Vampires come in all shapes and sizes, I didn't want to rock the boat and make this specific-looking Vampire be anything other than a Sengir type of Vampire. So, it's still going to be named that. And, because of that, it had to retain its flying ability, since that is what Sengir Vampires apparently are able to do.

Rather than requiring the vampire to feast on a dead body and get permanently stronger with each creature it kills, I say that the vampire "bites" creatures it gets into combat with. This leaves the opposing creature damaged, yes - but it only temporarily gives power to the vampire. That's because vampires and their bloodlust is unquenchable. They'll eventually become thirsty again, which is why they only get a temporary boost.

Because the design creates a difference in power and toughness between it and the creature it would be in combat with by 2 power and 2 toughness, I naturally had to reduce its original power/toughness to 3/3. I used the original design's model of power/toughness because 4/4 is pretty huge for Alpha days, which seems to indicate that Sengir Vampires are supposed to be pretty bad ass. And if the vampire isn't blocked, at least 3 damage to the player is pretty good!

Sunday, April 28, 2013

Daily Card Redesign #117: Battlemage Cycle

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. 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, here's the deal. This cycle of five cards covered ten different pretty basic effects that also weren't anything that was granted temporarily in combat and such. They were effects that happened one-and-done. 

Because of this, I would be hard-pressed to find other effects that weren't something like "Destroy target artifact." or something besides direct damage for a red effect. This is important to consider for me because I usually like to design something that stays out of the same space as the original design when I can. In this case, I can't. So, what I decided to do was to shuffle around the same effects that I would be re-using.

The best example is the redesign for Sunscape Battlemage being able to destroy an artifact or enchantment. In the originals, there was a red artifact-destroying ability and a white enchantment-destroying ability. It only made sense to then move these effects into a green ability.

And the inverse happened with red's direct damage to a creature or player in the original design of Thornscape Battlemage. I decided to split up the targets - a red ability that can only damage creatures, and a black ability that can only make a player lose life. I also tweaked the number to not repeat the '2' as last time (which makes sense, since I weakened the direct damage on red). Also important was to not put the direct damage-to-creature ability back on the Thornscape Battlemage, since I wanted new effects on each card as much as possible.

There were some effects that were staples in colors that weren't used the first time such as white's ability to put a creature back on top of the library or to destroy tapped creatures (to make up for scrapping the original cycle's black destruction ability and blue bouncing-of-nonblack-creatures ability). Blue's "freeze" ability (tapping a creature then having it not untap during the next untap step) is also a fresh ability used here. I decided that blue bouncing nonland permanents was O.K. to do as something different enough from the previous blue bouncing ability.

Thornscape Familiar's red ability is the most concerning, though. It's Wild Swing. And it costs one cheaper (because I was trying to keep the overall mana cost for kicking both the red and white kicker abilities) than Wild Swing. I couldn't find another red effect that wasn't destroying artifacts, dealing direct damage, or granted temporary until-end-of-turn effects and was still something that negatively affected an opponent instead of helping yourself (otherwise, I'd put a red creature token or use red looting, etc).

On that note, if you compare my effects with the original design's effects: every one of my effects are ones that negatively affect the opponent rather than positively affect yourself. The original cycle design had a mish-mash of both, but I preferred that these Battlemages be only casting spells that were meant to hurt the opponent.