Friday, November 3, 2017

NaGaDeMon #03: Nongreen Faction Mechanic

Let's talk green. Green does varying things. But green absolutely does NOT do flying. Like, there's the five iconic large races: Dragons, Angels, Demons, Sphinxes, & Hydras. Green is the only one that doesn't get a flier.

On top of that, green goes out of its way to hurt fliers. The only thing that rivals green's hatred of flying is its aversion to artificial stuff. Specifically, artifacts. But let's not talk about artifacts. We just got Kaladesh happening. Let's do flying. Because every nongreen color does flying (yes, even red a little bit).

The nongreen mechanic focuses on "flying matters." It's supposed to encourage you to have flying creatures. What's the best way to do this? Time to brainstorm:


  • As long as you control a creature with flying, EFFECT
  • Whenever you attack with one or more creatures with flying, EFFECT
  • Copilot (At end of turn, if this creature and another creature with flying attacked this turn, this creature gets a +1/+1 counter.)
  • Whenever a creature you control with flying dies, EFFECT
  • Whenever you cast a creature spell with flying, EFFECT
  • Whenever a creature with flying enters the battlefield under your control, EFFECT
  • Tailwind -- whenever a creature with flying enters the battlefield under your control, EFFECT
  • Gust -- as long as a creature with flying you control attacked this turn, EFFECT
  • At end of turn, if each creature you control has flying, EFFECT
  • At end of turn, if a creature with flying entered the battlefield under your control this turn, EFFECT
  • At end of turn, if a creature with flying you control dealt combat damage this turn, EFFECT
  • At end of turn, if a creature with flying you control attacked this turn, EFFECT
  • At end of turn, if a creature with flying you control died this turn, EFFECT
  • Copilot - As long as you control two or more creatures with flying, EFFECT
  • Flock - As long as you control three or more creature with flying, EFFECT
  • Fleet - As long as two or more creatures with flying you control are attacking, EFFECT
Whew. Lots of possible designs. The type of effect we go for might depend upon what the other mechanics in the set are, whether we can set up some mechanical synergy (and determine via playtesting what isn't fun). Let's just design some cards now just generally supporting the flying matters theme:

Wingman
2W
Creature - Bird Soldier
Flying
Copilot (At end of turn, if this creature and another creature with flying attacked this turn, this creature gets a +1/+1 counter.)

Aeroclasm
1R
Sorcery
CARDNAME deals 2 damage to each creature without flying.

Ink and Quill
2U
Sorcery
Draw three cards then discard two cards. If you control a creature with flying, discard one card instead.

Bat Buddy
1B
Creature - Bat
Flying
Fleet - As long as two or more creatures with flying you control are attacking, this creature gets +1/+1.


Catapulting Goblin
1R
Creature - Goblin Warrior
When CARDNAME ETB, target creature you control gains flying until EOT.
2/1

Birds of a Feather
3W
Instant
Create two 1/1 white Bird creature tokens with flying and copilot. (At the end of each turn, if a creature with copilot and another creature with flying attacked that turn, the creature with copilot gets a +1/+1 counter.)

(Man, Birds of a Feather was difficult to template. And it may not even be completely correct. But thank goodness for Hornet Nest existing giving a great example of how to write out reminder text for a keyword ability when multiple creature tokens are created that have multiple keyword abilities.)

'kay, that is all.

Thursday, November 2, 2017

NaGaDeMon #02: Nonblue Faction Mechanic

When I last attempted to do a nonblue faction, I was preoccupied with the idea of doing vanilla creatures. Blue being the color that has the lower number of creatures and the highest number of flying creatures meant that it seemed like vanilla was at home being maximized with four colors but also still an identity with the exclusion of blue.

I moved on from that after listening to Mark Rosewater's Drive to Work podcast on vanillas. Going into that podcast, I was thinking that maybe I could listen to his argument and think of solutions around the obstacles poised. I ended up agreeing with his points in the end and dropped the crusade.

However, along the way, as well, while figuring out "What does blue NOT do that every other color does?" one answer was pointed out to me: blue doesn't destroy (for the most part).

If you were to do a search of all blue common cards that mention "destroy," you'd find there's only eight cards. EIGHT. In all of Magic. Compare that with white, black, red, and green. You'd find somewhere in the ballpark of 70 to 100 cards at common for each of these colors.

So, that's it: blue doesn't destroy (it bounces or counters) (except when blue polymorphs). The other colors do.

Let's try some mechanical wording:


  • Whenever a permanent an opponent controls is destroyed, EFFECT
  • Whenever one or more permanents not controlled by you or a teammate is destroyed, EFFECT
  • If a permanent an opponent controlled was destroyed this turn, EFFECT
  • EFFECT X, where X is equal to the number of permanents controlled by opponents destroyed this turn
  • As long as a permanent an opponent controlled was destroyed this turn, EFFECT
  • Whenever one or more permanents not controlled by you is destroyed, if this creature isn't destructive, put a +1/+1 counter on it and it becomes destructive.

Destructive Rhino
4G
Creature - Rhino
Destructive -- CARDNAME has trample as long as a permanent an opponent controlled was destroyed this turn.
4/4

Destructive Burn Spell
R
Instant
CARDNAME deals 2 damage to target creature or player.
Destructive -- CARDNAME deals 4 damage to that creature or player instead as long as a permanent an opponent controlled was destroyed this turn.

Destructionthirsty Vampire
2B
Creature - Vampire
Destructionthirst (At end of turn, if a permanent controlled by an opponent was destroyed this turn, put a +1/+1 counter on this creature.)

Evil-Destroyer Warrior
1W
Creature - Human Warrior
Destructive (Whenever one or more permanents not controlled by you is destroyed, if this creature isn't destructive, put a +1/+1 counter on it and it becomes destructive)
2/2

I have a concert to go to now. I'm now in designed-cards debt already. I owe a bit more in the future!

Wednesday, November 1, 2017

NaGaDeMon: The Gathering #01

To lessen the barrier to success, each of my blog posts for my run at National Game Design Month will be low-effort in prose and how informative they are. The focus of my energy is on the actual game designing. I'll be shooting for minimalist updates.

In one month, I plan to do this:
  • Design all the commons in a "four colors matters" Magic: The Gathering set
  • Design some non-commons (uncommons and/or rares)
  • Have five built, playable decks that each showcase a four-color combination
Here's the schedule I have planned out:

Day 01: Set up common design skeleton
Day 02 - Day 06: Mechanical strategy and designed commons for each four-color combination
Day 07 - Day 08: Fill in rest of common slots with necessary designs
Day 09: Physically assemble playtest decks
Day 10: Playtest: Single Card Evaluation, Iteration 1
Day 11: Make fixes
Day 12: Playtest: Single Card Evaluation, Iteration 2
Day 13: Make fixes
Day 14: Playtest: Card Combinations Evaluation, Iteration 1
Day 15: Make fixes
Day 16: Playtest: Card Combinations Evaluation, Iteration 2
Day 17: Make fixes
Day 18: Playtest: Single Mechanic Evaluation, Iteration 1
Day 19: Make fixes
Day 20: Playtest: Single Mechanic Evaluation, Iteration 2
Day 21: Make fixes
Day 22: Playtest: Mechanical Combinations, Iteration 1
Day 23: Make fixes
Day 24: Playtest: Mechanical Combinations, Iteration 2
Day 25: Make fixes
Day 26: Physically provide finishing touches to the five decks
Day 27: Have a playtest with another Magic player using these decks

This gives me three days of wiggle room. Which, actually, is not even enough considering what I have planned for November: road trip, Grant Prix Portland, Thanksgiving

However, theoretically, I can meet my NaGaDeMon goal just by completing Days 1 through 9 and then Day 27. Ideally, I'd do more, of course. :)

Now for my update for Day 01: a common design skeleton set up:

W01: nonblue faction
W02: nonblue faction
W03: nonblack faction
W04: nonblack faction
W05: nonred faction
W06: nonred faction
W07: nongreen faction
W08: nongreen faction
W09: nonblue + nonblack factions
W10: nonblue + nonred factions
W11: nonblue + nongreen factions
W12: nonblack + nonred factions
W13: nonblack+ nongreen factions
W14: nonred + nongreen factions
W15: wildcard
U01: nonblack faction
U02: nonblack faction
U03: nonred faction
U04: nonred faction
U05: nongreen faction
U06: nongreen faction
U07: nonwhite faction
U08: nonwhite faction
U09: nonblack + nonred factions
U10: nonblack + nongreen factions
U11: nonblack + nonwhite factions
U12: nonred + nongreen factions
U13: nonred + nonwhite factions
U14: nongreen + nonwhite factions
U15: wildcard
B01: nonred faction
B02: nonred faction
B03: nongreen faction
B04: nongreen faction
B05: nonwhite faction
B06: nonwhite faction
B07: nonblue faction
B08: nonblue faction
B09: nonred + nongreen factions
B10: nonred + nonwhite factions
B11: nonred + nonblue factions
B12: nongreen + nonwhite factions
B13: nongreen + nonblue factions
B14: nonwhite + nonblue factions
B15: wildcard
R01: nongreen faction
R02: nongreen faction
R03: nonwhite faction
R04: nonwhite faction
R05: nonblue faction
R06: nonblue faction
R07: nonblack faction
R08: nonblack faction
R09: nongreen + nonwhite factions
R10: nongreen + nonblue factions
R11: nongreen + nonblack factions
R12: nonwhite + nonblue factions
R13: nonwhite + nonblack factions
R14: nonblue + nonblack factions
R15: wildcard
G01: nonwhite faction
G02: nonwhite faction
G03: nonblue faction
G04: nonblue faction
G05: nonblack faction
G06: nonblack faction
G07: nonred faction
G08: nonred faction
G09: nonwhite + nonblue factions
G10: nonwhite + nonblack factions
G11: nonwhite + nonred factions
G12: nonblue + nonblack factions
G13: nonblue + nonred factions
G14: nonblack + nonred factions
G15: wildcard
X01: WU
X02: UB
X03: BR
X04: RG
X05: GW
X06: WB
X07: UR
X08: BG
X09: RW
X10: GU
X11: WUBR
X12: UBRG
X13: BRGW
X14: RGWU
X15: GWUB
A01: mana fix
A02: mana fix
A03: mana fix
A04: mana fix
A05: mana fix
L01: mana fix
L02: mana fix
L03: mana fix
L04: mana fix
L05: mana fix
A/L: wildcard

Friday, July 21, 2017

The Fourth Tribe

Source: http://magic.wizards.com/en/products/commander-2017


Note: This is a speculation blog post.

TL:DR, here are my speculative claims:

  • Mardu (Black-Red-White) Vampires
  • Grixis (Blue-Black-Red) Wizards

(We already know Rainbow (All Colors) Dragons & Selesnya (Green-White) Cats from leaks.)

Here's the long version:

Previous to the time of this writing, Wizards & Gavin Verhey (lead designer of Commander 2017) announced that this year's Commander products would be tribal-focused. Also, by this time, leaks confirmed a couple tribes: Cats and Dragons.

Recently, the Commander 2017 product page was updated to contain four banners, one for each tribe.

The cat and dragon decks that were leaked are featured in two of the four banners. For the other two, a Vampire-looking man is depicted in one and a woman surrounded by what look like cultist men depicted in the other.

The Vampire-looking man probably means Vampires tribal. Which makes sense. When you look at EDHRec's most popular tribes, Vampires are 6th, out of 66 tribal decks. However, there isn't much tribal-focused support from among the available Vampire commanders. And, going down the list, starting from the most popular, there's already strong support for Zombies, Goblins, Elves, Dragons, & Slivers.

What about the final tribe? I'm guessing Wizards. Here's why:


  • Dragons are five color (info gained from leaks)
  • Cats are white and green (info gained from leaks)
  • Vampires should be at least black. In Innistrad world, they're black-red. In Zendikar, they're black-white (along with Sorin). Combining all of this means Mardu (black-red-white) Vampires. But, also, color schemes of the art can tell you a card's colors. If you look at the art representing Vampires, you see a lot of black, red, and white. It's devoid of blue and green. Also, the possible narrative/story told of the moment depicted in the art gives a very white-potential feeling. A lord being outfitted and served sustenance in orderly fashion.
Source: http://magic.wizards.com/en/products/commander-2017

Wizards. Going beyond Vampires in the list of popular commanders on EDHRec, we have: Wizards, Humans, Allies, Eldrazi, Angels, Spirits, Elementals, Merfolk, Snakes, Clerics, Soldiers, and beyond.

Wizards only have one real commander: Azami, Lady of Scrolls. Thus, most of the tribal Wizards decks built has this creature as its commander. But it's VERY popular.

Going beyond Wizards, we have Humans. This is probably just by happenstance since there are TONS of Humans, only by coincidence, when Humans used to only be Soldiers, Minions, etc. Allies have great support. Eldrazi means probably no blue colors, which is no bueno. Blue players would be sad that Dragons is the only deck with blue in it. Angels would be white but Cats and Vampires are already white. There's already lots of Spirits-matters commanders. Elementals also have a good lord. 

Sadly, Merfolk also need help but there are four times as many Wizard decks as there are Merfolk decks. And Wizards are predominantly blue, same with Merfolk. And Merfolk's other colors are mostly green and white, colors already strongly represented in Cats and Vampires. Some other time, then, Merfolk.

Lastly, my last piece of support for Wizards: the Pokemon Contest theory.

In Pokemon video games, there is an aspect called Pokemon Contests. Pokemon have moves for battling but could also use moves in these contests. Each move is categorized into one of five:
  • Tough
  • Cute
  • Cool
  • Beautiful
  • Clever/Smart


So, since tribal decks for Commander 2017 were announced to NOT focus on the color wheel so much, then what ARE the primary drivers? I say the above attributes are. If you're looking to buy only ONE deck, and you ignore colors (and MTG finance), you're going to want to choose the tribe that fits your personality most.

Cats are cute (and beautiful).
Dragons are tough (and could also be cool)
Vampires are cool (and could also be beautiful)

That leaves Clever (and Beautiful, but Cats and Vampires and even Dragons can be considered beautiful). Wizards one of the most Clever tribes. Wizards are mostly blue. Blue is Clever.

Wizards are the final Clever deck, then. We have Wizards tribal as the fourth tribe.
Bonus: "Wizards of the Coast" cheekiness, Harry Potter & Gandalf made Wizards all the rage

As for Wizard colors:

  • Blue, obviously
  • Black is the next most popular color for creatures that are Wizards. And there is only black in the three-color Vampires deck. Still enough room to include black in Wizards
  • Red has less Wizards than White, but Red is the only other color besides Blue to CARE about Wizards. And white and green are both already well-represented in other tribal decks.
Lastly, the art for the face of Wizards shows a lot of black along with blues, purples. Purple is a combo of blue and red. The lots of black points me towards Black, along with the cultist hooded dudes vibe. The purple color points me toward representing red in there.

This was my hot take of a blog post. Thanks for reading. The end. :)


Sunday, June 11, 2017

Alliteration Commander

Art by Steve Prescott

"Cast Time Stretch off the top of my library. It's copied because of Melek, so I'll get an extra four turns after this one."

This paraphrases a play I made at a Commander house party many years ago with people I haven't met before. Needless to say, this wasn't very fun for my opponents as evidenced by their faces expressing boredom and perhaps masking annoyance. This marked the only time in my Commander career where I made a hypothesis about an aspect of my deck not being fun (but fun for me) and then experimented anyway to see if the results turned out as expected. When Izzet goes bad, I guess!

When building a Commander deck without restrictions in place, you have enough cards at your disposal to push the envelope in terms of power level ...and how much you can violate the social contract of your play group. If you're trying to build a deck that you enjoy but don't want to do something like combo off on turn three or make all of your opponents go from 0 poison counters to 10 poison counters all at once ...then how much should you be pulling your punch? Social contracts vary among play groups, so you'll have a different answer depending on whom you're playing with.

"I will never again cast spells that grant me extra turns," I declared to myself. So then I had to determine what WAS appropriate socially for my Melek deck. I eventually just took apart the deck because I couldn't figure out a deck approach that I was happy with that also wasn't hurting others' fun.

Fast forward to years later, I was able to figure out how I can be happy as a Commander player but still optimize the deck I'm building without worrying whether I've "gone too far." The key to my happiness: build a deck around a theme that has a suffocatingly restrictive card pool.

Building Boundaries


Art by Eric Deschamps

The first deck I built following this rule was a Chandra, Fire of Kaladesh deck. Already locking myself into monored, I didn't stop there. I told myself, "You can only cast spells that a pyromancer can cast." This meant no earth magic or lightning magic. This also meant no non-fiery type of stuff like Sol Ring and Solemn Simulacrum (Magic Man Sam would be proud).

Aside for those wondering: despite Pathfinder & Ogre Battle 64 treating a combination of fire and earth to be "lava," and Legend of Korra treating lavabending as an advancement of earthbending; because Jaya Ballard flavor text appears for Wall of Lava and Lava Burst, I allowed myself to play with lavamancy as well like Volcanic Visions.

Yes, I lost the games I played while piloting the pyromancy deck. But I was happy in those games! I was able to showcase something cool I created but also not have to worry about whether I needed to have dialed it back when building the deck. A Johnny player satisfied.

This brings me to the present and my latest deck, having completed it last night in time for playing with it at Grand Prix Las Vegas. Instead of "only play with fire" as my restriction, I decided on "only play alliteration cards."

Looking over the available legendary creatures, I decided on Rhys the Redeemed. A popular commander, I know, and I'll inherently have a weaker deck than other Rhys decks. Sorry, Dragonlord Dromoka - you came close, though.

Before we go further, let's share the decklist:

Rhys the Redeemed Alliteration Commander


Commander (1)
Rhys the Redeemed

Lands (40)
Grove of the Guardian
Mystifying Maze
Saltcrustred Steppe
Secluded Steppe
Sejiri Steppe
Selesnya Sanctuary
Seraph's Sanctuary
Serra's Sanctum
18 Forests
14 Plains

CMC 1 (4)
Font of Fertility
Soul Snare
Sylvan Safekeeper
Weathered Wayfarer

CMC 2 (10)
Call of the Conclave
Captain's Claws
Devoted Druid
Metallic Mimic
Seeker of Skybreak
Selesnya Signet
Selfless Spirit
Sprout Swarm
Sylvan Scrying
Whisperer of the Wilds

CMC 3 (13)
Adaptive Automaton
Caller of the Claw
Emrakul's Evangel
Flash Foliage
Griffin Guide
Mentor of the Meek
Monastery Mentor
Scion Summoner
Sosuke's Summons
Soul Separator
Stasis Snare
Stonybrook Schoolmaster
Weirding Wood

CMC 4 (12)
Captain's Call
Captured by the Consulate
Carrion Call
Chameleon Colossus
Dawn to Dusk
Dusk // Dawn
Faith's Fetters
Sanctifier of Souls
Saproling Symbiosis
Seed Spark
Solemn Simulacrum
Summon the School

CMC 5 (10)
Cathars' Crusade
Consulate Crackdown
Gutter Grime
Herald of the Host
Kessig Cagebreakers
Privileged Position
Scatter the Seeds
Silklash Spider
Sphere of Safety
Splitting Slime

CMC 6 (1)
Argentum Armor

CMC 7 (2)
Silent Sentinel
Summoning Station

CMC 8 (1)
Silver Seraph

CMC (1)
Worldspine Wurm

CMC X (5)
Alliance of Arms*
Chord of Calling
Gelatinous Genesis
Hooded Hydra
Riptide Replicator

* Alliance of Arms technically doesn't have X in its cost, but it may as well since it's like "Group X" is in its cost

Art by Magali Villeneuve


Alliteration Amendments


For the longest time, I actually had a different commander in mind for my alliteration deck: Atogatog. Not only is that creature a cool one, but I would have access to all five colors, maximizing my alliteration potential. Along the way, though, I figured out two problems with choosing Atagatog:
1) All Atog creatures aren't alliterations ...and I don't like playing a commander that is only utilized for its colors.
2) Atagatog violated my alliteration rules.

The traditional rules for alliteration allow for card names like Sandsower and Coursers' Accord (apologies if either of those two examples are false - I wasn't an English major). Sandsower has the 's' sound twice within its one word. Coursers' Accord are two words that don't share the same sound at the beginning of each word, but the emphasized syllables both have the same sound.

In Sandsower's case, I looked at cards that was only one word. Like Mirari. It doesn't have any other word to form an alliteration with in the card name. But if I allow Sandsower, then these single-word cards would be an exception when other cards with more than one word, like Privileged Position, do not have alliterative syllables but still are alliteration cards themselves.

For Coursers' Accord, I realized I could make mistakes on whether a card fulfills alliteration as I try to sound out card names and determine which are the stressed syllables.

For simplicity's sake, and to avoid disputes on legitimacy of one of my cards while the deck is in action, I set some alliteration restrictions:

Rule #1: No single-worded (or zero-worded) cards
Rule #2: Non-capitalized words like "the" or "of" aren't factored into alliteration
Rule #3: Use the beginning sound of each word for alliteration fulfillment
Rule #4: Single words on split cards are fine as long as both sides of the split card are alliterative
Rule #5: Both the front and back of the card of a double-faced card must be alliterations
Rule #6: How I personally read aloud cards is the basis for checking for alliteration
Rule #7: Alliteration rules don't apply to basic lands (they are also the only cards that are allowed more than one of in commander, already setting a precedent that they're exceptions)

Art by Dan Scott


Fun Facts


  • I didn't have a creature board wipe until Amonkhet released Dusk // Dawn
  • Dusk // Dawn and Dawn to Dusk both exist and are in my deck
  • Sosuke, Son of Seshiro was a serious contender until I figured out there's not enough in the card pool to support this triple-alliterative commander
  • There's three alliterative Ooze token-creating cards
  • I went back-and-forth on whether Alliance of Arms was legal for my deck. Ultimately, I was too hung up on how I say "Ally" (which has a different beginning sound from how I say "Alliance") and determined I was able to say "Alliance of Arms" to where it sounds alliterative
  • Selesnya Signet and Selesnya Sanctuary are so luckily alliteration to contribute toward having a smooth mana base
  • I hope Wizards creates a Bant commander that is alliterative because Seaside Citadel and Simic Signet are waiting for their time in the sun
  • There's a whole heck of a lot of alliteration token-creating cards; is it something about the cuteness of tokens that makes card name writers want to alliterate? Or are there just so many token-creating cards that there's bound to be lots of alliteration cards?
  • Sweet Synergy: Seraph Sanctuary, Herald of the Host, Rhys the Redeemed
  • There were enough green and/or white enchantment cards that mattered that I was able to have an enchantment sub-theme that supports Sphere of Safety and Serra's Sanctum!
  • Alas, Solemn Simulacrum is alliterative ...but this time I feel great including the card!
  • I don't think I can now NOT notice, during spoiler season, when a new alliterative card is released
Art by Noah Bradley

Parting Paragraph


Thanks for reading. I had a blast creating this deck, both in finishing it but also while looking for cards that fit into my alliteration card pool. It's often a delight to discover cards that are perfect for the deck's gameplay but also still is alliterative. And I'll look forward to having a lot more fun as I read aloud the names of the spells I cast at Grand Prix Las Vegas. Hope to see you there!

Tuesday, March 14, 2017

Three-Color Amonkhet and Dominaria Return

Deep Analysis by Jesper Ejsing


Disclaimer: this is a speculation/prediction blog post on yet-to-be-released Magic: The Gathering products (as of the time of this writing). This was published before the Spring 2017 Announcement Day (March 31st, 2017). I have not obtained access to any sort of leaked information regarding Amonkhet or products releasing after Amonkhet. If something like this doesn't interest you, I wouldn't recommend reading further.


Too Long, Didn't Read


For those who want to get right into the good stuff, here's the list of predictions I'm making:
  • Amonkhet will have three-color arc (shard) Gods
  • Multicolor Traps and Curses will debut in Amonkhet
  • Amonkhet will have Magic's first Naya-colored planeswalker
  • Amonkhet will have a Simic-colored Nissa
  • Garruk will return in Hour of Devastation
  • Amonkhet block's Masterpiece Series will feature gold cards
  • Duel Decks: Ajani vs. Tezzeret will release in the Fall
  • Commander 2017 will be five decks of two-color ally combinations
  • The Fall block will take place somewhere in Dominaria
  • The third Un-set will either release in August 2017 or sometime in 2018 or 2019
    • NOTE: If the third Un-set product will be releasing sometime between Spring 2017 and Spring 2018, then the announcement of the third Un-set may be on either March 31st, 2017 or April 1st, 2017
No predictions attempted for:
  • From the Vault series
  • Masters series (Modern Masters, Eternal Masters, Vintage Masters)
Read further for details on how I arrived at the predictions:

Three-Color Arc (Shard) Gods


Amonkhet marketing material mentions five trials of the five gods. Five means color factions. Gods means return of God creature type. We need something new for Gods. We need three-color Gods.

We just had four-color cards in Commander 2016. And monocolored and two-color Gods have already been done. This leaves three colors. Khans of Tarkir was more recent than Shards of Alara. Best to do Shards of Alara's arc colors.

I also arrived at this conclusion from three other vantage points: studying the art of the Gods, the marketing material regarding the trials of the five gods, and the booster packaging for Amonkhet.

For the packaging, a large set normally has five different types of art on booster packs. Amonkhet is no different. Usually, three of the five booster packs feature planeswalkers that will be in the set (An exception to this was featuring Elspeth and two gods for Theros packs).

But the hard(er) exception to the three-planeswalkers-out-of-five-booster-pack-wrappings is when there are five factions featured for the set. Return to Ravnica and Khans of Tarkir were five-faction sets that contained five different booster wrappings. When it comes to this case, non-planeswalkers are chosen for the booster pack depictions, one for each faction. When we look at Amonkhet's booster pack wrappings, this seems to be the case, supporting the claim for five factions for Amonkhet (in this case, five three-color arc factions).

Then there's the art of the five gods that have been released gives some clues. Studying the art for each of these gods reveals the kind of colors associated with these gods. Usually, art for a card tends to use colors or depictions within the art that tie themselves toward the color(s) of the card itself. Usually.

Let's take a look at them:


The Bird God is the one floating highest in the sky. Flying is attributed toward white and blue most of all. But black has flying at third. The colors of the background show whiteness to the clouds, and blue hues overall. But also some heavy shadows, to indicate some black mana.

As for Birds, most of them are marked for white, blue, then black.

This is an Esper-colored God.


The Cat God has the most troublesome art. There's not much greenery going on in any of the God art. There's a bit for the Snake God. And the art in this shows some black going on. And there's mummies. White-aligned zombies? Anyway, other vantage points clue me in to the decision to mark this as a Naya-colored God. For example, Cats are most prominent in red, green, and white. Another push toward Naya. Lastly, the top three colors for Archers (there's a bow wielded by this Cat God) is white, green, and red (red narrowly defeats blue and black).

Finally, there have been art that uses colors or depictions that you wouldn't think tie themselves toward the color(s) of the card the art is for. An example is Athreos, God of Passage. There isn't much that leads me to believe Athreos is a white god in terms of colors used (the blindfold it has gives the sense of white).  There's so much green color. You might also think it's a mono-black God, if not a Golgari-colored God.


The Crocodile God depicts zombies, yo. Some dark ones. And there's a huge overcast. There's some black mana going on here. There's a red dusk color. Red.

Crocodiles are mostly in green. Combine all these factors together, and you get a Jund-colored God.


The Hound God. Or, the "Jackal", most famous for being a God of Death. Appropriately, this is the darkest-colored piece of art. Lots of shadow intensity. There's also a red dusk color prominent in the art. Yet, some blue is coloring the sky to make some purple look as well. With black being the center for death, this makes sense as the Grixis God.

Interestingly, the creature type association here doesn't hold up for Hounds. There's only one blue Hound, and that was a bend to make it a part of a cycle of Hounds.


Laslty, the Snake God. This one is the brightest-hued of them all, leading me to believe that there is no black color in this. There's a waterfall. Blue. But Snakes are mostly green. Its organized command over the smaller guys has a sense of order and structure that white likes. This God is Bant-colored.

Lastly, there's the marketing material for the Trials of the Five Gods. The five trials are: Solidarity, Knowledge, Ambition, Strength, and Zeal.
Here's the breakdown I have:
  • Snake God of Solidarity: Green, White, Blue
  • Bird God of Knowledge: White, Blue, Black
  • Hound God of Ambition: Blue, Black, Red
  • Crocodile God of Strength: Black, Red, Green
  • Cat God of Zeal: Red, Green, White
For Solidarity, I tied it to the Snake God because the card Solidarity is centered in white. But also that it seems to be standing together with its followers.

Zeal is most found in red and white. You get passionate about doing what's right, whether it's breaking free of the rigidity of law or enforcing order to prevent reckless negative infliction toward society. When you pair red and white, you can get green to meet in the middle. And when you have white, red, and green, you can have Cats. Or Archers. Tied to the Cat God then.

One way to attain strength is to collect in high numbers. That's what the Crocodile God is doing. And black values attaining strength, red using strength to solve problems, and green's natural "survival of the fittest". Strength belongs to Jund. It belongs to the Crocodile God.

The pursuit of knowledge can often be a solitary endeavor, especially as you attain higher and higher amounts of knowledge - you get less peers. The Bird God is far and away from its followers, seemingly in a state of philosophizing. Besides, blue is THE color for knowledge, which is the central color for the Esper-colored Bird God.

Lastly, we get Ambition. Black has ambition. The Hound God is most tied toward black. But, also, incidentally, for Theros - there was a similar marketing campaign, for the monocolored Gods of that world. And the black color's association? Ambition. Seeing as the Grixis Hound God has its central color in black, this one's a shoo-in.


Multi-Color Traps and Curses




Traps! Those debuted in the original Zendikar block.
Curses! Those debuted in the original Innistrad block.

So, why wheren't those brought back in the retun to the worlds of Zendikar and Innistrad? Well, besides only focusing on what was best and most memorable of the original blocks and cutting the rest (which is an important thing to do, especially when you wanna include new stuff and twists), not including Curses and Traps means you can save them for another appropriate time.

Pop culture Egyptian mythology includes traps that guard the tombs of dead kings. But also curses that can befall upon peoples. Amonkhet would be great for those to return to Magic. After all, there are TRIALS that the denizens of this plane train their whole lives for. It could be that the challenges involve traps and curses.

But what fresh twist can we do to make Traps and Curses exciting? Ah. Every Curse and Tap has been monocolored so far. Gold Traps and Curses it is!

The First Naya-Colored Planeswalker




Whenever we move to a plane focused on multicolor, it's an opportunity to have an abundance of multicolor planeswalkers. Shards of Alara block had its first Grixis planeswalker and a then a couple multicolor ones. Return to Ravnica block had Vraska, Domri Rade, and Ral Zarek. Khans of Tarkir is a little weird in that it wasn't designed to be a multicolor block. Even then, we got a Temur-colored Sarkhan Vol. As a surprise, Tamiyo became Bant-colored, which fills in yet more of the missing three-color combos for planeswalkers. And then there's this block.

When doing a three-color-focused set, we have a strong opportunity for this. Hour of Devastation will already have Nicol Bolas. And I feel having one three-color planeswalker per set of Amonkhet block would be best. So, Amonkhet - but why Naya?

I think the colors most far and away from Grixis would be good, to balance out colors across planeswalkers in the block. But also a focus on what HASN'T been done before. We're not doing wedge colors. Tamiyo did Bant. And Esper and Jund are both too close to Bolas' Grixis colors. That leaves Naya.

NOTE: When I say Naya-colored planeswalker, I just mean red, green white. Not from Naya. Though, it definitely is possible to have a planeswalker from Naya (see: Tamiyo)

Simic-Colored Nissa




When viewing the planeswalkers in any one particular block, the colors tend to try to be evenly divided across the colors. Gideon being white and Liliana being black, along with Nicol bolas being black, red, and blue. And when you take into account the Naya planeswalker mentioned above, you get the following for the number of colors represented:

White: 2
Blue: 2
Black: 2
Red: 2
Green: 1

There's some room for green for the remaining two planeswalkers. Now, let's look at something else:

If you look at each two-color combination and associate it with the most recent planeswalker card of that two-color combination,  you get this:

GREEN WHITE: Ajani (Aether Revolt, 1 set ago)
WHITE BLUE: Dovin (Kaladesh, 2 sets ago)
BLUE BLACK: Tezzeret (Aether Revolt, 1 set ago)
BLACK RED: Daretti (Conspiracy 2, 3 sets ago)
RED GREEN: Arlinn (Shadows over Innistrad, 5 sets ago)
GREEN BLUE: Kiora (Battle for Zendikar, 5 sets ago)
WHITE BLACK: Kaya (Conspiracy 2, 3 sets ago)
BLUE RED: Saheeli (Kaladesh, 2 sets ago)
BLACK GREEN: Garruk (Magic 2015, FOREVER AGO)
RED WHITE: Nahiri (Shadows Over Innistrad, 5 sets ago)

Now, you notice that a Golgari-colored planeswalker is the one that most needs a new planeswalker card. As it so happens, I'm predicting Garruk will come back, so more on that in the next section. That leaves Simic-colored planeswalker being due for a new card. And, in this case, Kiora is the only planeswalker to be Simic-colored. At least Vraska keeps Garruk company.

We need another planeswalker character to join the ranks of Simic. Could be a new character or an existing character getting a touch of blue, at least perhaps temporarily (see: Bant Tamiyo).

With Bant colors already done with Tamiyo recently, it's clear that a new Simic-colored walker is the way to go, which would still slot into Bant-colored decks just fine.

So, my guess is that Nissa will return but in Simic colors.

Garruk Returns in Hour of Devastation


Garruk the Slayer by Brad Rigney


Garruk's been away in the story a while. He's not dead. But he hunts planeswalkers. The most powerful ones. And who is more powerful than Nicol Bolas? Also, black-green needs a new planeswalker card. Lastly - who else is on Amonkhet besides the most powerful planeswalker? Liliana.

Recently, there's been a trend of four planeswalkers in the large set and two planeswalkers in the small set. The two in the small set tend to be related toward the main plotline. The large set has the most room for planeswalkers involved in a side plot. Since the new Simic walker I think would likely not be the most involved in the main characters, I'd put it in Amonkhet and Garruk in Hour of Devastation, to separate out the green walkers. And, besides - it could be that Garruk either redeems his monstrous form or harnesses it and the power of all the planeswalkers he's killed to become a very powerful force to face Nicol Bolas.

After all, both he and Bolas share the distinction of being the only two to be made a main villain focus in Core Sets (Magic 2013 for Bolas and Magic 2015 for Garruk).

Amonkhet Masterpiece Series Features Gold Cards





As of Kaladesh, Wizards announced that it would have a Masterpiece series for every block going forward, that has a theme fitting to the setting. Zendikar Expeditions was about land. Kaladesh Inventions was about artifacts. With both those colorless card types out of the way, what's the next most exciting thing that fits this gold-carded block? Oh! How about awesome gold cards?

This one's a more risky guess. It could be that desert oasis type of cards are featured. But... that doesn't seem as exciting as having awesome dual lands or utilizing those powerful artifacts. Gold cards are more exciting. We like gold. It's shiny.

Duel Decks: Ajani vs. Tezzeret





Duel Decks with planeswalkres duking it out feature the block that came before, usually. We had Nissa and Ob Nixilis fight each other in last year's Fall Duel Decks. This year's Fall Duel Decks would strongly be placed in Kaladesh.

Looking at Mind vs. Might, we already have Jhoira popping up. Saheeli would be yet another Izzet walker. And then there's red in both the Mind deck and Might deck. Best to leave out Chandra this time - to avoid yet another red-focused Duel Deck. And Nissa already had her turn recently.

With Mind vs. Might, we don't have white, green, or black represented for the year of 2017 so far. Ajani takes care of white and green while Tezzeret opposing him with blue and black would make for a nice rounding off of the colors so that any player looking at recent products might find something that appeals to them.

Sorry, Chandra. I know it's been a while since you've been in a Duel Deck. But you, Ajani, and Tezzeret have all been in Duel Decks once before. And Chandra is most likely to return yet again in a future block and might have another chance at getting included in a second Duel Deck.


Commander 2017 will Have Two-Color Ally Decks


Meren of Clan Nel Toth by Mark Wenters


This one's a really easy guess. The Commander series of products have featured each three-color combination, two-color enemy pairs, and four-color commanders. It's time to finish the pattern and put the last puzzle piece in and make Commander decks focused on two-color ally legendary creatures.

It's interesting that four-color jumped to last year instead of being the last in the cycle. There could have been multiple reasons. But it could be that it would be better to balance out the year of 2017 with three-color legendary creatures for the Commander players in Amonkhet followed by two-color legendary creatures later in the Fall (along with whatever the Dominaria-located block will have).

Speaking of Dominaria...

The Fall Block will Take Place Somewhere in Dominaria




This claim is being made for several reasons:
  • Mind vs. Might Duel Decks features characters from Dominaria
  • After two back-to-back blocks of new worlds, it might be time to revisit an old one
  • Ravnica, Innisrad, Zendikar, Mirrodin have all been done. What's left for popular planes? Dominaria!
  • Dominaria is long-overdue for a return; besides, where should a new Jace card appear in? (Last one was in Shadows over Innistrad whereas all the other Gatewatch members will have had new cards by the time the Fall set comes out.)

No Predictions for From the Vault or Masters Series


I haven't found a pattern to be able to puzzle out and confidently say what will come next for From the Fault. Some stuff like "Demons" seems obvious to do, but who knows when the correct timing for that will be.

As for the Masters series, the next year seems like a toss-up: will Eternal Masters 2018 happen or not? Did it get received well? Will there just be a focus on Vintage Masters for Magic Online? I'd rather not make a prediction.

However, the bumping up of Modern Masters to Spring is curious, which leads me to...

Third Un-Set in August 2017 OR Sometime 2018 or 2019




I know, a more broad prediction. This one's the wild card. As it should be.

Conspiracy 2 was last year. And we can't have a repeated Conspiracy 3 this year - at least not an equivalent. Will From the Vault try to fill in those shoes in August with something cool? Or will there be something else for the Conspiracy-loving crowd?

The players that love Conspiracy has some overlap with the players who love Unglued and Unhinged. And Modern Masters got pumped up to Spring this year. And Conspiracy was last year. What to do? Release Un-set 3. Also, Annoucnement Day is taking place March 31st, 2017 - in the evening. Which is awfully close to April 1st, 2017. April 1st has been a time when Unhinged was announced. Perhaps the same will be utilized here.

Keep in mind that, since Un-sets are unconventional, so may be the announcements. The announcement may be delayed until April 1st. But also may just happen during March 31st, to prep you for the site's update on April 1st, whatever that will look like (Daily MTG has had a joke makeover before for April Fool's Day). The announcement could also be quite hidden.

What makes me doubt whether the third Un-set will release in August 2017 is the full-art lands in Amonkhet. Un-sets are notorious for the full-art lands. Since Battle for Zendikar block and then Amonkhet block featuring full-art lands: it seems like we should wait at least a year for the third Un-set just because of the full-art land.

And if we wait for 2018, that's when Conspiracy 3 might take place. So then the off-year of 2019 would be great for it.

Lastly, 2018 would be Unglued's 20th year anniversary. It might be a good time to bring a third Un-set into Magic for that year.

But, yeah, if a third Un-set is coming this year, August 2017 is the time to do it.

Appropriately Long, Did Read


Some predictions I have more confidence in than others. But I figured I'd do a little bit of reaching anyway for some of the ones I'm not so confident in. Just in case it'd be a fantastic guess. Thanks for reading the lengthy part of this post. =)


Amonkhet Promotional Art, Artist Unknown

Sunday, November 6, 2016

Drafting Pokemon #02: Move Tutor


Pokemon Origins


Last time, on Drafting Pokemon... I defined the scope of the project of creating a Pokemon drafting card game. After knowing that I'm going to include all of the first 151 pokemon as a part of this game, that has already easily defined the card pool for the most important card type: 151 pokemon cards. This leaves the second-most-important card type to figure out: pokemon moves. Let's TM28 in.

Thinking Many Moves Ahead

I already established that later-generation moves are O.K. to include in this game. Actually, it's necessary, since the first generation move pool sucked for creating balanced gameplay, with the case-in-point being Psychic pokemon's weakness of Bug and Ghost not having to fear any actually-good Bug or Ghost moves being used on them. 

So, because of this allowance of a move like Shadow Ball being included in this game, this opens the door to a whole bunch of moves to select from. But where do we begin? Let's start with some questions that first come to my mind.

  • How many move cards should I include in the card pool?
  • What is the minimum number of pokemon that should be able to learn a move in order for that move to be included in the card pool?
  • How many move cards should a player be able to draft?
  • Physical Attack/Defense and Special Attack/Defense or just Attack (with HP, of course)?
  • What elements of pokemon battle gameplay are not being included?
  • What moves will pretty much never be used?

Two Pidgeys, One Geodude


Some of the answers to these earlier questions as well as other ones can be found or at least honed in on when we bring up something that Josh Jelin, a peer, suggested to me: have pre-defined moves printed on the pokemon card. He used an example of having Pikachu have the stronger move which could be evolved to stack its move with Raichu, which has the weaker move but better stats. This simple solution is fantastic because this solves or at least helps multiple problems:
  • How do we make unevolved pokemon matter?
  • How do we include the signature moves of pokemon like Hitmonlee's Hi Jump Kick?
  • What's the best way to minimize the number of choices to make when drafting moves?
How do we make unevolved pokemon matter?

I was thinking of at least one solution for how to make a Machop matter in a card pool that includes Blastoise and friends, especially when Machamp is one of those friends. But it wasn't an elegant solution which led me to think about whether or not I should even include unevolved pokemon - including Pikachu. Which means a Pokemon card game without Pikachu in it, which feels super weird but something that can be done if it was for the sake of a better game.

However, if Vulpix has Fire Blast printed on it while Ninetales has a lesser move printed on it, then that means Vulpix can still be a force to be reckoned with while Ninetales has to deal with having drafted other move cards to improve its more-impressive-than-Vulpix stats. OR, if you draft both Vulpix and Ninetales, then you're able to utilize Fire Blast on a Ninetales, and things just got amazing.

Also, now we don't have to worry about there being only Gengar to represent Ghosts and Dragonite to represent Dragons. You can also draft Gastlies, Haunters, Dratinis, and Dragonairs.

Pokemon anime


How do we include the signature moves of pokemon like Hitmonlee's Hi Jump Kick?

There are some pokemon moves that are iconic. But some of those moves are only found on a couple pokemon or even just one of them (otherwise known as a signature move). How do we include these famous moves without creating super-narrow cards that are duds most of the time they're drafted? Ah, printing the move on the card itself! With this, Hitmonchan can still enjoy its super-sweet Mach Punch.

Note: This Bulbapedia page of signature moves is pretty sweet and useful.

What's the best way to minimize the number of choices to make when drafting moves?

A Pokemon team is six pokemon. Each pokemon can know four moves. Together, that's twenty-four moves. That's a lot of moves to have drafted. And, like in Magic: The Gathering, some of the moves you draft you won't end up using due to any of several reasons - like being stuck with useless choices at the end of a draft round or choosing to draft some water moves when you find out at the end of the draft that you're not actually using any Water pokemon on your team and are only using one or two of those drafted water moves after all.

Printing moves on pokemon cards means they already come pre-loaded with moves that you don't need to worry about drafting. If each pokemon already knows one move already, then that at least lessens the number of moves needed across your team to 18, at most. If you have evolved pokemon, it's even less.

Eighteen move cards is much more manageable of the number of choices to narrow down on from your total number of drafted cards (though, still a lot, it feels like). This benefit is probably the most important one in terms of creating a game that's fun to play.

Show Me Your Moves


How many moves should I include in the card pool?

When I refer to the "card pool," I mean all of the possible cards that can show up in this drafting card game. For the pokemon card pool, this number is 151. Then, from there, for a single drafting session, maybe about a third will be pulled from this card pool (we'll settle on an actual number after finding out results from playtesting).

For moves, we don't have a set number. It's good that you can't count on every pokemon to show up in any one particular draft session. The same should apply to moves. But how many moves should we draw from?

Well, that depends on the X number of cards being drawn from this card pool of number Y that we are trying to figure out. And the X number of cards being drawn depends on the maximum number of moves your whole team needs, which seems to be 18 moves right now (one move per pokemon on your team, each of which wasn't evolved). And if there are always an N number of moves that are unused after drafting, then that would, together with 18 used moves, be a Z percentage of cards that get used from those X number of cards being drawn from the card pool of Y number of cards.

Whew. 

Whatever all those numbers turn out becoming, I want the X number drawn to not be 100 percent of card pool number Y, since that means you can always count on Ice Beam showing up in SOMEONE'S hands. I also don't want X to be 50 percent of Y, since that means your decision-making comes down to a coin flip when you're thinking, "Is it possible Thunderbolt was in in this draft?" Because I don't know what this magic number between 50 and 100 percent should be, I'll start off with 75%, then have playtesting results show me whether I should go higher or lower.

X = 0.75 * Y
Z = (18 * N * 4) * X, where N is the number of unused cards we need to figure out and '4' being the number of players

Figuring out N number of unused cards is tough. This depends on the next section's question.

We'll come back to this, but let's just throw a number out there for now to see what a calculation looks like: 50% unused cards.

Z = 18 used cards * 0.5
Z = 36 cards per player
36 * 4 players = 144 cards = X
144 = 0.75 * Y
Y = 192 total moves in the card pool

Well, holy shit. That seems like a lot of moves to decide on. Let's hope that 50% unused cards is actually too high for the sake of amount of work. ;) But if I gotta do 192 moves, then I gotta do it. We'll cross that bridge when we get there.

Source: https://generationmillenniale.wordpress.com/2014/07/10/charizard/


What is the minimum number of pokemon that should be able to learn a move in order for that move to be included in the card pool?

As mentioned previously, a signature move of a pokemon, like Twineedle for Beedrill, will be useless to draft 99% of the time. There obviously has to be more than one pokemon that should be able to learn any one particular move card available in the draft, but what's that minimum number? I'm not sure. If I were more well-versed in mathematics, I might be able to crunch a number. But because I'm not, I'm going to have to find out more along the way, perhaps leaning on playtesting results to find out.

I know that Tackle is one of the most well-known moves. So somewhere between that number as our "100%" and one, which is only Beedrill knowing Twineedle, is the number we want. 

Until I know more, I'm going to lean toward picking moves that are known by as many pokemon as possible. It FEELS like there isn't a danger of having too many moves known by too many pokemon. If anything, it might be the opposite, which will be its own challenge to address.

How many move cards should a player be able to draft?

As addressed earlier, to be determined based on the ideal percentage of cards that go unused after drafting and using up to 18 move cards.

Physical Attack/Defense and Special Attack/Defense or just Attack?

There are some moves that care about the physical or special versions of an attack or defense stat. Because of this, we need to know what kind of stats a pokemon is going to have in order to weed out our move choices.

At this time, I'm still not sure whether we're going physical and special distinctions. I want the depth of gameplay but am scared that, for a card game, there's too much calculation that'd end up happening. Let's write it out for the move Thundershock:

Damage = ((Special Attack Power + ThundershockPower) * Weakness/Resistance/Immunity) - Special Defense

vs

Damage = (Attack Power + Thundershock) * Weakness/Resistance/Immunity

(The reason why there's no defense calculated here is because, since there's no distinctions of types of defense, the defense just gets already summed with the defending pokemon's HP stat.)

Let's try doing "real" numbers now.

Damage = ((5 + 4) * 2) - 7
Damage = 11, against a 20 HP pokemon, leaving 9 HP left

vs

Damage = (5 + 4) * 2
Damage = 18, against a 27 HP pokemon, leaving 9 HP left

Is the former too much to do, especially when you need to look at your pokemon's stat, their pokemon's two stats of the applicable defense and HP?

With the worry of too much calculation going on with the former, I worry that doing a conversion/adaptation of current stats for the latter will come with its own challenges.

A reminder that, while the original pokemon games didn't feature physical and special distinctions for attack and defense, it had a high Special stat to be applied for both offense and defense. I don't like that at all. I don't want a pokemon with the highest Special stat to be strictly better than all other pokemon with lower Special stats when not factoring in type effectiveness (looking at you, Mewtwo).

This direction is still something I don't know which I'll go in. I know that fellow Magic design enthusiast Mad Olaf is warm to the idea of simplifying to Attack, HP, and Speed. I'll continue to keep this in mind.

Source: http://lparchive.org/Pokemon-Yellow/Update%2032/


What elements of pokemon battle gameplay are not being included?

By this, I mean things like Low Kick caring about the weight of a pokemon. Pokemon weight is rarely a factor for pokemon moves. And caring about this means printing the weight on every single pokemon card. It'd be better to cut this.

Another thing is weather conditions. When it's raining, water moves get better. When Sunny Day is used, fire moves are better. In this case, these weather conditions also enhance Thunder and Solar Beam, which I think is pretty cool. And there are pokemon abilities (if we end up doing pokemon abilities) that key off of weather conditions. I like when there's synergy like this. For this reason, I WANT to include weather conditions, but if this means there's too much complication for this to be worth it, then I'll cut weather conditions.

Then there's things like whether a move makes contact for those abilities that care about contact. I think "making contact" is also an unnecessary added element. I don't think there's enough excitement around contact to be worth its inclusion.

There might be other elements I'm not mentioning here as well, but it's something I'll consider the ramifications of for each battle gameplay element I come across when choosing moves.

What moves will pretty much never be used?

I'm looking at you, Leer and Growl. Some stat-raising moves like Dragon Dance are awesome. But some suck. And there are other moves, like Scratch, that may pale in comparison to other moves available. When including a certain power level of moves, I'll be sure to keep in mind whether a move is just so outclassed in every way compared to other moves that it shouldn't be included at all.

You don't include Shock in the same set as Lightning Bolt.

Move Along

So, here's my current next steps:
  1. Figure out which signature moves will go on each pokemon
  2. Figure out which moves most pokemon of each type will want to and be able to learn (Thunderbolt on an Electric type)
  3. Include non-signature moves on pokemon that would not create redundancy (or at least lessen it) with actual drafted moves (having Thunderbolt be a drafted card and also as a move on Magnemite and Voltorb)
  4. Put a move on each of enough pokemon cards (inclusive of every type) to be able to simulate a draft (stats not needed right now)
  5. Finish creation of moves to be at least 144 (enough for the guesstimated 50% of moves drafted are used on your pokemon for a full set of four moves each)
  6. Playtest enough drafts (no battles) to get the data to be able to determine the right number of moves that need to be included in a draft and whether the number of applicable moves turns out to be a big problem
Thanks for making the move to read this post. As always, feedback in the form of comments on this post or on via other communication / social media platforms are welcome. =)

Source: http://www.psypokes.com/bw/tutors.php