Saturday, November 4, 2017

Lighting the Torch Commander

Art by Volkan Baga

The last Elder Dragon Highlander deck I created had me twist my tongue to form aesthetically-pleasing sounds as I announced the name of each card I played during games. Now the "creatively-constrained Commander" torch is passing on and into the hands of my latest general: Tuktuk the Explorer.

The theme? Every card in the deck depicts a torch in its art (even the basic land).

Here's the decklist in text form then visual form. Below that, read about how this deck came to be.

Note: This deck is VERY weak in terms of power level. Don't play this if you like to win.

Commander (1)
Tuktuk the Explorer

Lands (40)
36 Mountain
Barbarian Ring
Hall of the Bandit Lord
Keldon Necropolis
Thespian's Stage

CMC 1 (7)
Blazing Torch
Goblin Balloon Brigade
Magus of the Scroll
Norin the Wary
Orcish Spy
Tunnel
War-Torch Goblin

CMC 2 (10)
Abbott of Keral Keep
Madcap Skills
Makeshift Munitions
Mogg Cannon
Reckless Reveler
Sanguinary Mage
Scent of Cinder
Subterranean Scout
Torch Fiend
Wall of Torches

CMC 3 (12)
Boggart Arsonists
Captive Flame
Deputized Protester
Enraged Revolutionary
Five-Alarm Fire
Ghitu Fire-Eater
Mark of Mutiny
Mudbutton Torchrunner
Orcish Cannoneers
Reiterate
Staff of the Flame Magus
Torch Song

CMC 4 (15)
Chandra, Torch of Defiance
Dance with Devils
Fated Conflagration
Goblin Grenadiers
Goblin Razerunners
Hotheaded Giant
Impetuous Devils
Jeska, Warrior Adept
Pillaging Horde
Reign of Chaos
Talon of Pain
Tapestry of the Ages
Tooth and Claw
Vigilante Justice
War Barge

CMC 5 (7)
Blood Rites
Burn at the Stake
Eldrazi Monument
Pyromancer's Goggles
Storm Fleet Arsonist
Vulshok Battlemaster
Witch Hunt

CMC 6 (4)
Devils' Playground
Flayer of the Hatebound
Incite Rebellion
Inescapable Brute

CMC 7 (2)
Ignition Team
Vicious Shadows

CMC X (2)
Blasphemous Act
Kaervek's Torch






































Lighting the Way


My previous execution of EDH restrictions with Rhys the Redeemed relied upon names of cards. For my second stab at creating a heavy constraint, I wanted to look elsewhere. Something that was, ideally, the opposite of text. That's when I moved my gaze from the top of the card toward the centerpiece of it: the art.

But what ABOUT the art? What am I supposed to care about? I didn't trust myself to be able to accurately determine consistently amongst cards I looked at whether or not a piece of art followed an art aspect that many might miss until they see a Magic Man Sam video or a Vorthos Mike tweet. I decided to only focus on literal depictions in the illustrations. That way, there'd be no dispute.

The theme I ultimately arrived at was: "a torch in the art." But what IS a torch? (Funny, I had to determine a specific definition for this deck just like I had to determine what made the cut for alliteration cards for my alliteration Commander deck.) Here's what I defined:

A static pole-like object with a flame-like source of light at one end used for means of illumination or destruction.



Here's what that means:
  • The source of light doesn't have to be natural fire but should be fire-like
  • I'm ignoring that flashlights are called "torches" in real life in parts of the real world and that flashlights don't meet the above definition since the light that emanates isn't "flame-like"
  • Depicted torches don't have to be possibly portable. I'm not talking about torches mounted on dungeon-crawler walls. I mean ones that you can't feasibly pick up and carry around. See The Legend of Zelda: Ocarina of Time for an example of a stationary torch
  • Torches sometimes are used to light your way but sometimes used to set fire to things. Both uses are embraced for this deck.
  • Candles don't count
  • Cauldrons of fire don't count
  • The focus is on whether the depicted object FEELS like a torch more than other types of fiery and/or illuminating objects
  • Humanoids are not torches
  • "Torch" in the name or flavor text doesn't count
Torchling by rk post

I debated whether to count candles since a candle is a long, cylindrical object. I decided that the concept of a "candlelit dinner" was important enough of a feeling that a "torchlit dinner" couldn't fulfill (instead gives a different feeling) that the same should go for "candelight" versus "torchlight." Candles were out.

Cauldrons of fire. You see this at the Olympic games after the Olympic torch is used to light it. And in other places where a receptacle is HOLDING fire within it. This is no torch.

Let's talk "no humanoids." I'm looking mostly at Chandra, but also at Torchling. I decided that even though Chandra's silhouette, when she stands perfectly straight while enflamed could resemble a torch, using Chandra would kill the spirit of the torch deck. There's a LOT of artwork that uses Chandra. And, for at least the planeswalker cards, her presence in the artwork would be overpowering enough.

Like Mark Rosewater says about Magic design, "If the theme isn't at common, it isn't your theme." The reason that is the case is because folks see commons most often in a booster pack of any given set. Including Chandra means you'd see more of her rather than other kinds of art most commonly. The torch theme would take a hit.

...Sadly, as much as I want this power and despite the name "Torchling", that "alternate reality Morphling" is also out. The focus was more on it being a red Morphling than it being a living embodiment of torches (shout out to Wall of Torches for being that "living" embodiment).

Lastly, "torch" in the name is a no-no. Same goes for flavor text. The focus of this deck is torches in art. Not mentions of "torch" elsewhere. 

Trial by Fire


So, how did I go about building the deck? Oh, goodness. Lemme tell ya.

Before deciding on which torch commander to use, here were my possibilities: Tuktuk, Norin, Thraximundar, and Sedris. 




I decided Sedris' torches were more like burning effigies, which were their own feel, less of a torch. For Thrax compared with Tuktuk and Norin, I felt like there wasn't as strong of a torch connection for Thraximundar, even though I REALLY wanted to include blue due to Ixalan's Marauding Looter.

Marauding Looter by Jason A. Engle
Lastly, Norin was already its own novel gag as a commander and more popular on EDHRec. Tuktuk is the one that felt most like a champion of the torch (and the one that needs most a (torch)light shined upon 'im).

After deciding on this monored commander, the realization sunk in that I was super lucky to only have one color to deal with. Because the next task of finding cards with torches in the art is not an easy one. You can't filter card on Scryfall by "torch." So thus began, months ago, the arduous task of searching every single red identity card that exists in Magic - which includes artifact cards.

Luckily, Scryfall has a "save" feature that lets you save up to 100 cards, which I found was plenty considering just how few choices there are available in the "torch in the art" card pool. A life-saving resource as I spent many commutes on the train to and from work doing the manual work of scrolling through search results on my phone and scrutinizing card art for tiny little depictions of torches. 

As an aside, by happenstance, Cube April happened to mention the topic of filtering Scryfall results by depictions of things in the art while I had this blog post in its draft state (It's what spurred me to expedite finishing this post!).


So, after weeks of searching through every single red and artifact card that existed in Magic, saving cards I found using Scryfall's save feature, what was the next task? Doing it again.

You know that phenomenon that happens when you're reading a novel or otherwise a passage of text, and you catch your mind was elsewhere, resulting you in not actually absorbing the information you were reading and thus requiring you to re-read the text? I figured the same thing might have happened while I was scrolling through art after art. ...and the result of the second pass of red cards and artifact cards? I ended up finding MANY cards I missed during my first pass. Whew.

Throughout my two passes, I came upon some cards that, even with a definition above, I still couldn't determine if was an eligible torch card. Sometimes, I took to Twitter and asked. And in some of those cases, if the artist was accessible on Twitter, I just asked the creator of the art directly!

Like when trying to determine whether some specks of red above an archway in the background was a candle or a torch (remember: candles don't qualify) for the art of Blasphemous Act, and I really hoped to have Blasphemous Act count in my torch card pool for having access to a mass creature board wipe. So, I asked the artist of the card, Daarken:




After the two passes, and scrutinizing and asking questions, I worked on a list from my available card pool. Very little synergy to work with, I did manage to find a few cute little interactions. Even by now, I'm sure maybe there are some cards I cut that I didn't think counted that perhaps should be counted and, conversely, some cards I included that maybe shouldn't have.

Anyway, below are some of the highlights of moments I had during my torch commander journey. Thanks for reading, and you can catch me and this deck in action in games of Commander at Grand Prix Portland. :) See you there.

Illuminations


  • "Chandra, Torch of Defiance", despite my two rules above against humanoids and word mentions, still was eligible. That's because the San Diego Comic-Con 2017 promotional art for Torch of Defiance depicts a person holding up a REAL torch to the wall art of Chandra.
  • The Card Kingdom website listed Orcish Spy's set versions but not its art versions. I only needed the Fallen Empires version with specifically art #61c, and not the #61a that the site only displayed from Fallen Empires. I put in an order and mentioned in the notes of the order to grab that specific art I needed. They were able to fulfill the request. :)
  • Norin and Vigilante Justice is a funny combo
  • Ixalan was fantastic timing for providing torch cards since pirates like to hold torches
  • Angry mobs of townsfolk like in Innistrad like to hold torches
  • Devils REALLY like torches
  • War Barge on opponents' creatures then sacrificing War Barge to Makeshift Munitions = LOL
  • I'm PRETTY sure that orange glow at the end of protrusion of the silhouette of one of the three humanoids depicted in the art for the Basic Mountain I included in my deck means there's a torch depicted in the art. If not, no big deal: basic lands already have exception rulings in Commander.
  • Subterranean Scout + Goblin Grenadiers is the kind of creature removal this deck is about
  • Tunnel is my favorite card I hope I can cast one day in a Commander game

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