Wednesday, May 23, 2012

Why Wouldn't You Design That? Volume 1, part 1

Welcome all!

Here's the first part in what I hope will be a recurring series, what I am calling "Why Wouldn't You Design That?", wherein I throw out what I think were some unfortunately missed tropes that the current block could have hit on.

Disclaimer: This article contains custom card designs. If you are a Wizards of the Coast employee you have my full permission to use any designs or ideas within this article without my explicit written consent or prior knowledge, or without giving me any sort of credit. I love this game and I want to help it in any way I can.

Let's get started!

The 13 theme. I think this takes it to the most logical extreme. Let's get it!

One of the greatest flaws of Innistrad is that it had a particularly rich catalog of characters that were built up through all of the style guides, and there is only so much room for legendary creatures in each set. Although, creative always builds up a surplus of story material so they have more examples to draw potential designs from, so this could merely be speaking highly of Innistrad's awesome flavor more than a R&D dropping the ball.

More green miracles. Seriously. I love the two that we have, but every other color got INSANE cards, and all green gets is pump spells. I feel betrayed. ):

Not much to say here. Obvious extensions of several recurring themes.

Push the loner theme in constructed. Many of the loner cards are super interesting, but most of them don't seem quite good enough for constructed, and while I doubt it had what it takes to become top tier, I feel like the theme had an appalling lack of constructed viable edge that many other themes from sets past have had. Plus, come on, look at that card, that's an awesome design and you know it!

There's more to come, but let me know what you think!!!

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