I meant to post this a couple weeks ago. This is my celebration card for my son's birth on April 26th, 2012.
Friday, May 18, 2012
Friday, May 4, 2012
Thursday, May 3, 2012
Chimzar - Mad Olaf's Art Challenge #4 - Fight Club
Wednesday, May 2, 2012
Tuesday, May 1, 2012
Chimzar's Card of the Day #14 - Glacial Mound/Thawed Horror
I'm still not happy with the art (I like having artist credits and the first image is a photograph, boo) but I really like the card and wanted to show it off.
Monday, April 30, 2012
Friday, April 13, 2012
Chimzar - Counter Spell Friday: Cruel Counter
As I try to keep this blog alive by myself, today for Counter Spell Friday I have a spell that doesn't care about keeping you alive.
Playable: yes; Does it hurt?: Oh, yes!
Playable: yes; Does it hurt?: Oh, yes!
Friday, April 6, 2012
Chimzar - Counter Spell Friday: Sage's Rethinking
This is one of my favorite designs. As I stated in my intro, I really like to work with negatives on cards and this card is negative yet very positive. I'm interested to hear what you think about playability and if players would really understand it.
Friday, March 30, 2012
Chimzar - Counter Spell Friday: CMC 5
Happy Counter Spell Friday where I weekly (or soon to be weekly) talk about the
most powerful spells in Magic, counter spells. I know it is very late on Friday that I am
posting this, but its not Saturday yet and that’s what counts. Counter spells are what make noncreature
spells interactive. Without them players would just play their hand until
they win instead of having interaction. Today I am going to talk about my
favorite counter spell and designing others like it. So, my favorite
counter spell is CMC 5, can be used with a different cost and makes me smile
whenever I cast it. Here is a link.
Now you probably think I am crazy as there are many far better counter spells, but it is truly a great design. First and far the greatest reason is that it is constructed playable. Back in Shards block it fit in great as its early mana fixing was amazing for blue and countering a spell late game was also great. Its costs led into when you would want to use either part. Second, whenever I countered a spell with it, I just had to smile. There is just something about paying five for a counter spell.
There are only 6 CMC counter spells in all of Magic’s history. Most top out at 4 as most second abilities are fair at 4. The spell really has to be unique or powerful to cost 5. Traumatic Visions does something blue never does by fixing your mana. Force of Will is "Free" or cost above average. Desertion steals the spell. What all of these have in common is that when you play them you are getting serious bang for your buck.
The design examples I have for you today are to show reasons for having a counter spell at CMC 5. Obviously the more powerful of counter spell the more it should cost.
Second, if you bleed colors (say to white or black) the CMC should go up compared to its blue counter parts.
Lastly, the more a spell does the more it should cost. My examples are combinations of two colors.
I hope you enjoy Counter Spell Friday and I’ll be back with more next week.
Now you probably think I am crazy as there are many far better counter spells, but it is truly a great design. First and far the greatest reason is that it is constructed playable. Back in Shards block it fit in great as its early mana fixing was amazing for blue and countering a spell late game was also great. Its costs led into when you would want to use either part. Second, whenever I countered a spell with it, I just had to smile. There is just something about paying five for a counter spell.
There are only 6 CMC counter spells in all of Magic’s history. Most top out at 4 as most second abilities are fair at 4. The spell really has to be unique or powerful to cost 5. Traumatic Visions does something blue never does by fixing your mana. Force of Will is "Free" or cost above average. Desertion steals the spell. What all of these have in common is that when you play them you are getting serious bang for your buck.
The design examples I have for you today are to show reasons for having a counter spell at CMC 5. Obviously the more powerful of counter spell the more it should cost.
Second, if you bleed colors (say to white or black) the CMC should go up compared to its blue counter parts.
Lastly, the more a spell does the more it should cost. My examples are combinations of two colors.
I hope you enjoy Counter Spell Friday and I’ll be back with more next week.
Monday, March 26, 2012
Chimzar - Designing Ante, Part 3
For the third installment of Designing Ante, the cuffs are off. Having the high risk of actually losing ownership of cards allows designers to push the boundaries of power. In this article I will be discussing the heightened power level, the importance of high risk and reward, and, most importantly, the excitement of playing ante cards.
Ante cards do extraordinary things. They need to or players will play cards that have much less risk to them. A good test for this is asking if this card is "Power 9" powerful. A card that does the same thing as a Mox but also antes a card when it entered the battlefield would be on par with this idea. Just like the "Power 9," ante cards need to improve you position as enablers. When you have a Black Lotus on the battlefield, for a turn, you are ahead three turns. That said, you can't win the game with just Black Lotuses. Ante cards need to work the same way, by not winning the game for you, but instead setting your other cards up to win. Keep in mind that Zen, the most common Ante format, is played with a very random assortment of cards of all colors, so higher power level cards that don't win the game themselves do not take the game over as effectively as one may think.
As a cost for crazy powerful abilities there also needs to be risks. This includes exchanging cards, giving cards to opponents or anteing more cards. Most often ante cards need to encourage their caster to win the game without guaranteeing it. Cards that just take can really hurt the appeal of ante as it takes the randomness and sport out of the game. You want players to win the cards not steal them. Exchanging is much better as it may not be fair but at least they get something back and both players may not be completely happy. Putting more cards in the ante adds more excitement as raising the stakes is positive both for the player getting the powerful spell and his or her opponents getting more cards to win. All of these work, however, the less random and more "unfair" cards should be less frequent and at higher rarities.
The most important aspect of any Magic card design is that the card encourages fun and exciting play. The best ante cards are exciting for all players. The more interaction players have the more they will want to keep playing to figure out the puzzles the cards create. For the player casting the ante spell, the card should allow the player to do something they want that may not be feasible without ante because of its high power level. Ultimately, fun need to be happening for players to want to risk their cards. Without fun, no one will play.
Now the examples I have shown today may not be perfect and probably break some of the ideas I have talked about. What is important to remember with any design is to push it to ask the question of why or why not does this card design work and/or help create a fun game experience. I hope that these articles encourage you to design some ante card of your own and at the very least that you try playing Zen. Until next time, may all of your ante winnings be Black Lotuses.
Friday, March 23, 2012
Chimzar's Card of the Day #13 - Defining Moment
Its Counter Spell Friday! Ok, I just made that up, but I'm starting a trend. This one is simple yet fun!
CHALLENGE: New challenge for next Friday. Make a constructed playable counter spell with a converted mana cost of 5 at every rarity.
Saturday, March 17, 2012
Chimzar - Monarchy and Monarchs, Part 1
Monarchy is a keyword ability that I have been working on for years. I will be discussing the blend of flavor and function, both of which Monarchy is based on. So here is the concept of Monarchy.
The base functional text of Monarchy is as follows "Monarchy - [Ability] as long as ~ is a Monarch. (At the beginning of your upkeep, if you don't control a Monarch, you may have a permanent with Monarchy you control become a Monarch in addition to its other creature types. This effect lasts indefinitely.)" In lay terms, Monarchy turns a normal creature in to a leader. When a creature becomes a Monarch, it will lead in a different way.
From the flavor angle, creatures with Monarchy tend to have "male" flavor, where as creature that are just Monarchs are "female." From a flavor stand point this makes sense, as the "kings" are appointed where as "queens" either are married in or come from nobility. This however has created an issue. When played together, "queens" can block the Monarchy creatures from becoming "kings." The issue is less prevalent in a setting where creatures die often and makes getting your "king" online more challenging, which promotes more skillful play. If it becomes a real issue, Monarch could be changed to King and Queen, but I'd like to avoid that.
This ability started as a "pope" ability where a creature was elected "pope", but flavor wise it made little sense to have both players with a "pope." Using Monarchs instead opens up the options of who can be a leader while keeping the in-fighting flavor. The flavor of "queen" really adds to the flavor (I'll talk about "queens" next time).
Please let me know what you think. The most important aspect of an ability is that it functions with in the rules and is intuitive. Monarchy has been festering in my mind for years, but really needs outside reality checks. Do you think this could lead to interesting and fun plays? If not, how could it improve? Thank you for reading and for you input.
Wednesday, March 14, 2012
Chimzar's Card of the Day #12 - The Ghosts of Gods of Old (Non-Artifact Colorless Uncommon)
In spirit it is written right, but please correct me if my rules are off. This is cheap for an Eldrazi (does this count for a cheap non-artifact colorless creature?), but maybe I could make it cheaper? I have been meaning to write multiple articles but have been super busy. I'll get to it here soon, hopefully...
Thursday, March 8, 2012
Monday, March 5, 2012
Chimzar's Card of the Day #10 - Man-Eating Demon (Black Rare)
Look mom, no mana cost!
Edit: Human Offering granted pseudo Flash, but I don't think it fits with the flavor.
Thursday, March 1, 2012
Chimzar's Card of the Day #9 - Outsider's Appeal
We've been exhausting creatures recently, so I thought I would fulfill a request I had.
Counter spells, here I come!
Bob - Aggro at Rarity: Black Common
Designed to be the black keldon marauders. He can get in exactly 5 points of damage before he dies, but is more abusable with toughness pump spells or tap effects. He can also kill himself in response to kill spells like magma jet.
Bob - LoL Card of the Day: Fiora
Everyone's favorite new champion. Personally I have a hard time playing as her, but I suck at playing melee carries, so it's not really her. From friends who can, I've heard she's insanely OP, and thus I made her card fairly OP. I'd probably still play mirran crusader over her, but hey, we can't always be mirran crusader.
Wednesday, February 29, 2012
Bob - Lol Card of the Day: Alistar
Whoops, totally forgot to post a League card of the day earlier.
Alistar's a tanky bull character, not known to deal damage, but has a good setup of disruptive abilities. His ultimate greatly increases his damage mitigation, lowering the damage he takes by 50-70% This is represented by his passive. His active is a combination of abilities, where he knocks opponents up in the air and/or headbutts them out of the fight.
Bob - Aggro at Rarity: Red Rare
I wanted a "goblin guide" variant for the red rare. The problem is coming up with a suitable drawback. I've seen Wizards attempting to push the "all opponents creatures must attack" ability on a a lot of red cards recently, trying to make it a valid effect to put on your opponent, but it has yet to seem to catch on. But why not try it the other way around? And so I made it a drawback to increase the power of my raging goblin.
Tuesday, February 28, 2012
Chimzar's Card of the Day #8 - Rina, Daughter of Norin
I have been playing Norin EHD alot recently and I thought I would improve on my favorite general.
So much fun to be had with her!
So much fun to be had with her!
Bob - LoL Card of the Day: Karthus
Designed off of his mass slow "fence" and his ultimate, which commonly gets cast once he's dead. I thought about building him with unearth or some form for 1 turn only reanimation when he dies, but figured it would be overly complicated.
On a less serious note:
Monday, February 27, 2012
Bob - Aggro at Rarity: Green Common
I've always been a fan of rogue elephant & scythe tiger, but their draw back always seemed a bit too harsh for not much benefit. In light of that, I give you marsh beast. 3 power for one mana, but sets you back a turn while it's alive.
Sunday, February 26, 2012
Bob - Aggro at Rarity: Blue Uncommon
A 1/1 on the opponents turn, and a 2/2 on yours, with possible shenanigans involved. I wanted the card to let blue players rethink how they play their draw spells, and not just at the end of the opponents turn. Also yes, this is horribly abusive with Sylvan Library, but it's definitely not the first card to do so.
Bob - LoL Card of the Day: Caitlyn
I previously made another version of Caitlyn that was red & white, and needlessly complicated. I feel like this one is a lot simpler, and portrays her ultimate quite well. For those who don't play LoL, Caitlyn's ultimate attempts to snipe an enemy character, however there's a charge up time while she takes aim, and the game shows the path of the bullet, so enemy team mates can stand in the path and take the bullet that might kill one of their team.
Flavorfully, the card lets the opponent choose which of their team is going to bite the bullet, and if they have a tanky character, it's not really an issue (same as in the game).
Saturday, February 25, 2012
Chimzar - Designing Ante, Part 2
Last time I spoke on the basics of ante (seen here). This time, I’ll be talking about designing
ante cards. In my designs I have found
there are two main types of ante cards, normal cards with an ante twist and the
scary good cards (like this one). Sorry, but I am leaving the
scary good to next time.
Normal
with an ante twist seems easy, but understanding its true cost is more difficult than it seems. Paying mana or life is a simple to understand
value. Take Snuff Out for instance. I can pay 4 life or 3B to kill a nonblack
creature. As a designer, I can easily
see the cost and its effect on the game. With ante, however, it can be much harder to
see. Take this example:
White loves to have low cost exiling removal with an added
twist, but how is ante judged? Mechanical,
you are exile the top card of your library to exile a creature. That by itself would be the best removal
ever. However, the chance of losing
another card is there and that is where value is uncertain. What if you just anted a Black Lotus?! Seriously, what anteing a card does is literally
up the stakes of the game. The more
cards you have in the ante the more you want to win, the more you are willing
to sacrifice to win. Ante cards should
be the best at what they do, because by playing them the player is saying “I
want to win at the cost of losing more cards if I don’t win.”
One important aspect of ante is the loss of control. All of my normal ante cards have an element of unpredictability of what you could lose. Ante is gambling and should feel like gambling. What makes it interesting is how a player can manipulate his or her odds.
I’ve tried to showcase different aspects of ante in this
uncommon cycle. The key is they are very
powerful and should help you win, but if you don’t, you are set to lose even more. I hope you have enjoyed ante so far and I look
forward to next time when ante goes crazy!
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