Hey folks! I needed some major assistance in the science of creating custom cards for MTG- specifically, assistance in creating cards that aren't sickeningly OPed or conversely, absolutely worthless in actual game play.
Most specifically, how do you balance out cards of various types- creatures, planeswalkers, lands, artifacts, enchantments, non-permanents? Is there anything resembling a formulaic method to balancing out cards that doesn't require a doctorate degree in game theory to understand, or is the entire process essentially trial-and-error? What I mean by that is that I have seen articles online that describe the process of balancing out custom MTG cards; unfortunately these all require a very deep and erudite knowledge of the most arcane details of how a Magic game is structured, things that those without the aforementioned degree in game theory wouldn't really comprehend except only in the most rudimentary sense. Anyhow, any help in this matter would be greatly appreciated- thanks!
The best place to start is cards that are balanced in print, especially recent sets (despite some recent sets not being balanced, the design technogy is more or less at its most refined)
The other part of it is knowing what you are designing the cards for. Are you making a custom set? Just a few cards for a cube? Trying out new Commander options? Maybe none of the above?
Have a place to start. Are you representing an idea such as "steampunk" or is the idea something more along the lines of "some artifacts to help my green white deck"
Cards tend to be overpowered/ underpowered compared to the other cards around them, so know what you're designing them to interact with.
Finally, avoid things that result in too many words, or extraneous lines that don't really come up too often. It might be flavorful for the vampire creature to have protection from reflections, but how often is that going to matter? If it will in your context, it's fine, but in most areas, it is weird.
Finally, study the color pie. Learn the boundaries of each color, and especially look at the mistakes. The worst thing is when an ability undercuts a key weakness of a color.
Balance is more art than science. There aren't hard rules because different effects are stronger in different environments (Terror is usually a high pick in draft but in Mirrodin you would always take Shatter over it) The best way is to search for cards with similar abilities and see how they are costed, then playtest.
Agreed with the above poster. Often I'll look at a previously printed card and make tweaks. Like reduce the power and toughness and make it cheaper or keep the cost the same and apply another small beneficial ability that works with the card. Also underpowered cards can get just a pure boost and be good.
Let's say there is some salamander red card that costs 3 and that deals a damage to every creature the attacked player controls when it attacks. You could change that to an ETB ability like the 3/3 firststrike goblin and suddenly have a good card. Or you could make it activate on attacks and blocks. Things like this make it fun and get the creative juices flowing.
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Most specifically, how do you balance out cards of various types- creatures, planeswalkers, lands, artifacts, enchantments, non-permanents? Is there anything resembling a formulaic method to balancing out cards that doesn't require a doctorate degree in game theory to understand, or is the entire process essentially trial-and-error? What I mean by that is that I have seen articles online that describe the process of balancing out custom MTG cards; unfortunately these all require a very deep and erudite knowledge of the most arcane details of how a Magic game is structured, things that those without the aforementioned degree in game theory wouldn't really comprehend except only in the most rudimentary sense. Anyhow, any help in this matter would be greatly appreciated- thanks!
The other part of it is knowing what you are designing the cards for. Are you making a custom set? Just a few cards for a cube? Trying out new Commander options? Maybe none of the above?
Have a place to start. Are you representing an idea such as "steampunk" or is the idea something more along the lines of "some artifacts to help my green white deck"
Cards tend to be overpowered/ underpowered compared to the other cards around them, so know what you're designing them to interact with.
Finally, avoid things that result in too many words, or extraneous lines that don't really come up too often. It might be flavorful for the vampire creature to have protection from reflections, but how often is that going to matter? If it will in your context, it's fine, but in most areas, it is weird.
Finally, study the color pie. Learn the boundaries of each color, and especially look at the mistakes. The worst thing is when an ability undercuts a key weakness of a color.
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Let's say there is some salamander red card that costs 3 and that deals a damage to every creature the attacked player controls when it attacks. You could change that to an ETB ability like the 3/3 firststrike goblin and suddenly have a good card. Or you could make it activate on attacks and blocks. Things like this make it fun and get the creative juices flowing.