This thread is dedicated to the best examples of good game design throughout individual cards in Magic.
The card that taught me about slick design was Fiery Justice: a perfect example of a card that's just fun to read and experience.
I think in terms of just flat perfect design, I'll have to point to Giant Growth as being among the best in history. The balance is exactly perfect: the card is always fine, and never broken, and you can't make a strictly better version of it without breaking it. (Although there is a better version, even if not strictly better.)
Since the beginning, there have been underpowered cards as well as overpowered cards, and still today, we see cards both below and above the line.
So what cards have the best, and most balanced design in Magic?
See for me Giant Growth isn't really a stand out because it lacks that oomph. Sure, it's a fine card, well-balanced as you point out. But IMO a card being well-balanced is just a relatively small part of the pie. The best designs are elegant, exciting, inspirational, and/or flavorful. Hard to hit every note there, but some combination makes for the best designs.
Symmetrical effects are never symmetrical. Cards like Rites of Flourishing always let one person run away with the game, and occasionally let someone who was behind catch back up. Frequently, the person running away with the game is the person who played the card -- that's why they played it in the first place!
Cards like this are always near the top of my threat list, because they are never as innocent as they should be, even if the person playing it thinks it is.
Yeah, I like all of those. The first that pops to mind for me from recent R+D is Demonic Pact. Awesome flavor combined with exciting gameplay that screams "build around me!" but does so w/o being overly linear. Also hits a nice power level spot, where it is playable but not dominant.
force of will and abrupt decay are cards that people usually think of as OP, but in reality they end up being some of the most balanced cards ever printed. They're always useful, but not overpowering no matter how powerful the format is.
Furthermore, they both actively mitigate other imbalances in the formats that they exist in.
Sure, cards like Giant Growth are useful but not overpowering in draft and sometimes in standard, but does the power of giant growth scale with the power of the format as a whole? I don't think so. Does Giant Growth put a stopper on fast combo and other broken things, while interacting reasonably with he balanced things? No.
Squandered Resources - Flavor hit but balance fail. One of those cards in the "unplayable or broken" category, with little middle ground.
Rancor - I like the underlying mechanic, but beyond that the only thing that makes this pop is it being slightly overpowered.
Hatred - Nice flavor and mechanic...but poorly balanced due to the same issues Squandered Resources runs into. Creates extremely all-or-nothing game play.
While I agree with the premise that SR and Hatred are a bit overpowered, they both make sense for the flavor.
Squandered Resources is a declaration of scorched earth tactics and Hatred is a statement of reckless abandon to killing your opponent even if it kills you first. Both of which are difficult things to balance without just increasing the mana cost to nigh unplayability, but also fit the theme of the cards.
While I agree with the premise that SR and Hatred are a bit overpowered, they both make sense for the flavor.
Squandered Resources is a declaration of scorched earth tactics and Hatred is a statement of reckless abandon to killing your opponent even if it kills you first. Both of which are difficult things to balance without just increasing the mana cost to nigh unplayability, but also fit the theme of the cards.
Sure, I like the flavor of both, I just think they are clear examples of WOTC not having a strong handle on the extreme danger of free resource conversion, making them major design mistakes in a very important regard.
I was just starting to play competitively when those were released and have fond memories of playing with them...but not against them. Losing to T2 Hatred was just frustrating.
Well, I've read elsewhere (and 100% agree) that Garruk Wildspeaker is probably the most balanced PW they've ever done. That design is nothing short of magnificent in my book. It's just--perfect.
Turns out Force of Will is an extremely well-designed and elegantly balanced card, despite its 'busted' reputation and complete ubiquity in eternal formats.
Symmetrical effects are never symmetrical. Cards like Rites of Flourishing always let one person run away with the game, and occasionally let someone who was behind catch back up. Frequently, the person running away with the game is the person who played the card -- that's why they played it in the first place!
Cards like this are always near the top of my threat list, because they are never as innocent as they should be, even if the person playing it thinks it is.
Well, I've read elsewhere (and 100% agree) that Garruk Wildspeaker is probably the most balanced PW they've ever done. That design is nothing short of magnificent in my book. It's just--perfect.
Turns out Force of Will is an extremely well-designed and elegantly balanced card, despite its 'busted' reputation and complete ubiquity in eternal formats.
Yeah, good call on Garruk. When you really think about it he does check a lot of the boxes, impressive for one of the first walkers designed to come out so well balanced. I guess my only complaint there would be that he feels kinda vanilla flavor-wise for a walker in retrospect, but that's probably not fair given that at the time him simply being a walker was more than enough to generate excitement.
Well, I've read elsewhere (and 100% agree) that Garruk Wildspeaker is probably the most balanced PW they've ever done. That design is nothing short of magnificent in my book. It's just--perfect.
Turns out Force of Will is an extremely well-designed and elegantly balanced card, despite its 'busted' reputation and complete ubiquity in eternal formats.
Yeah, good call on Garruk. When you really think about it he does check a lot of the boxes, impressive for one of the first walkers designed to come out so well balanced. I guess my only complaint there would be that he feels kinda vanilla flavor-wise for a walker in retrospect, but that's probably not fair given that at the time him simply being a walker was more than enough to generate excitement.
You're right about that. Most of the first generation walkers didn't have any new truly "unique" abilities but hearkened back to powerful spells of their respective color, and what was amazing about them was the new card type. Most of them are still pretty good but not game breaking like other walkers have become.
The last page in my binder is dedicated to my 12 favorite cards, and while some are just there for nostalgia (Ancient Silverback), most are the ones that I think of as great design.
Horde of Notions is my favorite card name, I love the concept of elementals being "ideas given form" and thus a group of them being a "Horde of Notions.
I think there's something very clever about Progenitus.
Personally i am a huge fan of Urban Evolution and just always want to play blue green just for it.
Force of Will is one of the most important cards every printed. It is exactly what you need to have a format with fast explosive starts AND be balanced.
Thoughtsieze is an other goodie that has aged very well.
Personally I don't think the Decrees were that good designs since using cycling as a reverse kicker taxes on the identity of what cycling is supposed to feel like. I think the same of the Resounding cycle from Shards of Alara.
And I also think that Giant Growth is an excellent design. There goes a lot of work into ensuring that the bread and butter part of the game functions.
Profit // Loss. Seriously. As a card it's expensive. It's basically an expensive Zealous persecution. But isn't that just like the Orzhov syndicate? To tax you for you to use two abilities when something else would get the job done more cheaply?!
Doran, the Siege Tower is a card that appeals to Johnnies, Spikes, and Timmies. Since it's a legend it also appeals to Vorthos's. Since it does something nothing ever did before it appeals to Melvin's. When this card was spoiled, I thought it was a homerun from a design perspective and I haven't seen a card since that hits all five player types so well.
The card that taught me about slick design was Fiery Justice: a perfect example of a card that's just fun to read and experience.
I think in terms of just flat perfect design, I'll have to point to Giant Growth as being among the best in history. The balance is exactly perfect: the card is always fine, and never broken, and you can't make a strictly better version of it without breaking it. (Although there is a better version, even if not strictly better.)
Since the beginning, there have been underpowered cards as well as overpowered cards, and still today, we see cards both below and above the line.
So what cards have the best, and most balanced design in Magic?
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Alright, here are some more splashy designs that feel balanced and well placed.
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Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Cards like this are always near the top of my threat list, because they are never as innocent as they should be, even if the person playing it thinks it is.
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Yeah, I like all of those. The first that pops to mind for me from recent R+D is Demonic Pact. Awesome flavor combined with exciting gameplay that screams "build around me!" but does so w/o being overly linear. Also hits a nice power level spot, where it is playable but not dominant.
Squandered Resources is brilliant in every way.
Rancor is really well done.
Hatred hits flavor and function perfectly.
Furthermore, they both actively mitigate other imbalances in the formats that they exist in.
Sure, cards like Giant Growth are useful but not overpowering in draft and sometimes in standard, but does the power of giant growth scale with the power of the format as a whole? I don't think so. Does Giant Growth put a stopper on fast combo and other broken things, while interacting reasonably with he balanced things? No.
I disagree about the non-Seige cards:
Squandered Resources - Flavor hit but balance fail. One of those cards in the "unplayable or broken" category, with little middle ground.
Rancor - I like the underlying mechanic, but beyond that the only thing that makes this pop is it being slightly overpowered.
Hatred - Nice flavor and mechanic...but poorly balanced due to the same issues Squandered Resources runs into. Creates extremely all-or-nothing game play.
Squandered Resources is a declaration of scorched earth tactics and Hatred is a statement of reckless abandon to killing your opponent even if it kills you first. Both of which are difficult things to balance without just increasing the mana cost to nigh unplayability, but also fit the theme of the cards.
Sure, I like the flavor of both, I just think they are clear examples of WOTC not having a strong handle on the extreme danger of free resource conversion, making them major design mistakes in a very important regard.
I was just starting to play competitively when those were released and have fond memories of playing with them...but not against them. Losing to T2 Hatred was just frustrating.
Turns out Force of Will is an extremely well-designed and elegantly balanced card, despite its 'busted' reputation and complete ubiquity in eternal formats.
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Yeah, good call on Garruk. When you really think about it he does check a lot of the boxes, impressive for one of the first walkers designed to come out so well balanced. I guess my only complaint there would be that he feels kinda vanilla flavor-wise for a walker in retrospect, but that's probably not fair given that at the time him simply being a walker was more than enough to generate excitement.
i love the card
You're right about that. Most of the first generation walkers didn't have any new truly "unique" abilities but hearkened back to powerful spells of their respective color, and what was amazing about them was the new card type. Most of them are still pretty good but not game breaking like other walkers have become.
The last page in my binder is dedicated to my 12 favorite cards, and while some are just there for nostalgia (Ancient Silverback), most are the ones that I think of as great design.
Horde of Notions is my favorite card name, I love the concept of elementals being "ideas given form" and thus a group of them being a "Horde of Notions.
I think there's something very clever about Progenitus.
Decimator Web is cute.
Kird Ape Wild Nacatl Loam Lion is a nice sorta-cycle.
Personally i am a huge fan of Urban Evolution and just always want to play blue green just for it.
Force of Will is one of the most important cards every printed. It is exactly what you need to have a format with fast explosive starts AND be balanced.
Thoughtsieze is an other goodie that has aged very well.
Goblin Guide is pretty awesome as well
In Progress
GBIshkanah, Grafwidow ~ BWGRTymna the Weaver & Tana, the Bloodsower ~ UGRashmi, Eternities Crafter ~ RGAtarka, World Render
doesn't target an opponent, doesn't target the source, preventing damage that *would* be dealt is worded perfectly as well.
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-general/334931-what-is-the-most-pimp-card-deck-youve-seen-or?comment=5361
Commander
RGOmnath, Locus of Rage Grenades! EDHGR
UWSygg's Defense, EDH - Voltron & ControlWU
BUGMimeoplasm EDH ft. Ifnir Cycling-discard comboBUG
WBTeysa, Connoisseur of CullingBW
BWSelenia & Recruiter of the Guard suicice combo EDHWB
UBRWGO-Kagachi - 5 Color Enchantments - EDHUBRWG
Personally I don't think the Decrees were that good designs since using cycling as a reverse kicker taxes on the identity of what cycling is supposed to feel like. I think the same of the Resounding cycle from Shards of Alara.
And I also think that Giant Growth is an excellent design. There goes a lot of work into ensuring that the bread and butter part of the game functions.
A 4/4 for 4 if you have the right colors of mana and then you can spend 1 little mana more to net you 3 cards.