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  • posted a message on [PODCAST] Re-Making Magic Episode 57 - What makes a good mechanic? Pt2
    We are still looking for mechanic entries.
    Posted in: Custom Card Creation
  • posted a message on Faeria, A "Strategy Card Game meets Living Board" is available on early access
    Faeria is a Strategy card game that has a living board that you create each match, building a huge layer of tactical decisions.
    It is now in Steam early access for $25 and I've been playing the kickstarter backer early(er) access version for over 50 hours in the last few weeks, enjoying it immensely.
    The game will be F2P when it is fully released, with the ability to buy a full collection of the initial set any time for $50 is you want every card.

    Official Site

    Official Trailer

    Discord Offical Chat

    Reddit Page

    Posted in: Other Card Games
  • posted a message on [PODCAST] Re-Making Magic Episode 58 - Faeria
    Quote from harlannowick »

    2. What mechanics are in place to ensure the game actually ends? In magic and mos other card games, as the game gets longer, players gain access to more and more powerful effects. In Faeria, it seems that players have access to whatever power level of card they like, they just have to make fewer powerful plays per turn.

    As the board fills up your are more likely to use the draw card card or +1 faeria options on the power wheel, escalating the game slightly. Also there are a large number of designs that bring the game to a conclusion such as the Green legend I think we talked bout or the cycle of super expensive 8/8's that get cheaper based on how many times things happen. (1 cheaper for each event you have played this game, 1 cheaper for each enemy unit that has died this game etc etc.)

    Finally the faeria collection requires you to have a board presence, meaning as both players get a larger board presence that it is easier to cast larger units, swinging the game in one direction or another to a conclusion.

    EDIT: The game is now available on early access for $25. Also check out the trailer HERE. and the New Website
    Posted in: Custom Card Creation
  • posted a message on [PODCAST] Re-Making Magic Episode 58 - Faeria
    Join Reuben Covington and Dan Felder for the fifty-eighth episode of Re-Making Magic, the podcast about game design and custom magic cards.

    DIRECT DOWNLOAD
    Podcast archive link
    RSS feed
    iTunes Channel
    MTGcast page
    Check out the Remaking Magic blog and ask us questions

    In this episode:

    Card Renders:

    Contact details:
    remakingmagic.tumblr.com

    Reuben Covington
    Twitter: @reubencovington
    Email: [email protected]
    MTGsalvation Account: Doombringer

    Dan Felder
    Twitter: @DesignerDanF
    Email: [email protected]
    MTGsalvation Account: Stairc
    Posted in: Custom Card Creation
  • posted a message on February MCC Round 3: Distorted with Threes
    Judgements done!

    Quote from willows »

    Necromantic Conference BBB
    Sorcery (R)
    Starting with the next player, each player reveals a card from his or her hand until six cards are revealed in this way or until no player can reveal additional cards. Choose three, then exile the rest.
    Tap untapped creatures you control with total converted mana costs 9 or more: You may cast Necromantic Conference from your graveyard this turn.

    Design -
    (2.5/3) Appeal: Spike love the huge value this can generate and timmy look at ways to break the converted mana cost ability. Jhonny doesn't find the effect as satisfying even though the repeated casting is fun.
    (1/3) Elegance: This card has a bunch of complex parts and recursion that don't seem well linked and form an inelegant card.

    Development -
    (2.5/3) Viability: The effects and minigame stuff is fine in black but the tapping creature graveyard recursion is a little more white or green in my mind.
    (0/3) Balance: This card seems busted. Especially with how it can be repeatable. Allowing a huge amount of exiled cards and a resource intensive lock card. The BBB cost looks expensive but is actually simply a mistake.

    Creativity -
    (3/3) Uniqueness: While the card is broken and inelegant it certainly is unique.
    (1.5/3) Flavor: The name is great. However the way it combines with the effects isn't great.

    Polish -
    (3/3) Quality: No incorrect spelling, grammar, and templating.
    (2/2) *Main Challenge: 3, 6 and 9 are here. Well done!
    (2/2) Subchallenges: This card niether targets or repeats a number, well done.

    Total: 17.5/25
    *An entry with 0 points here is subject to disqualification.

    Quote from RickyRister »
    Cataclysm Clock 1
    Artifact (M)
    At the beginning of your upkeep, put a charge counter on Cataclysm Clock. Then, if there are exactly three charge counters on Cataclysm Clock, Cataclysm Clock deals 2 damage to each creature. If there are exactly six charge counters on Cataclysm Clock, Cataclysm Clock deals 5 damage to each creature and each player. If there are exactly nine charge counters on Cataclysm Clock, destroy all permanents and Cataclysm Clock deals 10 damage to each player.
    It counts down the seconds left in this pitiful world.

    Design -
    (2/3) Appeal: Johnny looks at charge counters and other effects that can break this card while timmy loves how massive the effects potentially get even if he doesn't like how symmetrical they are. Spike tries to break the symmetry but its too slow and inefficient.
    (2.5/3) Elegance: the progression of damage etc is a little random but the build up etc is great and elegant.

    Development -
    (2.5/3) Viability: This is certainly a mythic. I worry how easily artifact gets pyroclasm from this color pie wise but otherwise this is very viable.
    (3/3) Balance: Unless you can somehow get a loop of removing and reading charge counters to break this, its powerful but slow and fair.

    Creativity -
    (2/3) Uniqueness: Charge counters with a huge payoff have been seen before with cards like Lux Cannon and Darksteel Reactor but this exact effect and the different effect depending on how charged it is makes it unique.
    (3/3) Flavor: The name is great, fits the mechanics and overall is flavorful.

    Polish -
    (3/3) Quality: No errors that I can see.
    (2/2) *Main Challenge: Seems to fit the requirements perfectly.
    (2/2) Subchallenges: both subchallenges complete

    Total: 22/25
    *An entry with 0 points here is subject to disqualification.


    Archivist of Vryn 6UU
    Creature - Sphinx (M)
    Flying
    At the beginning of your upkeep, draw three cards.
    At the beginning of each opponent's upkeep, that player draws a card.
    He may hold the secret to ending the war, but every piece of information he gives only stokes the flames.
    5/9

    Design -
    (2/3) Appeal:Timmy loves the massive effects and stats. Spike also loves the options this gives even if they are not a fan of giving your opponent gain options too.
    (3/3) Elegance: There are no pieces here that look out of place and the individual pieces synergize nicely.

    Development -
    (3/3) Viability: The cards very much like a mythic with the combination of amazing effect and huge stats/cost. The effects are squarely within the realm of blues color pie.
    (3/3) Balance: This is a

    Creativity -
    (2/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
    (2.5/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?

    Polish -
    (3/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
    (2/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
    (2/2) Subchallenges: One point awarded per satisfied subchallenge condition.

    Total: 22.5/25
    *An entry with 0 points here is subject to disqualification.

    Quote from glurman »

    Omen Reaver 3BB
    Creature - Zombie (R)
    When Omen Reaver enters the battlefield, creatures get -X/-X until end of turn, where X is the number of instants and/or sorceries in your graveyard.
    "The presence of an Omen Reaver can be brief, but either way it's very impactful. Also very bad." - Ghoulcaller Gisa
    6/3

    Design -
    (1.5/3) Appeal: Spike loves the efficiency and two for one potential and while johnny can try to make the instant/sorcery effect bigger it doesn't scale well enough. Just killing a single creature in the end to be really worth breaking for johnny or timmy.
    (1.5/3) Elegance: Being a black card that cares about instant/sorceries and the main body are both decent but not really forming a coherent package.

    Development -
    (1.5/3) Viability: The -x/-x effect is black but black doesn't usually care about instant/sorcery counts. Also the body is weird for a black 5 drop. Rarity is good.
    (2.5/3) Balance: For a bomb rare its balanced for constructed and while maybe even a little weak for constructed it really depends on the archetypes and threats in the format as any ETB effect that can kill is always strong to an extent.

    Creativity -
    (2/3) Uniqueness: While the black instant and sorcery theme is new the black ETB kill something design isn't a super new idea. So while it will play similar to a lot of other cards it still reads differently which is a plus.
    (1/3) Flavor: The flavor text and to a certain extent the name fell flat to me. Not quite explaining why this cares about instant/sorcery cards and the dialogue being a little awkward.

    Polish -
    (1.5/3) Quality: instant or sorcery cards need to be referenced for the graveyard and the rules text lacks either a target or "all" text. Finally the flavor text needs to have the name of the person being quoted on a new line.
    (2/2) *Main Challenge: Looks like the main challenge has been met!
    (1/2) Subchallenges: The 3 was repeated in the cost and toughness, otherwise good.

    Total: 14.5/25
    *An entry with 0 points here is subject to disqualification.

    Willows: 17.5
    Rickyrister: 22
    Azurespirit: 22.5
    Glurman: 14.5
    Posted in: Monthly Contests Archive
  • posted a message on [PODCAST] Re-Making Magic Episode 57 - What makes a good mechanic? Pt2
    Great podcast, as always. Looking forward to your podcast about what makes a problematic mechanic.

    Our next podcast is us both talking all about Dan's game Faeria. However we will definitely do the "What makes a bad mechanic" sometimes in the next few months.

    Keep the mechanic submissions coming!
    Posted in: Custom Card Creation
  • posted a message on Magic Story Discussion: Magic Origins and Battle for Zendikar Block
    Everyone there is a official storytelling complaint thread. Use it.

    Many here are talking of "objective" storytelling mistakes yet either don't specify what those mistakes are or direct to storytelling guidelines that are not always applicable. Include links, backup and explanations if your going to claim the stories are "objectively" badly made.
    Posted in: Magic Storyline
  • posted a message on Streaming Custom card creation?
    I also strongly encourage archive so it's possible to watch a few weeks later.

    Definitely. I'd also probably upload it to youtube etc.
    Posted in: Custom Card Creation
  • posted a message on [PODCAST] Re-Making Magic Episode 57 - What makes a good mechanic? Pt2
    Join Reuben Covington and Dan Felder for the fifty-seventh episode of Re-Making Magic, the podcast about game design and custom magic cards.

    DIRECT DOWNLOAD
    Podcast archive link
    RSS feed
    iTunes Channel
    MTGcast page
    Check out the Remaking Magic blog and ask us questions

    In this episode:
    • The episode comes out late due to Reuben being sick and then distracted by Faeria, Dan's game that has just entered backer early access.
    • You can find Reuben's streaming of Faeria on his new Twitch Channel
    • We talk about "What makes a good mechanic?"
    • We highlight mechanics that make the game feel different.
    • We talk about how mechanics can tap into core psychological positive feelings.
    • Design Challenge: Make an Egyptian mechanic!

    Card Renders:

    Contact details:
    remakingmagic.tumblr.com

    Reuben Covington
    Twitter: @reubencovington
    Email: [email protected]
    MTGsalvation Account: Doombringer

    Dan Felder
    Twitter: @DesignerDanF
    Email: [email protected]
    MTGsalvation Account: Stairc
    Posted in: Custom Card Creation
  • posted a message on [DMS] Dreamscape - (255/255) - FINISHED
    Quote from Legend »
    Quote from Doombringer »
    Updated the Visual spoiler, RB has got a real makeover, lots of new flavor and white's commons have had a pretty large overhaul.

    link please?

    See the front page
    Posted in: Custom Set Creation and Discussion
  • posted a message on [DMS] Dreamscape - (255/255) - FINISHED
    Quote from labarith »
    2 questions:

    1: Given:
    702.PRMd If a one-shot effect causes a player to reveal, shuffle, or randomize the order of a card or cards in a library, at least one of which is face up, each such card is turned face down, and then the cards are revealed, shuffled, or randomized.

    Shuffle effects counter all Premonition cards? That seems like a pretty important part to include in the reminder text.

    All cards that can shuffle a deck in Dreamscape have reminder text. Similar to Bestow not detailing the way it handles creatures being removed from under it and morphnot explaining lots of things reminder text has to allow the players to play the mechanic. The current reminder text covers the vast majority of gameplay involved.

    2. What happens when the card is milled. Say I take your Fortold Mox and put the top 4 cards of the library into the yard - is it ever revealed?

    As mentioned in the FAQ milling unlike card drawing is done all at once, meaning it would enter the graveyard.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Streaming Custom card creation?
    I've recently been streaming and I wondered if people would be interested in seeing live design sessions on my set Dreamscape or of the Goblin Artisans Tesla project?
    I'll archive the streams so they are available for later viewing as well.

    Thoughts?
    Posted in: Custom Card Creation
  • posted a message on [VTH] Rime Jötun, Lake Oracles
    Is it actually that bomby? Its a vigilant Seismic Elemental that costs more and has +0/+2. Like its a solid B- or B but the fact that it doesn't tap down creatures for extended periods is very important.
    Posted in: Custom Card Creation
  • posted a message on [HICS] Rebels and Mercenaries: A solution or a problem?
    Quote from labarith »
    Why are you lobbying to defend cards like Defensive Stance? You demonstrably don't get a better limited environment, you demonstrably don't attract new players, so forth and so on.

    As mentioned by several others Defensive Stance was deliberately bad as a developmental tool for color balance in limited

    Also you are still ignore the very important comprehension complexity, aesthetic elegance and focus costs that most of your designs and all of your redesigns have.
    Posted in: Custom Card Creation
  • posted a message on Custom Keyword Encyclopedia
    Ok after a week or so break I'm back to adding keywords!
    Posted in: Custom Card Creation
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