- Meyou
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Member for 15 years, 1 month, and 1 day
Last active Sat, Sep, 29 2018 23:19:21
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Feb 3, 2014Meyou posted a message on Launch Giveaway!A tie between Utopia Tree and Urza's Rage . They were the first rares that I opened from the booster packs my wife gave while in the hospital. It doesn't hurt they have some great artwork. They will always have a soft spot in my heart.Posted in: Announcements
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As I play with various ideas, I like the concept of the loreley. However, the name still has never stuck on myself. It will probably be replaced. I won't worry about that until later. To me, that is more of a marketing thing. I would like something sexier as they like to say.
This project as definitely been an art in humility. I find myself having to stomach my own criticism or rise to the occasion. The adversity has been good because it has forced me to find some interesting areas of design. Such as... finding alternative drawbacks to nonbasic lands.
I also find myself flip-flopping. I know when I reveal the set that people will point out how I said I wasn't going to do certain things. Well, I was wrong on certain points. Sometimes, I was very wrong. In about two weeks, I should have the alpha up. I am about half-way through. One of the biggest problems is keeping everything organized. This in turn is the long process of typing up 200+ cards and the comments about them.
I'd comment more, but my brain hurts.
It is a mess because I want to understand where I am going. In my opinion, it is the reality of how Magic sets are made. Many players think sets go from creative, to design, and dropped of to development in a rigid order. I'm willing to bet those teams meet constantly going back and forth with ideas. I've feel like I have a more solid sketch of my world and now I can go forward more linearly.
All your points are very valid. Unfortunately, they are very, very valid. Red and blue combating the enchantment faction has me most concerned. Tricky. Tricky.
Thanks for the offer of help. We'll see if I will need a life preserver.
@Gumshoe
Thanks for encouragement.
@ Mr. Wilson
Thanks for pointing out that rule. Not my biggest strength.
Synergy is probably the wrong word, but I think the abilities compliment each other well. She will definitely need tweaking.
Shrapnel Blast might be a little much.
I dropped the dragon in this article to gauge people's reaction. I want a constructed playable dragon in this set. Part of that is bringing the mana cost down. My hunch is I will up the cost, but add a little spice. Dragon Titan?
FYI: Signet is just a type of artifact. It is just an idea I am playing with. Creatures get types, I think artifacts should have types too when it matters. Signets is what I have dubbed artifacts that produce mana. The name could be better. I picked it because it has become a common Magic lexicon after the Ravinica signets. It is a common enough ability on artifacts I think it should get a type. We'll see if naming them actually add any value though.
What I wanted to state quick is Braemen's putting -1/-1 counters on permanents. It allows for a person to proactively put them on an Eidolon before they are reanimated or a man land. Not here, but I'd rather leave it for now and tweak in development.
Final Fantasy might be a better distraction.
I get what you are saying. My problem with your argument is with discard/black not being to interact with the spells. Green doesn't get to interact with spells or creatures. To me, if I replaced discard with green, it wouldn't feel as sound.
Example: I don't like the mechanic. Green can't interact with the opponents creatures or the spells they are casting.
Sometimes, the opponent shouldn't be able to interact. I will keep it in mind. It is a balance. If I put charge on a creature, the creature comes into play, the opponent can still use Go for the Throat. If I am playing anything but blue, I can't interact with a Wrath of God. Again, I hear what you are saying, but...
I'm really trying to do this series as a diary. I want the audience to follow the thought process. One of the reasons I thought this series would be interesting because it is something you wouldn't see up on the mothership. I want the audience to feel as if they are watching a set get designed. Some of this monotonous. Some of it is like doing laundry/chores. It isn't glamorous or exciting, but it needs to be done.
I'm sure most people just want to see some cards. I'm just not there yet. Almost. After one more article, the cards will start flying. The takeaway from this I am realizing is there is a lot of prep before the cards in a set ever start getting designed. A lot of ideas about the overall picture need to be flushed out. Creative needs to create a world, characters, and etc. I'm also realizing how nonlinear the whole process is when designing. It is a lot of back and forth, back and forth.
This is all turning out to be a lot of work. Again, I really, really acknowledge most people want to see the cards. I get it. The main problem is I am being slowed down by time. Between the job, home, and other activities, it is hard to find adequate time for this project. Place an article on top of the pile and it is consuming most of my freetime. Luckily, my wife is supportive even though she wonders why I am absorbing all my time into this project. I'm not giving up. Just putting the reality of the situation out there.
Thanks to everyone for the feedback.
Battlefield. No. Not for this. Putting spells on the battlefield is a no no. I can't imagine all the rule headaches it would create. I don't even want to go there. Yes, I could do permanents, but charge is so spicy on spells.
Well, I am committed to this project and I am riding this handbasket all the way down.
I can't think of the terminology, but I have been thinking about that very thing. Should the charge effect be holistic with the card: ie enhance the spell. Or, should the effects be as you stated above. Not sure yet. I'm thinking an even split.
Since I have forgotten to respond, I think charge will appear will appear on the types of spells except obviously lands. More on this to come during the world building segment of this series.
I feel most of these problems are semantics. The general idea is there; I simply need to find the proper way to execute it. More importantly, I need clarification.
As for upkeep, I'm very against changing it. The problem is instants. If you draw a instant with charge, it does nothing until your next turn (keeping in mind I am talking about when a person draws it 5 or 6th turn). This is stupid. I suppose I need to be professional. It isn't fun. If it wasn't for instants, I'd be more tempted to say, fine, I'll switch it to the upkeep step. As I playtest more, the upkeep step feels very wrong.
I'll have to go update my rules knowledge on casting a spell. Not quite sure how I want to clarify how the spell is cast with counters on it.
On the same note, I will have to update my morph rules knowledge. I am sure the same principles can be used for the morph mechanic. Players could look at morphed cards. Players could morph when they had priority. The same should be true for charge. You can charge whenever you have priority. You may look at those cards at anytime (except for your opponent. that would be cheating). When players play with morphed cards, an order had to be kept to let the opponent know which one was cast first. The same rules can be used for charged spells.
Got it. Won't capitalize mid sentence.
Waiting a turn is a long, long time. I feel the initial reaction from people is "Oh my god. It will go bonkers in just a couple of turns." The opponent is killing you if you take your merry time. aka pressue. You draw a Wrath of God variant. Your opponent has lethal. Are you going to charge the spell? No, you play the spell or you lose. This mechanic will only get crazy if I let it.
Keep in mind. This is design. I have a lot to hack away at yet. Charge can still change. I guess you will have to wait and see.
I do get a kick out of when people suggest spells, they are always complicated and powerful. As I go through this process, I am beginning to appreciate how difficult it is to develop commons and how hard it is to get people to submit commons.
Anyway, I will cover some of this and others later.