Monday, October 25, 2010

Great Designer Search 2 - Multiple Choice Test

MaRo has posted the answers with explanations for the GDS2 Multiple Choice test.

A few comments on the test:

I scored a 39 of 50.

#6: I misunderstood the question as "which one of these abilities would we least likely to pair with a CREATURE with Flash".

"The next time target instant or sorcery spell would deal damage, it deals double that damage instead." seems like a terribly narrow ability to print at all and would confuse some players about when and how to use it.

#13: I hope the 2 people that voted a DEMON with INTIMIDATE and a DISCARD ability misclicked.

#16: How did 35 people chose w or g as least appropriate color for a 2/2 for 2??? They print those cards in every dang set - in green's case literally since day one. (Grizzly Bears & Glory Seeker)

#19: I think I over-thought this one as on my notes for the test I wrote "why is this an Aura?!" but chose "change damage to life loss". My reasoning is that black spells that affect a player but not a creature pretty much always cause life loss while having this wonky spell be an Aura instead of a Sorcery would make sense in a Enchantment-heavy block.

I realize now my logic is flawed anyway because the existence of Planeswalkers means player-only black spells are no longer strictly better if they cause life loss since damage could be redirected to a planeswalker.

#21: This was another "WTF people?" question. To the 8 people who thought black could affect Enchantments what card were they thinking of that sets any kind of precedent for this? Grossly misunderstanding Mortify?

#25: I remembered this correctly not because of Tezzeret not being an Artifact Planeswalker but because of Ajani not being a Cat Planeswalker. I do love me some Tribal...

Meanwhile, 2 people either misclicked or somehow forgot Jace The Wallet$$$culptor exists.

#27: I remember the precedent of cards like Aven Cloudchaser.

#32: I immediately thought of larger rare versions of 3 of the 5 cards listed: Conquerer's Pledge, Inferno, and Might Of Oaks.

#33: Almost got this wrong (picking white) but decieded to double check myself with the color philosophy articles.

#34: Flashback has obvious synergy with Dredge.

Madness would go nicely in Rakdos, both flavorfully and mechanically (make yourself discard to achieve Hellbent but still get to cast the spells you're discarding).

#36: Those who did not learn from their mistakes in GDS1 are doomed to repeat them in GDS2. In the discussion for GDS1's essay questions, MaRo said most cards are designed for Spike because of Limited. I blew that question in GDS1 but did not make the same mistake twice.

#44: I voted for Flanking not working when blocking. I was thinking of Bushido, which is similiar and in the same colors but works on attacking and blocking both.

Flanking not including a number seems like a bad answer for two reasons: Flanking is cumulative so if you really want to make it in multiples you just put multiple instances of the word (see Cavalry Master). Also, subsequent abilities like Threshold and Metalcraft don't have a number. Then again, Bushido did have a number.

The correct answer (Flanking doesn't affect Flankers is unintuitive) is so correct that I didn't even realize that rule really existed! I wonder if this means I didn't play enough TPF limited?

#48: I caught Canyon Minotaur, but was one of the people that forgot Flying amidst all the other text on Squadron Hawk. DOH.

#49: I thought Martial Coup was part of a cycle and didn't realize Steppe Lynx was in a cycle (a pretty loose cycle).

Wednesday, October 20, 2010

Great Designer Search 2 - Essay 10: Revisiting A Plane

Choose a plane to revisit other than Dominaria or Mirrodin. What is a mechanical twist we could add if we revisit this plane?

The plane I would revisit is Ulgrotha, the location of Homelands. Homelands was loaded with flavor but lacking mechanics and good cards. Enough time has passed to let much of the bad taste fade while references to the setting have been made such as The Dark Barony (Planechase), Barony Vampire (M11), and near the end of the “Future Sight” novel. With Vampires now a much more established race in Magic, the time is ripe to return to a plane dominated by a vampire.

The set should have many Legendary Creatures and many references to the flavor of cards from the original set. This would include a Tribal subtheme. The setting has Dwarves and Minotaurs, two races that have been barely touched thus far in Magic. Dwarves in particular could appear in colors other than red and be defined in ways to set them apart from Goblins. Vampires would also be a main tribe allowing more of their design to be shown (most other tribes have a much bigger head start).

With Baron Sengir having conquered most of the plane, the block could be “Torment 2”: the dominance of black and how the other colors react to and interact with it. This needs to be done differently than Odyssey block: no uneven distribution of colors and no the intentionally weak white cards in certain colors. Instead of hosing, make them mechanically different. For example, all triggered abilities on black creatures could be “put into a graveyard” triggers while all triggered abilities of green and white creatures could be “enters the battlefield” triggers. With a black focus it would also be appropriate to revisit a Graveyard-oriented mechanics. A twist on Madness could be a variant that triggers when milled instead of discarded. Instead of Threshold and Flashback, there could be cards like Bridge From Below that have abilities when they’re in the graveyard. The Delve and Gravestorm mechanics from Future Sight could also be used. Grandeur would also combine the Graveyard and Legendary themes as discarding a card to Grandeur can feed other graveyard abilities, especially Delve.

Of all my essay submissions I've posted here, this is the only one I've tweaked before posting here. My final paragraph didn't end as nicely as this one does: I had made a note to include Delve and Gravestorm but forgot to do so. Grandeur and it's synergy with graveyard abilities only occured to me later.

Great Designer Search 2 - Essay 09: Worst Mechanic In Extended

Of all the mechanics currently in Extended, which one is the worst designed? Explain why.

The worst designed mechanic currently in Extended is Totem Armor. Totem Armor is the worst mechanic because it fails more than it succeeds.

Totem Armor’s purpose is to make Auras that negate the card disadvantage inherit in them. The problem is that the ability makes the enchanted creature more resilient but doesn’t stop the bigger problem of Instant speed removal killing the creature in response to the Aura. Rise Of Eldrazi limited is designed in such a way that Totem Armor achieves its goal there but only because the format has such a small amount of Instant speed removal.

In constructed play, the Totem Armor ability is not enough to overcome the card disadvantage because there is usually enough Instant speed removal. So the mechanic is not effective for experienced players and Spikes. Johnnys do not care because there is no combo potential for creature Auras.

Newer players and some Timmys will play Auras, but they will do this unaware of the card disadvantage. Totem Armor attempts to fix a problem they do not recognize as existing. Furthermore, the ability is confusing. Totem Armor is similar to Regeneration but not actually the same. New players often have trouble understanding Regeneration and Totem Armor just confuses them further. It would have been better designed if Totem Armor simply granted the ability “Sacrifice this Aura: regenerate enchanted creature.”

Furthermore, the ability lacks synergy. Nothing in Alara block nor Zendikar/Worldwake rewards a player for playing Enchantments. The use of -1/-1 counters in Scars Of Mirridion block is a disincentive to play Totem Armor because it negates Totem Armor’s bonus.

Great Designer Search 2 - Essay 08: Best Mechanic In Extended

Of all the mechanics currently in Extended, which one is the best designed? Explain why.

The best designed mechanic currently in Extended is Landfall.

Landfall is so simple everyone can understand it: if/when any land enters play for you for any reason, you get a bonus. There is no confusion.

Landfall is fresh. Despite the simplicity of the mechanic and Lands being around since Alpha, it had barely been used on any cards. Vinelasher Kudzu saw some play in Ravnica then was soon forgotten.

Landfall creates new and unusual experiences and play environments. Late in the game players usually want to draw anything but land. Landfall causes players to hope to draw land. Despite the unsually fast pace of Zendikar limited play and the low curve of its best decks, players still had reason to play as many lands as usual if not more (17-18) rather than fewer.

Landfall makes new players happy. Players usually have to have lands in their deck but these cards usually do “nothing”. Now new players have reason to be happy about drawing land. This is especially true for players making the jump from other card games which either involved no resources (YuGiOh) or could use any card as a resource (Vs). Landfall can encourage them to look for ways to get more than one land out in a turn, opening them to cards like Fetchlands they might have otherwise not tried to use.

Landfall makes experienced players happy. Whether or not to play surplus land in your hand has always been useful to bluff spells or have expendable cards against discard effects. Now there is the added decision of whether to speed up the expanse of your mana base to have more mana available or whether to hold back the land to get more turns where you trigger Landfall.

Landfall is the best mechanic because it makes everyone happy.

Great Designer Search 2 - Essay 07: Designing For Experienced Players

What do you think design can do to best make the game attractive to experienced players?

The best way to make the game more attractive to experienced players is to make cards and mechanics that reward their experience and skill: those that are subtly powerful and/or reward skill level in deck building and decision making.

Cascade was a great example of this. The randomness is disinteresting to newer players and they do not appreciate the card advantage it generates. Experienced players do recognize the card advantage. They also see how they can build a deck that removes the randomness factor; while they may not know what specific card they will hit they will have built their deck so that they know what general kind of effect it will be.

Cards like Fact or Fiction and Gifts Ungiven are another example. These cards are wordy and it is not apparent to new players why these cards are good. But an experienced player recognizes the card advantage they generate and see a way to use their superior decision making skills to trump other players. Gifts Ungiven also has an apparent drawback of never giving you what you want that discourages new players. Experienced players see how they can build redundancy into their deck. They can recognize combinations of cards such that whatever cards get put in their hand are either the cards they want or cards that allow them to get the cards they want.

The Masticores are also an example. Newer players hate discarding cards for any reason and will be turned off by the upkeep cost. Experienced players recognize that the drawback is manageable and the power of the card makes it worthwhile. In the case of the recently printed Molten-Tail Masticore, newer players are further turned off by the cost of removing a card in their graveyard. Experienced players will recognize the synergy between the upkeep cost and the cost to activate the damage ability.

Great Designer Search 2 - Essay 06: Designing For Newer Players

What do you think design can do to best make the game accessible to newer players?

Design can make Magic more accessible to newer players by making cards and mechanics that are straightforward either have no drawback other than mana cost or have drawbacks that new players don’t mind.

The M10 two color lands were a great example of making a card that was good enough for tournament play but had a necessary drawback that newer players could accept. Those players would balk at the life loss from Painlands, Fetchlands, or Ravnica Duals but do not mind lands that enter the battlefield tapped. The Worldwake two color manlands are similarly good: enters the battlefield tapped as an acceptable drawback and newer players would enjoy turning their land into an extra creature. Lands like Terramorphic Expanse and the Panoramas introduce the land fetching concept to players at the common rarity with the very tolerable drawback of the land being basic and starting tapped.

Linear mechanics are also good for newer players. Experienced players scoff at them because they don’t want their deck “built for them” but they are a great tool for newer players to help nudge them toward more focused deckbuilding rather than cramming together 60 random cards and some land of the appropriate colors. Tribal was a great mechanic because it is straightforward: more creatures with the same type are good. Metalcraft is similar: playing more artifacts is good. Every player can grasp the idea and why it is good. The limitations on deck building will not be noticed or be shrugged off by new players. The “creatures with power 5 or greater” mechanic from the Naya shard in Alara is good for newer players as it rewards them for something they want to do anyway: play big creatures.