Concepting 101: The Basics - Blue Spells

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miinor_threat

5 August 2010

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Concepting 101: The Basics

Welcome to Concepting 101. This is the beginning of a series that is dedicated to laying out every aspect of card design for for customizing your MTG experience. Whether you are building a whole set, adding some variety to your kitchen table games, or just mocking up some cards for fun, this series will be for you.

Over the next few weeks we will build our own set from scratch. Our guiding principle will be to follow the ABCs of card design: AESTHETICS, BALANCE, and CONCEPT. Our goal is to make every card aesthetically pleasing and interesting, perfectly balanced so it is fun to play, and consistent in all ways with our theme and concept so that it fits into our set and MTG as a whole.

AESTHETICS

Magic is so popular because it fires up the imagination. Not only is it a challenging and competitive strategy game, it indulges our collective nerd subconscious which likes the idea of trolls and orcs and dragons beating the nerves out of each other. That's why the concept cards have to have the requisite style, attention to detail, and "coolness" that the normal cards have. It is much tougher without a budget to commission specific artwork from the world's best fantasy artists, but we have a different resource: the interwebs.

Finding Art

Honestly, this is the most critical step in card design for me. This is the foundation that cards are built upon. The card's text has to be true to the art.

I recommend using a combination of Google image searches and Deviantart.com. Those are my two starting points for finding quality, royalty free artwork on the web. Learn to hone your search terms and find the patience to go through the results in detail. If you find art you like, look up the artist and find more of his/her work. If you find something that is good, but isn't what you are looking for right now, save it for later in a file somewhere. I often go through my scrap folder and find exactly what I need.

Tweaking the Art

Sometimes you can find great art, but it is just not quite there. Almost every single image I turn into a card has at least been cropped, if not color shifted, or saturated, etc. Windows has some very basic photo editing tools that are great for beginners (just right click the image and select "edit.") For more advanced editors there is always photoshop, adobe, etc. With a little practice, you can make the images you find much more versatile for concepting.

Mocking the Cards

I use a program called "Magic Set Editor." It is easy to find on Google. Download the most recent version and poke around the features before you start. It is intuitive and easy to use.

BALANCE

This is so important. When mocking up cards, always remember this rule:

NOT EVERY CARD NEEDS TO BE AMAZING. - The single biggest rookie mistake is to make every card ludicrously overpowered.

Ask yourself, is this card anywhere near as powerful as Jace, the Mind Sculptor, Baneslayer Angel, or Bloodbraid Elf etc.? If it is, is probably way overpowered and thus un-fun. Think back to the most fun games of Magic you have ever played, they were the games that were evenly matched and went back and forth, leading to some epic plays before someone won. Broken combos and broken cards lead to quick scoops and very little fun.

I am in no way saying everything needs to be Razor Boomerang, but BALANCE is the key. No, not Balance, that s--t is broken, I mean balanced gameplay. The cards we build during this series will be good, but balanced. It's not an easy equilibrium to achieve, Wizards has a whole team of playtesters that try to break and combo every card printed, we just have to use our brains and our knowledge of the game.

CONCEPT

Concept is the most abstract of the 3 golden rules. Concept really comes down to this: Is it fun and different? Does it expand the game? Is it cohesive? Is there synergy? Is it thematic?

Concept is the catch-all rule. Always check to make sure that the cards you create are unique and interesting, otherwise why make them?

This week: Blue Cards

To start the series off we will be sampling a few blue cards of different types. Blue is the color of counter magic, bounce, control, and information. Let's look at some sample cards from the common, uncommon, and rare rarity.

MINDLIGHT ##Common: Mindlight Here is a little cantripping info common that is useful with draw or milling combos. It is pretty typical common strength, and would probably only be at home in mill decks, draw/damage decks like Niv-Mizzet, the Firemindfoil, or storm decks.
VOIDSPELL ##Uncommon: Voidspell The idea for this neat little counterspell came from none other than KrazyCaley. In fact, KrazyCaley could probably fill an angry, wandering manifesto with his counterspell ideas. No Cales, I will not print you an instant that says "0 mana: Counter all spells. Buyback 0." REVISION: This is the new voidspell. After much community discussion, the original was deemed overpowered and the life cost was increased to try to bring it back into balance. See below.
GOLEMANCER ##Rare: Golemancer I have been intrigued by the idea of very small indestructible creatures for a while. I think they pose interesting balance questions. Wizards has been very sparing with the indestructible mechanic, and rightly so. Permanents that can't be destroyed can very easily throw the game out of whack. So let's look at the Golemancer. She would just flat suck without shroud, and I don't think she could fairly cost any less, because early game indestructible tokens would really screw aggro, which has to beat over, above, or around these things to win. I don't think she is broken because it is a full 8 mana investment to produce a single indestructible 1/1. With that heavy of an investment, I think being able to make 1 dude a turn is reasonable.
GOLEM TOKEN ##Golem Token Why the hell not? I've made every other token.

Bonus Planeswalker

Some of the first cards I designed were for a series of custom planeswalkers I made for the guys I normally play with. I made then to suit and complement their respective play styles and personalities. I will reveal one of these planeswalkers at the end of each installment of Concepting 101.

This Week: Cales Belleren, Nullmage

CALES ##Cales This one obviously was made for KrazyCaley, who is the bluest of all blue players. In the magic canon, he respects Jace, Nicol Bolas, and no one else. This planeswalker is an homage to his dark, unhealthy blue fetish. Is he Jace's father? Is he the Jace we know that has come back in time? Only he knows for sure. He doesn't draw you extra cards, but he draws you pretty much exactly what you want. His nullmage minus ability can buy you a turn to get your combo off, and bribery for a permanent is a pretty legitimate ultimate ability. REVISION: Based on the discussion I have made his scry ability slightly less powerful and his ultimate 1 turn cheaper.

Feedback

I want to hear from you guys. Are the cards I made broken? Are they underpowered? Everything from the commons to the planeswalkers are up for discussion.

Let me know what colors, card types, and concepts you want to see in the coming weeks. Until then, school's out.

nammertime says... #1

I like your designs, especially the rare and the planeswalker. Both of them are well-balanced and seem fun to try out. The Golemancer is very fairly costed, and the art you chose was incredible (as well as the flavor text).

As for the planeswalker, I like his abilities. They're good, but not eighty-dollars good, and, well, that's fine by me. Fair cards are way better than OP cards.

The common and uncommon, though, I'd say, are a bit more powerful than they should be. Imo, looking at the top five cards with Mindlight is a fair effect, but making it so multiplayer friendly makes it incredibly powerful. In fact, in a two-player duel, you get to see a total of ten cards! It surpasses stuff like Peek by a country mile. I'd make it just 'target player' rather than 'every player.'

As for Voidlight, I'd say that 3 life wouldn't be enough. It's not like it's commonplace to be drawing all four in one game. I could see two or three being drawn, tops, and I'd gladly pay up to 9 life to counter up to three times for only a one-mana investment each time, seeing as how it frees up my other mana for other control stuff I'd wanna pull off. We all know blue has trouble with mana generation, and this spell would be freeing it up. I'd make the life payment 4 or 5 life. Sidenote (I don't wanna sound mean, but I had to mention): a one-mana counterspell has been done -Abjure .

My two cents. Please don't kill me!

August 5, 2010 4:56 a.m.

drizzy says... #2

The only problem I have is with mindlight. It is a well crafted little gem, but the "put them back in the same order" clause has me wondering if that can be done without someone yelling "cheat".

What I am saying is, how do you know your opponent isn't switching around the card order when he is playing this spell?

As a designer, I guess I would say that is the only flaw to the card, it is balanced, but on a social level of gaming it seems unfair. Usually looking at (not scyring) cards is limited to one, to avoid this problem, or cards are "revealed" to avoid this. Now, I have only been playing magic for a couple months, so if you can point me to a card that has a similar effect, I will say that it can be done, as Wizards has printed something like this already. I just worry.

On a more positive note, I think each card is well balanced. I like that the common has minimal use but could see certain decks. It also would table in a draft, but the blue player is happy for a cantrip on the second trip around. The uncommon fits right in with multiple deck concepts and could be widely played and popular. The rare is just right in that it is a late game combo-y card that could, in the right deck, be really destructive. Also, in limited it could own some face. The mythic rare is a powerhouse and the scry 4 is scary, if not downright insane. I would have to playtest it at "scy 2", "scry 3", and "scry 4" in multiple matches before I decided which one is worth 2 loyalty counters. His second ability is worth its weight in gold for any combo deck. He reminds me of Liliana Vess in cost and that I might just pump him to use his second 80% of the time, especially if I have another in hand.

I love Voidspell and can't wait to use it on a lightning bolt. =D

August 5, 2010 5:20 a.m.

SirNips says... #3

For Golemance i feel the its approaching OP, whether making it a 0/4 -0/6 instead of shroud to give it some protection, because that 1 dude she makes isnt going away anytime soon so yeah i think that its probably best to at least allow for her to be removed.

August 5, 2010 9:11 a.m.

merubhanot says... #4

Wow, what? Your card designs are cool (I like the planeswalker), but the counterspell is unbelievably overpowered. Force of Will is phenomenal because it is 0 to cast, costs 1 life, and looses you a card! This is better or at least as good because it has no card advantage drawback. If Voidspell existed, it would cost about 70 dollars each.

To make it more fair, how about making it a modified spell pierce with life loss? Same thing as it is now, except "Counter Target Spell Unless It's Controller Pays 2"

August 5, 2010 10:19 a.m.

squire1 says... #5

great card ideas. nice article. Beware that this may be the 3rd or forth attempt at building a full set for the community.

August 5, 2010 11:40 a.m.

exarkun809 says... #6

I agree w/ the above about Voidspell being a touch OP'd. Considering you could splash it into any deck with any blue... that could get nuts. Abjure forces you to at least have a criteria before countering for 1 (blue permanents in your deck). I feel like the most powerful counter spells should be reserved for decks that are blue-focused.

How about: Counter target spell. If target spell is countered this way you must pay X life, where X is target spell's converted mana cost.

Otherwise I like them all overall. If you think Golemancer is OP, you could say 'indestructible creatures you control can't block'? Or something of the sort.

The art on the PW is my favorite though. Considering the cost of Knowledge Exploitation , maybe his ultimate could go down even? Or you can pull any card out?

August 5, 2010 11:45 a.m.

lotusreport says... #7

Voidspell is by no means "very well balanced." For many decks that rely on counterspells, the only life point that matters is the last one. Force of Will is the gold standard for that very reason.

Even a counterspell version of Vendetta -- "Counter target spell. You lose X life, where X is the converted mana cost of that spell" -- is arguably too powerful, as you can shrug off Lightning Bolt s and Path to Exile s for the bargain price of one life.

Perhaps we might simply raise the price of Voidspell to five life, a la Dash Hopes . The steeper cost makes players think before including it in every blue deck; your average control deck can't afford to hand out free Lava Axe s all the time. It's best suited for combo decks that need to protect their combo pieces at all costs. Plus, paying five life feels more like an act of desperation -- "When you stare into the void, the void also stares into you."

August 5, 2010 12:30 p.m.

nammertime says... #8

@lotusreport:

Very well said.

August 5, 2010 1 p.m.

exarkun809 says... #9

I think paying 1 mana to deal 3 damage and paying 1 mana to basically negate 2 of that damage is pretty fair. And paying 1 mana to Path a creature and paying 1 mana and 1 life to basically shroud that creature ( Vines of Vastwood ) is pretty fair.

Vendetta 'shrugs off' Ball Lightning Hellspark Elemental Lotus Cobra etc for 1 life.

But, I think we're in agreement that countering a Cruel Ultimatum or any and all bombs with a U and -3 life uncommon would be nuts. The obvious solution is to bump up the cost to 4 or 5 life like Lotusreport said. I think CMC = life loss makes it a more powerful Vendetta (which definitely may make it still too powerful). Then you could break it up into a Negate /Essence Scatter type or something. Pay life = to CMC, counter target creature/non-creature spells.

August 5, 2010 1:27 p.m.

lotusreport says... #10

Mindlight simply does too much in multiplayer for U. Compare to Opt , Peek , Spy Network , and other spells for the same cost. Either remove the cantrip clause, or make it target a single player. As an aside, I thought this article was an excellent demonstration of design concerns for multiplayer.

August 5, 2010 1:42 p.m.

nammertime says... #11

I will say this though: all the points made about set/card creation are right. It's just their interpretation that might be skewed without a lot of people playtesting/critiquing at the same time.

Also, sometimes you just need to sleep on a card and see if it's any good the next day.

August 5, 2010 5 p.m.

miinor_threat says... #12

Very well said guys.

You have sold me on the power level of Voidspell. In my defense, KrazyCaley wanted it to be 2 life and paid only if the counterspell resolved. He is the undisputed king of advocating overpowered counterspells. :D

I must step up to the defense of Mindlight however. I really can't think of a single pure library information card that has ever really been good or seen play. spy-network-anybody? Telepathy is only even ok because it sticks around and gives you a lot more than 5 cards worth of information that is much more immediately relevant. I added the cantrip at the last minute because otherwise that card was utter garbage that would not even see play in limited. I thought it would be challenging for the player who casts it to keep track of the cards coming up, and balances at "all libraries" because it is only good for information.

I knew that the Hive Mind would have good insight into these concepts.

August 5, 2010 10:41 p.m.

nammertime says... #13

I think that when you compare it with cards like Telepathy and Spy Network , you've just gotta see this: they don't cantrip. If either of those cards allowed you to draw one card upon being played, I'm terribly sure they would be a lot more popular. However, they don't.

Mindlight would not only interact with library shenanigans, it would replace itself in the process. To give that much information and a cantrip, that makes it a wonderful common and pretty overpowered.

August 6, 2010 12:31 a.m.

miinor_threat says... #14

@lotusreport: By the way. when voidspell gets re-made, this will be the new flavor text:

"When you stare into the void, the void stares into you." - Indra, nullmage of Vectis.

Respect for knowing your Nietzsche.

At this point I tend to lean towards the pay 5 life option. When compared with Force of Will it makes more sense.

Force of Will : 0 mana, 1 life, 1 card

Voidspell: 1 mana, 5 life, 0 cards

August 6, 2010 1:35 a.m.

miinor_threat says... #15

So let it be written, so let it be done.

Voidspell has been changed.

August 6, 2010 1:48 a.m.

Zanven says... #16

I bet you could open your own little digital shop here on TappedOut where you make people custom cards/Planeswalkers based off of them for money or feature tokens, and would probably get a lot of customers! Awesome as always; Cales' ultimate maybe a little underpowered but that middle ability is the bomb.

You do awesome work all the time; if I didn't know how busy you were then I would try to lasso you into helping the Creative and Design teams light a fire under our Build a Set Community Project!

August 6, 2010 4:15 a.m.

squire1 says... #17

agreed Zanven

August 6, 2010 8:38 a.m.

TAMA says... #18

I think the Indestructible 1/1's seems hugely powerful. It is similar to a blue online Elspeth.

I think it needs to lose the shroud. Very powerful.

Voidspell does give another force like spell to legacy and vintage. It seems very powerful in the Eternals but underwhelming in standard.

August 7, 2010 12:04 a.m.

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