Tuesday, April 22, 2014

Mega Man Magic - Spoiler 21

Sorry for the delay, lots of stuff going on at the homestead. Hopefully no more interruptions before we get to the end of these spoilers.

Short one today, focusing on two of the omnipresent figures in the set: Dr. Light and Dr. Wily. These cards fill in some more gaps in the skeleton, as well as helping the key figures in the set to be "felt" throughout.

My little twist on Brave the Elements. My instinct was that it was a little bit more useful than Brave the Elements, so I made it cost an extra colorless mana. It's still a very white card, both in effect and usefulness. A single white mana probably would've been okay, but c'est la vie.

This was one of the earlier cards I developed for the set, but initially it was X=number of creatures on the battlefield. Then a couple things happened. First, I playtested my original set with James and Nick, and James used that card to clean us up. Then, I revisited the card and realized that a creature-based mill wouldn't make any sense in blue. So I switched it to artifacts, and reduced the cost (it used to be 3 or 4). It's not likely that in a limited situation you'd get much use out of it, but in a constructed modern deck, with the artifact lands and such, this thing could still make for some beatdowns.

This card got its inspiration from the game (obviously) and from Quicksilver Amulet, one of the most frustrating cards to play against in Duels of the Planeswalkers 2012. That bastard ass Karn rolled me pretty much every time he had that card in play. Anyways, I tried to make my version a little more balanced by narrowing and nerfing its ability. I think I managed to do that while still having the card be useful. Obviously it's harder to get use out of it in a regular Magic setting, but within this set, you've got plenty of options for Robot Masters to work with.

I actually came up with this card before Rise of the Dark Realms came out in M14, though it wasn't exactly the same as it is now. I think I had a green mana and a green effect in there, lifegain or something. Anyways, this is obviously going to have to be a tough card to cast, considering its effect, but it's not unplayable. And that's basically what I was going for: a dangerous card to include in your deck, but one that pays huge dividends if you can make it work. Mission accomplished?

That's it for now, see you soon.

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