hey these arent cards but just two things i feel like we get stuck on too much on in this thread over the past several years (not just recently).
1) focusing too much on numbers that dont affect the core main idea of the design too much. especially just talking about power level
different cubes are
different. saying that makes it sound pretty obvious, but i see a lot of talk about mana cost or damage or p/t without relation to environment. we all have very different cubes.
if you're designing a card, you're generally designing the idea behind the card. numbers are easy to fix with testing the card (and i hope folks are testing their cards at least a little in goldfish games before they unleash them on folks (?)). the core design of a card is not always so obvious
if we're talking a lot about the numbers on a card it should probably be one of:
- qualified by an environment you mention
- or what kind of environment those numbers need
- discussing relationships with specific other cards
- the psychological effects of it. (ex: that really annoying asymmetry of
griselbrand costing 8)
- when the numbers differences do make two actually
totally functionally
different cards in practice. a more subtle example might be how
sensei's divining top having a 1 mana activation cost means that players can spin top many times a turn and do something time consuming very often, vs if the activation costed 3+ or something.
- in relationship to the other numbers on the card
- ok, in rare cases, maybe the core idea of the card is about numbers, like maybe i post a
lightning bolt that does 5 or something? but in that case i'd probably
still be wondering about the resulting environment.
2) focusing on what wizards is will print as a strict ruleset
this is incorrect for three reasons:
we CAN design things that wizards will never design. we are free of all their legal and financial restrictions. we know our target situation (cube). wizards are driven by a business model where they print sets that come in packs with rarities, and so forth. that's just not what we're doing at all.
we CAN'T design things that wizards will actually design. wizards are considered the authoritative voice of mtg, and we're just some "modders". i remember years ago i designed some cards with the energy mechanic, and i showed them to people, and people reacted like the mechanic was some unset weirdness they'd never print. (funnily enough, my testing revealed a lot of the same annoyingness of the actual WotC energy cards, but that's sort of irrelevant i guess). my point here is that you can come up with cards that wotc will actually print and design, but if people react uncomfortably to them bc it's too strange, it doesn't matter. and this is true about a lot of things wotc has actually printed, like eldrazi or energy or so on.
wizards just simply isn't perfect. they print a lot of cards. no matter how good you think their designs are overall, some of their cards will just be straight up garbage. you can find a handful of cards over the quarter century history of the game to support almost any kind of design as "see, wizards did it". in the same way, just because they haven't printed it, that doesn't mean they know what they're doing either.