Hi all. Something happened this week. Or rather something didn’t. I wasn’t inspired by anything. It is a pretty occurence, as it doesn’t take much to get my creature juices flowing. It’s not like I haven’t checked out /r/custommagic every now and then, I was just too busy with work I guess.
Worry not! Do you know what we do when not inspired? Well, there’s a few different strategies, but when you don’t have the time to just patiently listen to the muses, add some method in there! What I set up to do this week is to catch up on lacking areas of my creations this year, figure out what is currently missing from my 2015 portfolio and make up for it. Let’s see what it takes to make my legacy complete!
Well spoiler alert, we are going to need more instant and sorceries. Lots of them. I am afraid nothing I will do today will fully compensate for the head start creatures have had so far – 23 or so creatures compared to 3 instants and 3 sorceries in 2015 – but we are going to make it worth our time.
I pinpointed two more things missing. First, I didn’t create many gold cards this year, and none one with my two least represented colors either, blue and green – apart from a certain Sultai Smiter, as you might guess of Sultai colors. Second thing, there are no commons! I actually consider this an utter failure, as a game maker really needs to be able to handle simple and elegant designs.
So here it is, Kerathan Experiment. I have a little trivia for you: do you know how many Simic common sorceries there are in the history of magic? One! I’m not the only one needing to work on that apparently.
There are a couple things green and blue have in common and I wasn’t inspired by: ramping and bounce – I wonder how so many bounce effects made their way into Simic cards actually.
Instead, I leaned towards the aspect of spell-creating tokens and I think I have an interesting and clean one here. Tell me what you think!
Next is Command the Winds. As it turns out, blue was the least common color among my designs this year, and yet I have made two blue instants already! We are focusing on sorceries today. Even better, I had not made a card-drawing spell yet, here is a good occasion to do so.
What flavour do you add to a common draw spell? It isn’t that easy to figure out! I did find one though, drawing more when you control flying creatures.
I thought about it closely and Command the Winds is definitely both balanced, limited playable and interesting enough in that field. It isn’t exciting but I could run it in control decks. Would you?
What would you say of my latest efforts. Commendable? It is good to work on a mandate – albeit self-assigned – for a change, creation can’t always be wild and free. Delivering on pieces needed for the overall health of the game is also a very important part of game design.
Hope you enjoyed it, I’ll see you next week for more!