inventors-fair: What makes a good gift?~Will everyone get a chance? I designed Incantations of Kagem
inventors-fair: What makes a good gift?~Will everyone get a chance? I designed Incantations of Kagemaro to be a control-themed draw engine that you can either take to your grave or work to your advantage. Bounce it around all you want, but someone will run out of cards, and someone will have to pay the price. It all comes down to how much you’re willing to put in to card advantage.Will someone be punished for a gift? @thatboonguy designed Absurd Overgrowth for that purpose, as a blessing and a horrendous choice, a limit to how much you want to grow.Will there be gifts to go around? Sapkeep Sikkits by @teaxch may be on-the-nose in the name and flavor text, HMPH, but it refuses to be anything but extreme in its control. Take it, swing it, give it back. What are you building around? Is the card you’re designing made to head a deck like Sapkeep, or it is part of a greater strategy?What are you willing to give? @3smuth‘s Mephistopheles in Chains plays a dangerous game. Someone will suffer, or someone will have to find a way to pay. The demon will rise again, and if you don’t find a way to use them, then you’re going to face the consequences.So, with all that in mind, where does this leave us design-wise? Flavor can be all you want, but even Goatnap had its place in a draft format full of shapeshifters. Punishment is the first aspect of gifts, of course, giving an opponent a contract you can’t get out of, a creature that imposes upon you. But what else can there be? An obstacle? A curse, a real curse?Here’s something to keep in mind: why is my opponent getting something, and why is this not a curse? What flavor or mechanical specificity prevents it from being a card type that would act in the same way?Consider, revise, react, approach, and collaborate.-@abelzumi -- source link