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PostPosted: Sat Feb 14, 2015 5:28 pm 
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CKY posted a cycle round once. Unfortunately, it only got four submissions. I won, but none of the submissions were any good, and my cards just weren't common at all. I redesigned them when the spoiler was updated. But I don't like how they got into the set without being voted on, and I was never satisfied with it.

So here's the criterion:

I'm going to take the liberty of changing Sun Golem's activation costs to and to make this cycle easier to design. to destroy an artifact was mad overcosted anyway.

Make a cycle of artifact creatures with converted mana costs , with Sunchaser Golem in the middle, each with a pair of one-mana sacrifice abilities in enemy colors.

Sunchaser Golem
Artifact Creature — Golem
, Sacrifice Sunchaser Golem: Destroy target artifact.
, Sacrifice Sunchaser Golem: Destroy target enchantment.
2/2

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PostPosted: Sun Feb 15, 2015 12:38 am 
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Ooh this is a toughie. Not sure if we really need a cycle, but I'll try and come back to this when I have enough time for cycle design.

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CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Sun Feb 15, 2015 3:47 am 
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Just make sunchaser a 2/3, so 6 mana is completely justified.

Not that it would really be overcosted at 3 mana anyway.


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PostPosted: Tue Feb 17, 2015 7:01 am 
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I don't really like having a cycle of artifacts with sacrifice effects at common, because it's contrary to one of the themes we establishes relatively early, even if I think Sunchaser Golem is a cool card.

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PostPosted: Tue Feb 17, 2015 5:04 pm 
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Yeah, I just don't see a point to keeping the same cycle. We can keep Sunchaser, but the existence of creature with two different coloured ability doesn't necessarily mean there has to be a cycle. If there were three or four of them, I'd say complete the cycle, but I think we should just cut it.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
TPortfolioW


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PostPosted: Tue Feb 17, 2015 5:35 pm 
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Ok, let's cut it.

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