A plane that no longer moves. One side is completely frozen and the other is a hellish wasteland where the sun never sets.
Card Type Matters (not subtype, I'm talking the stuff
Tarmogoyf cares about)
You will probably have to ram some set structure into everyone's mindset in the near future though.
We are currently 1/6 of the way through making the set. I think that so far we're doing excellently, with most of the mishaps along the way being managerial errors on my behalf rather than design or voting mistakes by you guys. This is the thread to tie
Mechanics and
Flavor together, to make sure we continue doing excellently going forward.
First, I want everyone to read
Nuts & Bolts: Design Skeleton, one of MaRo's greatest articles. He explains how sets are given bones before they're given sinew and skin. Read this if you need a refresher on what exactly Set Structure is as a concept, why it's important, and what we can do about it.
While the criteria system is working out really well so far, I'd like us to start thinking about the set in a broader scheme, and ask ourselves: Where do the cards that have gotten in so far indicate that we're going?
So, post in this thread if you have any idea for a slot on the Set Map (i.e. a criterion), or think it would be cool to make a cycle out of a card already in the set, such as
Seal of Churned Earth or
Lightbearer, because I plan to have bonus rounds for cycles in the future. People can use this as inspiration for their own criteria, and in general talk about where we're going from here.
I really think we need to do the same as the below example for the entire set.
CW01 – creature, small
CW02 – creature, small, flying, gravetwist
CW03 – creature, small, first strike
CW04 – creature, small, flash, ETB – life gain
CW05 – creature, medium, vigilance
CW06 – creature, medium, flying
CW07 – sorcery – token making, flying
CW08 – instant, power boost
CW09 – instant, enchantment removal
CW10 – enchantment, creature removal
CU01 – creature, small, flying,
CU02 – creature, small, shroud
CU03 – creature, medium, flying
CU04 – creature, large
CU05 – instant, hard counterspell, gravetwist
CU06 – instant, soft counterspell
CU07 – instant, "bounce"
CU08 – sorcery, card drawing
CU09 – sorcery
CU10 – enchantment, aura, creature removal
CB01 – creature, small
CB02 – creature, small, flying
CB03 – creature, small, deathtouch, gravetwist
CB04 – creature, medium, intimidate
CB05 – creature, medium, ETB – raise dead
CB06 – creature, medium
CB07 – instant, creature kill, gravetwist
CB08 – sorcery, discard
CB09 – sorcery, drain creature
CB10 – enchantment, aura, positive effect, gravetwist
CR01 – creature, small – ETB direct damage to player
CR02 – creature, small, first strike
CR03 – creature, small
CR04 – creature, medium, haste
CR05 – creature, medium, trample
CR06 – instant – direct damage to creatures
CR07 – instant – direct damage to either
CR08 – instant – power pump
CR09 – sorcery – panic, gravetwist
CR10 – enchantment, aura, positive effect
CG01 – creature, small, gravetiwst, ETB – artifact/enchantment removal
CG02 – creature, small, regeneration
CG03 – creature, small, deathtouch
CG04 – creature, medium, reach, gravetwist
CG05 – creature, medium
CG06 – creature, medium
CG07 – creature, large, trample
CG08 – instant, power/toughness boost
CG09 – sorcery, life gain
CG10 – enchantment, aura, positive effect
CA01 – creature, medium
CA02 – sac effect, mana related
CA03 – tap ability, mana related
CA04 – equipment, power/toughness pumping
CA05 – equipment, evasion
CL01 – produces W
CL02 – produces U
CL03 – produces B
CL04 – produces R
CL05 – produces G