Fixing random cards, part 1
Welcome to my first Zeromagic entry in almost three years!
This new series is a mashup of my fixing old cards series from oozero, and my looking at a random cards series I used to do on Zeromagic years ago, both of which having been very well-recieved by my readers. Fixing cards is more creative and more fun than just analyzing and evaluating them, but the strict chronological progression I followed so far became tiresome for me, and it also meant that there was no hope to ever get to newer cards. This is why I will now instead “fix” randomly selected cards to mix things up. Instead of explaining everything about how I handle this in detail, I’ll just go ahead and let you figure it out – it shouldn’t be too hard!
Just one small thing: “LCP” is the abbreviation I will use in this series for my Limited Card Pool. I will denote if a card I consider fine is in that pool (at the moment when I write this – that pool is changing over time, of course), and if not, why not.
This card is fine – nothing to fix here.
LCP – no, because it loses out in the crunch to Wolfir Avenger and Cudgel Troll.
Augur of Bolas
Again, a perfectly fine card.
LCP – common.
While I have nothing against vanilla creatures in limited, and a 2/2 for three mana is never quite unplayable, it will always feel bad if you actually have to include it in your deck. Such cards should not exist. Also, a 2/2 is a bit small to portay an ogre, although that is an issue with creatures from Alpha in general, where bears were 2/2 and giants 3/3…
I believe a good basic concept for an Ogre has already been conveyed on an existing card:
LCP – common.
I really dislike alternate win conditions, and I am not a big fan of cards which are bombs in limited, yet unplayable in competitive constructed. While I can accept the existence of strong rares in limited, they should not come with an alternate path to victory if their presence in combat alone is not enough to win the game. I’d rather have a powerful creature end the game directly via attacking if it cannot be dealt with.
What it boils down to is that I just want to streamline this design, while having it require a bit more of a commitment to White – some might call my version boring, but I consider it elegant (and it’s not as if an elegant card with this concept already existed!) It should also have a better shot at constructed than the original (excluding casual constructed, of course). Please note, though, that I design my cards for limited environments with access to a healthy amount of reliable removal – a description which does not really fit most modern environments.
A fixed version of this card already exists. It’s called Counterspell! No, that is not overpowered – it just does not fit Wizards‘ current philosophy of making the game mainly about expensive permanents and catering to the preferences of bad players.
That aside, the card is okay in limited (although rather weak), so there’s nothing to fix about it in itself.
LCP – no, because I just use Counterspell, duh!
And yet another fine design. I explicitly like that it pumps all slivers – that is what slivers are (well, were) all about! The old slivers also add a very unique and interesting dynamic to a limited environment.
LCP – staple common.
Hey – I already fixed that card!
A bit weaker than necessary, but still fine for limited.
LCP – no, because of several more attractive options, and because the “high-flyer” ability feels more at home in Blue.
Completely fine again!
LCP – uncommon.
LCP – no, because it lost out in the cantrip crunch, and I already use Inside Out.
Fine, although I do not especially like the dynamics of off-colored flashback costs
LCP – no, for the aforementioned reason.
Protection from a color just does not play well in limited. That issue is exacerbated because this card is quite weak unless this protection matters. I found another way to express the dervish’s ability to avoid harm, while making its strength less dependant on it. One thing I cannot mend, however, ist that neither the mechanical concept of the card nor its art have anything to do with real dervishes or their whirling.
LCP – common.
I dislike a bit how unrelated the two effects on this card are, but other than that, this is a good design hitting a good power level for a rare.
LCP – no, because I have enough anthem effects and resurrection effects and prefer to keep those separate.
From a limited vantage point, this is a tad too strong for my taste, although I admire this card’s elegance (but not its artwork). I do not believe it is so overpowered that it needs to be fixed, though.
LCP – no, because it is too powerful and suppressive, and I prefer the more moderate green version of that effect on Tracker.
And another card I already fixed!
Some say the mana costs of the legendary creatures from the Legends set have been assigned randomly, and seeing this creature, I wouldn’t want to argue. Ignoring the mana symbols, this is a Nantuko Disciple with flying. Why is that red-green, and why does it need to be uncastable? I have no clue.
I have decided to keep a card’s color identity when fixing it, so I gave Tuknir an ability which fits better with his identity.
That is it for this time!
Tags: Augur of Bolas, Belbe's Percher, Blade Sliver, Cancel, Design, False Orders, Felidar Sovereign, Gray Ogre, Hindering Light, Illusionary Mask, Karplusan Yeti, Magic: The Gathering, Marshal's Anthem, random, redesign, Skyshroud Troll, Stun Sniper, Tracker's Instincts, Tuknir Deathlock, Twisted Image, Whirling DervishYou can skip to the end and leave a response. Pinging is currently not allowed.