Showing posts with label soradyne. Show all posts
Showing posts with label soradyne. Show all posts

Tuesday, April 24, 2012

Soradyne Evaluation


This is what Soradyne looked like when it was all laid out, before six men spent twenty minutes shuffling everything up in order to build fake packs for Sealed play.

Lotta cards, ennit?

Still, we managed to get thing shuffled up and kinda sorta mixed up enough to make sealed decks and give this set a run.

It's interesting to try and evaluate a set after doing so much work on it, tweaking as much as we could in order to achieve some balance and fun. All of that work was done in Theoryland, so to have people take these ideas to task in the real world and see if they break is a different turn of events. Since we only did sealed matches, it was a little harder to understand how these cards might work in a constructed format but with a solid sealed set, everyone felt we were well on our way to something that might actually exist.

Which is a pretty cool thing.

But the basics came to this: Mindstrike has serious potential, doing OK even in Sealed, Feint is a good ability that needs to be watched when we put it on creatures because that can easily create an overwhelming position where the opponent's Feint spells don't matter and Evidence cards should have a fingerprint watermark on them, because that's frikkin' cool. (The Evidence cards were solid but not 'remarkable', if you will.)

Most importantly, people had fun: while there were suggestions and concerns about some cards, there wasn't anything obviously wrong or obviously broken in what players saw, and everyone had a good time.

That is a very cool thing.

Wednesday, April 18, 2012

Soradyne

In my spare time, I've been helping a buddy of mine design a Magic set named Soradyne. This weekend I'm off to Seattle to give it a test run. You can take a look at the set here: it's a solid set that has some good ideas behind it.

But in the last day or so I've suddenly had a concern that it doesn't have enough constructed worthy cards. By this I mean: my favorite Magic sets (Shadowmoor/Eventide, Zendikar, Mirrodin before it got batshit insane, Ravnica block, Invasion block) did one of two things: 1) laid out new areas to build decks in  or 2) brought cards that were useful in a meta sense.

In Invasion, color harmonies that hadn't been explored came up. Mirrodin brought the potential to use artifacts in totally different ways (until Affinity killed any creativity that could have been used.) Shadowmoor and Zendikar used concepts that players already knew and went back a long, long way, like playing lands or color pairings, in order to add to an area that hadn't really gotten it's due.

And I'm just not sure if we're doing that, yet. But this is what testing is for!