Among all cards, one whose power I was worried about was this one. It's a relief that Glissa, the Traitor was released just now. Right now, I feel it's okay. Exciting but not obligatory to use.
Its second ability plays with the conflict theme. Normally, cards either hurt an opposing color (making it good if your opponent plays it) or exclude a color (making you not play it). This is one of the few that actually tells you to play an enemy color and then just stomp it. It fits black, and it makes the card more exciting even if it's more difficult to use than it looks.
I ran into a problem when I made this set. Because of dig, combos were going to be supported more easily, so design in general was very modular. But there's a problem.
If you make a card like Matteo, you could do a potentially winning white card so that it has a use, but you probably only have space for one. And to not have any is a bit disappointing. Auratouched Mage from Ravnica had Wurmweaver Coil, until it was changed to "enchant green creature". Matteo didn't have a card in white that made it really easy to win. His double Honor of the Pure effect was cool but it felt empty. I decided to give it a card in Harmony. Outside Block, it does make for a cool Reanimator card.
This was done about a year ago. It is a 249 card set that is to be followed by the 145 card set Harmony, finished about half a year ago.
This set has a lot of flaws, but I've learned thanks to it. In general, it was made for Constructed, mostly, and the power level is too high. The former makes some themes playable when choosing your 60 cards, but completely irrelevant if opening boosters. The latter also hurts Limited. But it's also very powerful for Constructed. I was in a time where I thought even common cards should be good enough. And while it's true, I think I pushed everything too far, trying to make all cards playable (impossible because even among only good cards there are best ones). If you open a booster, you'll see almost everything is very playable, yet some good cards are overshadowed by downright broken cards from this same set. This is because the set had little development. I made the cards, made sure they made sense, but avoided playtesting (and Limited).
I consider it finished, so I won't be correcting things. I even sometimes wonder if the themes were actually enjoyable, but I'll leave it. It'll remain as a good lesson only.
Vertical cycle with Trained Kithkin and Chaos Fighter.
Vertical cycle with Forteplazian Guard and Chaos Fighter.
Vertical cycle with Trained Kithkin and Forteplazian Guard.
Horizontal cycle with Carrier of Hope, Carrier of Truth, Carrier of Death and Carrier of Scars
Horizontal cycle with Carrier of Hope, Carrier of Truth, Carrier of Death and Carrier of Growth
Horizontal cycle with Carrier of Hope, Carrier of Truth, Carrier of Scars and Carrier of Growth
Horizontal cycle with Carrier of Hope, Carrier of Death, Carrier of Scars and Carrier of Growth
Horizontal cycle with Carrier of Truth, Carrier of Death, Carrier of Scars and Carrier of Growth
Among all cards, one whose power I was worried about was this one. It's a relief that Glissa, the Traitor was released just now. Right now, I feel it's okay. Exciting but not obligatory to use.
Its second ability plays with the conflict theme. Normally, cards either hurt an opposing color (making it good if your opponent plays it) or exclude a color (making you not play it). This is one of the few that actually tells you to play an enemy color and then just stomp it. It fits black, and it makes the card more exciting even if it's more difficult to use than it looks.
I ran into a problem when I made this set. Because of dig, combos were going to be supported more easily, so design in general was very modular. But there's a problem.
If you make a card like Matteo, you could do a potentially winning white card so that it has a use, but you probably only have space for one. And to not have any is a bit disappointing. Auratouched Mage from Ravnica had Wurmweaver Coil, until it was changed to "enchant green creature". Matteo didn't have a card in white that made it really easy to win. His double Honor of the Pure effect was cool but it felt empty. I decided to give it a card in Harmony. Outside Block, it does make for a cool Reanimator card.
This was done about a year ago. It is a 249 card set that is to be followed by the 145 card set Harmony, finished about half a year ago.
This set has a lot of flaws, but I've learned thanks to it. In general, it was made for Constructed, mostly, and the power level is too high. The former makes some themes playable when choosing your 60 cards, but completely irrelevant if opening boosters. The latter also hurts Limited. But it's also very powerful for Constructed. I was in a time where I thought even common cards should be good enough. And while it's true, I think I pushed everything too far, trying to make all cards playable (impossible because even among only good cards there are best ones). If you open a booster, you'll see almost everything is very playable, yet some good cards are overshadowed by downright broken cards from this same set. This is because the set had little development. I made the cards, made sure they made sense, but avoided playtesting (and Limited).
I consider it finished, so I won't be correcting things. I even sometimes wonder if the themes were actually enjoyable, but I'll leave it. It'll remain as a good lesson only.