And enchantments won that exciting runoff.
First, let me say that it was fun debating the people of “Team Land”; or those that wanted to debate rather than just yell. I hope that those of you who were on that side stay with the rest of us until the end of the contest. You’re not out of voting by any means, but I’ve seen a number of you get upset that your choice didn’t win. Yeah, my first choice didn’t win either (it was creatures). The key to this contest is to think of this as more than just an “I want” thing, because then you’ll always be disappointed. We’re a team here, and we all get a vote. If you feel like you don’t care anymore because one choice didn’t go your way, then that’s the wrong attitude. While this might be my Selesnya side talking, but let’s work together to build the best, and most fun, card that we can.
Basically this contest is what WotC has to do plenty of times. Following their design skeletons, there are several holes in a set that they are creating. Instead of trying to fill it internally, they have decided to let the fans choose which hole they want to participate in finding an answer to. We, as a group, has decided to go after the Enchantment hole, and are now deciding on which color. Then, I imagine, we will decide if it’s going to be an aura or not, then finally pitch our ideas about what should be sorted through to fill that hole. I’ve seen plenty of people complain about just telling us pitch mechanics now and let the color be decided by the mechanic, but it doesn’t go that way. We’re using their process, we have to play by their rules.
At the moment, our decision is actually pretty hard: what color should the enchantment be? Continue reading “You Make the Card 4 – Round 3 (Choose the Color)”




What should be a “fairness” card (one player can’t have more land than another) suddenly turned into an aggressive’s deck best friend. By playing your threats early then blowing up lands so the other player couldn’t stabilize, White Weenie became a favorite and power style of play. As long as White had its army of one and two drops that were “better” than the other colors as well as a way to “destabilize” the board after a few turns, it continued to see play.