Caxus, Thornsreaper
Check out my new complete custom set on cardsmith!
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Comments
- Is it supposed to be a set in the sense of a real set, or just a pile of cards, or something else altogether (like a cube, though why you'd call that a set is beyond me)?
- If it's supposed to be a set / cube replication, is it supposed to be conforming to real card standards?
- Are there any basic things I should know about it prior to providing feedback, such as a theme?
- Are you okay with me getting a bit heavy on the criticism? It'll all be constructive criticism (pointing out flaws and issues, often along with how to resolve them), but since I tend to gravitate towards pointing out the bad over praising the good then it's worth asking.
so thats pretty much it
- The rarities are thoroughly unbalanced. A real set of this size would contain 15 basic lands along with about 70 commons, 60 uncommons, 40 rares and 12 mythic rares. This seems to have about 60 mythics. That's a problem. The answer, of course, is to make a logical number of cards in each rarity, cutting out ideas that aren't good or needed. Of course, a real set wouldn't be counting tokens (which you have), so the numbers are actually even more against you than that.
- Color balance. In a real set, cards will be evenly spread throughout the colors. While I haven't taken count or anything, the set looks like it's heavily biased towards red and black. Consider creating a design skeleton and planning prior to making the cards if you're looking to deal with that one.
- Card design. I know you didn't want it judged to exactly real standards, but an approximate is still necessary here. There's no cohesion to the set, and a lot of the cards seem extremely overpowered or underpowered by realistic standards.In a real set, you have mechanics, archetypes and clear ideas being expressed. At the very least, sets should still demonstrate the basics of the game and provide logical, relatively all-purpose cards. The cards in this don't do any of those, as far as I can tell. It feels very much as though it's just a bunch of collected instances where you thought "Ah, that's an idea. Stick it on a card and put it into the set." Of course, that's no premise to build a set on, and so it's far more like a heap of random cards than a set.
To be honest, the answer to all of these problems seems to be planning, which suggests that if you're trying to make a set that feels like a set then you should really go back to the drawing board and think about what you want to be doing before you do it.
There are a lot of more minor points I could potentially go into, but the nature of those basic ones is such that you'd need to scrap all of this and restart via the planning if your aim is a relatively realistic set. As a result of that, I feel like it might not be worth going into them too much.