What makes a custom card good?
What is it that makes a custom card good to you? I think it's different for everyone, but at the same time I think it all boils down to the one true deciding factor... would you play the card?
But what is it that makes a custom card good for you?
- Color
- Abilities
- Type
- Balance
- Art
- Uniqueness
Share some of your thoughts about what you look for in a top notch custom card!
But what is it that makes a custom card good for you?
- Color
- Abilities
- Type
- Balance
- Art
- Uniqueness
Share some of your thoughts about what you look for in a top notch custom card!
This discussion has been closed.
Comments
But what I have to say to the question is:
Art, abilities and creativeness. Anyone can put up a 1UU counter with boring art, or a 5BR Dragon with Flying and a poke ability, but what really gets me are those 1G Squirrels, so random, yet so intriguing and fits into the game very well.
I also appreciate elegance which, for me, requires some level of brevity (though I, personally, rarely manage to achieve such a characteristic).
"Original" art is a nice aspect of custom cards. By this I do not mean art made by the card designer necessarily, rather art that has not previously been used for a WOTC MTG card.
I am a prime example of flavour outweighing the mechanics of a card, and usually people will overlook subtle nuances and imperfections because of our enjoyment, but again, that doesn't make my cards good. I haven't made a ton of 'good' cards, which to me translates into desire. A desire to play it because of the potential, a desire to slip it into a deck because of the combos it offers, a good card makes you smile with anticipation.
Powerful but not over powered, colour balance, synergy, everything needs to work.
Wizards or the Coast doesn't even make a ton of good cards, and they're professionals, ha ha.
Whenever you make a card, ask yourself "Is this card fun for both parties involved/Does this card breed good gameplay"?
If no, should probably reconsider what you're doing. This is obviously hard to argue for with vanilla creature and many simple creatures with only evergreen keywords, but it's a great rule of thumb, especially for custom mechanics and cards.
Some people would argue that cards like "Cancel" are not fun, but it makes the game more dynamic, since people now have to do a bit of guesswork and be crafty, playing around cards.
A card like Counterbalance: http://www.mtgsalvation.com/cards/coldsnap/12814-counterbalance - is very much the definition of unfun. Sure it's somewhat fun for the guy who plays in his CounterTop deck, but it's hell for anyone involved. Or at least that's how I feel whenever I play against a CounterTop deck - It's fun the first 5 times, then it becomes a tedious grind.