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game design

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Cracking Casualty

How often will Casualty be worth sacrificing a creature, and just how playable are its spells if you’re not?

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Connive: The Remodeling of Explore

Connive is in dialogue with Explore, a powerful yet contentious mechanic.

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Design of a Card: Maestros Charm

Three Grixis-colored Charms, nine modes, and one fascinating designing history binding them all together.

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Tell Me Your Problems

Game designers tend to respond much better to problems than to solutions, even when the solutions seem obvious.

Card Kingdom

Lightning-fast shipping, exceptional customer service, unique MTG products, and general awesomeness since 1999.

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Design of a Card: Mnemonic Sphere

How many designs can you name that led to Mnemonic Sphere? There are plenty more than just Courier’s Capsule.

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Managing Complexity on Kamigawa

Kamigawa: Neon Dynasty manages to squeeze more text onto its cards than any other set, and yet it works.

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Mechanics in Review: Ikoria

Mechanics in Review goes back to spring 2020, a time many of us would rather have forgotten, but like Companion, we’re still living with.

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Design Callbacks in Kamigawa: Neon Dynasty

Kamigawa: Neon Dynasty is chock full of mechanics hiding in plain sight without their identifying keywords.

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2021 Mechanics in Review—Kaldheim

We finish out our series on all the new premier mechanics of 2021 with the set that started it all: Kaldheim.

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2021 Mechanics in Review—Strixhaven

There’re Lessons to be Learned as examine the inner workings of Magecraft.

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Design of a Card: Key to the Archive

Zach finally got to play with Arena’s newest mechanic—spellbooks—thanks to Arena Cube.