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[Workshop Wednesday] Axis & Ally Colors

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      Welcome back to TwistedSpoon Studio! Wednesday is when we talk about custom Magic designs, usually covering new custom mechanics. I say usually because this week we're doing something a little different.     While these designs are new, the mechanics might be familiar... because we're working through the signpost uncommons for Festival of Urbestia ! FUR might be on hiatus, but we're still working through the card file. Without further adieu, let's jump in! Sky Merchant     WU is here to play artifacts and swing with flyers. And they're all out of artifacts. Because they played them to trigger Commerce and give their creatures flying.     FUR's white-blue archetype is your standard flyers affair-- gum up the ground, swing in the air, profit. In this case, it's more tempo than control, using bounce and disruption to slow down the opponent while playing artifacts at the right time to secure an advantage. There's also a mild flicker subtheme, because w

[Workshop Wednesday] Silver Age

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    Welcome back to TwistedSpoon Studio! This week, Workshop Wednesday is a little wacky-- we're doing silver-border, baby! After all, what's funnier than explaining your jokes?     Before we get started, I want to say that there are two different kinds of Un-designs in the world of custom magic. There are genuine, this-is-a-card-you-could-play designs and there are joke cards that are clearly never meant to come anywhere near a table. This article is going to cover a couple of both, but I think you'll be able to tell the difference. Be Cool, Dude     Do you remember those halcyon days of kitchen table Magic? Did you ever play at school over your lunch break, or during homeroom before first period? Ah, those were the days.  And if someone tries to get pedantic about the numbers, just read the title! Quit the Game Forever     Oftentimes, when I post a silver-border design, it's in response to a trend in the community. Sometime last year, r/CustomMagic had a huge boner fo

[Workshop Wednesday] All the Hits

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      Welcome back to TwistedSpoon Studio! Workshop Wednesday is where we share custom Magic designs and discuss the process behind them. This week, I thought it would be fun to look back at the Workshops that we've done so far! Cost Lands     Lands? With Costs? Witchcraft!      This was the first Workshop Wednesday and the design that inspired the series. Cost lands were extremely divisive, but the response was net positive. If you want to learn more about the design space, you can find the original workshop here . Prophecy     On the other end of the spectrum, prophecy was very  well received. My old college roommate-- the infamous Zuberan, for those in the know-- and I came up with this a while back, but this workshop explored the design space and found some interesting places it could go. You can find the original article here . Backup     These designs demonstrated the power of flavor, elevating a well-received mechanic into the stratosphere by connecting it to a beloved franc

[FUR Friday] Integration, Pt IV: Uncommons

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    Welcome back to TwistedSpoon Studio! This week in our series on Festival of Urbestia , the custom Magic set about a world of beastfolk, we're continuing Integration design with a new set skeleton-- this time with uncommons! Because the world of Urbestia has changed so much during this stage, this set skeleton is going to look very different from the last one that was shared.     You can find the new set skeleton here . The rest of this article will be explaining the changes that have taken place, but stick around until the end for an important announcement.   Out with the Old     We've already talked Crafting to death, but it bears repeating here. The Equipment-token mechanic has been removed from the set skeleton, but a minor equipment-matters theme has remained. There are common Equipment in white, red, and colorless, with Equipment-matters support at uncommon. This archetype is pretty slim, with the hope that players will mostly ignore it so that one player can occasiona

[Workshop Wednesday] Elemental, My Dear Watson

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    Welcome back to TwistedSpoon Studio! Workshop Wednesday is where we talk custom Magic designs, and this week we're covering Elementals. I've always felt like Elementals should have some sort of special type line-- either as Enchantment creatures ( being made of magic ) or land creatures ( often being living places ). This week, we're tackling an execution that combines the two: Embody!     Embody is an alternate-cost mechanic that allows you to return a land to your hand in order to make the spell cheaper. Early in the game, this allows players to trade tempo for bulk. Later on, this becomes a way to replay lands or even generate extra mana by returning a tapped land to your hand.     In terms of typelines, enchantment creatures need more justification than artifact creatures do. In order to feel more like enchantments, these creatures tend to have an activated, triggered, or static ability. Today's selection shows off one of each to convey this idea.     The combin

[FUR Friday] Integration, Pt III: Archetypes

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     Welcome back to TwistedSpoon Studio! This week in our series on  Festival of Urbestia , the custom Magic set about a world of beast folk, we're revisiting our draft archetypes. Third times' the charm! White/Blue     This color pair isn't changing much. Blockers on the ground, attackers in the air-- it's a classic. The seasoning that gives it that little extra  oomph  this time around is the artifact theme. While blue had commerce before ( "whenever an artifact enters the battlefield under your control, [effect]" ), now white has it too, allowing for a broader range of effects. We also have the flicker tech from earlier versions of FUR, which can now be used to repeat commerce triggers. Blue/Black     Continuing our "classic archetypes with an artifact theme" trend, blue/black is, of course, control. This time around, the twist is Treasure-- while every color has at least one in this set, black has more than the rest. That means that the control

[Monday Musings] Resource Systems

      Welcome back to TwistedSpoon Studio! Every Monday we bring you Musings on game design, and this week, we're talking about resource systems. Every game has them, whether they appear to or not. Resource systems fall into two broad categories: Implicit and explicit.     Consider Yu-Gi-Oh for a moment. Your goal is to reduce your opponent's life points to zero by summoning and attacking with Monsters. You summon Monsters by playing them from your hand onto the field once per turn.     Now consider Magic: the gathering. Your goal is to reduce your opponent's life to zero by casting and attacking with creatures. You cast creature spells by tapping lands to produce mana, which you spend to pay their mana cost.     That's the difference between implicit and explicit resource systems. In an implicit resource system, you have a hard limit to what you can do-- summon one Monster a turn, take four actions per turn, attach one Trainer item per turn, et cetera. In an explicit r