Welcome to another installment of You’re a Designer, Harry!. I know last week that I said I was going to explore designs for legendary creatures (Read: four-color commanders) and planeswalkers. Even though I know it’s a good idea to get the mechanical identity along with most, if not all, of the mechanics designed before individual card designing began; I still wanted a fun break from the usual aspects of the set we were focusing on. Despite the possibility of time waste as well as having more difficulty designing without that mechanical backbone there, I believed that we could at least gain something from the effort, even if it’s not the most efficient way to go about designing the set in it’s current position.
So, it all sounded good in theory to go down this refreshing, not-so-efficient path; but once I got down to try to design some legendary creatures to fit into their respective factions, it felt wrong to decide on some set of abilities and for that to feel correct within the context of the whole set. Especially when I’m trying to determine what a legendary creature from a faction all about vanilla creatures would be like. And I’m not even sure which faction should be the vanilla creatures one (actually, I’m only a tiny bit not sure. Oh, right. Read on to learn what in tarnation’s going on here dealing with the “vanilla faction” thing I’m talking about). Read the rest of this entry