Great Designer Search 3: Trial 2 - Responses
There were 75 multiple-choice questions. I’m including my responses given with some of my thought processes. 73 correct responses were required. I did not make the cut, meaning at least 3 of these answers are incorrect.
1-3 use the following card:
Scrappy Survivor
[converted mana cost (CMC): 6]
Creature —
5/5
Menace, prowess
1. What is the most appropriate color for this card?
White / Blue / Black / Red / Green
A: Red. – Clear cut, menace is red/black, prowess is red/blue.
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2. What is the most appropriate rarity for this card?
Common/Uncommon/Rare/Mythic Rare
A: Uncommon. – Larger than red gets at common, not splashy enough for higher.
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3. You are changing one of Scrappy Survivor's keywords to another one. Which of the following combinations would result in a card that couldn't be monocolor?
Menace, prowess / Lifelink, menace / Hexproof, prowess / First strike, prowess / Menace, vigilance
A: Menace, vigilance. – Vigilance is white/green, menace is black/red, no crossover.
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4-6 use the following card:
Come Work for Me Temporarily
[CMC: 4]
Sorcery
Gain control of target creature until end of turn. Untap it. It gets +1/+1 and gains haste, hexproof, and trample until end of turn.
4. What is the most appropriate color combination for this multicolor card?
Red-green / White-black / Black-green / Red-white / Blue-red
A: Red-green. – Threaten is red, hexproof is green or blue, trample is red or green. While arguments could be made for both blue or green, green adds more of itself (blue only adds hexproof) and making creatures bigger is more green than blue.
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5. What is the most appropriate rarity for this card?
Common / Uncommon / Rare / Mythic Rare
A: Uncommon. – While common versions of Threaten exist, this has enough additional complexity – the P/T modifier alone greatly changes combat math.
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6. If we aren’t planning to change the color combination, which change are we leastlikely to make to this card?
Change from "trample" to "this creature can't be blocked by creatures with power 2 or less."
Change from "hexproof" to "this creature must be blocked this turn if able."
Change "sorcery" to "instant."
Change "haste" to "double strike".
Change "+1/+1" to "+2/+2."
A: Change “haste” to “double strike”. – The rest could reasonably be made, removing haste makes the card functionally useless.
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7. Which of these phrases is a follower of white's philosophy least likely to say?
"Violence is never preferred but is occasionally necessary."
"Sometimes the individual suffers so that the larger group can thrive."
"Nothing can go wrong if you act from your heart."
"A system without structure is a system asking to fail."
"Evil must be preemptively stopped."
A: “Nothing can go wrong if you act from your heart.” – White is about the good of the group over personal wishes, hopes, or emotions.
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8. Which of these phrases is a follower of blue's philosophy least likely to say?
"Tools are an important part of any society."
"A fear of change is dangerous.”
"Action should only follow thought."
"You are shaped more by your genes than your experience."
"Every person has the ability to become anything."
A: “You are shaped more by your genes than your experience.” – This is the core green-blue conflict – green is nature, blue is nurture.
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9. Which of these phrases is a follower of black's philosophy least likely to say?
"The difference between success and failure is a willingness to do what needs to be done."
"Only I choose what path I walk."
"I didn't create the system, I just understand how to take advantage of it."
"The weak serve a purpose; they are a resource of the strong."
"Sometimes you have to put others ahead of yourself."
A: “Sometimes you have to put others ahead of yourself.” – Black's core belief is doing what must be done for personal gain. Doing things for others may be beneficial for you as well, but sacrificing for others is a no go.
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10. Which of these phrases is a follower of red's philosophy least likely to say?
"The greatest regrets are about things you didn't do, not things you did."
"A life without passion is a life unlived."
"Life is messy."
"Mistakes should be avoided at all costs."
"The fewer rules, the better."
A: “Mistakes should be avoided at all costs.” – One word: Goblins.
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11. Which of these phrases is a follower of green's philosophy least likely to say?
"Killing for sport is just a part of life."
"The key to happiness is accepting that the world is as it's meant to be"
"You are born into your role."
"Adaptation is a slow process."
"All life is interconnected."
A: “Killing for sport is just a part of life.” – Green understands that wanton, reckless killing can greatly (and adversely) affect the ecosystem.
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12. If we were to bring back the battle cry mechanic in a Ravnica set, which guild would be the best match for the mechanic?
Selesnya / Rakdos / Gruul / Azorius / Boros
A: Boros. – Not only is battle cry already red-white, but Boros is the army guild. Rakdos is a close second, but they're less about benefiting others, and black's selfish nature would make it an odd fit.
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13. Which effect is usually seen on more instants than sorceries?
Reanimation (putting creatures from the graveyard to the battlefield)
Direct damage
Discard effects
Land fetching (getting a land out of your library)
Land destruction
A: Direct damage. – Discard gets an immense power jump (draw step). Land fetching is more powerful (hide available mana) and takes more time. Land destruction, for the same reasons it's not done much in general or cheaply. Reanimation would make it functionally removal and provide pseudo-haste.
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14. What is the biggest problem design-wise with this card?
Long-Acting Giant Growth
2G
Sorcery
Target creature gets +3/+3 until end of the turn. At the beginning of your next upkeep, that creature gets +2/+2 until end of turn. At the beginning of your next upkeep after that, that creature gets +1/+1 until end of turn.
The spell should be an instant so that it can work in combat.
The spell should get bigger over time, not smaller, to build in excitement.
The spell requires you track things for three turns without any way to mark it.
The spell should let you target different creatures because the first one might die.
The spell is too cheap.
A: The spell requires you track things for three turns without any way to mark it. – Not much to say here, there is a reason the game uses counters even when they have no mechanical use.
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15-17 use the following card:
Mysterio
[CMC: 4]
*/*
Flash
CARDNAME's power and toughness are each equal to the number of cards in your hand.
15. If this card was a hybrid creature, what colors would it be?
Blue-black / Blue-red / White-blue / Green-blue / Black-red
A: Blue-green. – Maro is blue/green. (Flash is at least Tertiary in all five colors, so that's not a guarantee.)
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16. What is the most likely rarity for this card?
Common / Uncommon / Rare / Mythic rare
A: Rare. – The Maro ability always found at rare (excepting a mythic). Giving it flash as well ensures it wouldn't dip below that, but isn't splashy enough to see mythic.
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17. What ability could be added to this creature without changing its colors? Use your answer from question 15.
CARDNAME must be blocked if able.
CARDNAME can't be blocked by more than one creature.
Whenever a creature dies, put a +1/+1 counter on CARDNAME.
Whenever CARDNAME deals damage to an opponent, draw a card.
At the end of your turn, untap CARDNAME.
A: Whenever CARDNAME deals damage to an opponent, draw a card. – Curiosity is in both blue and green.
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18. A player finishes their first game of Magic. Which of the following do we care most about?
They understand the cards in their deck.
They want to play again.
They have a favorite card.
They see the potential depth of the game.
They have seen most of the card types, and most of the evergreen keywords.
A: They want to play again. – If they don't want to play again, the rest is moot. Whatever the reason, you want them to want to play again.
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19. When designing a card for Spike, which of the following is most important:
The card produces card advantage.
The card is very open ended.
The card lets Spike feel they outplayed their opponent.
The card has a low casting cost.
The card tells Spike what the deck is about.
A: The card lets Spike feel they outplayed their opponent. – Spike will play what gives them the best chance to win (by their own volition). They want to win by skill, by outperforming their opponent.
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20. Design considers a card “too slow for tournament play.” What does that mean?
The card will make too many matches run over time in tournaments.
The player with this card will monopolize too much of the play time in tournaments.
The card will cause problems for coverage, as it will require too much commentary devoted to it.
The card will make games take more than fifteen turns.
The opponent will call the judge too often with a request of “slow play”.
A: The card will make too many matches run over time in tournaments. – Being confusing or powerful are not issues of speed, so that rules out monopolizing time or 'slow play' calls. Commentary isn't so simplistic as to need to spend too long on a single card without the means of working around it (and they can use additional tools to help with that – on screen aids, etc). Turns don't matter if the game is engaging and doesn't go to time.
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21. You're working on the next Commander decks. Which is the most important goal?
The colors are equally represented.
The commanders inspire people to build new decks.
Each deck has a brand-new theme.
The decks are based on popular Commander decks.
Designing new cards for Legacy and Vintage.
A: The commanders inspire people to build new decks. – The decks are, above all, for Commander players, and getting new players into Commander (or old players back into it) is going to be most beneficial to those groups (and the product line). Players like existing themes, while brand new themes can be great, not allowing yourself to reexamine existing themes is far too limiting.
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22. Which of the following creatures is the weakest in a typical Standard-legal Draft format?
7G 8/8
9G 10/10
5G 6/6
3G 4/4
1G 2/2
A: 9G 10/10. – Surviving that long is difficult, and in most cases a 10/10 would be useful, an 8/8 would suffice.
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23. Which of the following creatures is the strongest in a typical Standard-legal Draft format?
9G 10/10
1G 2/2
5G 6/6
7G 8/8
3G 4/4
A: 1G 2/2. – The 4/4 for 3G was under consideration as well. However, in most formats you will always be willing to play a few bears in your deck, even if you are going for a more linear strategy. A 4 drop will be far more likely to overlap with key cards for your deck. Then there are the aggressive formats (which are fairly common), in which you will end up taking a bear over 'stronger' but more expensive cards.
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24. The lead of a set has removed a black instant removal spell from their set, and asks you to create potential replacement designs. Which of these qualities is mostimportant for your designs?
It's an innovative card.
It's a removal card.
It's an instant.
It's a powerful card.
It's a black card.
A: It's a black card. – The design skeleton's base organization is by color; if your card isn't in the same color, it doesn't match anything. Removal can be added onto another creature. Or, the card might have been removed because the set was feeling removal heavy. With no other direction (there should be some), plugging the hole in the design skeleton is the primary objective.
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25. Why do green's common creatures tend to be a bit more efficient than white creatures?
White is the enemy of black and red.
Green players love powerful creatures.
Green is the enemy of blue and black.
This is the way it has always been.
White has stronger removal.
A: White has stronger removal. – Players who like big creatures will gravitate toward green, it's not the other way around. 'That's how it's always been' is... a bad design philosophy; if it was a good decision, you should be able to justify it.
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26. Which color gets the second fewest common creatures in a typical set?
White / Blue / Black / Red / Green
Red. – It is one of the two spell focused colors, and fourth in creature count, ahead of only blue.
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27. Which of these green keywords does design have to be the most careful when using?
Reach / Deathtouch / Trample / Vigilance / Hexproof
A: Hexproof. – It can limit interaction and cause a stale format. Put another way, having 3 hexproof creatures is far more damaging to interaction and enjoyment than 3 trample or deathtouch creatures.
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28. We try to avoid making two-color cards where the card could be done as a monocolor card in one of the two colors. Given that, suppose you have a two-color 4/4 creature with flying and vigilance (and no other abilities). Which of the following color combinations would be the best choice for this card?
Blue-black / White-black / Black-green / White-blue / Green-white
A: Black-green. – Yes white-blue creatures exist, but by and large those have had an additional ability from blue's slice. 'It's been done' is also not a good reason to do something again if it is not in and of itself a justifiable decision. (This question is one I anticipate a decent amount of disagreement on.)
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29. Which of these is the most important quality for a set to have?
It matches the story.
It has great strategic depth.
It has powerful cards.
It's fun to play.
It's easy to learn.
A: It's fun to play. – Similar to wanting a new player to play the game a second time, you want players (new or experienced) to play your set a second, third, and nth time.
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30. Which of these creature keywords tends to have the most value in a control deck?
Menace / Haste / First strike / Trample / Lifelink
A: Lifelink. – Evasion is less useful when your opponent doesn't have creatures, and you're less concerned about them chump blocking your win-con. You have time, so haste isn't attractive. First strike is solid, but only works if they get into combat (not good against evasive threats). Lifelink can pull you out of range of burn after a slow start, make your opponent unwilling to attack if they're going wide (moreso even than first strike), and allow you to counteract an evasive threat.
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31. When Set Design holds a draft, most of the time there are exactly eight drafters. Why?
Our smaller booster boxes hold 24 booster packs.
We want four Spikes, three Timmies/Tammies, and one Johnny/Jenny.
That's the most common number of drafters in the real world.
Our teams have eight people.
We have tables that sit eight drafters.
A: That's the most common number of drafters in the real world. – You design for the real world, not for R&D.
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32. You've designed a card, and you want the Play Design team to like it. How should you choose your casting cost?
Pick the strongest cost that isn't broken.
Use your intuition.
Find a similar card as a basis for the casting cost and then make it one cheaper.
It doesn't matter; they'll fix the cost if you get it wrong.
Ask someone from the Play Design team to choose the casting cost.
A: Ask someone from the Play Design team to choose the casting cost. – While Play Design can recost, relying on that or intuition (rather than logic and discussion) puts the work on them without giving them any insight into your goals. If you are unsure of how to cost it, discussing it with Play Design will allow you to point out the important aspects of the card. (That way they don't remove an ability key to its function in the set.)
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33. Which of these evergreen keyword abilities is most likely to be put on a common white creature?
Indestructible / Flash / Double strike / Trample / Vigilance
A: Vigilance. – It has minimal impact or complexity.
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34. Which of the following best describes how a counterspell-based blue deck should contribute to a Standard environment?
Standard is the most fun when the counterspell deck is the strongest deck in Standard.
Standard is the most fun when the counterspell player has the ability to stop the opponent from doing anything.
Standard is the most fun when the counterspell player has a way to win quickly and efficiently once they take control.
Standard is the most fun when the counterspell deck is mono-blue.
Standard is the most fun when counterspell decks aren’t competitive.
A: Standard is the most fun when counterspell decks aren't competitive. – Runner up was having a way to win quickly/efficiently once they take control. However, the process of your opponent gaining control is as if not more frustrating than being under a lock. (Note: this is counterspell.dek and not any deck with counterspells included in it.)
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35. Assuming the creature is strong enough to see Standard play, which of the following isn't a good quality for a green creature to have?
It can tap to produce mana.
It draws multiple cards without attacking or blocking.
It uses +1/+1 counters to grow to very large sizes.
It has larger stats than other creatures at its mana cost.
It can destroy an artifact or enchantment.
A: It draws multiple cards without attacking or blocking. – Green's creatures rely on combat for most of what they do, being able to draw breaks that.
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36. If we were to bring back the storm mechanic in a Ravnica set, which guild would be the best match for the mechanic?
Simic / Selesnya / Orzhov / Rakdos / Izzet
A: Izzet. – The colors of spells, and Izzet is the most spell focused guild and likes experimental/weird stuff.
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37. A synergy theme in a set needs you to draw specific cards for it to work. This isn't happening frequently enough. Which of the following mechanics would not help increase the frequency of these interactions?
Transmute / Cycling / Kicker / Scry / Investigate
A: Kicker. – It relies on you being able to cast the card in the first place, and the mechanic itself doesn't do anything to filter.
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38. Which of the following designs from Legends would be the most reasonable to recost into a competitive Standard card?
Arboria / Mana Drain / Presence of the Master / Land Tax / Acid Rain
A: Mana Drain. – A reasonably costed Mana Drain is not the type of counterspell that is likely to be the core of a counterspell deck, and the rest are largely over-specific hate cards, of the type that R&D has moved away from.
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39. Which category of player most dislikes high variance in gameplay, with “high variance” defined as larger swings in outcome possibilities for individual cards outside of the player’s control?
Johnny/Jenny / A new player / A player who prefers multiplayer / Timmy/Tammy / Spike
A: Spike. – Spike likes having control, if it's out of their control it is not their skill being the deciding factor.
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40. Which of the following cards is typically the strongest in Limited play?
Pacifism / Duress / Wind Drake / Lava Axe / Cowl Prowler
A: Pacifism. – Efficient, unconditional removal for combat relevant creatures. It doesn't affect utility creatures, but that's a cost for cheap removal.
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41. Which of the following are not generally aimed at competitive Standard play?
Card draw
Counterspells
Direct damage that can hit either creatures or players
Mass creature kill
One-shot mana acceleration
A: One-shot mana acceleration though. – A lesson R&D has learned quite a few times, is that mana acceleration can be dangerous. Also, formats with more powerful cheaper spells, or with combos more prevalent, are better able to make use of it.
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42. Which of the following iconic white cards is most reasonable to reprint in a Standard-legal set?
Karma / Baneslayer Angel / Swords to Plowshares / Land Tax / Armageddon
A: Baneslayer Angel. – Creatures have gotten more powerful such that enough are even at least comparable to Baneslayer.
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43. Which of the following iconic black cards is most reasonable to reprint in a Standard-legal set?
Infernal Darkness / Demonic Tutor / Demonic Consultation / Underworld Dreams / Sinkhole
A: Underworld Dreams. – Tutors are extremely powerful, and the drawbacks don't matter if you're going to win from it. Underworld Dreams can be interacted with and leaves time to find an answer.
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44. The card Felidar Guardian was banned last year in Standard because of an unintended interaction with the planeswalker card Saheeli Rai. If this interaction were realized late in design, what would have been the best solution?
Keep both cards as is, but add a flexible instant that can destroy either one of Felidar Guardian and Saheeli Rai.
Change Saheeli Rai's mana cost to UUR so that she is harder to cast in a three-color deck.
Change Felidar Guardian's ability to return the permanent to the battlefield at the beginning of the next end step.
Add "Felidar Guardian enters the battlefield tapped."
Add one colorless mana to the cost of Felidar Guardian.
A: Change Felidar Guardian's ability to return the permanent to the battlefield at the beginning of the next end step. – This is the only ability that fully limits the interaction. Having the Guardian enter tapped would keep you from attacking, but still leave them around for etb triggers or to sacrifice.
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45. Assuming all of the following designs are costed at an appropriate power level and win rate in Standard, which would be the least fun to show up in competitive play?
An artifact that taps to add three mana to your mana pool.
A sorcery that destroys all nonland permanents.
An enchantment that stops all creatures from attacking.
An artifact that causes each player to lose 2 life during their upkeep.
An enchantment that lets you name a card, then stops the named card from being cast.
A: An enchantment that stops all creatures from attacking. – Unfun. It completely hoses all creature based decks that cannot remove it – forcing one to go into white or green (possibly blue for bounce/counter).
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46. Which of the following cards would we be most likely to reprint in a Standard-legal set?
Counterspell
Dark Ritual
Swords to Plowshares
Lightning Bolt
Llanowar Elves
A: Llanowar Elves. – A format can more easily be designed knowing they will exist, and answers printed to interact with it. One drop mana creatures are more problematic in numbers; 8 of Llanowar Elves is far more troubling than 4 of.
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47. From a design standpoint, what is the biggest problem with this card?
Mega Bolt
3R
Instant
CARDNAME deals 8 damage to target creature.
It blurs the line between black and red.
Players might find ways to redirect the damage to their opponents.
7 is a more aesthetic number than 8.
It’s too much damage for four mana.
A card dealing this much damage should be a sorcery.
A: It blurs the line between black and red. – The more damage something deals, the closer to destruction it gets. Very few creatures have 9+ toughness.
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48. Which of these text boxes would most likely be red-flagged as highly complex for a common creature?
2W: Target creature gets +1/+1 until end of turn.
Whenever CARDNAME attacks, creatures you control get +1/+1 until end of turn.
Whenever another creature enters the battlefield under your control, CARDNAME gets +1/+1 until end of turn.
1R: CARDNAME gets +2/+0 and gains first strike until end of turn.
When CARDNAME enters the battlefield, target creature gets +2/+2 and gains trample until end of turn.
A: 2W: Target creature gets +1/+1 until end of turn. – It can be used at instant speed, multiple times, and affect one creature multiple times or multiple creatures one time. In short, a headache during combat.
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49. You're playing a multiplayer game. Which pair of mechanics would cause the most confusion if they frequently appeared together in a play environment?
Myriad and battalion
Devour and exploit
Fabricate and formidable
Modular and scavenge
Miracle and cycling
A: Myriad and battalion. – Both trigger at the same time, and many players don't understand the difference between attacking, and something entering attacking.
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50. If we printed an enchantment with the same text as Stabilizer ("Players can't cycle cards."), which color should it be?
White / Blue / Black/ Red / Green
A: White. – White is the color of ability/spell denial.
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51-53 use the following card:
Junkpile Engineer
[CMC: 3]
Creature — Human Artificer
3/2
2, Sacrifice an artifact: Look at the top X cards of your library, where X is the converted mana cost of the sacrificed artifact. Put one of them into your hand and the rest on the bottom of your library in random order.
51. What are the most appropriate colors for this card?
Black-red
Green-blue
Red-white
White-black
Blue-red
A: Blue-red. – Blue is card filtering. Red is more about sacrificing artifacts.
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52. What is the most appropriate rarity for this card?
Common / Uncommon / Rare / Mythic Rare
A: Uncommon. – Repeatable activation and caring about CMC make it complex enough to push it out of common. (It also reads as a buildaround uncommon.)
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53. Which of the following changes is Set Design most likely to make to this card?
Give the creature haste.
Put the cards revealed into the graveyard.
Change the number of cards looked at to a locked number rather than caring about converted mana cost.
Add the ability “2,T: Put an artifact card from your hand onto the battlefield.”
Make the power and toughness the same.
A: Change the number of cards looked at to a locked number rather than caring about converted mana cost. – This allows It to work with 0 CMC artifacts, and makes sacrificing a 1 CMC artifact less of a direct parallel to 'draw a card.' It also makes it easier to balance a format around. (Putting the cards in the graveyard was a close second for me.)
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54-56 use the following card:
Dead Man Walking
[CMC: 7]
Creature — Shapeshifter Wizard
1/1
When CARDNAME enters the battlefield, return target creature card from any graveyard to the battlefield under your control. All your creatures then become copies of that creature.
54. What are the most appropriate colors for this card?
Green-blue / Blue-red / Red-green / Black-green / Blue-black
A: Blue-black. – Black is reanimation, blue is copying. Green has dabbled in mass copy, but it's more about replication of oneself than copying something else.
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55. What is the most appropriate rarity for this card?
Common / Uncommon / Rare / Mythic Rare
A: Mythic Rare. – Rare or Mythic Rare were the only reasonable options. The card allows for some epic moments (getting a bunch of their non-legendary bomb), pushing me above Rare. It also felt like the combination of two rare effects.
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56. What change would design not make?
Make it a 0/0 creature.
Have it only get creatures from out of your graveyard.
Have the returned creature be sacrificed at end of turn.
Have it only get creatures out of the opponent's graveyard.
Give the creature flash.
A: Make it a 0/0 creature. – It would die before the trigger even goes on the stack.
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57. You're designing a set that returns to a plane we've been to before and plan to have Humans, Wolves, and Spirits. Which world would be most appropriate?
Amonkhet / Kaladesh / Innistrad / Ixalan / Zendikar
A: Innistrad. – The only plane that has all three.
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58. Which of the following attributes can a card in a Standard-legal set notmechanically care about?
Power/toughness / Card subtypes / Card supertypes / Mana cost / Expansion symbol
A: Expansion symbol. – In Standard, all printings of a card are identical.
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59. Which of the following abilities is R&D least likely to put on a mono-red creature in an upcoming set?
CARDNAME must attack if able.
[MANA]: CARDNAME gets +1/+0 until end of turn.
T: Draw a card, then discard a card.
Creatures you control have haste.
When CARDNAME enters the battlefield, you may return target sorcery card from your graveyard to your hand.
A: T: Draw a card, then discard a card. – Red doesn't loot.
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60. According to current design standards, which of the following "enters-the-battlefield" effects is least likely to be on a common creature?
"Target creature can't block this turn."
"You may return target creature to its owner's hand."
"Destroy target enchantment an opponent controls."
"Target creature gets +2/+2 until end of turn."
"Return target creature card from your graveyard to your hand."
A: "You may return target creature to its owner's hand." – Common is far more likely to see freeze effects. Bounce is more likely to be reserved for uncommon+.
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61. Which of the following sets isn't designed around factions?
Khans of Tarkir / Shards of Alara / Amonkhet / Ravnica / Ixalan
A: Amonkhet. – Guilds, shards, and clans are pretty self explanatory, Ixalan was semi-asymmetrical with four rather than five factions.
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62. Which of the following mechanics would be the best fit for the Simic guild from Ravnica?
Proliferate / Rebound / Undying / Dash / Entwine
A: Proliferate. – Counters are frequently used with Simic, to represent growth. Undying might work, but has more of a black theme, and requires death (prior to 'growth'). Dash is fleeting. Rebound/entwine are spell mechanics
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63 – 65 can all be found in the mechanical color pie. They use the following definiton:
Secondary—This is the color (or colors) that an ability shows up in on a somewhat regular basis, but not as often as the primary and not always in as low of rarity as the primary. If the effect is something we do a lot of, the secondary color will usually get the ability in most sets.
63. Which color is secondary at trample?
White / Blue / Black / Red / Green
A: Red.
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64. Which color is secondary at haste?
White / Blue / Black / Red / Green
A: Black
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65. Which color is secondary at vigilance?
White / Blue / Black / Red / Green
A: White
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66. What kinds of creatures can green destroy?
Tapped creatures and enchanted creatures
White creatures and red creatures
Blue creatures and black creatures
Attacking creatures and blocking creatures
Artifact creatures and flying creatures
A: Artifact creatures and flying creatures. – Green can destroy artifacts – that means anything with the type artifact, including creatures. They can also destroy flying creatures.
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67. Which of the following mechanics is not an ability word?
Delirium / Landfall / Hellbent / Morbid / Awaken
A: Awaken – Awaken is defined, and not undefined italicized text used to group like abilities.
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68. Why doesn’t common often have seven-mana instants and sorceries?
It makes the math too hard.
It’s too impactful for common.
They are hard to design.
It’s too complex for beginners.
Common creatures need to be more expensive than the instants and sorceries.
A: It's too impactful for common. – Some of the other answers touch on this, but this is the core reason. An expensive spell should feel expensive; if you're spending seven mana on a sorcery, it should do more than just remove a creature or create a token. The types of effects you would put on a seven mana spell, are unlikely to find a home at common. (Creatures needing to be more expensive sounds plausible at first, until you realize the question isn't about making more high cost sorceries or instants than creatures; having a few high cost nonpermanent spells wouldn't change anything here. No go.)
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69. Which world has had the most expansions set on it?
Mirrodin / Zendikar / Ravnica / Innistrad / Dominaria
A: Dominaria – Not even close.
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70. A linear mechanic is one that encourages players to build around a specific aspect. Which of the following mechanics is the least linear?
Delirium / Transform / Morph / Rally / Energy
A: Transform. – While some cards that have transform push a specific strategy, the mechanic itself does not. Rally loves allies. Energy loves energy. Delerium pushes for graveyard variety. Morph is trickier, but it does love more morph creatures, as it makes it less clear what you have; your opponent must guess, and thus has incomplete information.
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71. Which of the following formats can't the card Power Conduit from Mirrodin be played in?
Legacy / Modern / Commander / Vintage / Pauper
A: Pauper. – Commander uses Vintage as its base, modified by a banlist. Power Conduit was never printed at common, so Pauper it is.
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72. Which of the following is the most important reason that some cards' mana costs are higher than others?
To encourage players to put more lands in their decks
To encourage players to "splash" an additional color in their decks
So that people will play them later in the game
Higher mana costs are a hint to new players that the cards are more powerful
To make the cards different
A: So that people will play them later in the game. – Making cards different looks good. However, making the cards have a different cost doesn't actually make them different. Costing them higher is so that when you have a different card, it will be played at the time you want it to be played.
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73. Which of the following is the most important reason for the color pie to exist?
It expands the color palette usable in the art.
It allows a wider variety of costs.
It increases the number of distinct cards that can be designed.
It adds more symbols to the game.
It encourages deck and gameplay diversity.
A: It encourages deck and gameplay diversity. – Not much to say here.
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74. Which of the following effects is design allowed to use on a Standard-legal black-bordered card?
Making a choice secret from the other player(s)
Having a card coexist in more than one zone
Putting a card in your hand you do not own
Rolling a six-sided die
Affecting a future game with the same opponent
A: Rolling a six-sided die. – Dice were almost used in Battle For Zendikar. They are straight-forward enough for players to understand, and should design find them a good fit, can be used. A few of these have been used in the past (making a secret choice, affecting a future game if you count sub-games/karn/etc), but these are effects that wouldn't see use in a Standard-legal set. Sub games mess with tournaments too much. Secret choices are difficult to use in a competitive environment.
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75. You're designing a card with a converted mana cost of 10. Which of these card types is it least likely to be?
Sorcery / Instant / Creature / Enchantment / Artifact
A: Instant. – Permanents can do things over time. An expensive sorcery you are incentivized to cast when you can rather than holding it in your hand as with an instant.
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