4.8 • 743 Ratings
🗓️ 20 June 2014
⏱️ 31 minutes
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0:00.8 | I'm pulling on my driveway. We all know what that means. It's time for another drive to work. |
0:06.6 | Okay. So today, I'm going to talk about design, specifically about designing commons. |
0:15.3 | So when you start a design, one of the things that I always do, I encourage all my other |
0:20.8 | designers to do, is you always want to start with commons. |
0:23.9 | Why is that? |
0:27.1 | A couple reasons. |
0:28.9 | First off, when someone opens up your set, they're going to open up the booster pack, |
0:34.9 | and of the 15 cards in the pack, one cards |
0:38.0 | of land, one card is a rare, these are all on average, obviously, and three cards are uncommon. |
0:47.4 | The remaining 10 cards are common. |
0:49.3 | That means two-thirds of every booster pack are common cards. |
0:53.3 | So when you talk about an experience that people get, |
0:55.7 | whether it's through limited or even through casual constructed, |
0:59.1 | two-thirds of all the cards they see are your commons. |
1:01.9 | Well, if your set is going to work, |
1:04.4 | two-thirds of it have to be conveying the message of what you're trying to do. |
1:07.8 | So one of the things about doing commons first is |
1:10.3 | they really are the basis |
1:11.8 | of what your set's about. And that one of my dictums that I always say is if your theme's not a common, |
1:19.1 | then it's not your theme. And what I mean by that is that your commons make up such a large |
1:25.2 | portion of what the set is that if your major themes aren't there, |
1:29.8 | then they're not going to be as publicly seen as themes elsewhere. |
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