I was looking through my copious amounts of cards yesterday and I recalled a conversation I had with a kid that I was teaching to play. This is the summary of that conversation.
Kid: this card looks really cool! I bet it’s awesome
Me: well it’s a 4/4 that costs 6 to lay down and it’s got no abilities
Kid: Oh, well what about this one? It looks ok
Me: That’s a lightning bolt. That is a great card
Kid: This one looks stupid
Me: That’s a basic land. You need those to play other cards
Kid: Nah, I’m not going to use any when I play
Me: KA-TISH! (KA-TISH! being the approximate sound of my hand leaving a bruise on my forehead)
What makes a good card? Obviously it has nothing to do with its name, its flavor-text, or its illustrations. So we must be basing these conclusions on its mana cost, color, spell type and effects. But that’s still a lot. I mean there are 1315 instants, 1467 enchantments, and over 5000 creatures! We need some rules to determine what makes a good card.
Lets start with some pretty obvious ones.
· Sorcery and instant cards total effects have a higher ratio to mana cost
o For those true math geeks, this is X:Y. X is benefit, Y is cost. X is bigger than Y
· Creatures have their Power + Toughness equal or greater to mana cost plus 2-3 (within reason)
o The reason means if I play 6 mana for a creature I sure as hell don’t want it to be a 5/1.
· Enchantments benefits have to be much greater than any negative effects that might occur as well as mana cost.
· Non-basic land must have useful abilities. Mana cost for them isn’t a big deal as long as it still produces mana on its own.
You may notice a theme here. As long as your bang (effects/results) doesn’t cost more than your buck (Land cost), then they are ok. So can we use these as standards for cards? Well unfortunately for us, this set of rules and any set we could revise this to will, like the English language, be completely screwed.
Here’s one example for each that breaks all of those rules.
Rule 1: Fireball. You don’t mess with this. XR for X damage. Pay 1 to get another target and you can now divide the original damage.
Rule 2: you may have noticed but enchantments have next to none drawbacks. The few that I can think of are the core of a deck which compensates for the drawback to the point of a win method. Mana costs are 3-5 on average. Good deals all around.
Rule 3: The unreleased land, Golden Lotus. It may come into play tapped, and you may have to sacrifice three lands, it may have shroud, it may sacrifice itself when it taps, but that 9 mana in any combo makes this a very nice land. It’s legendary though, so you can see some funny plays with it.
Now you may have noticed I did not put down any exception for creatures. The reason why is Creature Abilities. Just using the Core rules this list is as follows, Defender, Double Strike, Fear, First Strike, Flash, Flying, Haste, Landwalk, Protection, Regeneration, Trample, and Vigilance. These plus the ridiculous number of key words that have appeared over blocks has rendered creatures so freaking overly large, there pappies must have shat a brick when they were born. Creatures break their own rule just by existing. But then again, I wouldn’t have it any other way. Hey they did make Terror for a reason.
So back to the original question, what defines a good card? Well, it honestly seems to me that the days of a straight up good solid card are over. The days of 2 mana for a 2/2 no questions asked are over. We still have good cards, but now most are picked for their hidden value (the value that makes any good deck tick). This hidden value is what is known as the Combo value (or C value). The C value is basically how well this card works with other cards. This drives most of the needs of a card. Yes, card X may be good while card Y is slightly worse, but if Y works so much better with other cards, than it will be taken over X. So if that kid had known this, then he would have realized that really any card is good. Some just take longer to realized how good they made it (loxodon warhammer anyone?). Understand that (and I know I am going to get hate mail for this one) all cards have a purpose and to say a card sucks is harsh. While that card might not be great, it does serve a purpose of some sort.
Oh and just a nice going away present.
They’re re-printing lightning bolt….wow I can hear the nerdy cheers from here…..
Until next time,
Ryan

