Mm... Monte's idea of what "Timmy cards" are is way off base. Just as others have unfairly maligned Monte in this, Monte is unfairly maligning Mark Rosewater.
The idea is that there are three types of Magic players. Timmy's main goal is to win in BIG AWESOME WAYS. Johnny's main goal is to win in creative unusual ways. And Spike's main goal is to win as often as possible.
A "Timmy card," then, is one that is BIG AND AWESOME. The usual Timmy card is a ginormous monster, but stuff like the "ultimatum" cards from Shards of Alara would also qualify. Whether it's a strong card for competitive play is irrelevant. (If it is, it's also a Spike card; the categories are by no means exclusive.) The goal is not to punish Timmy for liking what he likes, or to reward Spike for knowing better--it's to let each player get what he or she wants out of the game. Timmy's deck may not win as reliably as Spike's, but the wins it does produce will be BIG and they will be AWESOME, and Timmy will be happy.
Really, I don't think there are many professional designers who put deliberate "traps" into their designs. If there are, they ought to know better. No matter how careful you are to get everything balanced just so, there will inevitably be some character options (or CCG cards, or whatever) that are strong and others that are weak, and players will figure out what they are. Going out of your way to create them is silly.
The idea is that there are three types of Magic players. Timmy's main goal is to win in BIG AWESOME WAYS. Johnny's main goal is to win in creative unusual ways. And Spike's main goal is to win as often as possible.
A "Timmy card," then, is one that is BIG AND AWESOME. The usual Timmy card is a ginormous monster, but stuff like the "ultimatum" cards from Shards of Alara would also qualify. Whether it's a strong card for competitive play is irrelevant. (If it is, it's also a Spike card; the categories are by no means exclusive.) The goal is not to punish Timmy for liking what he likes, or to reward Spike for knowing better--it's to let each player get what he or she wants out of the game. Timmy's deck may not win as reliably as Spike's, but the wins it does produce will be BIG and they will be AWESOME, and Timmy will be happy.
Really, I don't think there are many professional designers who put deliberate "traps" into their designs. If there are, they ought to know better. No matter how careful you are to get everything balanced just so, there will inevitably be some character options (or CCG cards, or whatever) that are strong and others that are weak, and players will figure out what they are. Going out of your way to create them is silly.
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