So here goes my second and final piece on CCG Set Size and what it means to you as player, and myself as a designer.
Making The Numbers Work
This is a two-way street: As a designer, you want a set to either further ideas of an earlier set, or push out a whole new way of thinking (read: mechanics) and show to the player in subtle and not-so-subtle ways how to best utilize these new tools you’ve given them.
Power Levels are very important when thinking in terms of set size. If you’re working on a small set, it is most likely an extension of previous sets, and so you must take their relative power levels into consideration. The best sets generally build upon good ideas or shoot down existing archetypes (all the while building new ones), so the idea of set size based on existing power levels or new mechanics is by no means a new idea.
However, with this said we want to really define what makes up a set in terms of rarity and the design freedoms and restraint found there-in. Let’s take a walk shall we…
Commons. Commons are either underpowered, mediocre, or extremely powerful and versatile. The beauty of common cards is that you can really let your versatile muscles work out the best cards for the best situations/characters/phases and let them live in an environment with no worry for collectability (another topic I’ll touch on later). Common cards should also have a few stinkers, just for balance and draft sake, along with the excellent and powerful cards that need to be in such a slot.
Also, commons tend to be simple cards. Simple but powerful, much like a handgun, is a good analogy for a well-designed common, and if it fits into multiple decks with very little power loss, then you’re doing good. However, very situational yet powerful cards may sometimes live in this slot, but rarely (god help the pun), because these cards are better used in the Uncommon slot instead.
Uncommons. Here is where the versatile and situational cards live. They’re not inherently powerful, and there are still stinkers at this level they’re just harder to find. Situational cards begin to put pressure on the deckbuilder, particularly in draft play, to figure out the best way to use these cards to his/her advantage. Many uncommons may be powerful rares moved down a slot because of their usefulness and utility. In Magic, one could make a comparison to Eternal Witness, a card valued higher than many rares because of its powerful status. It was too powerful to print as a common, as it would disrupt draft play, and at Rare it would be too highly sought after and is simply too powerful to be in such a highly-valued slot. That isn’t to say Chase Rares don’t need to exist (this is another column all on its own), but weighing out the format you can easily agree why a card such as Eternal Witness needs to exist in that slot. An example from VS. System is Common Enemy, a team-up card that is powerful on its own in terms of the archetype it creates, yet one of my definitions of Rare is to try and define a new archetype. It’s an interesting segue from one rarity to another, and while it may not be abundantly clear, I do believe that Uncommon is definitely the way to go for both Eternal Witness and Common Enemy, in terms of power level, collectability, draft cohesion, and fun levels.
Rares. Ah, the big dogs. These should be either your most powerful yet limiting cards (ie, overly good in one aspect), and at the same time archetype-definers or set-definers. When you are actively trying to design a rare, you generally want a splash. You want something awe-inspiring. You want something powerful. You also want something that isn’t an auto-include in every deck. These cards should not only define your set in terms of power level, they should also showcase your creativity (and by-association the creativity you expect from your playerbase), while at the same time trying to carve a niche out in what always becomes a 2–3 deck tier format (ie, an archetype).
Tiers, as they are generally defined in each CCG, is the level of power a deck has in relation to others in its class. Tier 1 decks are the best of the best. They steer the metagame where it needs to go, and their existence gives designers a compass as to where they should go next. This tier is at its best when there are at least two or three Tier 1 decks, as a 33% tournament penetration factor is fantastic when looking at general decklists for a large tournament. Tiers 2 and 3 make up the wannabes, the decks that are very powerful but simply don’t have the “oomf” or synergy that a Tier 1 has, which gives them the slight edge to win most games. A good designer will notice these tiers, and while trying to strengthen the lower tiers (usually by creating Tier 1 hosers), they will also strive to create new decks to fit into that heirarchy, and by doing so shift the metagame to their compass, and do so consciously.
Getting back to Rares, you must remember that CCGs are in the business of making money (as any business is). A good set will have “Chase” rares (rares that are immensely powerful and trade very well), along with “Excellent” rares which fit in certain archetypes. Elegant rares, as I like to call them. are those which are simple but awe-inspiring in their scope and execution. Magic? Wrath of God. It destroys all creatures. VS? Sabertooth Feral Rage. A huge beatstick character that is Just Good.
Chase Rares, on the other hand, are those which are obviously overpowered, obviously awe-inspiring, obviously versatile and fit in far too many decks (or are the key to a Tier 1 deck, see: Arcbound Ravager). In Magic a case could be made for Bird of Paradise, a card I’ve spoken of before for its immense power and elegance, and for VS it is Savage Beatdown, a card that should’ve been Uncommon at most, but was obviously stuck in that slot for money reasons. While I’m not 100% convinced of Bird of Paradise being a Chase Rare by design (it was created a decade ago before the market had really created such terms), the fact that it has lasted so long and remains so good gives it Chase Rare status.
But what of the numbers? How big must a set truly be to be effective? What are the watermarks that previous sets have enjoyed? Well, let’s take a look:
VS. has 220 cards for a Large Set (110 Common, 55 Uncommon + Rare, though it seems they’re actually standardizing on this format for all upcoming sets), Magic has 320–350 per Large Set (8th Edition is 357, 113 Common + Uncommon, 111 Rare). Why do they have smaller numbers of Rares? For drafting silly. Here is one of the most difficult things to do: Design a set that works not only in Sealed Deck, but in Draft, then in Team Draft, then in Rochester, then in Constructed! All of these formats have different requirements and tastes, and for that reason you’ll see a lot of even numbers bandied around for their respective sets. For example, in Champions of Kamigawa there are 50 cards of each color. This is to ensure that when you open your packs you’ll get an even (or almost even, depending on inter-rarity uh…rarity) distribution of cards.
The inter-rarity rarity is a tough thing to describe as generally you want to balance the set with powerful and less powerful cards based on how many times they show up on a print sheet, or if its online, how likely that card will show up in a pack. These rarity levels are generally described as “Common 1” “Uncommon 3”, etc, which is how many times they show up on the print sheet or the likelyhood, in relation to other cards of the same rarity, how likely you are to get them. The harder to find commons will only show up once every few packs, while other times you’ll simply be flooded with trash because it is printed the most on the big cardboard sheet.
So to wrap things up, the idea of set size is more based on flavor, rarity, power levels, and current Tier 1–3 decks than anything else. These factors, and how your set is/will be played, are the greatest contributors to what can end up being a great set or a horrible disaster. Set the power level too high and you screw it up (See: Tempest + Urza’s Saga), or too low and no one wants to buy it or play with it (see: Homelands + Mercadian Masques).
So the next time you crack open a pack of cards, think of the time, effort, work, and deliberation that the designers took into placing those cards just so. I think you’ll agree that there is quite a bit more to making a set work than just throwing ideas into cellophane and seeing what sticks.