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Minh Tín

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How to create a card idea.
A. The context is important on multiple levels. The first and foremost one is that the card should be able to actually be made using aspects of one of the classes in the game. There's no point in discussing a card if it doesn't fit in the game's systems, and it distracts from the concept of the card due to being a very glaring flaw.
Balancing your card should also come from the context within the game. Think about similar cards, how much they cost for their abilities and how their stats are relative to the strength of their ability. Think about how good those cards are: if the card you're comparing it to isn't useful at all, then your card can afford to be stronger than it. Conversely, if the card is overpowered, then your card should be weaker than it.
A smaller but still important point is to avoid making cards too similar to existing ones. It makes you look uncreative even if you independently came up with the idea and ends up being boring.
Finally, it's important to keep your wording consistent with the game. Consistent and concise templating makes cards easier to digest and makes them look significantly more professional.
B. There are two aspects to an interesting card. The first and most obvious is that there's no point in designing a card that's so plain as to be uninteresting. It's important to note that this doesn't mean the card can't be simple, just that if it is it should be simple in an interesting way.
A good example of this was the recently posted "Prolepeariat". This is a very simple card in concept: it's very weak alone and when played next to something, it's strong but it's still very interesting due to the nuance behind it.
The other aspect is the exact opposite: if a card is too complicated it ceases to be interesting because it's no longer reasonable within the scope of the game and likely ends up being overly specific in its use cases or impossible to properly balance. As such, a healthy middle ground is preferable.
C. A silver bullet is something that is exceedingly effective in specific scenarios but completely impractical or unusable in others, making it unsuitable for most situations.
There are cards like this already in the game, and they make it easy to see why this kind of design is bad because they aren't worth playing. Silver bullets are only good in scenarios too specific to ever justify their inclusion in a serious deck. Conversely, more general cards see significantly more play because while they aren't as good in specific scenarios, they're way better outside of those scenarios since they either cover way more range or have better use which makes them less painful to play even when they don't work.

A/ Which section of the passage contains the following information?
  1. An example of a simple but effective card idea.
  2. A way to balance card ideas.
  3. A crucial aspect of a professional card idea.
  4. A comparison between cards of different uses
  5. A recommended range of complexity of an idea.
B/ Answer the questions.
1. According to the author, what is the most fundamental mistake a card idea can have?
A. Lack of originality and creativity.
B. Being extremely complicated.
C. Insufficient compatibility with the game.
D. Lack of complexity.

2. Which of the following has the closest meaning to the word "digest" in section A?
A. Consume B. Report C. Abridge D. Grasp

3. Why does the author mention "Prolepeariat" in section B?
A. To give an example of an ineffective card idea.
B. To illustrate the contrast between a plain idea and a complex idea
C. To show that a simple concept can also be advantageous.
D. To further explain why a card should not be too simple.

4. Why are silver bullets bad in the game?
A. They work exceedingly well under suitable conditions.
B. They are useless outside of favorable situations.
C. They only become worse in moderately unsuitable situations.
D. They are not included in serious decks.

5. According to the author, which of the following is false about general cards?
A. They are included in many competitive decks.
B. Silver bullets outclass them in many ways.
C. They have a higher usage ceiling.
D. They give you fewer harsh disadvantages when they don't work.

C/ Complete the summary below with NO MORE THAN THREE WORDS from the passage.
How to make an effective card idea:
1. Take (1)________ from the game to understand how cards work.
2. Compare your idea with (2)________________ and balance it depending on the strength of the compared card.
3. Avoid making similar ideas to existing ones.
4. A consistent and concise wording makes a card more (3)____________ and easy to digest.
5. Keep the idea (4)__________; and it's recommended to go for a (5)_____________ for the complexity.
6. Avoid turning your idea into a (6)____________
 

Minh Tín

Học sinh tiến bộ
Thành viên
22 Tháng mười 2017
1,221
693
166
How to create a card idea.
A. The context is important on multiple levels. The first and foremost one is that the card should be able to actually be made using aspects of one of the classes in the game. There's no point in discussing a card if it doesn't fit in the game's systems, and it distracts from the concept of the card due to being a very glaring flaw.
Balancing your card should also come from the context within the game. Think about similar cards, how much they cost for their abilities and how their stats are relative to the strength of their ability. Think about how good those cards are: if the card you're comparing it to isn't useful at all, then your card can afford to be stronger than it. Conversely, if the card is overpowered, then your card should be weaker than it.
A smaller but still important point is to avoid making cards too similar to existing ones. It makes you look uncreative even if you independently came up with the idea and ends up being boring.
Finally, it's important to keep your wording consistent with the game. Consistent and concise templating makes cards easier to digest and makes them look significantly more professional.
B. There are two aspects to an interesting card. The first and most obvious is that there's no point in designing a card that's so plain as to be uninteresting. It's important to note that this doesn't mean the card can't be simple, just that if it is it should be simple in an interesting way.
A good example of this was the recently posted "Prolepeariat". This is a very simple card in concept: it's very weak alone and when played next to something, it's strong but it's still very interesting due to the nuance behind it.
The other aspect is the exact opposite: if a card is too complicated it ceases to be interesting because it's no longer reasonable within the scope of the game and likely ends up being overly specific in its use cases or impossible to properly balance. As such, a healthy middle ground is preferable.
C. A silver bullet is something that is exceedingly effective in specific scenarios but completely impractical or unusable in others, making it unsuitable for most situations.
There are cards like this already in the game, and they make it easy to see why this kind of design is bad because they aren't worth playing. Silver bullets are only good in scenarios too specific to ever justify their inclusion in a serious deck. Conversely, more general cards see significantly more play because while they aren't as good in specific scenarios, they're way better outside of those scenarios since they either cover way more range or have better use which makes them less painful to play even when they don't work.

A/ Which section of the passage contains the following information?
  1. An example of a simple but effective card idea.
  2. A way to balance card ideas.
  3. A crucial aspect of a professional card idea.
  4. A comparison between cards of different uses
  5. A recommended range of complexity of an idea.
B/ Answer the questions.
1. According to the author, what is the most fundamental mistake a card idea can have?
A. Lack of originality and creativity.
B. Being extremely complicated.
C. Insufficient compatibility with the game.
D. Lack of complexity.

2. Which of the following has the closest meaning to the word "digest" in section A?
A. Consume B. Report C. Abridge D. Grasp

3. Why does the author mention "Prolepeariat" in section B?
A. To give an example of an ineffective card idea.
B. To illustrate the contrast between a plain idea and a complex idea
C. To show that a simple concept can also be advantageous.
D. To further explain why a card should not be too simple.

4. Why are silver bullets bad in the game?
A. They work exceedingly well under suitable conditions.
B. They are useless outside of favorable situations.
C. They only become worse in moderately unsuitable situations.
D. They are not included in serious decks.

5. According to the author, which of the following is false about general cards?
A. They are included in many competitive decks.
B. Silver bullets outclass them in many ways.
C. They have a higher usage ceiling.
D. They give you fewer harsh disadvantages when they don't work.

C/ Complete the summary below with NO MORE THAN THREE WORDS from the passage.
How to make an effective card idea:
1. Take (1)________ from the game to understand how cards work.
2. Compare your idea with (2)________________ and balance it depending on the strength of the compared card.
3. Avoid making similar ideas to existing ones.
4. A consistent and concise wording makes a card more (3)____________ and easy to digest.
5. Keep the idea (4)__________; and it's recommended to go for a (5)_____________ for the complexity.
6. Avoid turning your idea into a (6)____________
A/
1B
Giải thích: A good example of this was the recently posted "Prolepeariat". This is a very simple card in concept [...] it's strong but it's still very interesting due to the nuance behind it.
2A
Balancing your card should also come from the context within the game. Think about similar cards, [...]
3A
Consistent and concise templating makes cards easier to digest and makes them look significantly more professional.
4C
Silver bullets are only good in scenarios too specific [...] Conversely, more general cards see significantly more play...
5B
[...] As such, a healthy middle ground is preferable.
B/
1C
The first and foremost one is that [...] of one of the classes in the game. There's no point in discussing a card if it doesn't fit in the game's systems, [...] being a very glaring flaw.
2D:
Consume: Tiêu dùng
Report: Báo cáo
Abridge: Tóm tắt
Grasp: Hiểu = digest.
3C
A good example of this was the recently posted "Prolepeariat". This is a very simple card in concept [...] it's strong but it's still very interesting due to the nuance behind it.
4B
Silver bullets are only good in scenarios too specific (main reason) [...]
5B
They're way better outside of those scenarios since they either cover way more range or have better use [...]
C/
1. context (đoạn đầu phần A)
2. similar cards (...Think about similar cards...)
3. professional (...makes them look significantly more professional...)
4. interesting (phần B)
5. healthy middle ground
6. silver bullet (phần C)
 
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