The biggest problem common people have when designing Magic cards is pricing the card. They make this amazing 20/20 that can't be blocked or killed for three mana, or a card with a good concept but underpriced to a point where it went from good to evil.
PRICING CARDS: The Converted, Converted Mana Cost
A good way to determine a basic cards casting cost is from its power/toughness. Take a look at some of your basic, basic cards. Giant Octopus and Hill Giant are both four mana, at 3U and 3R. Now, in converted converted mana cost form (ccmc) they are both 5. Why? Because, you count the regular converted mana cost (cmc) then add the number of colored mana symbols. In this case, there is one symbol and a 4cmc which is equal to 5 ccmc. Don't understand? Heres another example: Kavu Climber for 3GG. Five normal mana, two colored mana (the two green mana). This adds up to a good 7 mana.
Heres a general outline of how much a power/toughness (p/t) point costs:
CMCCs for various PTs
P/T Points
Example
CCMC
2
1/1
1.5 ccmc
3
1/2
2 ccmc
4
2/2
2.5 ccmc
5
3/2
4 ccmc
6
3/3
4.5 ccmc
7
6/1
5 ccmc
8
4/4
5.5 ccmc
9
0/9
6 ccmc
This chart will work in almost all cases. Round the .5s up if there is one. They are only there because some abilities are only worth .5, like the ability on Serpentine Kavu. Note that the example above of Kavu Climber costs 7 ccmc for only a 6 PT point creature. Thats because the card comes with a cantrip (Draw a card) and thats an ability that costs usually 2 ccmc. Most abilities add 1 or 2 ccmc to the overall ccmc, like White Knight with a ccmc of 4, costs 1.5 for the PT of 2, and a 1 for each ability. Also, many cards have drawbacks to lower the ccmc by 1 or 2, or a drawback to make room for an ability. Like Phyrexian Rager, a ccmc of 4 for 2.5 for its PT. Without the drawback, the cantrip would make it cost 6 ccmc, something like 2BB. The "lose 1 life" drawback lowers it by a good amount to make up for the cantrip. Things like additional costs or helping your opponent are also great drawbacks.
MULTICOLORED CARDS: Less is more
Have you ever noticed how so many multicolored cards are too good for their mana costs, or too small for their casting costs? Thats because for every extra color in a multicolored card, there is an extra ccmc.
Let's take Charging Troll for example. 2WG is going to give you a basic of four and two, with an extra for the different colored mana to make a good seven. Four and half of that ccmc goes to the power and tougness, and an extra one for each ability. This makes 6.5, and since there are no further abilities it rounds up to 7.
LEGENDS: Limiting factors limit mana
Giving a creature type of Legend or Legendary Status often adds for a substantial lowering of ccmcs and allows for interesting abilities at low mana costs. Jeska, Warrior Adept has a 2RR casting cost - but look at all the extras! Out of the casting cost, we get 6 ccmc. We lose 2.5 right away for the PT and one for each, first strike and haste. Most usually, the pegging ability costs 2 ccmc more as do most tapping abilities. We are up to 6.5! However, its legendary status drops it down by one, and now we are at 5.5. Take Jeska in contrast with such cards as Halberdier.
SPELLS: How to cost
Spells are generally priced the same rate as creatures, they don't have PT so they usually have a lower ccmc. Cantrips still cost about 2 more mana, as seen in Zap. Most spells have their prices based on precedents, like Healing Salve, Counterspell, Shock, Terror, and Wild Growth. Anything better than these get a higher ccmc rating and anything lower drops by about .5 to 1, which allows room for abilities such as buyback and cantrips. Creatures' and artifacts' abilities should be priced as though they were spells, then added to the total ccmc. Artifacts generally cost a substantial amount of mana to cast, and even more to activate because they can be used by any color. Keep the artifact's abilities and casting cost seperate. Rod of Ruin is priced the way it is because it costs 2 to have the artifact, then 2 for the ability. Then it costs 3 ability, divided with 2 for pegging and another 1 for being universal. Another important thing to know: Instants cost more than sorceries! The sorcery version for an instant should cost about .5 - 1 less or allow for another ability, such as Inspiration to Deep Analysis.
Now you should have a basic understanding for pricing your magic cards, and why some cards are priced the way they are. Of course, there are a number of exceptions and broken cards, but that's before Wizards developed most of their standards. Try pricing the cards below using what you have learned.
Obnoxious Ostrich
Creature � Bird
Flying
2/3
Pompous Ogre Creature � Beast
T: Pompous Ogre deals 2 damage to Pompous Ogre and 2 damage to target player.
4/3
Pulsing Snap Enchantment
When Pulsing Snap comes into play, it deals 2 damage to target creature.
At the beginning of your upkeep, you may return a permanent you control to its owners hand. If you do, Pulsing Snap deals 3 damage to target creature.
Discard a card from your hand: Return Pulsing Snap to it's owner's hand.
Flying Whippersnapper Creature � Legend
When Flying Whippersnapper comes into play, put a 2/2 squirrel token with flying into play and return Flying Whippersnapper to its owner's hand.
1/1
Hmm.. controversial examples. Should have made them simpler. Anyhow, watch for the next card making article soon!