Custom Sets: Pokémon Gold and Silver, part 4
Hello! Today’s post will conclude discussing the balancing of my second Pokémon set.
Last week i talked about the set’s color balancing for mono-colored cards, namely how blue and red had a surplus of creature and non-creature spells, respectively, while black and green were on the opposite ends of the spectrum. These issues carried over to multicolor, which is today’s main topic.
Multicolor is traditionally a problem for the same reasons as mono-color, as some colors want more spells than others, but i did manage to get them roughly balanced. For this calculation i included mono-colored cards with off-color activations (or inclinations, at the very least), as you’ll see; not all pairs have these because some needed mono-color more than others. Each color pair has one non-creature spell and 4-6 creature spells, with at least one card for each rarity (including mythic rare). I also wanted to do my best to avoid having multiple legendary cards in the same color, like the previous set, which implied some flavor bending from the get go. Let’s go through each color pair.
White/Blue (5 cards)
There were only two pure flying pokémon this gen (normal/flying type, i should clarify), and they REALLY wanted to be in mono blue. Flying is the color pair’s main overlap, so it suffered as a result. Each of the cards in this pair could have been done in mono blue and had to be hijacked by white; this is a recurring theme, as you’ll see. As a little trivia note, the untapped Island mechanic on the Marill line was my way of replacing islandwalk when it stopped being evergreen.
Blue/Black (5 cards)
Here black continues to take as many pokémon from blue as it can. Qwilfish is legitimate, as water/poison, but all the others could have been mono blue as well.
Black/Red (4 cards)
Black/Red got lucky with the Houndour line, which are dark/fire type, so there were no issues here.
Red/Green (6 cards)
Both red and green’s share of creatures was decent, as discussed last week, so in all cases the creatures here were made to remove from mono-color, with purely mechanical reasons.
Green/White (5 cards)
Green/White is useful for balancing in that the colors overlap quite a bit, so it’s not hard to shift a white or a green card to multicolor and vice-versa. That’s exactly what happened: Yanma was originally green/blue, Miltank was mono green, and Blissey was mono white. They all made the transition with only minor changes.
White/Black (5 cards)
White/Black was curious. Both Sneasel and Misdreavus were originally planned as mono-black (dark and ghost type, respectively), but, while researching them, both of their signature moves turned out to be mechanically white: Sneasel’s Beat Up move deals damage for each pokémon in your party, and Misdreavus’ Pain Split sets both your and your opponent’s life to an averaged amount. As for Umbreon, the way i had designed it in mono-black was closest to white; this was arguably the biggest loss for black, as Eevee lost its only mono-black evolution, but Espeon couldn’t be mono-blue again and they both wanted to be mythic.
Blue/Red (6 cards)
Blue/Red had the Chinchou line, which is water/electric type, and Sudowoodo is a rock type that likes to mimic others. Espeon, as mentioned above, really didn’t want to be mono blue again; it started mono blue in design, but i jumped at the chance to make it multicolor when i decided to make 10 multicolor mythics. Red seemed like the best fit, as the second non-creature spell color.
Black/Green (5 cards)
This was a tricky pair. I didn’t really have anything planned for it, as the Larvitar line wanted to be red/black (the first two stages are rock/ground, and the final one is rock/dark), but red, black, and green all have land destruction so i went for that angle. Also, dinosaurs are green.
Red/White (4 cards)
Another tricky pair, as i didn’t have a lot to pull from. Corsola was originally blue and white took it because it’s the most defensive color (red from its rock type). Heracross was red/green (bug/fighting), but that pair filled up quickly, and fighting type is primarily white. Red/White also has the entire Hitmon line, but those weren’t included for this calculation because they’d technically be tricolor.
Green/Blue (6 cards)
This was probably the first pair to fill up, with one reprint, Celebi (the first card i designed for this set), and the Hoppip line all being in color (bug/flying, grass/psychic, grass/flying).
Artifact (23 cards)
The final topic i have for today is the artifact cards, but there’s really not much to say as it basically built itself. All creatures are steel type (with the exception of the Porygon line), all but one equipment are the type-enhancing cycle, and all but two non-creature non-equipment artifacts are the evolution stones.
This concludes our journey through my pokémon set. All the cards are now available in the card gallery. I’m happy with how it turned out and think it’s an improvement on the last one, but it’s definitely not perfect. Mechanic distribution in particular is probably one of its biggest problems, and something i’ll need to work on for the future. Still, i hope it’s enjoyable.
Next week will resume normal content. Until then!