Today on SCG, JP starts a series of articles that lay the foundation for designing Vintage cards:
What I have come to discover is that once you automatically exclude cards which are simply too expensive for the effect, the color breakdown in the casting cost is actually much trickier than it might first appear. This arises due to the unique effect of fetchlands, rainbow lands, and artifact mana in Vintage mana bases.
This first installment (if it is indeed to become a series) is extremely well thought out. Analyzing what goes into Vintage cards, or rather what cards go into Vintage, is not only important for design, but also for deckbuilding. I am really looking forward to the follow-ups. This one already had some very solid insights that I haven't seen expressed as clearly anywhere yet. Good job, JP, keep it up!
This analysis of mana bases and mana requirements mirrors the "new" fetchland heavy mana bases JP already proposed a while ago but which didn't really catch on. Now I'm wondering if there are cards so powerful that they actually reward a higher commitment to one color because of a double- or triple-colored mana cost. One of them is Future Sight, which might have deserved a special mention as the exception to the rule -- even though it can win games, it remains an awkward card.
Dozer