Post by SilentKobold on Apr 3, 2020 20:50:53 GMT
Hey all,
Having had a break from set design and MSE for a few years, I've decided to jump back into the ring and give it another try. Naturally I'm a bit out of practice and I thought I'd look for a little feedback on the set's central mechanic before powering on ahead. So without further ado, presenting Rituals.
Ritual is a new enchantment card type representing spells that have both a mana and timing component to them. Often possessing highly specific mana costs rituals allow for their casters to spread their mana commitments over multiple turns. Additionally rituals allow you to commit resources to the battlefield to bypass discard effects and if played strategically can provide a nigh uncountable effect when it matters.
Mirror Entities
Enchantment - Ritual
CARDNAME enters the battlefield tapped.
, , Sacrifice CARDNAME: Create three 1/1 white wizard creature tokens.
Countercharm
Enchantment - Ritual
CARDNAME enters the battlefield tapped.
, , Sacrifice CARDNAME: Counter target spell or activated ability.
Invoke Hysteria
Enchantment - Ritual
CARDNAME enters the battlefield tapped.
, , Sacrifice CARDNAME: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Now a splashy rare...
Edwin's Sequencer
Enchantment Ritual
CARDNAME enters the battlefield tapped.
, , Exile CARDNAME: Return up to 2 enchantment cards from your graveyard to the battlefield.
And a ritual matters effect...
Untamed Component
Creature - Beast
Trample
CARDNAME gets +1/+1 as long as you control a ritual.
4/3
Well I'm happy with the initial design I do have a few concerns. Firstly BR has very little counterplay against enchantments so suggestions to mitigate this are appreciated. Secondly, Magic already has several famous rituals in Dark Ritual, Cabal Ritual, and Desperate Ritual that has already cemented the word ritual into the common lingo. Thirdly, the design just doesn't seem very streamlined often taking 2 lines of text common to all rituals (tapped clause and ability cost), though I might just have been looking at rituals too long. Any additional feedback is also much appreciated.
Having had a break from set design and MSE for a few years, I've decided to jump back into the ring and give it another try. Naturally I'm a bit out of practice and I thought I'd look for a little feedback on the set's central mechanic before powering on ahead. So without further ado, presenting Rituals.
Ritual is a new enchantment card type representing spells that have both a mana and timing component to them. Often possessing highly specific mana costs rituals allow for their casters to spread their mana commitments over multiple turns. Additionally rituals allow you to commit resources to the battlefield to bypass discard effects and if played strategically can provide a nigh uncountable effect when it matters.
Mirror Entities
Enchantment - Ritual
CARDNAME enters the battlefield tapped.
, , Sacrifice CARDNAME: Create three 1/1 white wizard creature tokens.
Countercharm
Enchantment - Ritual
CARDNAME enters the battlefield tapped.
, , Sacrifice CARDNAME: Counter target spell or activated ability.
Invoke Hysteria
Enchantment - Ritual
CARDNAME enters the battlefield tapped.
, , Sacrifice CARDNAME: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Now a splashy rare...
Edwin's Sequencer
Enchantment Ritual
CARDNAME enters the battlefield tapped.
, , Exile CARDNAME: Return up to 2 enchantment cards from your graveyard to the battlefield.
And a ritual matters effect...
Untamed Component
Creature - Beast
Trample
CARDNAME gets +1/+1 as long as you control a ritual.
4/3
Well I'm happy with the initial design I do have a few concerns. Firstly BR has very little counterplay against enchantments so suggestions to mitigate this are appreciated. Secondly, Magic already has several famous rituals in Dark Ritual, Cabal Ritual, and Desperate Ritual that has already cemented the word ritual into the common lingo. Thirdly, the design just doesn't seem very streamlined often taking 2 lines of text common to all rituals (tapped clause and ability cost), though I might just have been looking at rituals too long. Any additional feedback is also much appreciated.