Post by Daij_Djan on Oct 5, 2021 19:55:07 GMT
Challenge said:
With the revamped Daybound/Nightbound mechanic, WotC has shown that there's potential for mechanics that care about an abstract concept regarding the game state. Your challenge this week is to create or reuse a mechanic that does just that.Examples: Daybound/Nightbound, City's Blessing, or a custom mechanic where the seasons change, etc
Please remember: You're not allowed to vote for yourselves. For further information please look at the CotW Rules.
{hydraheadhunter}
{Explanation}Planechase doesn't get enough love (It's my opinion that every set deserves to have an auxilary plane deck with 8-10 planes cards, 2-4 phenomena cards (not a full planechase product, just some support for the planechase format)). And that's why I think we should have cards that care about what plane you're on.
- Planebond <plane> -- When/Whenever fum happens, if you're on <plane>, Foo.
- Planebond <plane> -- Cost: Foo. Activate this ability only if you're on <plane>.
- Planebond <plane> -- As long as your on <plane>, Foo.
{sdfkjgh}Limbo Pole
Artifact
Limbo Pole enters the battlefield with its bar set to 10.
Only X creatures can attack per turn, where X is Limbo Pole’s bar level.
Creatures with power and/or toughness greater than Limbo Pole’s bar level can’t attack.
Communal Ability—: Lower Limbo Pole’s bar one notch. Activate this ability only any time you could cast a sorcery.
Artifact
Limbo Pole enters the battlefield with its bar set to 10.
Only X creatures can attack per turn, where X is Limbo Pole’s bar level.
Creatures with power and/or toughness greater than Limbo Pole’s bar level can’t attack.
Communal Ability—: Lower Limbo Pole’s bar one notch. Activate this ability only any time you could cast a sorcery.
{Explanation}How about an Un- card? This one requires a bit of description, so bear with me. A good starting frame of reference would be Water Gun Balloon Game. Art shows two support struts with notches numbered 0-10, ascending as they go up the struts, with a Giant’s legs and waist behind the pole, which is at its waist, at 10.
Communal abilities can be activated by any player.
Communal abilities can be activated by any player.
{sade612}
{viriss}
{Vunik}
{Explanation}Like day/night, when a permanent with tidal enters the battlefield, it becomes low tide, and then the game state switches between high and low tide.
{Flo00}
{Pixi-Rex}
{ZephyrPhantom}Force of Salt
Instant (Silver border)
If you've lost the game, you may exile yourself from the game rather than pay this spell’s mana cost.
Exile target nonwhite permanent.
"It's all because of that cursed card..."
Instant (Silver border)
If you've lost the game, you may exile yourself from the game rather than pay this spell’s mana cost.
Exile target nonwhite permanent.
"It's all because of that cursed card..."
{bazzboda}Enforce Rule
Instant
When you cast this spell, exile it and then impose a restriction. If you can't, instead draw a card
Instant
When you cast this spell, exile it and then impose a restriction. If you can't, instead draw a card
{Explanation}A unified sideboard card. I tried making it not hate on any gameplan too much. The card is meant to played in paper, it is not a digital only card.
While the card would be printed at rare in a standard set, it would be reprinted at common in one commander deck to raise the price since it would technically be pauper legal.
I am aware that in mtg "instead" does not come after "if you can't," I just think it is more readable and less likely to cause confusion.
The restrictions are:
1 At the beginning of each players upkeep, that player exiles the top card their library.
2 If a land is tapped for two or more mana, it instead adds one mana of a color it could produce.
3 Non basic lands enter the battlefield tapped.
4 Snow lands enter the battlefield tapped.
5 Players can not cast more then 5 spells each turn.
7 Players can not take extra turns.
8 Players can not activate more than 1 planeswalker ability each turn.
9 All spells, permanents and players lose and can not gain protection.
You can not impose a restriction that has already been imposed.
While the card would be printed at rare in a standard set, it would be reprinted at common in one commander deck to raise the price since it would technically be pauper legal.
I am aware that in mtg "instead" does not come after "if you can't," I just think it is more readable and less likely to cause confusion.
The restrictions are:
1 At the beginning of each players upkeep, that player exiles the top card their library.
2 If a land is tapped for two or more mana, it instead adds one mana of a color it could produce.
3 Non basic lands enter the battlefield tapped.
4 Snow lands enter the battlefield tapped.
5 Players can not cast more then 5 spells each turn.
7 Players can not take extra turns.
8 Players can not activate more than 1 planeswalker ability each turn.
9 All spells, permanents and players lose and can not gain protection.
You can not impose a restriction that has already been imposed.
{spazlaz}
{metempsychosis}
{Explanation}It's been a while since I designed my last set under another pseudonim back around 2013 when we were in Sourceforge, and my design has evolved quite a bit since that time, but there's been a constant in the way I've experienced MTG: I'm a proud Stax/Control player, and I love seeing my opponent's die inside every time something happens according to plan AND, the fact that people love forcing Bridge from Below into every deck that barely interacts with it's graveyard because of the micro-combo potential, until something terrible happens, or they feed a Tarmogoyf way too much.
As such, I've decided to retroactivelly give a keyword to cards that only interact with the game when they're in the graveyard (Bridge from Below, Anger, Genesis) and make something that would benefit from the new keyword, maybe even messing with the opponent a bit.
As such, I've decided to retroactivelly give a keyword to cards that only interact with the game when they're in the graveyard (Bridge from Below, Anger, Genesis) and make something that would benefit from the new keyword, maybe even messing with the opponent a bit.
{zybourne}
{Explanation}Attune is sort of like day/night but split across the five colors. I imagine Fortune Idol as part of a cycle that each have one color-blind global ability and one color-bound personal ability.
{Daij_Djan}
{Explanation}A few years ago, over at the old forum there was a community project desiging a waterworld themed plane. For this project, I suggested a mechanic based on Tailwind – a concept which however got rejected, probably since I had no idea what to even do with it besides the name
Still, I liked the idea and brought it over to my own island explorations themed set based around the plane of Luvion – and in the end turned it into a player-state.
Tailwind appears mostly in green & white, and a little bit in red as well. At lower rarities, cards only grant you Tailwind for a single turn, while at higher rarities even a Tailwind version of Glorious Anthem is possible. Since as a player-state multiple Tailwinds don't stack, so creatures' stats won't growth uncontrollably in Limited.
As usual, there will be cards caring about you having Tailwind. One example is Luvion's version of Angel of the Dawn / Dawnfeather Eagle.
Still, I liked the idea and brought it over to my own island explorations themed set based around the plane of Luvion – and in the end turned it into a player-state.
Tailwind appears mostly in green & white, and a little bit in red as well. At lower rarities, cards only grant you Tailwind for a single turn, while at higher rarities even a Tailwind version of Glorious Anthem is possible. Since as a player-state multiple Tailwinds don't stack, so creatures' stats won't growth uncontrollably in Limited.
As usual, there will be cards caring about you having Tailwind. One example is Luvion's version of Angel of the Dawn / Dawnfeather Eagle.
{damagicgeek}
{Explanation}Felt like Party from ZNR and Venture from AFR would be fun (and flavorful) to do a crossover with so I came up with this
{kefke}
{the5lacker}
{Explanation}A few quick things about Grievous and Wounded
1. Grievous is the default way of applying Wounded to players, but not the only way. There would be a handful of non-combat sources that apply Wounded either to your opponent or yourself at uncommon and above.
2. Wounded would appear almost exclusively in Black/Red, though there would be colorless sources.
3. Any Wounded synergy cards care about either player being wounded. If you want to push your advantage, there are plenty of ways of wounding yourself to apply pressure.
4. There would be a decent number of colorless life gain cards in limited to mitigate Wounded, though limited to one-shot effects.
1. Grievous is the default way of applying Wounded to players, but not the only way. There would be a handful of non-combat sources that apply Wounded either to your opponent or yourself at uncommon and above.
2. Wounded would appear almost exclusively in Black/Red, though there would be colorless sources.
3. Any Wounded synergy cards care about either player being wounded. If you want to push your advantage, there are plenty of ways of wounding yourself to apply pressure.
4. There would be a decent number of colorless life gain cards in limited to mitigate Wounded, though limited to one-shot effects.
Please message me immediately if you notice a discrepancy in your entry or another's entry.