Working on something for a side project, trying to decide how I want to word it. The idea is it's a sidegrade keyword that causes creatures to deal double combat damage... but always die after dealing said damage. Calling it Volatile for now.
Volatile (If this would deal combat damage, it deals twice as much damage instead. Then, sacrifice it.)
What would be a clearer/more stylistically correct way of wording this? It feels a bit clunky right now owing to the idea popping into my head at midnight when I'm trying to sleep.
You could give those creatures double strike and avoid some of the wording. Also, does the player get to choose whether or not to deal double damage or does the creature always die. Personally, I like the mechanic, but I wouldn't limit it to double damage. I would just make the creature die whenever it deals damage, a bit like the recent decayed mechanic. What makes it interesting are the costs for those creatures, and their abilities, which could be designed quite aggressively considering you only get one shot at attacking. Could also give them a tap ability or a trigger to give the player a second choice for how to use them, too.
jverse: I've actually abandoned the double-damage part of this in favor of just balancing around the idea of single-use creatures. It's mostly intended for tokens anyways, might as well just make it a straight-up drawback mechanic.