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Post by Jéské Couriano on Nov 30, 2019 21:55:54 GMT
Since poison counters kill at 10 and Infect is a thing, this should be scrapped.
NEVER assume a mechanic you make will forever be in a vaccuum.
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Angelus
0/0 Germ
Posts: 20
Color Alignment: Blue, Green
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Post by Angelus on Dec 18, 2019 12:43:13 GMT
Since poison counters kill at 10 and Infect is a thing, this should be scrapped.
NEVER assume a mechanic you make will forever be in a vaccuum.
To be perfectly frank, that's exactly what I had in mind. A novel mechanic in and of itself, but also something that would make some opponents cautious about using infect too much, plus a way to turn poison on it's head essentially. I try to avoid making stuff in a vacuum, if anything I prefer mechanics built around the entire game tbh.
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Post by Jéské Couriano on Dec 19, 2019 0:48:33 GMT
Infect, however, is more than just the poison counters. A player may be using it more for the -1/-1 counters, because there aren't that many abilities that can grant them so reliably and cheaply, especially in black. The only time the poison counters are really a factor is if a player refuses to (or cannot) block, it's combined with another poison-counter-giving ability, is combined with copious amounts of Proliferate, or is facing enough damage for them to outright kill (i.e. an alpha-strike or Blightsteel Colossus.
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Angelus
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Posts: 20
Color Alignment: Blue, Green
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Post by Angelus on Dec 19, 2019 3:44:46 GMT
Infect, however, is more than just the poison counters. Fair enough, though the idea would be for such a mechanic to be used in conjunction with costs that would involve giving yourself poison counters for some form of benefit. I actually intended it to go with a variant of phyrexian mana, but where you give yourself a poison counter instead of paying 2 life. Honestly, I began with trying to find a usage for a phyrexian mana-like symbol (it had a biohazard symbol instead of  ) that came with a symbol set that added snow hybrid mana. But I figured that poisoning yourself to just avoid paying one colored mana seemed a bit off, especially since you could easily regain spent life potentially if it was phyrexian mana. Hence I figured that adding a threshold mechanic to spells that might use this poison mana could be an interesting way to add value to such a mechanic while also having an interesting interaction with existing cards that give poison counters. But there is still the chance that such a mechanic could have broken cards with it (lord knows that's the case with phyrexian mana), but I figure that card designers can end up breaking almost any mechanic if they don't consider the ramifications, case-in-point affinity.
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Post by Jéské Couriano on Dec 19, 2019 7:42:35 GMT
[...]I figure that card designers can end up breaking almost any mechanic if they don't consider the ramifications, case-in-point affinity. MaRo has outright said that balanced cost-reduction mechanics look unappealing, while busted ones look awesome. Phymana, despite being a cost-substitution rather than a reduction, falls into the latter camp of "awesome-yet-broken".
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Angelus
0/0 Germ
Posts: 20
Color Alignment: Blue, Green
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Post by Angelus on Jan 29, 2020 3:27:26 GMT
I decided to remake Slipstream into a mechanic I think I vastly prefer:
Slipstream X — (cost) You may cast this spell for its slipstream cost rather than its mana cost if X or more spells had been cast before it this turn
I feel like this version would be better at limiting just how low a mana cost can get, while also enabling some spells to be overpriced, but after just a couple spells being cast, could turn into a significantly cheaper spell, while avoiding the pitfalls of a mechanic like affinity. One could also have spells and/or permanents that have additional effects apply when slipstreamed.
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Post by Jéské Couriano on Feb 19, 2020 12:19:47 GMT
I agree with you on that, however, your reminder text should omit "rather than its mana cost".
Alternate-mana-cost ability RT doesn't include those 5 words (precedents: Dash, Surge, Overload, among others).
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Angelus
0/0 Germ
Posts: 20
Color Alignment: Blue, Green
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Post by Angelus on Feb 19, 2020 18:09:56 GMT
Thanks for the advice mate.
Slipstream X — (cost) You may cast this spell for its slipstream cost if X or more spells had been cast before it this turn.
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Post by Jéské Couriano on Feb 19, 2020 20:40:50 GMT
Of course.
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harrowed777
1/1 Squirrel
Posts: 69
Set Hub: Harrowed777's Set Hub
Formerly Known As: OCB777
Favorite Card: Alexander Clamilton
Favorite Set: Horrors of Nocturne
Color Alignment: White, Blue, Black
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Post by harrowed777 on Jul 3, 2020 4:34:40 GMT
One I am using..
Unwind (You choose any number of permanents, cards in exile, and/or players with counters on them, then remove a counter from each.)
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Ketsuban
0/0 Germ
Posts: 11
Color Alignment: White, Blue, Red
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Post by Ketsuban on Jul 3, 2020 10:06:16 GMT
I was thinking about the colour pie, the fact there's no blue-red evergreen creature keyword mechanic, and how you might go about finding the design space for one. The following occurred to me: blue-red's shared ally is black, and black's enemies are green and white, so green-white can be thought of in some way as the enemy of blue-red. (This process can be done for all ten colour pairs, making five pairings: white-blue and black-green, blue-black and red-white, black-red and green-blue, red-green and white-black, green-white and blue-red.) As such, a way to find a UR evergreen creature keyword mechanic is to take the evergreen creature keyword mechanic of green-white and invert it. Green-white's creature keyword is vigilance, so...
Stalwart (This creature's blockers must tap and don't untap during their controller's next untap step.)
702.X. Stalwart
702.Xa Stalwart is a static ability that modifies the rules for the declare blockers step.
702.Xb A defending player must tap all creatures assigned to block a permanent with stalwart. Those creatures don't untap during their controller's next untap step. This action doesn't use the stack. (See rule 509, "Declare Blockers Step.")
701.Xc Multiple instances of stalwart on the same creature are redundant.
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Post by Lady Mapi on Jul 3, 2020 16:10:42 GMT
KetsubanI'm not sure I can really see Red getting a creature that just has Stalwart on it. Preventing creatures from untapping is generally not a thing that Red does. Plus, both colors are more focused on sidestepping the whole "blockers" thing. Hmm... Trickery (When this creature attacks, it can't be blocked by target creature this turn.)
That might also suck - keywords that lower interactivity usually do.
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Ketsuban
0/0 Germ
Posts: 11
Color Alignment: White, Blue, Red
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Post by Ketsuban on Jul 3, 2020 18:29:55 GMT
The barrier to entry for evergreen creature keywords is pretty high - as we saw from the rise and fall of prowess, they don't want anything that stacks, which rules out trickery.
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PEacefulOtter
1/1 Squirrel
Posts: 87
Formerly Known As: MTG_Sappy
Favorite Card: Shape Anew
Favorite Set: Throne of Eldrain
Color Alignment: White, Blue, Red, Green
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Post by PEacefulOtter on Jul 24, 2020 14:12:10 GMT
Here's one I designed
Symmetry [Cost], (If you cast this spell for its symmetry cost, another target player creates a token thats a copy of it as it enters the battlefield.)
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Dravos Argentium
0/0 Germ
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Favorite Card: Riku of Two Reflections
Favorite Set: Dark Ascension
Color Alignment: Blue, Red, Green
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Post by Dravos Argentium on Aug 1, 2020 7:11:03 GMT
Something I've been tinkering with for my set focused around legendary cards and the grave:
Legacy (Your legacy is equal to the number of legends in your graveyard and among permanents you control.)
A devotion-like focused in black and green, but it could probably work in all colors. Reminder text is worded the way it is so that legendary tokens do count.
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oddnanref
3/3 Beast
 
Am I squirrel yet?
Posts: 198
Formerly Known As: Destiny, or full of yourself
Favorite Card: The one that is red and white all over
Favorite Set: The one with the new cool things
Color Alignment: White, Blue, Red
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Post by oddnanref on Aug 10, 2020 2:57:44 GMT
Yep, sorry I left for an extended period of time. I feel bad now because I have so much work updating this. I'll work on it. It will get done.
Unfortunately, I want to keep old ideas even if the words are being used by Wizards for a different mechanic. I will try to add reminder texts for when the word is already taken.
Posts of keywords here will mean I will add them to the new keyword list. I don't know If I'll have time to cross examine old words with new ones, but I'll try. Duplicate words, well, I have no idea how it will be handled. Maybe I'll just put the words next to each other or something.
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Phyrexian Ymonrah
6/6 Wurm
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Favorite Card: Omnath, Locus of All
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Member is Online
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Post by Phyrexian Ymonrah on Aug 13, 2020 22:51:24 GMT
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Angelus
0/0 Germ
Posts: 20
Color Alignment: Blue, Green
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Post by Angelus on Oct 5, 2021 11:31:26 GMT
It's been a while, but I did have an idea for a mechanic that could be interesting.
Wasting X (This creature enters the battlefield with X +1/+1 counters on it. At the beginning of your upkeep, remove a +1/+1 counter from it.)
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Post by Grapple X on Feb 13, 2022 19:59:37 GMT
Been a while but I thought I'd add some that I've used in the past or started working on:
Invoke <N> (You may cast this spell from your graveyard by tapping creatures with total power N or greater in addition to paying its other costs. Then exile it) I wanted something like a flashback/jump-start variant that played differently for UR spellslinger decks, so this one necessitates having more creatures. It played alongside creatures with tap/untap triggers like Lorwyn's Merfolk or Theros-block inspired creatures.
Instill (You can dream this spell into being. Each creature you tap as you cast this spell pays for {1}, plus {1} for each Aura attached to that creature.) The aim here is for something that rewards Auras along a different axis than just boosting the creatures. This is part of an Aura-based set using substantiate (below). As there are some hybrid and gold cards in the mix I didn't want to use convoke's ability to pay for coloured costs too and went for the cleaner idea behind improvise.
Substantiate <cost> (You may cast this for its substantiate cost; when you do, create a 0/0 colorless Dream creature token and attach this to it.) This is similar to anima in the original list, but with no recurring--when the token dies the Aura is gone too. The wording is intended to be easily-grokked reminder text and not how the comp rules would actually handle it--you can see from Fate Reforged's Cloudform/Rageform/Lightform that full rules text would be a little more awkward but the value of keywords can be the ability to bury this in the comp rules and present something looser on the card. Generally the mana cost of the Aura is cheaper than its substantiate cost to encourage using it as an Aura and not as a living weapon riff all the time; creatures in the set which benefit from being enchanted also make sure the substantiate cost isn't always strictly best.
Abstraction <cost> (<cost>, Exile this card from your graveyard: Draw a card. Activate only as a sorcery.) Just a smoothing mechanic like cycling or investigate. As it lets you split the cost over two turns compared to a cantrip, I costed the default baseline at {3} but it's variable enough to use other costs. Currently using it in a set with no graveyard mechanics but it would work with those; I also like to have a small theme that cares about exile sometimes (a bit like Warden of the Beyond) and this gives every colour an easy out to have a card in exile.
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jverse
3/3 Beast
 
Posts: 194
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Feb 14, 2022 9:42:09 GMT
I've been using a mechanic exactly like your Abstraction, except I called it Recycle. I even made the cost 3C, although I didn't limit it to sorcery speed. I used it in a set with a discard theme so it was very useful and really low on complexity - overall a very successful mechanic I'd say.
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Post by Grapple X on Feb 14, 2022 10:37:54 GMT
I've been using a mechanic exactly like your Abstraction, except I called it Recycle. I even made the cost 3C, although I didn't limit it to sorcery speed. I used it in a set with a discard theme so it was very useful and really low on complexity - overall a very successful mechanic I'd say. I left it at sorcery speed to stop it being too useful for control decks (turning everything into essentially a clue token definitely feeds the draw-go style a lot). I'm using it currently in an Aura-themed set so I like the idea of just having a) more card draw to help find the necessary pieces and b) something that can offset some of the damage of losing an enchanted creature. Still building that set so would definitely be interested in how you'd used it--currently I'm looking at making it something scattered in all colours but focussed in UG for draft.
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Angelus
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Posts: 20
Color Alignment: Blue, Green
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Post by Angelus on May 6, 2022 12:18:17 GMT
Tension X — (cost) (You may cast this spell any time you could cast an instant for its tension cost if X or more creatures are currently blocking.) Just an idea I had for spells which could be useful during combat, or when I want to represent spells powered by conflict in a flavorful way.
Conscription X — (cost) (You may cast this spell by sacrificing X citizen(s) and paying the conscription cost.) An idea I had for a set which my sister thought of as basically being "Fallen Empires II" when I was trying to design an alien world. Used alongside Citizen tokens with Soldier creatures.
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