kinotherapy
6/6 Wurm
stupid kor i just fell out of the floor
Posts: 322
Favorite Card: Ruthless Raider
Favorite Set: Rising Tides
Color Alignment: Blue, Black, Red
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Post by kinotherapy on Sept 2, 2019 17:54:49 GMT
Hi everyone! So, I've got a new mechanic I've been thinking of using for a " style="max-width:100%;"] faction. The faction is called the New Combine, and it's a research lab on New Ravnica that represents the joint efforts of the Azorius, Selesnya and Simic guilds. The mechanic I have in mind is a pseudo keyword that rewards revealing cards and putting them in your hand, and also returning things to your hand: Common knowledge ― Whenever a card is added face-up to your hand, <effect>. One of the reasons I'm posting this here is because I'd like to know if it's clear when this will trigger. To be clear, common knowledge will trigger when: • you add a card that was revealed from your library to your hand. • you return a card from any faceup zone (your graveyard, the battlefield, or exile) to your hand. etc etc This is pretty interesting, but it being a pseudo-ability means the rules text has to be 100% accurate, which might be a nightmare to state succinctly. I believe cards in public zones are usually called visible, so it might be something like: though it's possible that I'm wrong and this is nonsense (or I'm wrong and you can literally just put "visible card". I'm not really sure. The rules concerning these definitions are hard to find.) If the mechanic were an actual ability, you could cheat with reminder text, but it might be hard to get the versatility you want with it. As for the function of the mechanic, I'm curious to see how well it plays but I think you'll need to support it pretty heavily at low rarities. I notice that the only common common knowledge card (that's a little confusing) is a very low-floor-high-ceiling card, which feels like a mistake; it would play better with your lavish payoffs at uncommon and your functional designs and enablers at common. I'm sure you've thought about this already, but I'm thinking of support cards to include like Adventurous Impulse, Pieces of the Puzzle, Salvager of Secrets and Whitemane Lion. (I wonder if this faction mechanic was partly inspired by Bond of Flourishing?) You could also add a random "players play with the top card of their library revealed" card at a higher rarity for funsies. White seems kind of hard to design for here and I'm not a fan of the exile idea, but the "dig for small creatures" idea is good, although there's something wrong with the example because it does nothing with the card it finds, and if it did then it would enable its ability common knowledge rider by default.
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toadette
1/1 Squirrel
yo gromit this bread slaps
Posts: 82
Formerly Known As: Y3K
Favorite Card: Humongulus
Favorite Set: Gatecrash
Color Alignment: Blue, Green
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Post by toadette on Sept 2, 2019 23:17:28 GMT
Couple of clarifying questions: I notice that the only common common knowledge card (that's a little confusing) is a very low-floor-high-ceiling card, which feels like a mistake; it would play better with your lavish payoffs at uncommon and your functional designs and enablers at common. I understand the second part of this sentence — to put common knowledge outlets at uncommon and rare, and have the actual returning-and-or-searching cards exist at common — but by "low-floor-high-ceiling" do you mean it activates too easily and pays off too much? White seems kind of hard to design for here and I'm not a fan of the exile idea, but the "dig for small creatures" idea is good, although there's something wrong with the example because it does nothing with the card it finds, and if it did then it would enable its ability common knowledge rider by default. Also, by "does nothing with the card it finds", do you mean it's impossible for Call From Oblivion to pull a card from exile? (I couldn't find rules about that.) Or do you merely mean returning it to your hand wouldn't be doing enough to justify it being a card? Anyway, thanks for your feedback! Let me follow up in a tiny bit, I've been mulling this over a lot.
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toadette
1/1 Squirrel
yo gromit this bread slaps
Posts: 82
Formerly Known As: Y3K
Favorite Card: Humongulus
Favorite Set: Gatecrash
Color Alignment: Blue, Green
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Post by toadette on Sept 2, 2019 23:23:08 GMT
(Most of the cards I prototyped both provide a new triggered ability, and then also let you pull a card, which will trigger the trigger and also all the other common knowledge triggers you've played.
In the actual design, I'll have to do this more elegantly: from your feedback and my gut feelings, I'll almost always split these two abilities up and have a set of cards that will be common knowledge triggerers (which would also be fine on their own) and a set of cards that have the actual common knowledge abilities. The enablers should be at lower rarities, like you said, and the more complicated / deckbuild-reliant combo pieces should be at higher rarities.
In that case, I'll rework some of the preliminary designs I've come up with to work like this.
I like your wording a lot. It seems to fix the problems (or vague I-think-there's-probably-a-problem feelings) I'd been having, so thank you.)
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kinotherapy
6/6 Wurm
stupid kor i just fell out of the floor
Posts: 322
Favorite Card: Ruthless Raider
Favorite Set: Rising Tides
Color Alignment: Blue, Black, Red
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Post by kinotherapy on Sept 3, 2019 2:38:16 GMT
I understand the second part of this sentence — to put common knowledge outlets at uncommon and rare, and have the actual returning-and-or-searching cards exist at common — but by "low-floor-high-ceiling" do you mean it activates too easily and pays off too much? What that means is that when you get it work, it pays off very well, but when you can't or when you have no cards that synergise with it, it's very bad — stuff like Burning Vengeance. Not so much a comment on overall power level as it was about how situational it is, which again makes these kind of build-around cards better suited to uncommon and higher. Also, by "does nothing with the card it finds", do you mean it's impossible for Call From Oblivion to pull a card from exile? (I couldn't find rules about that.) Or do you merely mean returning it to your hand wouldn't be doing enough to justify it being a card? This comment was about Scout's Urgency, which searches your library for a card but doesn't actually reveal it or put it anywhere. @post2: Sounds cool! Looking forward to see what you do with this, I like the idea and want it to work.
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toadette
1/1 Squirrel
yo gromit this bread slaps
Posts: 82
Formerly Known As: Y3K
Favorite Card: Humongulus
Favorite Set: Gatecrash
Color Alignment: Blue, Green
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Post by toadette on Sept 4, 2019 4:27:37 GMT
Also, by "does nothing with the card it finds", do you mean it's impossible for Call From Oblivion to pull a card from exile? (I couldn't find rules about that.) Or do you merely mean returning it to your hand wouldn't be doing enough to justify it being a card? This comment was about Scout's Urgency, which searches your library for a card but doesn't actually reveal it or put it anywhere. @post2: Sounds cool! Looking forward to see what you do with this, I like the idea and want it to work. ... oh, shoot, you're right, I didn't even add a "put it in your hand" to that. Thanks again for your feedback and I'll absolutely let you know if/when I have a chance to develop this!
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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 Sept 6, 2019 6:20:55 GMT
okay, before I design a full cycle of these... (crap, something like 21 of them...) I wanted a bit of review on the concept, wording and cost.
So in case you didn't catch it, they will all be 2 cmc. 5 will be color and , and one will all be 1 cmc power level abilities, but make it so only Just Monika cards can be played. 5 Double exclusive will have normal 2cmc single exclusive abilities and the JM limit. A full 10 multicolor will be 2 cmc and have normal equivalent abilities. I'm planning to make it so even if you played all 21 JM cards, it wouldn't put you in the winning position, but maybe close, unless you had prepped for it in advance.
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Post by arthurxiv on Sept 6, 2019 7:53:26 GMT
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Post by ameisenmeister on Sept 6, 2019 16:39:48 GMT
okay, before I design a full cycle of these... (crap, something like 21 of them...) I wanted a bit of review on the concept, wording and cost.
So in case you didn't catch it, they will all be 2 cmc. 5 will be color and , and one will all be 1 cmc power level abilities, but make it so only Just Monika cards can be played. 5 Double exclusive will have normal 2cmc single exclusive abilities and the JM limit. A full 10 multicolor will be 2 cmc and have normal equivalent abilities. I'm planning to make it so even if you played all 21 JM cards, it wouldn't put you in the winning position, but maybe close, unless you had prepped for it in advance. So you just run a deck full of Just Monikas and lock your opponent down for the rest of the game? Did I miss something or does that sound like a horrible idea?
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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 Sept 6, 2019 22:25:37 GMT
I'm planning to make it so even if you played all 21 JM cards, it wouldn't put you in the winning position, but maybe close, unless you had prepped for it in advance.
So you just run a deck full of Just Monikas and lock your opponent down for the rest of the game? Did I miss something or does that sound like a horrible idea? Emphasis added to adress your question with what I already said.
Additionally I have a couple of methods to get around it planned, and they are silver boarded so only "legal" in Unformat.
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Post by Jéské Couriano on Sept 7, 2019 4:15:37 GMT
I'm planning to make it so even if you played all 21 JM cards, it wouldn't put you in the winning position, but maybe close, unless you had prepped for it in advance. This is very difficult to do, and even if you did make it so that all 21 cards put your opponent into a helpless boardstate, there are far more efficient combos out there that don't rely on a gimmicky set of cards.
The problem lies in making it so that they all synergise with each other, which a canny player can exploit with a fraction of the 21 cards to set up a unrecoverable boardstate or a zero-to-death. There is a reason that Mirrodin and Urza's blocks had the most bans (back when Limited formats were a thing), and it's because they synergised way too well into quick-kill combos. And even then, the lynchpins that got banned were, at most, in the very low double-digits.
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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 Sept 7, 2019 8:44:13 GMT
This is very difficult to do, and even if you did make it so that all 21 cards put your opponent into a helpless boardstate, there are far more efficient combos out there that don't rely on a gimmicky set of cards.
The problem lies in making it so that they all synergise with each other, which a canny player can exploit with a fraction of the 21 cards to set up a unrecoverable boardstate or a zero-to-death. There is a reason that Mirrodin and Urza's blocks had the most bans (back when Limited formats were a thing), and it's because they synergised way too well into quick-kill combos. And even then, the lynchpins that got banned were, at most, in the very low double-digits.
Since it is for an UNSET, I am more concerned with fun, funky, and flavorable. I put the cycle up in it's own thread, because spoilers and triggers. I would like you and others too look it over and give me feedback. So please take a look at the whole cycle and see if I am missing something that would make it too much, other than the sheer volume of it. lol
Spoilers for DDLC and TRIGGER WARNING.
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Post by ameisenmeister on Sept 7, 2019 14:54:01 GMT
So you just run a deck full of Just Monikas and lock your opponent down for the rest of the game? Did I miss something or does that sound like a horrible idea? Emphasis added to adress your question with what I already said.
Additionally I have a couple of methods to get around it planned, and they are silver boarded so only "legal" in Unformat.
Okay, please correct me if I don't understand something but all these spells say that no player can cast spells except Just Monikas for one turn. So, as I see it, unless your opponent happens to play Just Monikas themselves or runs an appropriate counter card, they basically have to sit back and wait for three, four or five turns until they can play magic again.
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Post by arthurxiv on Sept 7, 2019 15:36:58 GMT
Actually only half of his JM cards have this effect, so it's only 10 cards in the whole deck. It shouldn't lock the game for too long and each locked turn should last just a few seconds. It's overpowered only if you already have the board and you're lucky enough to get 3-4 turn locks. Again these are UN cards so they will not appear in competitive formats.
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Post by Jéské Couriano on Sept 7, 2019 18:41:12 GMT
Since it is for an UNSET, I am more concerned with fun, funky, and flavorable. I put the cycle up in it's own thread, because spoilers and triggers. I would like you and others too look it over and give me feedback. Asking someone to see if an Un-set is balanced is like asking a hen for its teeth.
There's little and less need or incentive to balance in silver-border, and the focus should be on fun. Nevertheless, being on the receiving end of a 100-2-0 combo is nobody's idea of fun.
Thus, all you'd really need to do is make sure that they can't start or be a lynchpin in degenerate combos.
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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 Sept 7, 2019 19:06:29 GMT
Emphasis added to adress your question with what I already said. Additionally I have a couple of methods to get around it planned, and they are silver boarded so only "legal" in Unformat.
Okay, please correct me if I don't understand something but all these spells say that no player can cast spells except Just Monikas for one turn. So, as I see it, unless your opponent happens to play Just Monikas themselves or runs an appropriate counter card, they basically have to sit back and wait for three, four or five turns until they can play magic again. Actually only half of his JM cards have this effect, so it's only 10 cards in the whole deck. It shouldn't lock the game for too long and each locked turn should last just a few seconds. It's overpowered only if you already have the board and you're lucky enough to get 3-4 turn locks. Again these are UN cards so they will not appear in competitive formats.
what arthurxiv said is true, but also, it is noteworthy that if you play 3 of the JM cards with the lock, all you are doing is putting a card on top of your deck that isn't a JM. So you are basically tutoring for a card you cant play until the lock is off. and the Lock doesn't stack, if I play 3 lock cards in one turn, the effect is still only until the end of my next turn. a turn in which I can't play land or creatures and the only Artifact or enchantment I can play hurt my deck. Another gives me an extra turn (that I lose the game at the end of), which unless you are playing an opponent with JM cards is kind of questionable, but if for instance you need mana to set up, play a monika lock and play that one monika card that then wins you the game, sure, it might be awesome. lol
I see two ways JM cards get played - as a grief deck that makes your friends hate you and kill you using Anit-JM cards (one exiles all JM cards from your hand deck and graveyard, another does 1 Damage for each JM card in graveyard or exile), or as a smaller, on color combo enabler, that comes with the possibility of blowback or free countering.
Would I play JM cards? In format, sure, As a combo enabler. Is the risk of just being countered and killed enough to detour me trying to be a griefer? Yeah.
There is one more thing I just thought of that is kinda messy, in UnCommander I play 22 JM cards, the 21 card cycle and Monika.chr, use the Monika.chr to remove the 21 from my deck giving me a "smaller deck" and better chance of getting other cards. The danger is that it is 10 life cost for Monika.chr and there is still the chance of getting hit with Just Yuri for another 22 damage. That's 32 of 40 just to thin my deck to 78 cards. It is unlikely to work out in my favor, but her it is a thing to take into consideration.
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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 Sept 7, 2019 19:19:00 GMT
Since it is for an UNSET, I am more concerned with fun, funky, and flavorable. I put the cycle up in it's own thread, because spoilers and triggers. I would like you and others too look it over and give me feedback. Asking someone to see if an Un-set is balanced is like asking a hen for its teeth.
There's little and less need or incentive to balance in silver-border, and the focus should be on fun. Nevertheless, being on the receiving end of a 100-2-0 combo is nobody's idea of fun.
Thus, all you'd really need to do is make sure that they can't start or be a lynchpin in degenerate combos.
Right, I'm more concerned that IN FORMAT PLAY (UnCommander, UnBreaker, and UnFun) its not going to all too much degenerance, and that my wording for the Just Monika specific stuff "Until the end of your next turn, no player may play any card except Just Monika." and "A deck can have any number of cards named Just Monika, but each must have a different casting cost."
And when working out something like this, you don't want to accidentally make something too broken cause you miss an interaction, so more eyes on it is never bad. (For instance I just remembered that there IS a creature that you can play while in JM lock... _____, and in a way it think that is even better, because I had to be super creative to think of a 1/1 I can play during Monika lock!)
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leiftheexplorer
0/0 Germ
Posts: 4
Favorite Card: Slaughter the Strong
Color Alignment: White, Red
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Post by leiftheexplorer on Nov 11, 2019 16:55:09 GMT
Good Afternoon Everyone, I'm just looking for some advice as to how to accomplish a certain legendary creature card I've been working on. Balanced but effective flavor is really important to me and I've been trying to get this one card right for forever. So for starters its a character from the plane of Amonkhet post War of the Spark. He's an up and coming leader of the survivors of the Hour of Devastation, helping rally others to build a new future. However, he is aware of the inherent sickness in Amonkhet, and seeks to find a way to cleanse it of its bond with undeath, knowing that is one of the factors that lead to the destruction of their homeland and may eventually kill the plane . Just some background if you need a visual image. So when thinking in terms of the type of purpose this card would complete, think "Cleansing", "Balance", "Restoration of Order." I'm under the impression that the best colors for a card like this is mono-white, but not opposed to other colors if it makes sense. Gameplay-wise, I imagine some form of creature/planeswalker removal makes the most sense. (Why planeswalkers? Well planeswalkers tend to screw planes over, and Amonkhet is no exception, so I'd imagine that they wouldn't be too open to future planeswalker interference. Creatures because undeath mechanics are almost always manifested in terms of creatures.) So, this is what I've got right now: Hepshet, Rising Cleanser Legendary Creature — Human Cleric Sacrifice a nonland permanent: Target opponent sacrifices a permanent that shares a card type of your choice with the sacrificed card. Activate this ability only any time you could cast a sorcery. 2/2Does this make sense flavorwise? Does it need to get nerfed/buffed? I'd expect nerfed. What would you recommend? Thanks in advance, looking forward to your responses.
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Post by fluffydeathbringer on Nov 11, 2019 18:02:49 GMT
Good Afternoon Everyone, I'm just looking for some advice as to how to accomplish a certain legendary creature card I've been working on. Balanced but effective flavor is really important to me and I've been trying to get this one card right for forever. So for starters its a character from the plane of Amonkhet post War of the Spark. He's an up and coming leader of the survivors of the Hour of Devastation, helping rally others to build a new future. However, he is aware of the inherent sickness in Amonkhet, and seeks to find a way to cleanse it of its bond with undeath, knowing that is one of the factors that lead to the destruction of their homeland and may eventually kill the plane . Just some background if you need a visual image. So when thinking in terms of the type of purpose this card would complete, think "Cleansing", "Balance", "Restoration of Order." I'm under the impression that the best colors for a card like this is mono-white, but not opposed to other colors if it makes sense. Gameplay-wise, I imagine some form of creature/planeswalker removal makes the most sense. (Why planeswalkers? Well planeswalkers tend to screw planes over, and Amonkhet is no exception, so I'd imagine that they wouldn't be too open to future planeswalker interference. Creatures because undeath mechanics are almost always manifested in terms of creatures.) So, this is what I've got right now: Hepshet, Rising Cleanser Legendary Creature — Human Cleric Sacrifice a nonland permanent: Target opponent sacrifices a permanent that shares a card type of your choice with the sacrificed card. Activate this ability only any time you could cast a sorcery. 2/2Does this make sense flavorwise? Does it need to get nerfed/buffed? I'd expect nerfed. What would you recommend? Thanks in advance, looking forward to your responses. so, in terms of mechanical fluff, this guy doesn't do a lot of restoration of anything, and also has a "I'll make any sacrifice, even if means the lives of my peers, to accomplish my cause" thing going on, which conflicts with the "I must rally my people towards a better future" thing you're going for, I think. also, you want the ability to destroy undeath, but it doesn't really? for one, it doesn't stop the thing your opponent sacrifices from being reanimated later. also, you also want it to attack planeswalkers, which kinda pulls the flavour focus in two directions and makes it less cohesive. also mechanically he'd absolutely need a mana cost for that ability
so off the top of my head, I've got some suggestions - make the ability exile both sacrificed permanents to prevent reanimation - make the card stop cards from entering the battlefield from graveyards
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Post by arthurxiv on Nov 12, 2019 9:58:11 GMT
- make the card a rest in peace riff - make the card stop cards from entering the battlefield from graveyards I would say exactly the same. Mix Rest in Peace and Grafdigger's Cage's mechanics together (but it's redundant), and maybe make him give you life (OR create a 1/1 OR give +0/+1 until end of turn to all your creatures OR etc) each time he exiles something that was going to a graveyard. I would not put the sacrificing/exiling ability on him because in my opinion he would be the one who calms the soul of the dead, instead of a massive killer/exiler. The problem is that your wording indeed enables him to kill/exile undead as well as healthy creatures and also that he should just be a caregiver more than a Gaze of Justice/ Zealous Inquisitor (i talk about the art here, not the mechanics) kind of plane cleaner guy.
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leiftheexplorer
0/0 Germ
Posts: 4
Favorite Card: Slaughter the Strong
Color Alignment: White, Red
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Post by leiftheexplorer on Nov 14, 2019 13:09:04 GMT
so, in terms of mechanical fluff, this guy doesn't do a lot of restoration of anything, and also has a "I'll make any sacrifice, even if means the lives of my peers, to accomplish my cause" thing going on, which conflicts with the "I must rally my people towards a better future" thing you're going for, I think. also, you want the ability to destroy undeath, but it doesn't really? for one, it doesn't stop the thing your opponent sacrifices from being reanimated later. also, you also want it to attack planeswalkers, which kinda pulls the flavour focus in two directions and makes it less cohesive. also mechanically he'd absolutely need a mana cost for that ability so off the top of my head, I've got some suggestions - make the ability exile both sacrificed permanents to prevent reanimation - make the card a rest in peace riff - make the card stop cards from entering the battlefield from graveyards I would say exactly the same. Mix Rest in Peace and Grafdigger's Cage's mechanics together (but it's redundant), and maybe make him give you life (OR create a 1/1 OR give +0/+1 until end of turn to all your creatures OR etc) each time he exiles something that was going to a graveyard. I would not put the sacrificing/exiling ability on him because in my opinion he would be the one who calms the soul of the dead, instead of a massive killer/exiler. The problem is that your wording indeed enables him to kill/exile undead as well as healthy creatures and also that he should just be a caregiver more than a Gaze of Justice/ Zealous Inquisitor (i talk about the art here, not the mechanics) kind of plane cleaner guy. Sorry for the late response my friends. Busy on my end but I've definitely taken what you have to say into account and I say, it definitely makes sense. So, here's my updated version. Let me know what you think! Thank you in advance. Hepshet, Rising Cleanser Legendary Creature — Human Cleric
Exile a creature or planeswalker card from a graveyard: Choose one that hasn’t been chosen this turn — • Creatures you control get +1/+1 until end of turn. • Creatures you don’t control get -1/-1 until end of turn. • Gain 3 life and draw a card. 2/2
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inferno390
3/3 Beast
Posts: 197
Favorite Card: Kwende, Pride of Femeref
Favorite Set: Dominaria
Color Alignment: White, Red
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Post by inferno390 on Nov 14, 2019 17:57:54 GMT
I would totally give the ability on the above a cost. Probably .
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Post by Jéské Couriano on Dec 9, 2019 0:25:04 GMT
Hepshet, Rising Cleanser Legendary Creature — Human Cleric
Exile a creature or planeswalker card from a graveyard: Choose one that hasn’t been chosen this turn — • Creatures you control get +1/+1 until end of turn. • Creatures you don’t control get -1/-1 until end of turn. • Gain 3 life and draw a card. 2/2 You should not be exiling from opponents' graveyards to pay for an ability. Otherwise, I agree there should also be a mana cost.
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Post by murdermeatball on Dec 19, 2019 21:36:37 GMT
Hello there people! This is a power balance and play pattern question. Here is the card; Conrad, the Magnificent 1RGW Legendary Planeswalker +3 Conrad, the Magnificent deals 4 damage to target creature you don’t control. That creature deals damage equal to its power to this card. +1 Create a 1/1 white and red warrior creature token with haste. -9 Creatures you control get +3/+3 until end of turn. All creatures attack and block this turn if able. Attachment Deleted I am very happy with the general design of this card, but I am very iffy on the specific values. Mana cost, starting loyalty, loyalty abilities, etc. Mostly the question is how to evaluate the cards repeatable removal effect. I don't want the card to be too oppressive so that it becomes meaningless for your opponent to play creatures ever again. The idea is for it to eat smaller utility creatures, maybe clear out a medium sized blocker or two in an aggro list, or to help kill bigger things after blockers. But I am not sure where exactly the numbers should be to not just have it be a free Flame Slash each turn for the rest of the game with no real answer. The flavour and (supposedly) balance is that Conrad gets in there and fights the creature himself, making him loose loyalty whenever he fights something bigger. But when he fights small things, his lust for battle increases (as it was no real challenge for him), building up to his ultimate. Right now he eats 3/3s all day, while 4/4s and bigger puts him down. I am not sure how powerful this really. I'm not aiming for a busted power level, but neither am I looking at a forgettable level either. On the second balance question, his ultimate is very conditional and short lived, so I am very unsure at what loyalty cost it should be. It is very inconsistent how fast you can reach it, hitting two zero power creatures with the +3 gets you to the ult in two turns, while going for tokens takes you five turns. Thankful for feedback, cheers!
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Post by arthurxiv on Dec 20, 2019 8:59:51 GMT
murdermeatball: It's great. I think it's far from broken and it's very useful too. For the last ability i would put "or" instead of "and" since creatures have only one choice in a given turn.
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Post by fluffydeathbringer on Dec 20, 2019 13:10:55 GMT
Mostly the question is how to evaluate the cards repeatable removal effect. I don't want the card to be too oppressive so that it becomes meaningless for your opponent to play creatures ever again. The idea is for it to eat smaller utility creatures, maybe clear out a medium sized blocker or two in an aggro list, or to help kill bigger things after blockers. But I am not sure where exactly the numbers should be to not just have it be a free Flame Slash each turn for the rest of the game with no real answer. consider, for reference, Garruk Relentless, a canon walker with a similar ability. although he's easier to cast, he does less damage, he starts at a lower base loyalty, and his removal ability doesn't increase his loyalty. he's at a bigger risk of dying from his own removal ability because of these factors.
taking this into consideration, the fight ability shouldn't even be a +anything in my opinion, let alone a +3 of all things. in its present state, it absolutely is a free flame slash each turn for the rest of the game with no real answer, because for anything with power big enough for conrad to murder-suicide, you're not gonna be activating it in the first place anyway. I'd make that a +0 to start with
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Post by murdermeatball on Dec 20, 2019 17:33:35 GMT
arthurxiv : Thank you, I am glad you liked it. Thanks for the help with the phrasing fluffydeathbringer : Thanks for the feed back! I mostly looked at cards like The Wanderer, Vraska the Unseen or Ob Nixilis Reignited that straight up kills lots of things with their minus-abilities and in that light it didn't look too strong (Though I wasn’t sure). In my head you would often have Conrad go -1 or -2 off his fight ability (which is then similar to Domri Rade's fight, and roughly where I want it to be – Save for the possible upside to thrive on tiny utility creatures), but I guess I might be overestimating the size of creatures a fair bit with the ability being a +3. I might put it down to a +1, but making it a +0 breaks a lot of the idea/flavour around the card and also makes the ability straight up weak in my mind given that the card doesn't do very much besides that fight ability. If it suicides on two 2/2s, that is just not worth the investment. At worst I'll up the CMC before making it a zero- or a minus-ability. Is Garruk Relentless a strong card with/because of that fight ability? It was before my time and I can’t say I have heard of the card at all before. It looks to do a lot more than just that fight. If anything it looks mostly like a hurdle to cross to get to the other side of the card. P.s. Moomin is the best!
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Post by fluffydeathbringer on Dec 20, 2019 17:49:46 GMT
I might put it down to a +1, but making it a +0 breaks a lot of the idea/flavour around the card and also makes the ability straight up weak in my mind given that the card doesn't do very much besides that fight ability it gives you hasty boardstate each turn
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Post by Lady Mapi on Dec 20, 2019 17:55:22 GMT
murdermeatball In general, Planeswalkers don't get + abilities that screw with your opponent's board. Or, if they do, it's either non-permanent, unlikely to kill something, or stapled onto an expensive 'walker.
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Post by murdermeatball on Dec 20, 2019 18:32:53 GMT
Lady Mapi I agree and i t isn't suppose to be a reliable + unless you hit something absolutely tiny, but it is neither suppose to be a -4 unless you hit something very big. There is an inherent minus to the ability seeing how it is a fight where you loose loyalty equal to the power of the target. So the question becomes, how big are creatures on average. What I would like it to be is a roughly -2 when hitting something average, yet meaningful, while also punish opponents for playing creatures with tiny stats. I could just make it a static -2 deal 4 to a creature, but at that point the mechanic, identity and flavour is just gone. fluffydeathbringer True, but good walkers that produce board presence on a + are plentiful. It is good for sure, but I don't think make a 1/1 each turn is super powerful when I look back at strong walkers of the passed. I could bump the cards cost if that is the real problem here, I am sure there is a CMC level where this is completely fine as is, and even more so with a +1 rather than a +3.
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Post by Lady Mapi on Dec 20, 2019 19:05:23 GMT
Lady Mapi I agree and i t isn't suppose to be a reliable + unless you hit something absolutely tiny, but it is neither suppose to be a -4 unless you hit something very big. There is an inherent minus to the ability seeing how it is a fight where you loose loyalty equal to the power of the target. So the question becomes, how big are creatures on average. What I would like it to be is a roughly -2 when hitting something average, yet meaningful, while also punish opponents for playing creatures with tiny stats. I could just make it a static -2 deal 4 to a creature, but at that point the mechanic, identity and flavour is just gone. fluffydeathbringer True, but good walkers that produce board presence on a + are plentiful. It is good for sure, but I don't think make a 1/1 each turn is super powerful when I look back at strong walkers of the passed. I could bump the cards cost if that is the real problem here, I am sure there is a CMC level where this is completely fine as is, and even more so with a +1 rather than a +3. Unless you're facing down Green, most creatures are going to be in the 2~3 power range. A lot of utility creatures (i.e., the ones you need a fight or burn effect to clear out) are in the 0~1 range. Bigger stuff tends not to be stuff that Conrad can kill - most decks I can think of that want to drop 4/4s also like pumping their creatures.
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