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Post by ameisenmeister on Mar 1, 2020 20:17:22 GMT
Gonna post something tomorrow. If you can wait one more day with judging, I'd appreciate it.
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Post by ZephyrPhantom on Mar 2, 2020 4:27:37 GMT
Gonna post something tomorrow. If you can wait one more day with judging, I'd appreciate it. No objections here, seeing as I have only one other entry atm. Feel free to design what you've got in mind. I'm going to give this 2-3 more days in the hopes we'll get a few more entries, and then close for judging.
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Post by ameisenmeister on Mar 2, 2020 22:07:01 GMT
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Post by marshmellow on Mar 4, 2020 9:03:56 GMT
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Post by Tesagk on Mar 4, 2020 18:01:26 GMT
Load - When ~ enters the battlefield, if it's the first creature to enter the battlefield this turn, <effect> Hmm Bonsur Pride Hunter Creature - Cat Warrior Vigilance Load - When ~ enters the battlefield, if it's the first creature to enter the battlefield this turn, put a +1/+1 counter on it. 2/2 Djinn of Avi'far Creature - Djinn Wizard Flash Flying Load - When ~ enters the battlefield, if it's the first creature to enter the battlefield this turn, counter target creature spell. 1/2 Wi'mar, Fist of the Nezzurr Legendary Creature - Rat Warrior Deathtouch As long as ~ has a -1/-1 counter on it, it gets +1/+0 and first strike. Load - When ~ enters the battlefield, if it's the first creature to enter the battlefield this turn, put up to two -1/-1 counter on up to two target creatures. 3/2 School of the Raging Fist Legendary Enchantment Creatures you control get +1/+0 and have, " Load - When this creature enters the battlefield, if it's the first creature to enter the battlefield this turn, it deals damage to target creature equal to its power." Opponents can't cast creature spells during your turn.
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Post by sdfkjgh on Mar 4, 2020 23:34:23 GMT
Wi'mar, Fist of the Nezzurr Legendary Creature - Rat Warrior Deathtouch As long as ~ has a -1/-1 counter on it, it gets +1/+0 and first strike. Load - When ~ enters the battlefield, if it's the first creature to enter the battlefield this turn, put up to two -1/-1 counter on up to two target creatures. 3/2 The wording on this is incredibly wonky and confusing. Here are a couple of better options:
A) put a -1/-1 counter on each of up to two target creatures.
B) distribute two -1/-1 counters among one or two target creatures.
Judging by that middle ability, I suspect you want option A B.
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Post by viriss on Mar 5, 2020 0:52:37 GMT
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Sanfonier of the Night
7/7 Elemental
Posts: 399
Favorite Card: The Prismatic Bridge
Favorite Set: War of the Spark
Color Alignment: White, Blue, Black, Red, Green, Colorless
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Post by Sanfonier of the Night on Mar 5, 2020 16:36:00 GMT
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Post by ZephyrPhantom on Mar 5, 2020 17:09:39 GMT
Lots of interesting entries now, thanks everyone for picking this challenge up. ^^
I'll be judging sometime within the next 48 hours, but if you want to get a last minute submission in, by all means go ahead.
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Post by kefke on Mar 5, 2020 17:54:15 GMT
Last minute, you say?
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Post by Tesagk on Mar 6, 2020 19:02:46 GMT
Wi'mar, Fist of the Nezzurr Legendary Creature - Rat Warrior Deathtouch As long as ~ has a -1/-1 counter on it, it gets +1/+0 and first strike. Load - When ~ enters the battlefield, if it's the first creature to enter the battlefield this turn, put up to two -1/-1 counter on up to two target creatures. 3/2 The wording on this is incredibly wonky and confusing. Here are a couple of better options:
A) put a -1/-1 counter on each of up to two target creatures.
B) distribute two -1/-1 counters among one or two target creatures.
Judging by that middle ability, I suspect you want option A B.
I always struggle with this specific effect, and I can never remember the card names I need to search for on scryfall to figure it out. Will update.
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Post by ZephyrPhantom on Mar 7, 2020 7:04:20 GMT
Schwa77 I think my biggest issue with these cards is that while you demonstrate the mechanic well, the cards themselves are very weak. Warlock's Spellshooters in particular is strictly worse Viridian Claw and Mystical Musket is basically a very overcosted removal spell that probably would benefit from getting its casting cost lowered by a bit and having in the costs somewhere (preferrably either casting cost or activated ability) to put it on a more acceptable powerlevel for a . Of the three, I'd say only Sorcerer's Sureshot could see print as-is, since it is relatively comparable to Firebreathing. Good idea but your cards being very underpowered really weighs the presentation down. ameisenmeister Upload/download is a very intuitive use of the words people are likely familliar with in this era and I think you executed it well. I like that you showed some cards can just upload, but you don't make any parasitic download cards by always making sure they're capable of uploading at some point. Powerlevel seems mostly fine on these and I like the twist on typical Sram/Enchantress engines here to make Masterful Adaptation not feel too much like just drawing cards - it pushes White's acceptable boundaries, but I think it lands in color bend territory rather than color break. Good job overall, set-worthy. marshmellow - I like that Hasty Reload shows that this won't necessarily be parasitic because we've had plenty of cards with charge counters in the past. As for Reload, I think you made it a bit too powerful - Double-Barrel Scattershot for example comes down, immediately taps for 2 counters, and deals 2 damage to any creature, and then does it again. I really think it should be an and have an activation cost somewhere (maybe to reload?) to remove the counters because as is I think this would really mess up limited. Fizzling Battery seems alright and I like that it shows a non-gun take on the idea, same for Turbo Charged Speedster, though I do feel it stretches the definition of the word a bit - the flavor is not really clear in a lot of places. I think Turbo Charged Speedster is the strongest design here overall and you might've been better off using just it and the Battery - Hasty Reload isn't out of place, but it doesn't sell me the keyword and Double-Barrel Scattershot is both currently overpowered and probably is going to end up really hard to balance. Tesagk - I think this is a really clever use of the keyword that not only fits but also explores design space that normally doesn't get explored. Load seems like a great way to incentize playing one spell on your turn and then holding up instant speed removal or flash cards to use later on. I would consider the Djinn pushed admittedly but I don't think that's a bad thing because it is possible to heavily limit it's timing and it's obviously much worse against aggro decks, so it indirectly gets the limitations 2-mana counterspells usually get. Bonsur Pride Hunter might be pushing it a bit too hard (maybe drop it to 1/2.) even in the era of Terrain Elemental though IMHO. I also like how flexible Wi'Mar is and School of the Raging Fist seems to do a good job of implying what kind of setting these cards all are located in while feeling like an appropriately exciting mythic. Set-worthy. viriss - Oof. So what happens if I want to make Freeload cards that cost 4 or greater? I think this really should've applied to any spell, or just spells you cast, because as is there's so little control over when you want to freeload that I imagine most players will ignore the mechanic in favor of something that's consistently cheaper but weaker or more expensive but vastly stronger like Cryptic Command. I think you did a good job of trying to make a fitting payoff for how potentially situational freeloading currently is, but I feel like I'd rather have a weaker payoff and Freeload checking spells you cast instead. Sanfonier of the Night - The card itself is well presented and this is a very flavorful entry that makes a good connect between the idea of loading a vehicle and putting a charge counter on the card. Sometimes less is more and I think creating just one card worked in your favor here - I would certainly like to see you make more cards with Load, just to see what kinds of vehicles you would come up with. Set-worthy. kefke - Discarding your hand isn't just an effect you can throw around lightly, as all the graveyard based decks out there would be happy to remind you. I think this could pass as a keyword but it would be a very narrow meld-esque one that only gets a few cards per set and most of them will likely have to be overcosted like the Chromancer here to prevent them from being too powerful. Interesting concept but I don't think it's the best use of a word like "reload". We had a lot of strong entries here but in the end there can only be one winner, so congrats to: 1st ameisenmeister - This was really close, like really really close, but ultimately you made the most fairly balanced and designed cards that cohesively demonstrated your mechanic and your take on load feels very intuitive. 2nd Tesagk - Honestly, the only place this entry falls short is that "Load" doesn't make much sense flavorfully here. If the word was "Channel" or "Entrance" or something like that, you would've won. 3rd Sanfonier of the Night - I'd love to see more, but your card certainly proved itself and the mechanic in question well. Good job.
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Post by ameisenmeister on Mar 7, 2020 16:37:04 GMT
Thanks for the win. Your next mechanic is (re)calibrate! Have fun!
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Post by kefke on Mar 7, 2020 17:40:53 GMT
ZephyrPhantom - You are correct. Discarding your hand can be a very powerful effect. Which is why that's not what my card did. I specifically used "exile" instead of "discard" exactly because of all the effects that can take advantage of discarding cards. It feels like you didn't really look too closely at my submission if you missed that. Not to suggest you were playing favourites, but were you even considering my submission, or had you already picked your winner at that point?
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Post by ZephyrPhantom on Mar 8, 2020 1:57:48 GMT
ZephyrPhantom - You are correct. Discarding your hand can be a very powerful effect. Which is why that's not what my card did. I specifically used "exile" instead of "discard" exactly because of all the effects that can take advantage of discarding cards. It feels like you didn't really look too closely at my submission if you missed that. Not to suggest you were playing favourites, but were you even considering my submission, or had you already picked your winner at that point? Sorry, I did make a mistake while judging and replaced exile with discard in my head. However, even with that taken into consideration my core issue with it remains the same. Well-designed keywords generally have a trend of being tied to effects that can be reasonably scaled to different levels of power, appear in high frequencies, and generally engage the player in a clear way, which is especially clear when you look at ones that are regarded poorly or ones MaRo is very hesitant to say will appear again: - Infect (Rank 7 on the Storm Scale) is one of the poster childs of parasitic design, forcing every creature in your deck to focus on it and not being inherently 'tribal' enough like the game's actual tribal mechanics to likely have future prints. It also breaks certain formats like EDH which can draw the ire of players in that format. - Annihilator (Rank 9 on the Storm Scale), while scalable, felt very win-more and caused a critical problem no matter what number it was set at - players would slowly sac their permanents (lands) and end up being unable to play magic. The effect felt too strong to appear in high frequencies and thus WoTC only gave it a passing nod to Bane of Bala Ged. - Energy (Rank 6 on the Storm Scale) lies on the other end of the spectrum, having been pushed too hard as a resource to enable payoffs that couldn't be done with just mana, but WoTC saw that if it was tweaked and dialed down a bit into something more adjustable, it could become a viable mechanic, and turned it into Food. - Phasing (Rank 8 on the Storm Scale) may be beloved by some, but is understandably a rules mess literally involving the words "Treat this card as if it doesn't exist." MaRo has stated flickering basically accomplishes what it does better, and flickering isn't even a keyword (a point that I'll get back to in a moment). Now, let's revisit your take on reload, taking into account the incorrect point I made during my judging. Why does this concern exist about discarding to the graveyard being too powerful? It's because graveyard decks tend to make their graveyard another hand where the cards there all do something through a keyword like Dredge or Delve. I agree that eliminating this possibility is a good idea, because it limits the power of the keyword, but now we need to look at the keyword's actual impact on a game. Reload to most players will effectively read "Draw 3-7 fresh cards at some point in the game." It's highly unlikely you could put this effect on a 1 or 2 mana card because that would give a lot of decks the ability to have what is effectively an extra mulligan if they started out landscrewed, but at what point is this a mulligan and what point is this just "draw 6/7 in the first three turns?" Serum Powder at least limits you to before the game stats, but a cheap reload card could be easily chained together at any point in the game, allowing you to repeatedly throw away bad hands in fast combo decks. This means you can't really put the effect on anything that costs less than 3 and you'll indeed observe that most cards with the discard variation of this effect in Modern cost at least 4, and that the ones that cost 3 and/or have a notable extra condition to fulfill - Timetwister being revisited as Day's Undoing and Echo of Eons comes to mind. You can observe a similar design trend in the Wheel-esque cards as well that 'draw seven'. (where cheating past Wheel of Fate's four-turn delay is pretty much the only way to make reliable), with only Contract from Below being the only notable exception. Now it's obviously not the end of the world that the keyword can't appear on cheap cards, but rarity only has so many spots for big swingy effects, which leads to the next question - can this effect appear at common? MaRo has stated before (most notably in regards to Kamigawa) that if your theme isn't at Common, it isn't the set's theme. You'll notice pretty much all the cards I mentioned are at or higher, which should tell you something about the swingy nature of the effect. WoTC clearly doesn't want this effect in high frequencies and I think it's fair to say that it might be hard to control in Limited, even if it was appropriately costed. That means your mechanic, which is already generally stuck to cards that cost 4 or more, is now also now stuck on cards that are and above. That's two very awkward limitations right there, though I will note that if you had made a Graf Rats type example or been able to finagle it into in the way Historic snuck legendary in an another card, it may have helped. Otherwise, as far as I can tell, your keyword ends up being based on an effect that appears on very few cards per set, and at a frequency such that its best odds of "selling" it is probably a Commander product (ref. Lieutenant). So why am I bringing all of this up? It's because, as I mentioned with Phasing vs. Flickering, sometimes Magic's most successful effects aren't always keyworded. Take the aforementioned wheel effects - they do what they do perfectly fine, and are intuitive to understand, and most certainly have their place in everything ranging from As Foretold in Modern to Nekusar EDH decks. But they themselves are probably too swingy and hard to control (as I've explained with the examples above) to be 'abbreviated' into a keyword that could show up often and be considered fun to play. Your mechanic is not bad - like I said before, it's an interesting concept, and you make it clear you put in the work, but I don't think it's the best keyword - and that is what this challenge is about. You'll notice that I considered cards that didn't portray the keyword favorably on other submissions or implications that the keyword couldn't fit on a lot of cards as a minus on other entries as well. While I'm happy to see all the creative ways everyone tried to tweak Load as a keyword, I can't have everyone be a winner. I need to use some kind of standard, which for me is "how ready does this keyword look to be presented in an actual WoTC-made MTG set?" Now, if you wanted to go the other route and control how well reload scales better, I think that is totally fine too - people have repeatedly keyworded Loot, which is effectively draw-1-discard-1, and while that is an overall easier keyword to balance due to being limited to guaranteed increments of 1 instead of X where X could be anything, I think we can still take notes from it. I think if you changed it to something like "Exile up to two/three cards from your hand, then draw the same number of cards that you exiled.", you would have a far more interesting keyword - not only can you now put it on Faithless Looting type effects at Common, or make it a cantrip/scry alternative, you can even get snazzy and use phrasing like "Reload three times." or create creatures/enchantments with replacement effects that go "Whenever you would would reload, instead exile your hand, then draw the same number of cards you exiled." or " : Reload. you may play cards exiled by <this>." Basically, a lot more possibilities open up if you make the effect more scalable - and you could still keep Reckless Chromancer functionally intact by changing it to "When ~ dies, reload twice/three times/etc..." based on the value you set for it. Tl;dr I believe my main issue with the keyword, which is that it will either be on cards that are incredibly busted or incredibly overcosted, still stands, and I apologize for not making that the main point of my judgement due to a mistake. I hope this better explains why I feel your take on Reload needs adjustment before I would rate it set-ready.
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Post by Tesagk on Mar 8, 2020 12:10:23 GMT
Honestly, the only place this entry falls short is that "Load" doesn't make much sense flavorfully here. If the word was "Channel" or "Entrance" or something like that, you would've won. Ah well. The idea was that Load cards were meant to "carry the Load" of the turn, but I see what you mean.
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Post by kefke on Mar 8, 2020 13:46:33 GMT
Calibrate - [Foo.] (At the start of your upkeep, you may choose to treat this creature as though it were just summoned. If you do, it gets/has [foo] until your next turn's end step.) I had a hard time finding a wording I wanted, since "Summoning Sickness" is no longer a rules term. ZephyrPhantom - I largely agree with your assessment, and I'd likely rework in into a "Reload X" mechanic, where you exile up to X cards, were I to rework it. However, if I recall correctly, MaRo did amend his stance on theming more recently. I can't find the source, but I'm certain I remember him admitting that it's acceptable for theme to be at uncommon, as it was with the planeswalker theme in War of the Spark.
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Sanfonier of the Night
7/7 Elemental
Posts: 399
Favorite Card: The Prismatic Bridge
Favorite Set: War of the Spark
Color Alignment: White, Blue, Black, Red, Green, Colorless
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Post by Sanfonier of the Night on Mar 8, 2020 17:03:44 GMT
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Post by sdfkjgh on Mar 8, 2020 19:55:54 GMT
kefke: Artillery Squad doesn't actually work. If it was just summoned, then it can't attack or use abilities that require or as a cost.
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Post by kefke on Mar 8, 2020 21:58:09 GMT
kefke : Artillery Squad doesn't actually work. If it was just summoned, then it can't attack or use abilities that require or as a cost. Hence the "until your next turn's end step" clause. On your next turn, it will have the ability. Also, in theory, this would work with effects which grant haste...which wasn't intended, and is broken. This mechanic is badly designed, and should absolutely not win. I really just wanted to share the concept. I had an idea of an "anti-haste" mechanic where cards power up if they're given a turn of downtime. It wasn't something I was able to come up with an elegant way to do. I also have little to no interest in going back and fixing it, though. The whole thing gave me a headache.
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Post by gluestick248 on Mar 9, 2020 2:10:53 GMT
Recalibrate <cost> (<cost>: move this Aura to another permanent it could enchant. Recalibrate only as a sorcery.)Glowing Crosshairs Enchantment — Aura Enchant creature , Sacrifice Glowing Crosshairs: Glowing Crosshairs deals 5 damage to enchanted creature. Recalibrate Angelic Boon Enchantment — Aura Enchant creature Flash Enchanted creature has indestructible. Recalibrate Verdant Blessing Enchantment — Aura Enchant land Enchanted land has “ : Add two mana of any one color.” Recalibrate
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thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
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Post by thaneofglamis on Mar 9, 2020 3:23:18 GMT
Calibrate {cost}: Put a +1/+1 counter or a -1/-1 counter on this creature. Activate this ability only any time you could cast a sorcery and only once per turn. Engineering Automaton Artifact Creature - Golem Artificer Calibrate (Put a +1/+1 counter or a -1/-1 counter on this creature. Activate this ability only any time you could cast a sorcery and only once per turn.) Engineering Automaton can't be blocked by creatures with equal power to it. 3/3 Enhancement Inventor Creature - Vedalken Artificer Calibrate As long as Enhancement Inventor's power is less than or equal to 2, it has flying. As long as Enhancement Inventor's power is less than or equal to 1, it has hexproof. "Mechanical enhancements are the natural next step in our evolution."3/3 Mervi Zom, Auto-Experimenter Legendary Artifact Creature - Human Construct Artificer Calibrate Creatures you control with +1/+1 counters on them have trample. Creatures you control with -1/-1 counters on them have skulk. 4/4
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Post by marshmellow on Mar 9, 2020 4:29:17 GMT
Calibrate <cost> (<cost>: This creature gets +1/-1 or -1/+1 until end of turn. Calibrate only as a sorcery.) Adaptive Soldier Artifact Creature - Construct Calibrate 2/2 Fine-Tuned Thopter Artifact Creature - Thopter Calibrate Whenever you calibrate Fine-Tuned Thopter, it gains flying until end of turn. 1/2 Analytic Quickblade Creature - Human Rogue Calibrate Whenever you calibrate Analytic Quickblade, it gains first strike until end of turn. When you calibrate Analytic Quickblade for the second time this turn, it gains double strike until end of turn. 2/2 Wisdom Seeker Creature - Vedalken Wizard Hexproof Calibrate When you calibrate Wisdom Seeker for the second time this turn, you may draw a card. 1/4 War Sextant Artifact - Equipment Equipped creature gets +1/+2 and you may calibrate it any time you could cast an instant. Equip
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Post by ameisenmeister on Mar 13, 2020 18:58:56 GMT
Gonna judge this weekend.
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Post by Tesagk on Mar 14, 2020 13:24:11 GMT
Calibrate [cost] (Put a calibration counter on this artifact, it is now considered calibrated.)Lochlin's Pistol Artifact - Equipment Equipped creature has reach and, “T: This creature deals 1 damage to target creature.” If Lochlin’s Pistol has been calibrated, it deals 2 damage instead. Equip Calibrate (Put a calibration counter on this artifact, it is now considered calibrated.)Carnival Contraption Artifact - Creature Affinity for artifacts (This spell costs less to cast for each artifact you control.)Carnival Contraption isn’t a creature unless it’s been calibrated. As long as it’s a creature, it has, “other artifact creatures you control get +1/+1.” Calibrate (Put a calibration counter on this artifact, it is now considered calibrated.) "Come one, come all! See this marvel of artificing!" -- Dan Steely2/3 Lochlin's Master Blueprint Legendary Artifact You may cast artifacts from your graveyard. If Lochlin’s Master Blueprint is calibrated, other calibrated artifacts you control have indestructible. Calibrate (Put a calibration counter on this artifact, it is now considered calibrated.)Lochlin, Artificer Extraordinaire Legendary Creature - Human Artificer Artifacts you control have hexproof. Whenever you cast an artifact spell, you may create a 1/1 colorless Thopter artifact creature token with, “calibrate (Put a calibration counter on this artifact, it is now considered calibrated.)” and, “if this artifact is calibrated, it gets +1/+0 and has flying.” 3/4
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Post by Flo00 on Mar 16, 2020 19:28:28 GMT
Calibrate an artifact (Untap it if it is tapped, put a +1/+1 counter on it, if it is a creature, scry 1 if it is neither.)Yes, a tapped artifact creature gets both. Neurok Mechanic Creature - Human Artificer : Calibrate target artifact. (Untap it if it is tapped, put a +1/+1 counter on it, if it is a creature, scry 1 if it is neither.)1/1 Industrious Work Sorcery Calibrate each artifact you control. (Untap it if it is tapped, put a +1/+1 counter on it, if it is a creature, scry 1 if it is neither.)Ploy of the Dross Instant Regenerate target artifact. When you do, calibrate it. (To calibrate an artifact, untap it if it is tapped, put a +1/+1 counter on it, if it is a creature, scry 1 if it is neither.)Upgrade Matrix Artifact Whenever an artifact you control deals damage to an opponent for the first time each turn, calibrate it. (Untap it if it is tapped, put a +1/+1 counter on it, if it is a creature, scry 1 if it is neither.)Reverse Gremlin Creature - Gremlin At the beginning of your upkeep, each opponent calibrates an artifact they control. (To calibrate an artifact, untap it if it is tapped, put a +1/+1 counter on it, if it is a creature, scry 1 if it is neither.)4/4
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Post by ameisenmeister on Mar 18, 2020 13:29:05 GMT
Judging time!
{kefke} So basically you can't attack for another turn and then the turn after it gets a buff. (Or in the first card's case it can block better, I guess.) Not much of a fan to be honest because it slows down the game so much. It's also a bit messy with the "as though it were just summoned". First of all, summoned isn't a real mtg term anymore and second, you could have made things much easier by just tapping the creature or saying that it "can't attack this turn". Would that have been exactly the same? No. Would it have been the same in 90% of the cases and much easier to get and remember? Absolutely!
{Omnispeculo} Fine idea! It's not immensely creative but it does its job. You would need a very specific environment for this mechanic to do something meaningful, though. A lot of artifacts and artifact creatures, and enough cards that care about charge counters.
{gluestick248} Moving auras are fun, although tricky to design in a way not stepping on equipment's toes. Your first card nicely shows how it can be made different than equipment anthough I'm not quite sure why you would cast the aura on something you wouldn't want to destroy in the first place. It's also a niche keyword because auras usually don't make up much of a set's card pool.
{thaneofglamis} This mechanic is an instant no to me because having +1/+1 counters and -1/-1 counters on the same card is just something that would never ever happen in modern magic. It's simply an issue of clarity. If you see markers on a card (dice or game chips or coins) you should instantly know which type of counter they represent. Having two Engineering Automatons on the field, one with a +1/+1 and one with a -1/-1 counter, is bound to cause massive memory issues and confusion. However, I like the idea behind your mechanic and I also like how your cards all show different ways of designing with it. If you find a way to make it work without the different types of counters, it has a great potential.
{marshmellow} This is like the flowstone cards but this time they're usable! I like Analytic Quickblade and the idea of rewarding the use of the mechanic. Not sure about Wisdon Seeker though, because it often will not matter which power and toughness it has. Your mechanic is fine and has some potential but the cards don't really show much of its design space.
{Tesagk} Ok, for starters, Lochlin's Pistol and Lochlin's Master Blueprint are pretty overpowered. Your mechanic itself however is fine. It's kind of like monstrous for noncreature artifacts and looks like it could do a fine job. Not much to say other than it's a solid design.
{Flo00} Sooo... If I calibrate a tapped artifact creature it untaps and gets a +1/+1 counter? And if I calibrate an untapped Darksteel Forge, I scry 1? I'm actually strangely intrigued by your idea of different effects depending on the targeted permanent's status, but your execution is way too messy for my tastes. The wording is confusing and the inconsistent use of commas doesn't help, the impact of the mechanic varies drastically depending on what you target, and getting to scry 1 doesn'treally have anything to do with the targeted permanent at all. However, I feel like something is here that could lead to cool designs. Eventually.
{And the winner is...} Omnispeculo! There were a lot of creative ideas floating around but in the end, the simple and clean keyword succeeded.
Thanks everyone for participating!
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Sanfonier of the Night
7/7 Elemental
Posts: 399
Favorite Card: The Prismatic Bridge
Favorite Set: War of the Spark
Color Alignment: White, Blue, Black, Red, Green, Colorless
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Post by Sanfonier of the Night on Mar 18, 2020 14:01:37 GMT
Thanks for the win, the next keyword is Carnage.
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Post by sdfkjgh on Mar 18, 2020 15:59:27 GMT
Allow me to field this one, won't you dear boy?
Ok, fine. Go ahead, Jund.
Thank you.
Carnage seemed, to me at least, to be the perfect word to incorporate into my colors, as mine is the savagery, the keen of eye and sharp of tooth, the elegant brutality of the hunt, the kill, blood coursing out, hearts pumping furiously, the absolute intimate connection between killer and prey as the latter's life slowly ebbs from their ruined body--
Dude, just get on with it, you're scaring people.
I do apologise. I was getting a bit excited back there.
Oh, we noticed.
Anyway, this is what we were able to come up with for Carnage, in order of their creation:
Carnage--If a permanent or player was dealt 4 or more damage by a single source this turn, foo.
Scent of Blood Enchantment Carnage—Whenever a creature or planeswalker enters the battlefield under your control, if a permanent or player was dealt 4 or more damage by a single source this turn, put a +1/+1 counter on that creature or a loyalty counter on that planeswalker and it deals 4 damage to any target.
Carnivorous Mastodon Creature--Elephant Trample Carnage—If a permanent or player was dealt 4 or more damage by a single source this turn, Carnivorous Mastodon enters the battlefield with two additional +1/+1 counter on it. 2/1
Revel in Carnage Instant Target creature you control deals damage equal to its power to any target. Carnage—The creature you control gets +2/+2 until end of turn before it deals damage if a permanent or player was dealt 4 or more damage by a single source this turn.
Thrill of the Kill Instant Destroy target creature or planeswalker. Carnage—If a permanent or player was dealt 4 or more damage by a single source this turn, that creature or planeswalker’s controller loses 2 life and you gain 2 life.
Thanks for including me in the credit.
Where it is due, and all that, old chap.
I was doing my best not to piss you off.
Oh, I noticed. But those hyperlinks seem a bit passive-aggressive. I may just have to violently debone your fingers for that.
Dude, I was just pointing out where we got our inspirations.
Too late, my hackles are already up.
*Violence*
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Post by Tesagk on Mar 18, 2020 19:40:15 GMT
Ok, for starters, Lochlin's Pistol and Lochlin's Master Blueprint are pretty overpowered. We'll have to agree to disagree there, as we often do. Not sure with Carnage that hasn't already been done. Will probably do some sort of ability word though. Maybe... Carnage - During your end step, if more than one creature dealt damage by ~ this turn left the battlefield, <stuff>
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