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Post by gamma3 on Oct 6, 2020 18:43:19 GMT
D'oh! I'm not always the most observant, I started critiquing the one and hyper-focused. Ah well, I don't really want to go back and change the winner, but you're absolutely right.
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Post by sdfkjgh on Oct 6, 2020 19:11:31 GMT
Dammit, I don't have anything planned! Thanks for the win, gamma3. Since everything is shit this decade of a year, let's cap it off with grimdark. You have 2 weeks.
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Post by sdfkjgh on Oct 6, 2020 19:14:42 GMT
ameisenmeister: Sometimes, I don't actually think all the way through on all ramifications of my designs. When that happens, let's all just see it as an interesting 1st draft/springboard for new ideas.
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Post by viriss on Oct 7, 2020 0:29:05 GMT
This one was harder than it should be. =) I'm not complete happy with these two. The sort of read as the same thing. But I felt having near indestructible should be paired with must attack, to avoid really strong blockers.
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Post by ZephyrPhantom on Oct 7, 2020 11:55:13 GMT
Rabid Bloodsucker Creature - Zombie Vampire Grim (Whenever this creature gains power, this deals 1 damage to each opponent.)Whenever ~ attacks, it gets +1/+0 until end of turn. 0/2 Bodlari Bloodhound Creature - Dog Grim (Whenever this creature gains power, this deals 1 damage to each opponent.)Whenever ~ deals damage to an opponent for the first time each turn, you may discard a card. If you do, draw a card. 2/1 "Finding quarry is a matter of "when", not "if"." - Dabarim NovessFirst Blood Instant ~ deals 2 damage to target creature. Then, if an opponent lost life this turn, ~ deals 1 damage to target player.
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Post by ameisenmeister on Oct 11, 2020 19:35:22 GMT
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Post by sdfkjgh on Oct 20, 2020 20:20:54 GMT
Judging!
viriss: This execution is remarkably similar to one of the first keyword abilities I designed, overkill N. The idea was that overkill 0 was almost exactly like your entry, and each increment above it would be lethal+that amount, but anything less than that would be replaced (not prevented) with not dealing any damage, and it could ONLY be destroyed or exiled by lethal damage. I never could figure out a way to word it to cover absolutely every case, including deathtouch when it finally made the scene, but you managed to show me how to get one step closer, and with a good, solid entry to boot. One small nitpick: you should've reversed the order of the creature types.
ZephyrPhantom: Bold move, Cotton, discarding half of the prompt command's word. Let's see if it paid off.
Your first entry started strong, but you got weaker with each subsequent entry. I would've liked to've seen more entries, to better display the mechanic, its enablers, and its payoff cards. Your last entry doesn't even seem like it belongs with the other two. It seems more like you got distracted by the outcome of your execution of the ability (pinging), and designed an enabler for that, and not something that would actually trigger your ability. The most generous I can be is that your entry is incomplete at best.
ameisenmeister: When I first read your entry, I loved it, but each subsequent reading soured my opinion of it, as I considered all the possibilities, corner cases, and regular, day-to-day operation. You chose what is essentially a punisher mechanic, and one that is FAR too easy for the opponent to turn off. Even worse than that, the only fix I can think of (changing "no" to "a"), makes it seem too much like Morbid. Like Zeph, I would've liked to've seen more entries from you, to see if there was a way to redeem the mechanic. You did, however, have the best execution of flavor, without viriss' winking lampshading reference to the source material.
Winner: viriss Distant Second: ZephyrPhantom Right Behind Them: ameisenmeister
Due to how few entries there were, and how disappointing the majority of them were, I would like to make an unprecedented request to run this Challenge over again, to give the entrants a chance to redeem themselves, if nobody objects to it. Would that be alright?
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Post by viriss on Oct 20, 2020 21:07:58 GMT
Judging!
viriss: This execution is remarkably similar to one of the first keyword abilities I designed, overkill N. The idea was that overkill 0 was almost exactly like your entry, and each increment above it would be lethal+that amount, but anything less than that would be replaced (not prevented) with not dealing any damage, and it could ONLY be destroyed or exiled by lethal damage. I never could figure out a way to word it to cover absolutely every case, including deathtouch when it finally made the scene, but you managed to show me how to get one step closer, and with a good, solid entry to boot. One small nitpick: you should've reversed the order of the creature types.
ZephyrPhantom: Bold move, Cotton, discarding half of the prompt command's word. Let's see if it paid off.
Your first entry started strong, but you got weaker with each subsequent entry. I would've liked to've seen more entries, to better display the mechanic, its enablers, and its payoff cards. Your last entry doesn't even seem like it belongs with the other two. It seems more like you got distracted by the outcome of your execution of the ability (pinging), and designed an enabler for that, and not something that would actually trigger your ability. The most generous I can be is that your entry is incomplete at best.
ameisenmeister: When I first read your entry, I loved it, but each subsequent reading soured my opinion of it, as I considered all the possibilities, corner cases, and regular, day-to-day operation. You chose what is essentially a punisher mechanic, and one that is FAR too easy for the opponent to turn off. Even worse than that, the only fix I can think of (changing "no" to "a"), makes it seem too much like Morbid. Like Zeph, I would've liked to've seen more entries from you, to see if there was a way to redeem the mechanic. You did, however, have the best execution of flavor, without viriss' winking lampshading reference to the source material.
Winner: viriss Distant Second: ZephyrPhantom Right Behind Them: ameisenmeister
Due to how few entries there were, and how disappointing the majority of them were, I would like to make an unprecedented request to run this Challenge over again, to give the entrants a chance to redeem themselves, if nobody objects to it. Would that be alright? I'll take a do over
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Post by ZephyrPhantom on Oct 20, 2020 22:07:04 GMT
sdfkjgh Pretty harsh judging but your points are valid, so sure, I'm okay with a redo. I think my execution was colored by some cynicism during the process of making "Grimdark" a plausible keyword and I do think it's an important take-away that my design mentality of 'set-ready' doesn't necessarily = 'good presentation of the mechanic's potential'. Going to preemptively start on my entry since I have time right now: Rabid Bloodsucker Creature - Zombie Vampire Grim (Whenever this creature gains power, this deals 1 damage to each opponent.)Whenever ~ attacks, it gets +1/+0 until end of turn. 0/2 So again I'll start off with what I agree was the strongest entry and what actually inspired me to make this idea inspired by Pulse Tracker and friends. It's just meant to be a simple common that explains how the mechanic works and how it can make you think beyond "This is just Bear with Set Mechanic." Grim is mostly centered in and , with multicolor combinations with other colors as appropriate for the cards, and can bend into . Akuna Spell-sledge Creature - Fox Wizard Warrior Grim (Whenever this creature gains power, this deals 1 damage to each opponent.)Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) 0/1 "Demonstrating superior spellcraft has long stopped being an academic art."This hypothetical set's take on Monastery Swiftspear, comparable to Soul-Scar Mage except it prefers going face instead of going at creatures. Deliberately more fragile than its compatriots since Burn generally runs Swiftspear for trying to get those early 1-2 damage swings and this practically guarantees them if you have a burn spell to follow up with. (Convulsively, Soul-Scar Mage gets to have a better P/T because its other Prowess ability doesn't result in more burn to the face.) Ether-blood Dagger Artifact - Equipment Equipped creature gets +2/+0 has has grim. (Whenever this creature gains power, this deals 1 damage to each opponent. Multiple instances of Grim stack.)Equip Exploring something I didn't think of previously - the fact that this provide a valid incentive to re-equip creatures constantly, something that is very rare of a set. Because Grim works similarly to Flanking in the sense that it stacks as a trigger ability, this also acts as the limited fodder you can draft a ton of to finish an opponent off. Should be fairly obvious that it's no accident this deliberately triggers Prowess on Akuna Spell-sledge either. Initially common but bumped up to uncommon after comparing to Greatsword - this is more of a build-around than Greatsword is because of the potential for repeated Grim triggers if you're running two of these. Bare Fangs Instant Up to two target creatures get +1/+1 until end of turn. "There's always a weapon left to use."Replacing First Blood as the "Common that demonstrates how other cards in the set can work with this mechanic". Compare Coordinated Assault. The rework is intended to emphasize that you're meant to spam targeted buff effects to gets as many Grim triggers as possible, not unlike Heroic. Profane Strengthener Creature - Elf Horror Cleric Grim (Whenever this creature gains power, this deals 1 damage to each opponent.), Sacrifice a creature: Target creature gets +1/+1 until end of turn. 2/2 Similar idea, adjusting the balance knobs of something like Bloodthrone Vampire so that you can do some decent EDH/Limited degeneracy. Started off as a 2-mana design but I wanted to better feature Grim. Desperate Deal Instant Cast Desperate Deal only during the declare attackers step and only if you’ve been attacked this step. Draw two cards, then each creature you don't control gets +1/+1 until end of turn. Exploiting Portal-errata wording such as Assassin's Blade to create a fresh spin on cards like Night's Whisper. You get very affordable card draw that might even surpass Night's Whisper in the right circumstances but you're in for a world of hurt if your opponent is going wide or using Grim. Great fpr Prowess decks in the set that need more gas but gives them the risk of being punished by similar decks across the table. Nivel, the Blood Script Legendary Creature - Fox Vampire Wizard Grim (Whenever this creature gains power, this deals 1 damage to each opponent.)If a creature you control would deal noncombat damage to an opponent, it deals that much damage plus 1 instead. At the beginning of your upkeep, exile the top card of your library. If it's an instant or sorcery spell, you may cast it this turn. 0/4 Meant to deliberately not give you all the payoffs in one package so that you have to actually run things like Titan's Strength to fully capitalize on what he can do. Think of him like Feather, the Redeemed but for Grim damage instead of card draw - every one mana instant like the aforementioned Titan's Strength is now also a Shock. Combine with something like Viridescent Wisps and you can probably start to see how Grim is meant to snowball. The indirect encouragement of alternatively building him as a pinger-focused Commander is deliberate but not the primary focus of the card in the context of Grim. Selfish Dhampir Creature - Dwarf Vampire Warrior Grim (Whenever this creature gains power, this deals 1 damage to each opponent.)Lifelink (Damage dealt by this creature also causes you to gain that much life.)1/2 "Give me the right tools, and I'll give you a few years worth of blood-bounty."Not sure if this would be in the same set but I decided to include it as a better demonstration of how quickly you can turn Grim into a defining mechanic for any set. Power-boosting exists in all five colors so even if Grim is inherently biased towards more burn-oriented colors by design you can still play with this knowledge to create all sorts of interesting archetypes. Overrunner Beast Creature - Beast Horror Flash, grim (Whenever this creature gains power, this deals 1 damage to each opponent.)When ~ enters the battlefield, creatures you control get +2/+2 until end of turn. 2/2 Its bellow signals the end of the pack's lifecycle.Example of how Grim could get a few bends into since the whole point of Trample is already to try and get excess damage into the opponent's face via P/T boost. Mass Revomorph Sorcery Exile cards from the top of your library until you exile a creature card. Up to X target creatures get +X/+0 until end of turn, where X is the number noncreature cards exiled by Mass Revomorph. The world spins to a glorious end, aided by endless hunger for deceit.A bizarre take on Mass Polymorph that is also meant to indirectly support Grim despite not being a Grim-based color. Since the whole point of Polymorph effects is to go from a weak creature to a stronger creature, I think doing a P/T boost variant is an acceptable bend. Like Nivel there is a potential secondary focus as using this to potentially mill out your entire library for Thassa's Oracle type shenanigans, but hopefully this is explicitly a more secondary focus related to things outside of the set (as opposed to in the context of the set where you are considering this relative to getting a bunch of Grim triggers) because there are cards like Inverter of Truth that will do a much better job of milling your entire library with a relevant payoff.
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Post by sdfkjgh on Oct 21, 2020 3:30:30 GMT
ZephyrPhantom: Mass Revomorph has a bit of a conflict with itself. Shouldn't it be "X is the number of noncreature cards exiled by ~"?
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Post by ameisenmeister on Oct 21, 2020 11:57:48 GMT
Judging! ameisenmeister : When I first read your entry, I loved it, but each subsequent reading soured my opinion of it, as I considered all the possibilities, corner cases, and regular, day-to-day operation. You chose what is essentially a punisher mechanic, and one that is FAR too easy for the opponent to turn off. Even worse than that, the only fix I can think of (changing "no" to "a"), makes it seem too much like Morbid. Like Zeph, I would've liked to've seen more entries from you, to see if there was a way to redeem the mechanic. You did, however, have the best execution of flavor, without viriss ' winking lampshading reference to the source material. Not saying that my mechanic is the best ever or anything but it gives the opponent a bitter choice. To stop your triggers, they have to attack into your (potentially prepared) board state so that they get in trouble either through your blockers or in your next turn when they have not enough blockers on their own left. It furthermore makes them cast their sweet instant removal spells during their turn, if they want to stop your triggers, leaving them more vulnerable during your next turn. All in all, my keyword encourages attacking, action and all in all a fast paced game with a lot of action going on. Your "fix" on the other hand - changing "no" to "a" - would lead to the opposite. People will be less likely to attack or cast anything meaningful during their turns if it is preventable in any way. So basically your idea promotes draw-go and a lot of eot removal. I don't really see why I should try to "redeem" my mechanic for you if you either don't see how your fix is worse than the original or you deliberately want mechanics that promote inactive games.
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Post by sdfkjgh on Oct 21, 2020 16:47:37 GMT
Judging! ameisenmeister : When I first read your entry, I loved it, but each subsequent reading soured my opinion of it, as I considered all the possibilities, corner cases, and regular, day-to-day operation. You chose what is essentially a punisher mechanic, and one that is FAR too easy for the opponent to turn off. Even worse than that, the only fix I can think of (changing "no" to "a"), makes it seem too much like Morbid. Like Zeph, I would've liked to've seen more entries from you, to see if there was a way to redeem the mechanic. You did, however, have the best execution of flavor, without viriss ' winking lampshading reference to the source material. Not saying that my mechanic is the best ever or anything but it gives the opponent a bitter choice. To stop your triggers, they have to attack into your (potentially prepared) board state so that they get in trouble either through your blockers or in your next turn when they have not enough blockers on their own left. It furthermore makes them cast their sweet instant removal spells during their turn, if they want to stop your triggers, leaving them more vulnerable during your next turn. All in all, my keyword encourages attacking, action and all in all a fast paced game with a lot of action going on. Your "fix" on the other hand - changing "no" to "a" - would lead to the opposite. People will be less likely to attack or cast anything meaningful during their turns if it is preventable in any way. So basically your idea promotes draw-go and a lot of eot removal. I don't really see why I should try to "redeem" my mechanic for you if you either don't see how your fix is worse than the original or you deliberately want mechanics that promote inactive games.
Your criticism is valid, and I hadn't considered that aspect. However, I would still like to see more entries from you, in order to get a better picture of what your mechanic can do. Because right now, I'm not seeing much; this explanation helped, but not enough to change my opinion much beyond rescinding my proposed "fix".
Tl;dr: Please show me more!
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Post by viriss on Oct 22, 2020 0:47:32 GMT
I'm forgoing renders this time, and went with a simple version of devour. I like that it works while entering, and isn't dependent on casting. Bloodseep Minotaur Creature - Minotaur Haste Grimdark (As this enters the battlefield, you may sacrifice a creature. If you do, this creature enters the battlefield with a +1/+1 counter on it.) 2/2 Furyborn Hellion Creature - Hellion Grimdark (As this enters the battlefield, you may sacrifice a creature. If you do, this creature enters the battlefield with a +1/+1 counter on it.) Trample, haste When Furyborn Hellion dies, if it had one or more +1/+1 counters on it, you may return it from your graveyard to your hand. 5/1 Orgma, Grimlord Legendary Creature - Orc Warrior Grimdark (As this enters the battlefield, you may sacrifice a creature. If you do, this creature enters the battlefield with a +1/+1 counter on it.) Whenever you cast a creature spell, it gains grimdark. 6/4
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Post by ZephyrPhantom on Oct 22, 2020 1:29:01 GMT
ZephyrPhantom: Mass Revomorph has a bit of a conflict with itself. Shouldn't it be "X is the number of noncreature cards exiled by ~"? You're correct, edited accordingly.
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Post by sdfkjgh on Nov 3, 2020 21:47:08 GMT
Judging.
First off, I'd just like to say that I'm a little disappointed in those of you who didn't take the opportunity to redeem yourselves, but that disappointment is tempered by the realization that as least some of them probably actively chose to opt-out of what was an unprecedented and completely optional do-over. That said, this has now created the precedent, and while I wouldn't mind seeing this option being used again by someone else, I also would like that someone to realize that it's a nuclear option of last resort, only to be used excessively sparingly, when the submissions are at the absolute nadir of disappointment for everyone involved. The option to use must be agreed upon by those participating, as well.
Gosh, was that a bit too serious? I feel like I'm weighting the whole thing down with all the import of a Supreme Court opinion. Anyway, onto the judging:
ZephyrPhantom: See, this is exactly what I was hoping for. I asked for more, and a better execution, and boy, did you deliver! What you additionally gave convinces me that there's enough here for an entire official set's worth of main theme, at the very least. Top notch.
viriss: You also delivered some excellent designs, with an ability that feels like the welcome lovechild of devour and exploit. However, SPOILER ALERT ZephyrPhantom just edges you out* by sticking to their original concept.
Thank you all for allowing me to set this precedent.
*That sounds dirty
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Post by ZephyrPhantom on Nov 4, 2020 2:50:51 GMT
sdfkjgh Thanks, but if I may interject my 2 cents now that the round's "properly" ended I think it would've been wiser to be less harsh in your delivery if you're going to do a do-over - the people that did opt-out didn't do so because the concept is new, they opted out because they felt your judging had valid issues. Your next keyword is Float. Best of luck to all participants.
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Post by viriss on Nov 4, 2020 3:17:20 GMT
I like the idea of "floating" a card. Were it sits in exile, faceup so everyone knows it's there, but you can cast it at any time afterwards with a bonus/effect. Though maybe the EOB triggers should be the same... hmm...
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Post by sdfkjgh on Nov 4, 2020 16:17:33 GMT
All I can think of for float is "gains flying until end of turn", which is a little lame and obvious.
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Post by melono on Nov 4, 2020 18:59:06 GMT
I went to Floating Mana for this one Creekleaf Elf Creature - Elf Shaman Float 2 (This permanent enters the battlefield with 2 mana counters on it and has " , Remove a mana counter: Add ".) 1/1 Dynamism Researcher Creature - Human Wizard Float 1 (This permanent enters the battlefield with 1 mana counter on it and has " , Remove a mana counter: Add ".) , : Proliferate. 2/3 CloudbankLand Float 5 (This permanent enters the battlefield with 5 mana counters on it and has " , Remove a mana counter: Add ".) , Remove 2 mana counters from ~: Add one mana of any color. Bubble Throne Artifact Float 4 (This permanent enters the battlefield with 4 mana counters on it and has " , Remove a mana counter: Add ".) , Remove X mana counters from ~: Choose a permanent that already has one or more counters on it. Put X counters of one of that kind of counter onto that permanent.
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Post by ameisenmeister on Nov 23, 2020 17:02:54 GMT
Giving white some form of card draw (especially steal draw) always looks like a color pie break but this one probably isn't. By choosing to cast any floating card, you are giving your opponent the chance to get some good stuff too, who then can return the favor. For multiplayer, this opens up the possibility for some part-time cooperation against the big baddy on the table. With Roc's Catch I tried to hint at the design space behind just floating cards from the library. White control magic seems strange but it's not unprecedented.
EDIT: Thanks @lady Mapi
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Post by Lady Mapi on Nov 23, 2020 17:43:30 GMT
Umm... are those first two supposed to be "target opponent"? Because as it stands, you can just target yourself with the effect, and continually float cards off the top of your library.
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Post by ameisenmeister on Nov 23, 2020 18:09:07 GMT
Umm... are those first two supposed to be "target opponent"? Because as it stands, you can just target yourself with the effect, and continually float cards off the top of your library. Good point. Thanks for giving me the heads up. Gonna change it ASAP.
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Post by ZephyrPhantom on Nov 23, 2020 20:46:41 GMT
Since we've got a decent number of entries now I'm going to be judging within the next 24-48 hours. Last minute entries/edits are welcome. Judging: viriss I had to do a quick check to make sure of it, but I think Aetherveil Charger demonstrates why Suspend and haste don't generally appear together on the same creature - it's a small awkward wording conflict with no real perfect solution. That aside, I'm pretty sure it should also say "...,then discard a card". Also, if you want it to have the cards castable at any time, Float needs to say it can cast as if it had flash in the reminder text. Once we get past all the small issues, the designs themself are solid - I like the pseudo removal nature of Charger and Watcher is a nice variation on a cantrip/card advantage, but the untweaked wording hurts your entry a bit. melono I like the flexibility of mana counters and how they can either be used to make spells that slowly pay back for themselves, ramp, or even Gemstone Mines type designs - this feels like the kind of mechanic that appeal to both Commander players and regular set printing. You choose a good variety of designs to demonstrate how to apply this mechanic with things like Dynamism Researcher and Bubble Throne demonstrating how they can work outside of their own set and things like Creekleaf Elf and Cloudbank demonstrating how you can make some cool hypothetical Standard designs that aren't too pushed. Excellent job, set-ready. ameisenmeister - Bold design choice here. The biggest problem I see with trying to pitch the mechanic as "Steal draw" is that that tends to correspond to cards much more in present day design with cards like Gonti, Lord of Luxury, Praetor's Grasp, and Nightveil Specter - if you go further into you'll find even more designs that work this way like Thief of Sanity, to the point I'm pretty sure Caravan of Ideas would just be if WoTC printed it. The other angle I see to argue this is to consider it the fast-draw/exile-draw mechanic, which is firmly in Red with cards like Act on Impulse and Magmatic Channeler. In other words, if I took away all the flavor (or even if you just leave the "steal" pitch in), the designs off as pretty Grixis. To be fair, Alms Collector, Mangara, the Diplomat, and Happily Ever After seem to suggest that White is more into hatebear/'fairness' type draw if the pie has to go in that direction to address certain Commander concerns, and I can see that the potential for players to keep chain-floating multiple cards is likely intended, but I still think it's a very risky contrast to make to the other examples because the ones discussed here are more reactive - even Debt of Loyalty and Preacher have to prepare for or deal with the opponent's actions potentially coming first, whereas with float you are proactively seeking card advantage first and letting the opponent react second. I think a better argument would've been to go with more Roc's Catch like designs, which tread closer to things like Path to Exile that blur the line between it and Hostage Taker/ Act of Treason kind of designs. Overall I think the keyword is an excellent idea but the presentation as only White card advantage feels off. I think this would've made more sense as a keyword that appeared in Grixis or all 5 colors, with White's take on it being closer to "removal that puts me behind on advantage" designs like Roc's Catch and reactive-hatebear designs like Alms Collector as opposed to the more proactive card advantage generation Enticing Bargain and Caravan of Ideas do. 1st: melono - Nice simple mechanic with a lot of potential and very broad uses. 2nd: ameisenmeister - I like the keyword and the implementation is a noble idea but I think you focused a bit too much on making it give raw advantage that players would absolutely want to use. 3rd: viriss - Good ideas but the wording issues really hamper my appreciation of the designs.
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Post by melono on Nov 28, 2020 13:05:36 GMT
Thanks for the win! The next word to key shall be: WearGood to know: you can change the word, like make it "Wearable" or "Worn". Just keep it wear-like
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Post by viriss on Nov 29, 2020 2:40:31 GMT
Well... it's kinda of equipment that mutates a human. I wanted the effect to be removable and the easiest way seemed to be to the disguise be worn until end of turn. Not the cleanest idea but that's where I ended up. I also went with human only as opposite of mutate since disguises seemed a more human(oid) type of thing. Though currently I think it loses its creature type when it puts the disguise on. Not sure how to get around that with tribal, which they aren't using any more. Enjoy =) Edit: Fixed typo
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Post by sdfkjgh on Nov 29, 2020 16:09:00 GMT
viriss: "it changes into a this"? 'At'sa no good, Chico Marx.
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ShadeEventide
0/0 Germ
Extant, for now
Posts: 1
Color Alignment: White, Blue, Green
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Post by ShadeEventide on Nov 29, 2020 17:11:25 GMT
First time posting, here we go! Worn — Each time ~ taps, place an age counter on it. If ~ has an age counter on it at the start of your turn, it does not untap. Then remove an age counter from ~. (Text of each card in case this doesn't work below, because I don't normally use forums and have no clue if the formatting on the above cards will work) {Spoiler}{Text of Cards}Rime-Crusted Tome 3 Artifact Worn — Each time Rime-Crusted Tome taps, place an age counter on it. If Rime-Crusted Tome has an age counter on it at the start of your turn, it does not untap. Then remove an age counter from Rime-Crusted Tome. 1, T: Draw a card
Rusted Crasher 2 Artifact Creature- Golem 4/4 Worn — Each time Rusted Crasher taps, place an age counter on it. If Rusted Crasher has an age counter on it at the start of your turn, it does not untap. Then remove an age counter from Rusted Crasher.
Ancient Ritual Circle 4 Artifact Worn — Each time Ancient Ritual Circle taps, place an age counter on it. If Ancient Ritual Circle has an age counter on it at the start of your turn, it does not untap. Then remove an age counter from Ancient Ritual Circle. T: Add BBB.
Hidden Labyrinth Legendary Land Worn — Each time Hidden Labyrinth taps, place an age counter on it. If Hidden Labyrinth has an age counter on it at the start of your turn, it does not untap. Then remove an age counter from Hidden Labyrinth. T: Add two mana of any color.
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Post by ZephyrPhantom on Nov 30, 2020 0:14:47 GMT
ShadeEventide Welcome! Just as a quick heads up, your images need ".jpg" at the end of your url if you're using imgur. So instead of: [div][img]https://imgur.com/92MDgsy[/img] [img]https://imgur.com/mVE4VyB[/img] [img]https://imgur.com/dbPzUmw[/img] [img src="https://imgur.com/GmvA9k3" style="max-width:100%;" alt=""] [/div]
It'd be: [div][img]https://imgur.com/92MDgsy.jpg[/img] [img]https://imgur.com/mVE4VyB.jpg[/img] [img]https://imgur.com/dbPzUmw.jpg[/img] [img src="https://imgur.com/GmvA9k3.jpg" style="max-width:100%;" alt=""] [/div]
Just to demonstrate: Hope that helps!
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Post by ameisenmeister on Dec 6, 2020 20:29:59 GMT
Was kind of hard not to come up with a negative keyword and I'm not really sure about the capitalization amidst the text but hey...
For rules clarification: That player gets a meltdown counter. At the beginning of their upkeep they exile their top card of their library for each counter unless they pay each. If a player has two meltdown counters, for example, that player can pay to exile no cards, pay to exile only one card or pay nothing and exile two cards.
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Post by sdfkjgh on Dec 7, 2020 1:35:25 GMT
Was kind of hard not to come up with a negative keyword and I'm not really sure about the capitalization amidst the text but hey...
For rules clarification: That player gets a meltdown counter. At the beginning of their upkeep they exile their top card of their library for each counter unless they pay each. If a player has two meltdown counters, for example, that player can pay to exile no cards, pay to exile only one card or pay nothing and exile two cards. The way you worded it is too ambiguous, and doesn't work the way you want it to. You need to reword the reminder text:
That player gets a meltdown counter. At the beginning of their upkeep, for each meltdown counter they have, that player pays or exiles the top card of their library.
Actually, we can do better, more elegant:
That player gets a meltdown counter. It has "At the beginning of your upkeep, pay or exile the top card of your library."
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