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 Jan 14, 2021 2:45:26 GMT
, he said foolishly.
sdfkjgh - Feast (You feast whenever you create or sacrifice a Food.) Very simple, but very solid. I like it all around. I just think Happy Valhallan is a little out of place since mono-red can't make Food. melono - Bloodfeast - As long as you control three or more Vampires... Interesting use of the word. I'm not sure if the ability is entirely deserving of an ability word. In a set with a big Vampire focus, I would prefer a more unique ability, and in a set without a big Vampire focus it feels out of place. odivesco - Feast (Sacrifice an artifact or creature you control, then you gain 3 life.)It's fairly obvious, but I enjoy it. Not so sure about the flavor (literal and game-term) of feasting on non-Food artifacts though. HvT - Feast [COST] ([COST], exile a creature card from your graveyard: Put a +1/+1 counter on this creature. Feast only as a sorcery.)I like this ability, and the example cards you made show how it would work very well. My only nitpick is that, to me, the word "Feast" doesn't really resonate with devouring the dead. ameisenmeister - Feast - If you gained three or more life this turn... I like it, and I like it being associated with Cats, but the word Feast implies something being consumed, not just increasing. Your example cards are good, though. Minor nitpicks: Food should be capitalized on the last card, and the flavor text of the Eye and the Hunter are awkwardly worded.
Very well done, everyone, but I'll give the win to sdfkjgh!
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Post by sdfkjgh on Jan 14, 2021 18:08:02 GMT
thaneofglamis: Thanks for the win.
Pick a preexisting keyword, ability word, etc., and design a new ability for it. For example, you could pick inspired and make something different for it.
In addition to your card submissions, I'd like a short essay detailing your thought processes behind your choice of key/ability words, your choices in reworking them, and the flavor you hope to convey with those choices. Since the additional essay might be a challenge to some, I'll give you all two weeks.
Extra points for going after evergreen key/ability words, but don't be a hero and try to rework flying. Or do; if you can pull it off, you might just be guaranteed to win.
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Post by viriss on Jan 14, 2021 18:56:00 GMT
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Post by ameisenmeister on Jan 16, 2021 19:39:47 GMT
sdfkjgh So you mean like a revision of an already existing mechanic but changed in a way like we would have liked the mechanic to be? Or is it also okay to just show an old (and presumably bad) mechanic with the same rules text but executed better?
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Post by hydraheadhunter on Jan 16, 2021 20:03:37 GMT
At last! A chance to make good banding cards... Bands with X ( Any number of [creatures with characteristic X] may attack in a band with this creature. At the end of the declare blockers step, you may reassign each blocker of any band member to block any other creature in the same band, without changing the number of unblocked members of that band) Rather than have all the creatures in the band attack and be blocked as a singular unit, I thought it'd be better as a form of psuedo-evasion. This version of banding would make it so that the controller of the band has more control over which creatures in the band are blocked. {"Example of a combat with Bands"}Here, two bands of 3 and 5 respectively are attacking. The defending player decides to use three creatures to block two creatures in the orange band (leaving one unblocked) and use five creatures to block every creature in the purple band. The controller of the bands then chooses how the orange band is blocked to leave exactly one unblocked member and how the purple band is blocked to leave exactly zero unblocked members. Combat then continues as normal. I'll see if I have time to add cards later. If not, it's whatever, I made a better version of banding. Alas, I did not have time to add cards.
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Post by ZephyrPhantom on Jan 17, 2021 8:48:05 GMT
Extra points for going after evergreen key/ability words, but don't be a hero and try to rework flying. Or do; if you can pull it off, you might just be guaranteed to win. Sounds interesting, why not. Scavenger Hawk Creature - Bird Flight (: Exile this creature. Return it to the battlefield tapped under its controller’s control at the beginning of the next end step.)When ~ enters the battlefield, you may gain 2 life. 1/2 Gem-Prying Raven Creature - Bird Flight (: Exile this creature. Return it to the battlefield tapped under its controller’s control at the beginning of the next end step.)When ~ enters the battlefield, you may destroy target artifact with converted mana cost 3 or less. 2/2 Songstress of Scribes Creature - Angel Warrior Flight (: Exile this creature. Return it to the battlefield tapped under its controller’s control at the beginning of the next end step.)When ~ deals combat damage to an opponent, you gain 2 life and draw a card. 3/3 Nest Tender Creature - Elf Druid Whenever a creature takes flight, you may untap target basic land you control. 0/2 "Every hawk needs a roost in the wild."Phoenix-Feather Ritual Instant Add . Spend this mana only to activate an ability of a creature. "May the fire in your heart reach your wings."Goblin Sling Catapult Creature - Goblin Goblins you control have flight. (: Exile this creature. Return it to the battlefield tapped under its controller’s control at the beginning of the next end step.)Whenever a Goblin you control enters the battlefield and it wasn't cast, ~ deals 3 damage to target player. 0/5 "The new recruit's a real hothead. Let's see if he burns those humans!"There have been Mist Dragon and Canopy Dragon that have suggested that one alternative interpretation of flying could be to see it as a "take off and land" type ability, so I took some inspiration from that and built on it accordingly. Practically, Flight acts as an alternative to more cut and dry defenses like Hexproof - if being targeted by removal spells or lethal damage, Flight creatures can dodge them by flying out of range, but you have to hold up mana to ensure that they'll be able to do so (think of it as exerting energy to retreat). That said, it will still exhaust (tap) the creature, which lets Vigilance still hold its role as a attack and block ability. Aside from its protective abilities, Flight can be used as a repeatable mana sink to trigger ETBs (as seen on Scavenger Hawk and Gem-Prying Raven), allowing you to get use out of smaller or more impractical creatures in lategame, can be used as a way to attack confidentially to try and push the advantage, drawing your opponent into a resource war if they want to combat your threat (see Songstress of Blades), or even to create all sorts of wacky jank wincons like Goblin Sling Catapult, which effectively relies on flinging your Goblins into the air and having them slam down on your unfortunate opponents. I think this would create an interesting alternate meta of sorts where tapping down lands to deny Flight is more important (and thus we see more cards like Mana Short being used in place of printing more hard land destruction like Stone Rain that newbie magic players tend to complain about - so land denial is now more of a resource management tug-of-war. We can also create designs like Nest Tender and Phoenix-Feather Ritual to play with this new design space.) It also puts more Magic combat on the 'same' level as the rest of the current evergreen keywords, meaning that there's more emphasis on deciding when to attack or retreat instead of "this creature flies, so it's not getting involved at all". Abilities like First Strike, Menace, and "can block up to X creatures" also become increasingly important in this alternate meta because of this increased focus on how you can attack and block. Once thing I acknowledge is that this gets rid of Auras/Equipment/etc...., which may seem like a flavor fail, but retreating/flying high doesn't exactly work so great when you're bogged down with heavy gear, does it?
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Post by sdfkjgh on Jan 17, 2021 13:46:58 GMT
sdfkjgh So you mean like a revision of an already existing mechanic but changed in a way like we would have liked the mechanic to be? Or is it also okay to just show an old (and presumably bad) mechanic with the same rules text but executed better? Either one is fine, but mainly the former.
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Post by sdfkjgh on Jan 17, 2021 13:53:11 GMT
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Post by ameisenmeister on Jan 17, 2021 15:20:21 GMT
Extra points for going after evergreen key/ability words, but don't be a hero and try to rework flying. Or do; if you can pull it off, you might just be guaranteed to win. Sounds interesting, why not. Scavenger Hawk Creature - Bird Flight (: Exile this creature. Return it to the battlefield tapped under its controller’s control at the beginning of the next end step. Take flight only once each turn.)When ~ enters the battlefield, you may gain 2 life. 1/2 Gem-Prying Raven Creature - Bird Flight (: Exile this creature. Return it to the battlefield tapped under its controller’s control at the beginning of the next end step. Take flight only once each turn.)When ~ enters the battlefield, you may destroy target artifact with converted mana cost 3 or less. 2/2 Songstress of Scribes Creature - Angel Warrior Flight (: Exile this creature. Return it to the battlefield tapped under its controller’s control at the beginning of the next end step. Take flight only once each turn.)When ~ deals combat damage to an opponent, you gain 2 life and draw a card. 3/3 Nest Tender Creature - Elf Druid Whenever a creature takes flight, you may untap target basic land you control. 0/2 "Every hawk needs a roost in the wild."Phoenix-Feather Ritual Instant Add . Spend this mana only to activate an ability of a creature. "May the fire in your heart reach your wings."Goblin Sling Catapult Creature - Goblin Goblins you control have flight. (: Exile this creature. Return it to the battlefield tapped under its controller’s control at the beginning of the next end step. Take flight only once each turn.)Whenever a Goblin you control enters the battlefield and it wasn't cast, ~ deals 3 damage to target player. 0/5 "The new recruit's a real hothead. Let's see if he burns those humans!"Actually, the Take flight only once each turn. line is pointless as the game treats the creature as a new creature when it er-entered the battlefield making another flight possible without problems.
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Post by ZephyrPhantom on Jan 17, 2021 23:11:53 GMT
Actually, the Take flight only once each turn. line is pointless as the game treats the creature as a new creature when it er-entered the battlefield making another flight possible without problems. You're right, haha, that's a relic from the various WIP designs I was trying for my entry before I realized paying each turn is a significant investment by itself. I've fixed it.
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Post by melono on Jan 19, 2021 16:41:17 GMT
Well, first I wanted to remake Regenerate, but that was already done. Then I wanted to slightly remake Banding, but it is too long and too complex to really use: Banding (Any creatures with banding, and up to one without, can attack or block in a band. A band can always block one creature or be blocked by any creatures. Whenever you band, choose one creature in the band. All combat damage done to the band is done to that creature instead.) So something that sounds a lot like Banding: Flanking. The original is: Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) so I just removed the need for flanking, which is something that other people also thought of. Also, why limit it to only -1/-1? There is this neat little number you can put behind it... (maybe something like Flanking -1/-2 would also work, but I don't want to complicate it too much just for the sake of fine-tuning numbers) Skirting Soldier
Creature - Human Soldier Flanking 1 (Whenever a creature blocks this creature, the blocking creature gets -1/-1 until end of turn.) 2/2 Dawntreader Cavalry Creature - Human Soldier Flanking 2 (Whenever a creature blocks this creature, the blocking creature gets -2/-2 until end of turn.) Lifelink, vigilance. 2/4 Limbtearer Knight Creature - Human Knight Flanking 3 (Whenever a creature blocks this creature, the blocking creature gets -3/-3 until end of turn.) : Destroy target creature with power 0 or less. 1/1
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Post by Flo00 on Jan 21, 2021 11:44:40 GMT
Sylvan Colossus Creature - Beast Intimidate 2 (This creature can’t be blocked by creatures with power 2 or less.)When Sylvan Colossus enters the battlefield, you gain 4 life. 6/6 So I took a non-keyworded ever green ability and named it intimidate. I think that feels way more like intimidating than what the original intimidate is doing. Now let's play a bit with this ability... Giant’s Mantle Artifact - Equipment Giant’s Mantle enters the battlefield with X intimidation counters on it. Equipped creature has intinidate equal to the number of intimidation counters on Giant’s Mantle. (It can’t be blocked by creatures with power equal to or less than that value.)Equip Keeper of the Old Tree Creature - Ooze You may reveal the first card you draw during your draw step. When you do, until end of turn, Keeper of the Old Tree gains intimidate equal to that card’s converted mana cost. (It can’t be blocked by creatures with power equal to or less than that value.)3/3 Of course you can also refer to it with other cards and play a bit with the actual value. Spiked Warhog Creature - Boar Intimidate 2 (This creature can’t be blocked by creatures with power 2 or less.)The value of each instance of intimidate on creatures you control is increased by 1. 3/2 And finally I made a special X version of it, similar to Bloodthirst X. Witherleaf-Stalker Creature - Elf Assassin Intimidate X (This creature can’t be blocked by creatures with power less than its own power.), Discard a card: Witherleaf-Stalker gets +2/+2 until end of turn. 3/1 It might be a bit unintuitive that X is actually its power minus 1. I just thought it was more balanced that way. Somehow these all ended up being uncommons.
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Post by sdfkjgh on Jan 21, 2021 20:56:09 GMT
Judging! I know I said in a different threads that this should be the default judging style going forward, but I'm a lazy-ass bastard, and I don't wanna retype so much stuff. I suck, I know.
viriss: What I Liked: You simplified regeneration down to something that even WotC would liked to've done, if they could redo it, all while keeping the expected flavor, and increasing the possibility of interaction. It was a bold move attempting to have just the one card design speak for itself, but that brings us to
What I Didn't Like: You didn't follow directions. I asked for a short essay explaining your thoughts, and while your reworking of regeneration does speak for itself, it doesn't allow me to overlook the glaring omission. Plus, I would've liked to've seen more than just one card, to see how you'd play around with this new form of regen.
hydraheadhunter: While you didn't submit any cards, your essay is enough to allow judging. What I Liked: Yo simplified banding such that it's actually relatively easy to explain now.
What I Didn't Like: It's still so complicated that I wouldn't feel comfortable explaining it so someone in my own words, instead referring them to your own diagram. I guess banding is just inherently too complicated to be a part of the game. Really would've liked to've seen some cards.
ZephyrPhantom: What I Liked: Everything about your entry, from the Challenge Accepted! opening, to the card designs, to the execution of the reworking, to the exhaustive essay that not only explains everything, but also goes into the additional implications of the reworking.
What I Didn't Like: You gave me NOTHING to complain about!
melono: Y'kown, you didn't have to discount those other abilities, just because someone else did them. Most times, much more is learned by seeing two or more competing designs. Plus, the submissions for flanking and regen were both incomplete, so you could've used either one to turn in a complete submission, and taken the glory from them. That said, let's go with your submission.
What I Liked: You innovated well on the new tweak to flanking, even giving credit to the parts that others had wished to change about the mechanic.
What I Didn't Like: Whether you were aware of it or not, the other change you made had already been discussed by R&D, and rejected. Ignorance of the lawpast design innovations is no excuse.
Flo00: Alas, poor intimidate. It never got a chance to truly shine, being sandwiched between fear (which really should've been innovated further, to be on more off-color creatures), and menace. It's a pity they didn't split it up, so that you had things like green creatures with white intimidate, or red creatures with blue intimidate, etc.
What I Liked: You gave a keyword to the one ability that Wizards keeps desperately trying to push on us, and it really needs it. If things had gone differently (speaking of Time Spiral block), I wouldn't even bat an eye if I saw these in a core set spoiler.
What I Didn't Like: Your card submissions were solid, stolid, but a little too staid. Would've liked to've seen some instants, sorceries, enchantments, and mebbe a planeswalker that showcased the ability. Also, you didn't really turn in an essay.
Winner (as if we didn't all already know): ZephyrPhantom.
Runner up: melono. It was gonna be a tie between you and Flo00, but then I noticed that Flo00 didn't have an essay.
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Post by ZephyrPhantom on Jan 30, 2021 10:02:03 GMT
Thanks for the win! I liked the idea of a themed challenge instead of using a single word.
Your next challenge: pick a sports name or term (anything general from "Ball" or "Dive" to something specific like "Ring out" or "Foul" counts) and make a keyword out of that! Good luck!
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Post by melono on Jan 30, 2021 16:07:26 GMT
Howz about some golf? "Out of bounds" refers to those areas outside the golf course from which play is not allowed, or any area designated as out of bounds by the committee. Out of Bounds - Whenever one or more other cards are exiled, <effect> Amateur Golfer Creature - Human Golfer Out of Bounds - Whenever one or more other cards are exiled, put a +1/+1 counter on ~. 1/2 Golf Enthusiast Creature - Human When ~ enters the battlefield, exile target other creature. Return it to the battlefield under its owner's control at the end of turn. Out of Bounds - Whenever one or more other cards are exiled, you gain 1 life. 1/1 Caddy of the Lost Creature - Zombie Golfer Out of Bounds - Whenever one or more other cards are exiled, you may pay . If you do, put those cards into their owner's graveyard instead of in exile. 3/4
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Post by hydraheadhunter on Jan 30, 2021 17:44:35 GMT
{ I got four cards in before I realized I made kicker with extra steps...} | Crown of Machination Four Generic Artifact - Equipment Rare
Equip for Three Generic. Spells you control with gambit cost two more generic mana to target. Equipped creature has, "Whenever this creature attacks, for each ability it has that triggers when it enters the battlefield, trigger that ability.
FT: He abdicated the throne; so that eventually the crown would be his without contest | | Kingslayer Knight One Red Creature Knight Uncommon
Gambit -- When you cast Kingslayer Knighet, you may have target opponent become the monarch. When Kingslayer Knight enter the battlefield, if you took its gambit, put a first strike counter, a trample counter, and two +1/+1 counters on it
2/1
Art by Dice Artist | | Nekusar, Circumspect Tyrant A Blue, A Black, and a Red Legendary Creature - Noble Wizard Mythic Rare
Gambit -- When you cast this spell, you may have each opponent draw until they have seven cards in hand. Gambit -- When you cast this spell, you may discard your hand. When Nekusar enters the battlefield, if you took its first gambit, it deals seven damage to each opponent. When Nekusar enters the battlefield, if you took its second gambit, draw seven cards. If you took both gambits, instead search your library for three cards, add them to your hand, shuffle, then draw four cards.
2/4
No Artist | | Unnatural Rebirth Five Black Encantment Rare
Gambit -- When you cast this card, you may sacrifice a creature of an opponent's choice (Decide whether you will sacrifice a creature before the opponent chooses which creature you will sacrifice.)
When Unnatural Rebirth enters the battlefield, if you took its gambit, return target creature card from a graveyard to the battlefield under your control. It is a black zombie in addition to its other types and colors. Zombies you control get +2/+2 and have deathtouch. |
The renders have typos in them, but I'm much too tired to want to reexport them right now. Maybe later I'll fix em. Also later I might try to make a keyword that isn't just kicker 2 electric boogaloo; but I'm not a sport ball fan, so my vocab's a bit limited.
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Post by sdfkjgh on Jan 30, 2021 21:47:53 GMT
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Post by ameisenmeister on Feb 18, 2021 8:12:49 GMT
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Post by ameisenmeister on Feb 25, 2021 16:54:36 GMT
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Post by ZephyrPhantom on Feb 25, 2021 23:34:14 GMT
ameisenmeister - Thanks for reminding me. Judging underway. melono - I think it was smart to say "one or more" to strike a balance between allowing multiple activations each turn and making sure a boardwipe or mass flicker doesn't away with enabling something too crazy. Otherwise everything looks fairly costed and you present the mechanic well - there's an enabler and various synergies that can be built on. You could probably print all of these right now, though I do find myself wishing there was something more exciting to latch onto. hydraheadhunter - I feel like I've seen this typo before on your cards - when doing "<ability word> - Description", it's <Ability word" that gets italicized, so e.g. " Gambit - ..." Just thought I'd say so. Drawback mechanics are always a challenge to implement well but I like that this is the inverse of punishers where you get to choose if you'll take extra risks or not. It feels like a very good unexplored design space for supplementary products that could maybe even introduce a new thing or two into legacy like Wheel of Misfortune did. I feel like Crown wasn't the right card to lead with because it made me uncertain what the appeal of gambit actually was - "Keyword tribal" tends to be parasitic and I feel like for the most part this card could've just straight up given the tax without checking for gambit, and still be roughly the same because it's fairly expensive to swing around as an equipment. (And by removing that restriction, you at least make it a decent Stoneforge Mystic target for a variety of decks.) My biggest problem with Kingslayer Knight is that it's easily powerful enough to justify always picking the drawback. A 4/3 first strike trample for 1 is extremely good value in RDW and if Goblin Guide is any indication I can't see a case where you wouldn't - yet at the same time because of how Monarch works, you can't really give this haste and weaker P/T either to balance it out. I think this needs some knob-tweaking overall - like maybe it just gives straight card draw and turns from a 1/1 Haste to a 3/3 Haste for example, but as is the design feels like it's a WIP. I think you underestimate just how much people would be willing to pay to sculpt their perfect hand. Not only is this a Wheel of Fortune on a stick (there's a reason modern effects are discard that many, draw that many), you basically ensure that for 3 mana you can clear an opponent's hand full of the counters they were expecting to use on you and instead immediately get the three combo pieces you needed to win the game - incidentally, with a bit of monkeying around with rituals, one such easy combo is Show and Tell + Omniscience/ Emrakrul, the Aeons Torn, another is Doomsday + Thassa's Oracle, and that's not even getting into the more complicated instant-win combo hand various formats like Vintage/Legacy/EDH could easily concoct just for 3 mana, or even doing so while deliberately dumping Dredge cards or Past in Flames in the graveyard. Also, Narset, Parter of Veils completely takes away the drawbacks of the gambits (it's a very common trick with older wheel effects). I can see the idea but ultimately the benefits are too strong and it is too easy to cheat around the gambits. I'm not sure what rarity Unnatural Rebirth is supposed to be, but it seems like the most tame card of the set (probably a decent ) and I feel like this is the card I'd like to have seen first as a basic demonstration of what Gambit could do. ameisenmeister - Exalted but less restrictive, interesting idea. I like that this leverages concepts people are familiar with (Vehicles) and presents it in a new flexible effect that can be designed and played a bunch of different ways. At worst I imagine this is an excellent Limited mechanic and at best I imagine some very exciting payoffs you could design that are not too complex but still get people brewing like crazy. Funnily enough the design I like the least is Underworld Trumpeter which works as a draft common and is excellently placed but feels a bit weird to me overall - maybe it's just seeing a 3/1 for 2 in Black at common, even if you've justified very well why it should be this way. Set-ready. 1st ameisenmeister - Good mix of exciting and interesting to brew longterm. I don't know if this mechanic would ever make waves but I think casual players would ask for it to return a lot. 2nd melono - Smartly designed mechanic, though I wish the designs themselves had excited me a bit more. 3rd hydraheadhunter - Lots of potential but the cards are still obviously rough. Needs refining overall.
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Post by ameisenmeister on Mar 6, 2021 8:35:06 GMT
ZephyrPhantomThanks for the win! I totally missed that you updated your post. Anyway, the next keyword will be named cut or something related. Have fun!
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Post by hydraheadhunter on Mar 6, 2021 13:33:33 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 6, 2021 21:04:07 GMT
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Post by viriss on Mar 6, 2021 22:25:45 GMT
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Post by viriss on Mar 6, 2021 23:08:52 GMT
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Post by sdfkjgh on Mar 6, 2021 23:55:47 GMT
viriss: 1) Why's a merman listening to an iphone? 2) How the hell would that even work?!
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Nonagon Infinity
2/2 Zombie
Posts: 123
Favorite Card: Barren Glory
Favorite Set: Future Sight
Color Alignment: Blue, Black, Red
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Post by Nonagon Infinity on Mar 7, 2021 3:10:24 GMT
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MaiApologies (She/Her)
1/1 Squirrel
Posts: 61
Favorite Card: Ambiguity
Favorite Set: Ikoria: Lair of Behemoths
Color Alignment: Blue, Red
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Post by MaiApologies (She/Her) on Mar 7, 2021 4:46:04 GMT
Instant
Counter target spell. Cut. (At the end of this phase, end the turn.)
Creature - Human When ~ enters the battlefield, if it's your first main phase and it isn't an extra turn, cut, then take an extra turn after this one. (To cut, at the end of this phase, end the turn.) "From the top! Places, people!" 3/3
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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 7, 2021 14:46:15 GMT
Thank you for the reminder. I almost forgot!
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Post by ameisenmeister on Mar 21, 2021 13:42:17 GMT
Time for judging! hydraheadhunter Extra points for novelty, that's for sure, but literally cutting your cards is something that would probably not even be done on un-cards. I know there's Chaos Confetti but I doubt that there have been many copies actually torn apart during games. Also, the confetti had a unique effect that couldn't be done any other way. Your cards, as far as I understand, are just regular split cards with a drawback. Sanfonier of the Night Sacrificing one's own lands isn't something I'd like to see too much of in a set and I'd definitely don't like the idea of a mechanic that makes you do it. The flavor here works and I like the „Whenever CARDNAME cuts...“ effects though. viriss I like both of your ideas but I agree that the new version of cut is probably cooler. Removing all counters, even all -1/-1 counters already on the creature, certainly determines a very specific set environment where -1/-1 counters only work as markers. Could be a fun thing to design but is certainly very tricky too. Nonagon Infinity Cutting something in half sounds like removal but I can see this being used on your own creatures more often that on the opponents'. Cutting in half my Golgari Findbroker, Mulldrifter or Sun Titan gives so much value... The card itself and the effect are cool but I doubt that you really could make a mechanic out of this. How many cards in the set are going to cut creatures in half? And what's the design space of this mechanic? As I said, nice card, cool effect, but not really keyword material. MaiApologies (She/Her) Great flavor and an interesting effect. You didn't add rarities to your cards and I guess that's because cards with cut will basically always be rare or mythic as there's no way to have this effect on a common without leading to completely busted cards. I'm not totally against keywords for rares only but then the design space and or splashiness must warrant it. I'm not sure whether cut meets these criterias.
{And the winner is...} viriss! Your version of cut was simply the most that felt like a keyword and not just like a cool effect. Second place to maiapologies.
Thank you all for participating!
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