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Post by Idea on Dec 10, 2022 22:06:36 GMT
So to be clear, this card remains boundless even after it leaves the battlefield. Yes, just like Skulbriar and counters. Gotcha, was just making sure I got the intention right.
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Post by twintania on Dec 11, 2022 4:19:57 GMT
@ymonrah Unlike Skulbriar, its wording keeps boundless after it went into your library. It occurs a problem that you cannot judge whether the next copy you draw is boundless or not. If a boundless card keeps its face up and you can put it on any place in your library as you shuffle like Stash in Dominion, it works. wiki.dominionstrategy.com/index.php/Stash
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Post by vizionarius on Dec 11, 2022 5:05:28 GMT
Or it can be like stickers. Which only remain while they are in a non-hidden zone.
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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 Dec 11, 2022 13:37:00 GMT
@ymonrah Unlike Skulbriar, its wording keeps boundless after it went into your library. It occurs a problem that you cannot judge whether the next copy you draw is boundless or not. If a boundless card keeps its face up and you can put it on any place in your library as you shuffle like Stash in Dominion, it works. wiki.dominionstrategy.com/index.php/StashThanks for the advice, I have corrected the card.
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Post by vizionarius on Dec 13, 2022 19:05:40 GMT
Judging tomorrow.emberfire17 : I like your confess ability. Feels like the Adventure cards in that you get an initial effect, followed by being able to cast the card. I like your card mechanics as well, except lifelink doesn't really feel too , even on a healer/druid. Nice design! Idea : Subconscious is a really interesting mechanic! I like that you made it a static effect, so it won't use the stack. Your specific designs highlight well the different use cases it can have. While it doesn't do much on it's own, it improves on a resource that existing cards already utilize, and opens up design space, which I'm always a fan of. Also, it does both parts of the "or" in my prompt by allowing caring about cards in hand as well as being useable while in hand. Well done! ameisenmeister : The first ability that is used by permanents rather than card in hand in the submissions! I like idealize, but would limit it to once per turn, or to non-already-revealed cards; never mind; it cares about the creature's power, not it's mana cost! OK this is great! It puts a cap on itself since the creature keeps getting bigger, and you'll be forced to reveal new cards to pay the cost. Neat! I really like it when abilities self-regulate like that without having to use the "once a turn" phrase explicitly to keep its power in check. I like your cards and they feel interesting to play with. They give me a bit of Apocalypse set vibes for some reason. (My first precon I purchased was the Whirlpool deck.) jungledark : Welcome to the forums! You can embed art by uploading to something like imgur and using the link from there, that way your cards will be larger without having to click on them. (The artist line on the bottom of the card is meant for the name of the artist, not the card that the art is from.) Your intends mechanic is awesome! I like the imprint vibes and the way you have the number with the cost reminds me of casualty. Of the cards you designed for the mechanic, I mostly like Will Far Gone; that's a really clean and interesting design. Mindsetter wants an intends 4 or 5, or have it not be a defensive card (flipping it's power and toughness and making it would do it for me more). Dreadwarden's sacrifice a creature part feels like too much; it already only intends 1, but the ability costs ; that would be enough. Keep in mind that setting the maximum mana value of the card already limits the ability's power, and then the creature has to leave the battlefield for anything to happen. There doesn't seem to be a need to reveal the card you are intending because it gets attached face-up already. Also, currently any card that gets attached to a permanent that is not an Equipment, Fortification, or Aura with enchant <permanent type> doesn't remain attached. I understand your intent with the mechanic, and I like how it's meant to work, but there would need to be some changes to the current rules to make it work. Seems like you want it to be actually in play as a permanent since your Dreadwarden can sacrifice intended cards. Maybe you can instead exile cards and "associate" it with the intending creature. It would be a new concept, but that's OK, and it would work well. I know it's a lot of feedback, but I quite liked your mechanic, just would need some tweaking to make work in the rules. Sanfonier of the Night : I like boundless! It's an interesting way to give a card new features with a one-time initial payment. With commander, it also allows additional color identities to be added on, which is a neat side-effect. [sarcasm] I'd have it be worded as "Pay <cost> and reveal ~ from your hand. Put a Boundless name sticker on it." Then later, use "If ~ has Boundless in it's name, <effect>." [/sarcasm] Actually, I hate that stickers exist, and your wording is just right! I'd make most boundless costs higher, to make it more of a decision whether to wait or play the card early. If the cost is too low, it becomes just a cheap kicker cost, or just an auto-include in the card. Your Triton is basically a 2-mana 2/3 unblockable enchantment Merfolk, except you can pay then the next turn. Feels very strong. The boundless cost on Ve-Ve is a lot more balanced. You might want to cast it early for some quick beats, then later on can make it boundless for some bigger damage. It's almost like a way to unlock the greater power of the card. Good one! ------- Winner: I really liked all of the abilities here, but the cleanest design, and the winner, is ameisenmeister , with Sanfonier of the Night as runnerup.
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Post by jungledark on Dec 17, 2022 4:45:54 GMT
thanks for the feedback!
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Post by ameisenmeister on Dec 21, 2022 19:41:28 GMT
Thanks for the win!
Your next challenge will be a mechanic that cares about permanents being or getting attached to permanents.
Have fun!
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Post by sdfkjgh on Dec 21, 2022 21:27:35 GMT
I hope this counts, and that it's ok to do a repost: Kor Armsbearer Creature--Kor Soldier , : Arm Kor Armsbearer. (Flip a coin. If you win the flip, search your graveyard and/or library for an Aura or equipment card with mana value of X that can be attached to Kor Armsbearer and attach it to Kor Armsbearer. If you searched your library this way, shuffle. Otherwise, put X +1/+1 counters on Kor Armsbearer.)1/2 Weapon-Cloaked Assassin Creature--Human Assassin Rogue Deathtouch Whenever Weapon-Cloaked Assassin attacks, it arms itself with its power. (Flip a coin. If you win the flip, search your graveyard and/or library for an Aura or equipment card with mana value equal to Weapon-Cloaked Assassin’s power that can be attached to the chosen creature and attach it to that creature. If you searched your library this way, shuffle. Otherwise, put X +1/+1 counters on the chosen creature.)1/3 Supply Tent Enchantment At the beginning of each player’s end step, you may pay . If you do, arm target creature. (Flip a coin. If you win the flip, search your graveyard and/or library for an Aura or equipment card with mana value of X that can be attached to the chosen creature and attach it to that creature. If you searched your library this way, shuffle. Otherwise, put X +1/+1 counters on that creature.)Kor Quartermaster Creature--Kor Soldier Artificer Vigilance, trample When Kor Quartermaster enters the battlefield, it arms itself with its mana value. (Flip a coin. If you win the flip, search your graveyard and/or library for an Aura or equipment card with mana value equal to Kor Quartermaster’s that can be attached to the chosen creature and attach it to that creature. If you searched your library this way, shuffle. Otherwise, put X +1/+1 counters on the chosen creature.)As long as Kor Quartermaster is enchanted or equipped, it has “ : Arm target creature, then arm target creature.” (Flip a coin. If you win the flip, search your graveyard and/or library for an Aura or equipment card with mana value of X that can be attached to the chosen creature and attach it to that creature. If you searched your library this way, shuffle. Otherwise, put X +1/+1 counters on the chosen creature. Then, do it again. You may choose a new target for the second arming.)0/2
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Post by Idea on Dec 27, 2022 0:08:06 GMT
The mechanic I wish to bring today is Smelt. Smelt (Cost):(cost): Exile this card from your graveyard attached to an artifact you control. That artifact has all abilities in brackets of cards smelted into it.Smelt is a mechanic where you extract some aspect of another spell into your artifacts. Using a certain material or parts of a creature that was defeated. Akin to mutate rules, if a name is on the ability in brackets, it is replaced by the artifact's name. As seen above, smelt can be done not just through artifacts onto other artifacts, but indeed any card can have smelt, including instants and sorceries. Smelt cards can have several different abilities in brackets, including keywords, full on abilities and even only part of the text of an ability, provided the contents of the bracket are by themselves sufficient to be an ability. Smelt can also add abilities that are based on meeting certain conditions, even if the original card with smelt does not itself meet or have a way to meet those conditions. I believe using these conditions one can give wording that still works even if the card with Smelt or the card being smelted into wouldn't normally fit the right category to have it (like in the above example an "equipped creature ability..." on a non-equipment). As a nice side effect however, it does create an interaction wherein if you somehow manage to make either card into something which could use the ability through some other effect, you could now take advantage of the conditional ability. There are many potential ways to use smelt. Having a cost in of itself means the smelt cost could be bigger or smaller than the original, thus either permitting effects that are much stronger on other cards or incentivizing graveyard-loving strategies. Certainly one of the more common ways this mechanic could be played with is in making effects which can be taken advantage of in different ways by different kinds of cards, using the different characteristics to interact with the transplanted effect differently, particularly in terms of taking advantage of effects. Smelt Heavenly Catalyst into a lifelink equipment. Smelt Ectospark limbs into something that deals damage or a vehicle that you needs some help being a creature. Smelt Windblessed Diver into an artifact with a tapping ability....
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Post by Flo00 on Dec 27, 2022 20:16:32 GMT
Æther Strike Instant Auratouched (This spell costs less for each permanent attached to its targets.)Up to two target creatures each get +2/+0 and gain first strike until end of turn. Resonhance Enchantment - Aura Auratouched (This spell costs less for each permanent attached to its targets.)Enchant creature Enchanted creature gets +1/+1 for each permanent attached to it. Mage Hunter’s Strike Sorcery Auratouched (This spell costs less for each permanent attached to its targets.)Destroy target creature. Mystical Upwind Instant Auratouched (This spell costs less for each permanent attached to its targets.)X target creatures gain flying until end of turn. Draw a card. Magegrafter Artifact Auratouched — , : Put a +1/+1 counter on target creature. (This ability costs less for each permanent attached to its targets.)A Toast to Our Friendship Instant Auratouched (This spell costs less for each permanent attached to its targets.)Any number of target players gain 3 life and have hexproof until end of turn. Draw a card. Channeler’s Vision Enchantment - Aura Auratouched (This spell costs less for each permanent attached to its targets.)Enchant land you control Whenever enchanted land it tapped for mana, scry X, where X is the ammount of mana produced.
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Post by Flo00 on Dec 27, 2022 20:21:35 GMT
Idea The problem with Radiant Steel is that if the (thoughness) buff goes away after combat, it might cause creatures to die from combat damage they received.
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Post by Idea on Dec 27, 2022 22:27:08 GMT
Idea The problem with Radiant Steel is that if the (thoughness) buff goes away after combat, it might cause creatures to die from combat damage they received. Yeah, you’re right. Maybe “Until end of turn, [whenever a creature you control attacks or blocks it gains +1/+1 until end of turn.]” would work?
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Post by Flo00 on Dec 28, 2022 13:46:15 GMT
Idea The problem with Radiant Steel is that if the (thoughness) buff goes away after combat, it might cause creatures to die from combat damage they received. Yeah, you’re right. Maybe “Until end of turn, [whenever a creature you control attacks or blocks it gains +1/+1 until end of turn.]” would work? Maybe start with "This turn, [...]" to avoid the repitition? The sad thing is that this way the spell can't be used as combat trick during your turn anymore since you have to play it before the attack. I don't know how to fix that though.
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Post by Idea on Dec 28, 2022 17:21:27 GMT
Yeah, you’re right. Maybe “Until end of turn, [whenever a creature you control attacks or blocks it gains +1/+1 until end of turn.]” would work? Maybe start with "This turn, [...]" to avoid the repitition? The sad thing is that this way the spell can't be used as combat trick during your turn anymore since you have to play it before the attack. I don't know how to fix that though. Alright, I've made an edit. Thanks for the tip! As for the matter of no longer working as a combat trick when attacking.. Yeah, it's a shame. But I had it more in mind as a buff anyway, so it's not a big loss if this way the wording works.
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Post by emberfire17 on Dec 28, 2022 18:08:17 GMT
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Post by vizionarius on Dec 28, 2022 19:13:02 GMT
What if there was equipment for lands? I present, Structures and Affixing. There already are. Only one was ever printed in Future Sight. Darksteel Garrison
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Post by emberfire17 on Dec 30, 2022 2:21:53 GMT
Well, shit. If allowed, I guess I'll keep it since the canon one is so obscure.
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Post by viriss on Dec 30, 2022 2:59:48 GMT
I liked the idea of the land becoming an enchantment on a creature instead of becoming the creature itself. Yes, you're down a land but if you lose the creature you get the land back.
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Post by sdfkjgh on Dec 30, 2022 20:25:22 GMT
I liked the idea of the land becoming an enchantment on a creature instead of becoming the creature itself. Yes, you're down a land but if you lose the creature you get the land back. Does the Aura do anything besides just being on the token and reverting back to a land when the token leaves the battlefield? I feel like the Aura should at least grant the token the ability to tap for . Other than that, it's rather like a mirror image of Old-Growth Troll.
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Post by viriss on Dec 30, 2022 22:20:09 GMT
I liked the idea of the land becoming an enchantment on a creature instead of becoming the creature itself. Yes, you're down a land but if you lose the creature you get the land back. Does the Aura do anything besides just being on the token and reverting back to a land when the token leaves the battlefield? I feel like the Aura should at least grant the token the ability to tap for . Other than that, it's rather like a mirror image of Old-Growth Troll. Nope. It could grant something like make a 4/0 token and have the land grant +0/+4, but since the land can't enchant a different creature without another effect moving it (which seems less common), I thought it would keep the complexity down. And I didn't want to make the play have to keep choosing between using the land or using the large creature. Maybe vigilance? EDIT: and old-growth troll tells a really good story but would be hard to make into a keyword.
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Post by vizionarius on Jan 4, 2023 0:42:56 GMT
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Post by kefke on Jan 4, 2023 7:25:44 GMT
I liked the idea of the land becoming an enchantment on a creature instead of becoming the creature itself. Yes, you're down a land but if you lose the creature you get the land back. You actually don't lost the land. Enchantments can tap, they just generally don't, and there aren't any plans to make tapping Enchantments (in order to make them more distinct from Artifacts). However, there were a small number shown off in Future Sight. [1]
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Post by ameisenmeister on Jan 10, 2023 20:30:21 GMT
Judging time! sdfkjgh Coin flip abilities are fun – when done sparsely. A whole mechanic with coin flipping isn't really something that I think many people would enjoy because it's usually hard to build/play with a mechanic like that. For example, you spend 2 mana and tap your Kor Armsbearer in the hopes of getting the +1/+1 counter (at instant speed!) but happen to „win“ the flip and search your library and yard for a card that isn't even there. There's a high chance of that happening, especially in draft, which usually is the place to shine for random mechanics. Idea Cool concept and good execution. Some of your cards seem a bit too eager to be special but that doesn't hurt the mechanic. I'd have liked to see some more designs that show how the granted effects work differently (or better) on artifacts they're smelted upon, but as I type this I already start getting some ideas of my own. I like how the mechanic incentivizes you to play diffferent card types in a clever way. Flo00 Now this is a go tall mechanic if I've ever seen one! The name isn't great and reads like a placeholder but effect itself is nice. Especially sweet is Mystical Upwind, which lets you buff creatures without attached permanents for a reduced price if you happen to target another creature with multiple permanents attached. (The card is still rather weak, though.) I'm not sure how relevant would be such a small cost reduction in an average game of magic – and a deck that's not specifically crafted to use it for maximal effect – but that's an issue that can only be solved by playtesting. The idea is solid. emberfire17 It's fortify! I don't blame you for not knowing every Future Sight mechanic but there are also reasons why some never became “real”. Fortify – or in your case Affix – has a very small design space, especially when we're trying to keep it fun. The cool thing about equipment in contrast to auras is that the equipment stays when the equipped creature leaves the battlefield or that you can give the equipment to a new and better creature. With lands, those issues rarely come up. They don't usually leave the battlefield and they aren't vastly different from another. Sure, some lands have special abilities but in 90% of the time, they simply produce mana or have an etb trigger, that's irrelevant when equipped. Your card Mana Extractor for example could simply be an Aura and in 95% of the time it wouldn't make any difference. Earthen Engine is different, though, and that's because it basically turns Affix into Equip. So, it's a noble idea but, in my opinion, also a superfluous one. viriss I assume you didn't intend the card to be able to spawn a new 4/4 for every turn? I don't even mind the enchantment that taps part but I feel like the mechanic is a brainchild of this challenge's demand. A simpler version would be an activation cost like Leybind - : This land becomes a 4/4 creature. If it would leave the battlefield return it to your hand (or battlefield?). Activate only as a sorcery and only if it isn't already Leybound. or something. vizionarius An innovation on fortify. I talked about that Future Sight mechanic in the feedback for emberfire17 but you brought in something new. However, I'm not convinced that your improvement isn't actually a trap – especially for new and inexperienced players who will be keen on having access to the fortify effect but will set themselves back while doing so (by two lands even, in the case of your card). I like that the card is already a mana producing land on its own and has thereby a very low opportunity cost but I feel that the potential gain is too negligible (and too min-max-ish) to be worth a mechanic. {And the winner is...} Idea! With their clean and yet very open ended design. Runner up is Flo00. Thanks everyone for taking part!
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Post by Idea on Jan 10, 2023 23:59:33 GMT
Thank you for the win! So, for this next challenge, I would like to see some potential designs for a mechanic like party. More specifically, this mechanic must: benefit from or require (1) a combination of distinct (2) but predetermined and explicit (3) categories of creatures at least as specific as a subtype (4). 1 - So no mechanics which require, say, not having a certain type. 3 - no mechanics don't define what the combination is beforehand such as "three artifacts with different types". 4 - A specific subtype, specific keyword, specific word in the name are all among the valid possibilities. But saying "an enchantment, artifact and creature" will be considered too broad.
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Post by viriss on Jan 11, 2023 1:12:25 GMT
Edit: Does this fit the requirements?
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Post by vizionarius on Jan 11, 2023 1:27:04 GMT
Imitation Technique Instant Target creature you control gains up to three abilities from among your skillset. (Your skillset consists of up to one each of flying, deathtouch, haste, trample, and vigilance found among creatures you control.)Outclass Sorcery Until your next turn, up to two target creatures lose all abilities in your skillset. (Your skillset consists of up to one each of flying, deathtouch, haste, trample, and vigilance found among creatures you control.)Draw a card. Ruling: Consider only abilities in your skillset at the time of resolution; any additional abilities gained to your skillset after this spell has resolved do not get lost. Odric's Apprentice Creature -- Human Soldier ~ has all abilities in your skillset. 3/3 Talented Pupil Creature -- Human ~ enters the battlefield with a +1/+1 counter on it for each ability in your skillset. (Your skillset consists of up to one each of flying, deathtouch, haste, trample, and vigilance found among creatures you control.): ~ gains an ability in your skillset until end of turn. 2/2 Elite's Dismissal Instant Target creature gets -X/-X for each ability in your skillset. (Your skillset consists of up to one each of flying, deathtouch, haste, trample, and vigilance found among creatures you control.)Combat Virtuoso Creature -- Vampire Warrior ~ has all abilities in your skillset. : ~ gets +1/+1 until end of turn. 2/2 Training ArenaLand : Add . , : Choose an ability in your skillset. Put a counter of that kind on target creature you control. Stensia Feast Hall Legendary Artifact Creatures you control get +1/+1 for each ability among abilities in your skillset.
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Post by sdfkjgh on Jan 11, 2023 9:33:42 GMT
Command Undead Signature Sorcery--Liliana (For as long as you control a Liliana planeswalker, you can that planeswalker to search your library for a signature Liliana card, reveal it, put that card into your hand, then shuffle. Normal planeswalker rules apply.)
Gain control of target undead permanent. (An undead permanent is one with one or more of the following subtypes--Graveborn, Shade, Skeleton, Spirit, Vampire, Werewolf, or Zombie.)
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Post by ameisenmeister on Jan 11, 2023 13:44:24 GMT
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Post by emberfire17 on Jan 11, 2023 17:47:17 GMT
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