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Post by Idea on Jan 23, 2023 2:13:34 GMT
Polar Raiders Creature - Bear Barbarian Embark 1 (During your upkeep, put a +1/+1 counter on this creature. At the beginning of your end step, if this creature didn't attack or enter the battlefield this turn, sacrifice it.)They don't always come back. - Longwater Clan children's song2/3 Not sure if this is intentional, but doesn't this effectively force your creatures to attack every turn?
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moweda
3/3 Beast
Posts: 164
Favorite Card: Psychic Vortex
Color Alignment: Blue, Black, Red
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Post by moweda on Jan 23, 2023 2:35:01 GMT
Polar Raiders Creature - Bear Barbarian Embark 1 (During your upkeep, put a +1/+1 counter on this creature. At the beginning of your end step, if this creature didn't attack or enter the battlefield this turn, sacrifice it.)They don't always come back. - Longwater Clan children's song2/3 Not sure if this is intentional, but doesn't this effectively force your creatures to attack every turn? Yeah, that was intentional. Otherwise it's just a free +1/+1 counter every turn. I was trying to capture the "gambit" element of embarking. Edit: actually making it optional makes sense. Going to change that.
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Post by Idea on Jan 23, 2023 2:38:04 GMT
Not sure if this is intentional, but doesn't this effectively force your creatures to attack every turn? Yeah, that was intentional. Otherwise it's just a free +1/+1 counter every turn. I was trying to capture the "gambit" element of embarking. Fair enough then. Just seemed a little odd on W/U seeing as "must attack this turn if able" is such a red effect.
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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 Jan 26, 2023 16:17:34 GMT
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Bouncearama
3/3 Beast
Posts: 174
Formerly Known As: pistonsmcgraw
Favorite Card: Davriel, Soul Broker
Favorite Set: Unstable
Color Alignment: Blue, Black, Red
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Post by Bouncearama on Feb 3, 2023 21:02:01 GMT
Growth Path doesn't embark.
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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 Feb 3, 2023 21:50:28 GMT
Growth Path doesn't embark. I forgot to fix it thank you.
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Post by vizionarius on Feb 6, 2023 19:07:04 GMT
I'll be judging this in the next 24ish ours.
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Post by vizionarius on Feb 7, 2023 20:53:26 GMT
Feedbacksdfkjgh : I think in most instances, just using the crew wording in your cards might be cleaner than using embark. While I like the mechanic (mostly because most of the time there is no benefit in using more than 1 creature to crew a vehicle, so having more cards that care about it is a good thing), I think it's a little too derivative of crew. Steadfast Engineer: Decent. Interesting to have a high-toughness Pilot. Damned Voyager: There is a lot going on here. Probably too much. I like the flavor of it taking the crew with it and makes shades out of them. Cruel Taskmaster: A hate against Vehicles... I guess makes sense in a set with a ton of Vehicles. The symmetric effect feels bad here. Trasgu Deckhands: Could just be "...crew the same Vehicle..." I like the effect though. Anjanas Spirit-Lifter: Not sure embark is needed here, crew would be just fine. I like the mana-generate, and that it's a bard. (Icebreaker Schooner: Having high-crew cost Vehicles is a huge trade-off between attacking with it, or just with the creatures. I'm not sure the effects here are worth it in most cases.) Idea : I like this a lot. Basically making Epochrasites. A nice flavor for showing off the flavor of embark and tying it to the mechanics. I like the decision of having the base version around or being OK with having them leave for a while to get the improved version. Untrained Explorers: Nice common. Might be OK to give it better stats after embarking. Adventurous Crewmate: That's an unusual cost... not sure it works within the rules (just feels too specific of an action), but I think it would be OK to embark as an effect of a trigger, so something like "whenever ~ crews a vehicle, you may embark ~." Haste is not needed after the embark because creatures that get unsuspended gain haste by default. I think you can up the power after embarking here as well. Fallen Hero: I think this is fine. A little less intuitive due to the 1 toughness after the embark. I think it would be fine to have it as a 3/3 always. Lair Hunter: Gives Big Game Hunter vibes, which is nice. I can't think of a situation where I'd give the 5/1 to an opponent, and a 1/4 and a 5/1 defender for 3-mana feels a little too strong. Just a bit of adjustment can fix that, though. Pathless Wayfinder: This is a very nice arcun. Highlights the use of embark as something done by creatures. moweda : Interesting idea to pre-declare your attackers right at the beginning of the turn to give them a permanent boost. Feels very Berserker-y. Reminds me a bit also of unleash. I like the feel of the faction. Feels good to add the counters as a marker for who you've embarked. Longwater Scout: It probably will indeed be voyaging (attacking) the first time alone. Might have gone with for this. Polar Raiders: Fells more than . Shipboard Mystic: I like that this makes use of the experience (counter) it gains through its journey to use its ability. Whiteback Captain: Good one. Does feel like an embark lord. Sanfonier of the Night : This feels a little backwards in terms of flavor. I think if you had the creature be something you cast, and their "spirit" embarks once they die to cast their respective spells on next upkeep, it would be a more cohesive flavor. Now, it's just Adventure mechanic with an automatic cast upon next upkeep. It also feels weird to have the spell embark on a journey to yield a creature. Extraterrestrial Brain Extruder: I don't think the loss of life is needed. I think you could just tie the erase to it dealing combat damage. Ceremonial Path Bear: Solid. ResultWinner is Idea with a nice twist on suspend, and tying the resource of time to the flavor of embarking, and the resulting effect that the journey had on the creature. I like the large design space it opens up. It can lead to huge transitions in the creature, from improved stats due to training, or weakened body but stronger ability due to aging and gaining of wisdom.
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Post by Idea on Feb 8, 2023 14:48:49 GMT
Thank you for the win vizionarius ! The point of being able to give it to your opponent is mainly to trigger Lair's hunters ability after he embarks, to get a 5/5 in case your opponent has no creatures with at least 5 power.
Now, for the next challenge: Design an evasion mechanic or pseudo-evasion mechanic that has a condition that an opponent can meet without needing to have specific kinds of cards in their deck (Something like menace is fine since an opponent can get 2 or more creatures almost regardless of their deck, and skulk is also fine since power variety is something most decks and strategies would have. Protection or fear though require a specific color, so they wouldn't count for this).
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Post by sdfkjgh on Feb 9, 2023 0:11:46 GMT
Reposting from an earlier CotW: Cloudbobber Bloom Creature--Jellyfish Floating (This creature can’t be blocked except by creatures with no abilities. If a creature would gain an ability while blocking this creature, remove that creature from combat and this creature becomes unblocked by that creature.)
At the beginning of your end step, return Cloudbobber Bloom to its owner’s hand unless you return two lands you control to their owners’ hands. 9/7
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Bouncearama
3/3 Beast
Posts: 174
Formerly Known As: pistonsmcgraw
Favorite Card: Davriel, Soul Broker
Favorite Set: Unstable
Color Alignment: Blue, Black, Red
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Post by Bouncearama on Feb 9, 2023 0:36:06 GMT
It feels weird that a creature gaining flying stops it from blocking a creature with floating.
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Post by sdfkjgh on Feb 9, 2023 9:33:07 GMT
It feels weird that a creature gaining flying stops it from blocking a creature with floating. Think of it like that episode of The Simpsons where Sideshow Bob steals the Wright Flyer. Those jets flew right over the Wright, so their pilots suggested they get out and walk.
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Post by melono on Feb 9, 2023 20:04:46 GMT
A bit of a spin on Ward: Nebulous X (Whenever this creature attacks, this creature can't be blocked until end of turn, unless defending player pays X.) Fogbreather Merfolk Creature - Merfolk Nebulous (Whenever this creature attacks, this creature can't be blocked until end of turn, unless defending player pays .) 1/2 Ashcloud Sparkdevil Creature - Devil Nebulous - Pay 3 life (Whenever this creature attacks, this creature can't be blocked until end of turn, unless defending player pays 3 life.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) 2/1 Veil of Smoke Artifact - Equipment Equipped creature gets +3/+0 and has Nebulous . (Whenever this creature attacks, this creature can't be blocked until end of turn, unless defending player pays .) Equip Nimbus, Cloud Construct Legendary Artifact Creature - Elemental Construct Flying, nebulous , ward , where X is this creature's power. ~'s power and toughness are equal to the number of creatures you control plus the number of artifacts you control. 0/0
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Post by emberfire17 on Feb 9, 2023 20:16:57 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 Feb 10, 2023 11:41:52 GMT
People this is Gargantuan, again. (This creature can’t be blocked by creatures with lesser power.)
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moweda
3/3 Beast
Posts: 164
Favorite Card: Psychic Vortex
Color Alignment: Blue, Black, Red
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Post by moweda on Feb 10, 2023 13:48:45 GMT
Overwhelm (When this creature attacks, defending player must pay for each creature declared as blockers this turn.)This is kind of a reverse Propaganda effect. Its evasive value expands significantly with multiple creatures attacking and exponentially if you have multiple instances of Overwhelm attacking. I feel like it fits thematically in RWBG and the tax effect brings it into blue also, with slightly different flavor in each color. Goblin Skirmisher Creature - Goblin Warrior Overwhelm (When this creature attacks, defending player must pay for each creature declared as blockers this turn.) You never see clever goblins, but not for the reason you think. - One Who Came Before1/1 Snapping Cerebus Creature - Nightmare Dog Menace, Overwhelm (When this creature attacks, defending player must pay for each creature declared as blockers this turn.)4/2 Starving Hippo Creature - Hippo Overwhelm (When this creature attacks, defending player must pay for each creature declared as blockers this turn.)When ~ becomes blocked, it fights target blocking creature. 5/4 Endless Cavalry Enchantment Creatures you control have Overwhelm. They seemed to stretch beyond the horizon.Hope Crusher Creature - Leviathan Overwhelm When ~ attacks, return all untapped lands defending player controls to their owner's hands. 7/7 Well I just saw melono 's submission after I finished editing all my cards. I think this is different enough but I came up with it without seeing theirs first anyway.
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Post by Flo00 on Feb 10, 2023 21:53:22 GMT
Babbling Assistant Creature - Homunculus Thoughtstep (This creature can’t be blocked by players with more cards in hand than this creature’s power.)When Babbling Assistant enters the battlefield, each player draws a card. 2/2
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Post by twintania on Feb 11, 2023 6:28:58 GMT
I originally planned to submit an ability that interacts with the number of cards in opponent's hand, but it was already cast. So I go with this another ability.
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Post by Idea on Feb 14, 2023 1:56:37 GMT
Planning to give this a judging either tomorrow or the day after. Feel free to get any entries in if you still want to!
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Post by vizionarius on Feb 14, 2023 7:33:31 GMT
Levier (This creature can't be blocked unless defending player pays for each card in their hand.)
Tax Collector Creature - Human Cleric Lifelink, levier (This creature can't be blocked unless defending player pays for each card in their hand.)You owe us some unpaid debt. I'm here to collect it.1/1 Loxodon Treasurer Creature - Elephant Cleric Levier (This creature can't be blocked unless defending player pays for each card in their hand.)Treasures you control have "Whenever this artifact is sacrificed, you gain 1 life." Whenever ~ deals combat damage to a player, create a Treasure token. 3/3 Cephalid Archbroker Creature - Cephalid Rogue Levier Whenever ~ attacks, each player draws a card. Boast -- Discard a card: Each player draws a card. (Activate only if this creature attacked this turn and only once each turn.)4/4
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Post by Idea on Feb 16, 2023 2:56:26 GMT
sdfkjgh {Spoiler}This mechanic doesn't really fit into the requested I'm afraid, as it requires your opponent to have vanilla creatures to not just be "this creature is unblockable". That's not something a player can get in the middle of a game and its not something commonly enough seen in decks that would fall under the criteria I laid out.
That aside, the mechanic and the particular card showcasing it, are quite powerful, perhaps too much so in the latter case. Floating in this case is in most scenarios just plain unblockable. Other than limited I struggle to see many scenarios where you'd actually run a card with no abilities, even for a very casual player like myself. But assuming your opponent is running some, since by definition vanilla creatures have no protection other than their stats these are some of the most vulnerable blockers when it comes to hard removal or pseudo-removal. I think that should really put into perspective what, even with a downside is less serious than it may appear at first glance, 9 power means on a 5 mana creature with floating. This thing has 4-5 turns before it naturally bounces itself back, that's plenty of time for the 2 or 3 hits it would need to end the game. Even if it bounces to your hand every turn it's a wall that is pretty able to kill with stats alone. melono {Spoiler}Excellent choice for a mechanic like this! Has some real propaganda feels to it, but I like that it has the flexibility for other kinds of cost to better fit with other colors it may come in. Fogbreather Merfolk - Little to say about it, seems a bit mediocre in terms of power, but also like a very fitting card for what a real 1 mana common showcasing a mechanic like this might be like. Ashcloud Sparkdevil - Interesting decision making here, pay 3 life to block or risk getting hit more if they pump out an instant. Also neat that it makes sure an opponent always loses life from this interaction, which can help mechanics like bloodthirst or could even help you close out a game. Veil of Smoke - Probably a little underpriced, but I'd have to see it in action. I'm curious if the Nebulous cost here was purposely the sum of the cost of casting and equipping. Nimbus, Cloud Construct - Hard to know what to say with this card. It kind does kind of doesn't work flavor-wise, in that mechanically I can understand how it ties to the flavor, but that flavor itself is unclear or lacking in sense itself. Balancing-wise it's also a hard card to judge since for the cost and rarity it doesn't seem all that bad, but it does look like something that could easily get out of control. emberfire17 {Spoiler}Oooh, a reverse menace, nice, clever and flavorful. The cards are all pretty basic and streamlined, and not in a negative sense by the way, but it does mean I don't have much to say about them individually, they are generally good simple designs. Sanfonier of the Night {Spoiler}Good mechanical fit, wish you wouldn't have just re-used the same card again. What I've got to say about it is pretty much what I did last time:
moweda {Spoiler}Certainly an unusual approach, but nonetheless fitting. The name a bit less so, I don't quite see how "overwhelm" translates to "it's harder to defend the more defenders we have". The mechanic has one massive issue in terms of balance though: In its current wording ANY blockers to ANY of your creatures count, and it stacks for each creature with overwhelm you have. It's a very clever idea in concept but I think in execution it would have trouble being accepted because it really snowballs into an army that can't be blocked.
Goblin Skirmisher - Simple but devastating. Effectively unblockable in the first couple turns if your opponent wants to stay on curve, and later has the problems I mentioned.
Snapping Cerberus - Not as strong, cost seems relatively appropriate. Interesting combo in charging more to block a creature with menace.
Starving Hippo - I'm not 100% sure but this card actually seems to have some counter-synergy since your opponent wants to reduce the number of blockers, giving you less options to trigger Hippo at.
Endless Cavalry - Remember that part about this mechanic being a problem when it snowballs cause it stacks? Yeah...
Hope Crusher - The rules text reads: Your creatures are unblockable unless your opponent has enough creatures and/or artifacts with mana ability to pay 1 for every blockers for every creature with overwhelm, also your opponent now has no lands and is likely fatally crippled for the rest of the game. Even for an 8 mana mythic this seems quite pushed.
Flo00 {Spoiler}A very clever mechanical design and the secondary ability of the assistant is a great roundabout approach to advancing your evasion! Plus also symmetrical, which are extra interesting. twintania {Spoiler}This mechanic falls afoul of the rules set up, wherein I specifically gave the example of protection as a no-go. Nonetheless, reading the card, I feel it's a little pushed but not overwhelmingly so, most of the time only colorless artifact creatures can block it after all. vizionarius {Spoiler}Whether by coincidence or inspiration, I like the way your mechanic seems to mix some of the suggestions from before, using card hand and paying costs. I'm a bit on the fence if this mechanic will generally face low hand counts and be more like melono 's mechanic, or it will end up too much of a snowball like moweda 's. I do like how your card's designs went for taking advantage of them attacking though, surprisingly few of the cards proposed throughout this challenge did that. Tax Collector - Lifelink + evasion, good synergy on a simple card. Loxodon Treasurer - As I mentioned, I like that you went with this design where you take advantage of the creature hitting. Good flavorful card too! Cephalid Archbroker - Pretty good, like the symmetrical effects with you even at a disavadantage, though you probably have a means of turning it in our favor if you're running this. Winner
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Post by melono on Feb 16, 2023 5:42:08 GMT
Thanks for the win! Next, as we've just gotten a new one in For Mirrodin!, create me a keyword that involves the equipment type.
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Post by sdfkjgh on Feb 16, 2023 18:04:36 GMT
It's an older keyword, but it still checks out.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 Weapon-Cloaked Assassin and attach it to Weapon-Cloaked Assassin. If you searched your library this way, shuffle. Otherwise, put X +1/+1 counters on Weapon-Cloaked Assassin.)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 Kor Quartermaster and attach it to Kor Quartermaster. If you searched your library this way, shuffle. Otherwise, put X +1/+1 counters on Kor Quartermaster.)
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 emberfire17 on Feb 16, 2023 18:39:56 GMT
I've already made land equipments on a previous keyword challenge, why not planeswalker equipments this time?
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Post by Idea on Feb 20, 2023 16:17:07 GMT
Alright, so the mechanic I have for you today is Heirloom. Heirloom:Whenever a creature enters the battlefield under your control, if the equipped creature has no heir, you may have that creature become its heir until either creature or the first is no longer equipped with an artifact with heirloom. When the equipped creature dies, attach this artifact to the heir.Heirloom as a mechanic let's you pass on equipment from one creature to another for free that previously designating a heir. You can only have one heir per equipped creature even if it has multiple heirlooms on it, as once a heir has been designated the only way to change it is for one of the creatures to leave the battlefield (or for the creature to lose its heirlooms). While there's a limited advantage in the heirloom mechanic itself, mostly making sure your equipment stays on some creature, I think it gives rise to a lot of design space, for instance, other effects mentioning the heir, giving some effect when the original equipped creature passes on or even while they are both still on the field. Effects which mention a heir just fizzle if there isn't one. The attachment of heirloom can be capitalized on best when dealing with artifacts that have a high equip cost, since in effect it can be bypassed. Things like Colossus Hammer do show there is some danger in taking giving power in return for high equip cost too far, but I think there is some space for it. Tying the heir trigger to the creature's death (thus not needing to be sorcery speed like a normal equip) also means the mechanic could potentially be used as a combat trick or with the right order even give extra value to certain sacrifices (whether literally sacrificing the creature or doing something else with it that results in it dying, like combat) while still passing on the equipment.
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Post by vizionarius on Feb 22, 2023 20:44:15 GMT
Forge (Create a Weapon token. It’s an Equipment artifact with "Equipped creature gets +1/+1" and "Equip .")Dwarven Weapon Smith Creature -- Dwarf Artificer When ~ enters the battlefield, forge, then attach an unattached Weapon you control to it. (Create a Weapon token. It’s an Equipment artifact with "Equipped creature gets +1/+1" and "Equip .")2/2 Smithy Warden Creature -- Giant Soldier ~ has vigilance as long as it's equipped. Whenever you cast a creature spell, forge. (Create a Weapon token. It’s an Equipment artifact with "Equipped creature gets +1/+1" and "Equip .")4/4 Forgotten ForgeLand : Add . , : Forge, then attach an unattached Weapon you control to target creature you control. Activate only as a sorcery. Quickmetal Arsenal Instant Forge (Create a Weapon token. It’s an Equipment artifact with "Equipped creature gets +1/+1" and "Equip .")Attach an unattached Weapon you control to target creature. It gains hexproof and first strike until end of turn. Vinryd, Vile Forgemaster Legendary Creature -- Elf Warlock Artificer Weapons you control have "Equipped creature has deathtouch." Whenever an equipped creature you control dies, each opponent loses 2 life. Pay 1 life, : Forge. 3/3
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Post by Idea on Feb 22, 2023 22:14:16 GMT
Forge (Create a Weapon token. It’s an Equipment artifact with "Equipped creature gets +1/+1" and "Equip " style="max-width:100%;"].")Dwarven Weapon Smith " style="max-width:100%;"] " style="max-width:100%;"] Creature -- Dwarf Artificer " style="max-width:100%;"] When ~ enters the battlefield, forge, then attach an unattached Weapon you control to it. (Create a Weapon token. It’s an Equipment artifact with "Equipped creature gets +1/+1" and "Equip " style="max-width:100%;"].")2/2 Smithy Warden " style="max-width:100%;"] " style="max-width:100%;"] Creature -- Giant Soldier ~ has vigilance as long as it's equipped. Whenever you cast a creature spell, forge. (Create a Weapon token. It’s an Equipment artifact with "Equipped creature gets +1/+1" and "Equip .")4/4 Forgotten ForgeLand : Add . " style="max-width:100%;"], " style="max-width:100%;"]: Forge, then attach an unattached Weapon you control to target creature you control. Activate only as a sorcery. Quickmetal Arsenal Instant Forge (Create a Weapon token. It’s an Equipment artifact with "Equipped creature gets +1/+1" and "Equip .")Attach an unattached Weapon you control to target creature. It gains hexproof and first strike until end of turn. Vinryd, Vile Forgemaster " style="max-width:100%;"] " style="max-width:100%;"] Legendary Creature -- Elf Warlock Artificer " style="max-width:100%;"] Weapons you control have "Equipped creature has deathtouch." Whenever an equipped creature you control dies, each opponent loses 2 life. Pay 1 life, " style="max-width:100%;"]: Forge. 3/3 When I saw this post I couldn't help but think of this old post of mine : {Spoiler} The keyword I want to present to you this time is Smith : Create an artifact equipment token with Equip . If you paid it has "Equipped creature gets +0/+1" and if you paid it has "Equipped creature gets +1/+0", then you may attach that equipment to a creature you control.To be absolutely clear, when you choose to smith, you pay the cost (red or white), then the token creation happens. "Well, duh.", you may be thinking, but I'm just saying this cause originally I wrote that you "may pay" in the rules text, but I decided to shift that to outside the ability itself because it seemed easier and less confusing to word it this way when there is repetition, as seen in: While the mechanic would mainly appear in white or red for obvious reasons, it might be interesting even outside of those colors, for a different kind of flavor than dwarves crafting metal: I think it might be interesting to see the mechanic paired with things like artifact-caring mechanics like metalcraft or creatures that care about being equipped. On that note, I considered making those tokens equip for , but it seemed to me like that would make it too easy to pass along the bonus. A big strength of smith is that the bonuses it gives, equipment tokens, are harder to get rid of than say, +1/+1 counters or auras, in the sense that they stick around even after the creature they are attached to leaves, so the equip cost could help prevent it from excessively escalating. Lastly, a possible cycle occurred to me of cards that give you new "smithing techniques" so to speak, allowing you to pay other mana to upgrade the smithing tokens you create. Of course, not implying anything by it, just found it a funny coincidence given the similarities, both in terms of both being equipment producing keyword mechanics and in terms of some of the cards we decided to make for them, like dwarven and elven smiths and deathtouch-giving.
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Post by vizionarius on Feb 22, 2023 22:47:32 GMT
Forge (Create a Weapon token. It’s an Equipment artifact with "Equipped creature gets +1/+1" and "Equip " style="max-width:100%;"].")When I saw this post I couldn't help but think of this old post of mine : The keyword I want to present to you this time is SmithOf course, not implying anything by it, just found it a funny coincidence given the similarities, both in terms of both being equipment producing keyword mechanics and in terms of some of the cards we decided to make for them, like dwarven and elven smiths and deathtouch-giving. Ah! So, I knew there was something around somewhere recently that made some weapon tokens! I definitely take inspiration from all the designs I see (here and in everyday life), and sometimes I can't quite place where an idea comes from. How this particular idea started off was that I wanted to do something that was the reverse of "For Mirrodin!" in that instead of the Equipment making the creature that it attaches to, it's the creature that makes the Equipment that attaches to it. Then from there came the rest. The Elf initially was actually going to be a Dwarf, but changed course as the design took shape. It is cool to see the similarities in designs.
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Post by melono on Feb 26, 2023 15:52:19 GMT
This one's next for judging. No entries pls
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Post by melono on Feb 26, 2023 16:27:07 GMT
Time to judge! sdfkjgh - Arm: Ehhh, the wording on the keyword is inconsistent, as it says for the mythic to “Arm this for X”, while the rest is just “Arm this” with the X somewhere completely different. I’d go with something like the “Arm this for X”, or maybe “Arm X”. Currently the reminder text feel more like a necessity than a reminder because of the wording. Also, I don’t think this should have a coin flip mechanic. But the mechanic without a coin flip should also not exist as you can freely equip Colossus Hammer with it. Something that currently has a deck build around finding+attaching it… You just slap it onto your attacking Weapon-Cloaked Assassin. Or get it with your Kor Armsbearer, which is a Stoneforge Mystic Deluxe in this case. And the coinflip would make it worth it, but that much more of a luck game, and thusly frustrating. I hate it emberfire17 - Adorn: Something I can actually see happening in another planeswalker heavy set like war of the spark. I would like to see more possibilities than the current 2 you have, but I already see potential. Idea - Heirloom: First, that reminder wording is really hard to read, and doesn’t seem to be right? I’d probably go with: Whenever a creature enters the battlefield under your control, if the equipped creature has no heir, you may have that creature become its heir, until either the heir leaves the battlefield or the equipped creature is no longer equipped with an artifact with heirloom. When the equipped creature dies, attach this artifact to its heir. The ability is however pretty cool and quite intuitive if you know what an heir is. The combat trick possibility is also nice, good to highlight that. Martyr Crown is a really nice, though perhaps lightly busted, example. vizionarius - Forge: Creating equipment tokens really is just the next step WotC is going to take with their standard token shenanigans (Treasure, Clues, Food, Blood etc). I really don’t think it’s going to cost 3 to equip though. It’s a bit too much. Equipping a +1/+1 is currently only 1 mana. And casting it is also 1. And those barely get used. 2 would probably be more likely. Though that also depends on the added abilities of the “Weapon” type, as your cards make the 3 cost a lot more bearable with auto-attaching and buffing with deathtouch. Would need to see playtesting to be sure, but something akin to it is definitely coming soon. Alright, the winner. Is… {Spoiler} Idea with heirloom. It might need rewording, but its obvious eventually what it is supposed to do, and could lead to some good shenanigans, and more value out of high-costed equips, which are the bane of equipments' existence. vizionarius gets second with something that will probably come sooner rather than later, and emberfire17 gets third with the very potential of adorn. Oh, and a personal favourite card of mine from among these is: Dwarven Weapon Smith. Essentially a 3/3 for 3, but it leaves a little bit of value behind on death in the weapon.
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