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Post by Idea on Feb 26, 2023 21:07:23 GMT
Thank you for the win melono ! Create a keyword where a permanent becomes something from among a choice. The link has an example of what I'm thinking of in terms of the effect I'm describing, but there is no need to feel bound by that wording. The rules are: - At minimum, the type or subtype, plus an effect or power/toughness must change.
- The changes need to replace what is there, as opposed to modifying it. So +/+ or -/- doesn't count for changing power/toughness, it needs to be set to a number (but that number can be a variable). Likewise, an effect would have to replace the effects of the permanent with that new one.
- The change can't be determined by things like split, back-faces (transform) or facing down (morph).
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Post by ZephyrPhantom on Feb 26, 2023 22:31:21 GMT
Taking advantage of the reintroduced Citizen type, Vigilantism attempts to portray the positive and negative effects of being an innocent citizen and a full blown superhero. Vigilantism (As this creature enters the battlefield, it becomes your choice of a 1/1 Citizen creature with Ward or a creature with power and toughness equal to its mana value.)Since being heroic usually requires some kind of selflessness, Vigilantism will usually favor non colors. Vigilantism would be accompanied by Citizen reminder cards (similar to Morph/Manifest) that let you help remember which cards are currently Citizens and which aren't. Dorkly Recruit Creature - Elf Druid Vigilantism (As this creature enters the battlefield, it becomes your choice of a 1/1 Citizen creature with Ward or a creature with power and toughness equal to its mana value.)As long as ~ is a Citizen, it has " : Add ." */* Herbal supplier by day, pummeler of robbers by night.Disgruntled Bartender Creature - Ogre Warrior Vigilantism (As this creature enters the battlefield, it becomes your choice of a 1/1 Citizen creature with Ward or a creature with power and toughness equal to its mana value.)As long as ~ is a Citizen, it has " : Target creature gains haste until end of turn." */* Whether you get a snappy drink or a knuckle sandwich depends on what rumors have reached her ears.Deft-Handed Defender Creature - Human Soldier Vigilantism (As this creature enters the battlefield, it becomes your choice of a 1/1 Citizen creature with Ward or a creature with power and toughness equal to its mana value.)As long as ~ isn't a Citizen, it has double strike and defender. */* "I shall only draw my blades in defense of the innocent."Lingering Private-Eye Creature - Spirit Rogue Vigilantism (As this creature enters the battlefield, it becomes your choice of a 1/1 Citizen creature with Ward or a creature with power and toughness equal to its mana value.)Whenever ~ deals damage to a player, you may sacrifice it. If you do, draw cards equal to its power, then discard cards equal to its power. */* "The mystery isn't solved until I am laid to rest."
To encourage players to manipulate whether a creature is a Citizen or 'hero' at the moment in a natural way, there will be methods to flicker them, which fittingly works out with White's preference to flicker things. Convenient Telegram Booth Artifact Sacrifice ~: Exile target creature, then return it to the battlefield under its owner's control. Vanishing Sneak Creature - Illusion Rogue Vigilantism (As this creature enters the battlefield, it becomes your choice of a 1/1 Citizen creature with Ward or a creature with power and toughness equal to its mana value.)Whenever ~ deals damage to a player, you may exile it, then return it to the battlefield. , Return a nontoken Citizen you control to its owner's hand: ~ can't be blocked this turn. */* "Among the crowds, where art thou? Thy shall not my name, merely my legacy." To encourage flexibility, there are payoffs to favoring playing with Citizens or heroes that can be mixed and matched.. Mob's Verdict Sorcery ~ deals 2 damage to target creature or planeswalker. If you control three or more Citizens, it deals 3 damage instead. This was initially Skred but I wanted to reduce the tension of using it with no Citizens so I made it Frost Bite instead. Heroic Vitality Instant Target creature gets +X/+X until end of turn, where X is its power. Note that this above effect generally does not go below uncommon - see Syr Faren, the Hengehammer and Freelance Muscle.
Two bomb rares, one that demonstrates how we can design synergistic effects that work outside of Vigilantism and the other that leans into the mechanic to create a self enabling engine. Will of the Masses Creature - Citizen Avatar Trample ~ has power and toughness equal to the number of Citizens you control. */* A great many injustices lead to a great many looking to do good.The Astrogazer Legendary Creature - Archon Vigilantism (As this creature enters the battlefield, it becomes your choice of a 1/1 Citizen creature with Ward or a creature with power and toughness equal to its mana value.)At the beginning of your upkeep, if ~ isn't a Citizen, you may draw a number of cards equal to ~'s power minus three. As long as ~ is a Citizen, Citizens you control have Ward X, where X is the number of cards in your hand. */* "The Starline Press is another way to stop problems before I open my mouth."
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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 27, 2023 0:57:08 GMT
Sweltering Mangrove Land Chart Forest or Island (This land enters the battlefield as your choice of Forest or Island. If you choose Forest, it has ": Add ." If you choose Island, it has ": Add .")"A curious root system that appears to encompass multiple ecosystems. The ignorant locals call it cursed." - found diary of Ignatius Intrepid This keyword would appear in a wild plane undergoing 1800s-style colonialism. The above card represents a cycle. I also see a rare land like this: Forbidden City Land Chart basic land (This land enters the battlefield as your choice of basic land type.)Some other effects can interact with this keyword: Seasonal Flood Enchantment Each land card you own outside the battlefield has Chart Island. (You may have this land enter the battlefield as an Island. If you do, it loses all other abilities and has ": Add .")Hmm. The templating looks a little different there. I may change the others to look more like this one.
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Post by vizionarius on Feb 27, 2023 19:13:28 GMT
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. 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. Glad you like Dwarven Weapon Smith And you're probably right on the being too high... I didn't want to make it too easy to move around. But as you point out, the standard for +1/+1 equip is , so setting it at is probably already high enough. Thanks for the feedback!
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Post by Idea on Feb 27, 2023 21:24:11 GMT
Automate - When ~ enters the battlefield, you may pay [cost]. If you do, it is an artifact in addition to its other types. I realized after already designing these that there isn't really a choice, but I suppose it could be a choice of artifact or non-artifact? Idea does this qualify? I'm afraid I have to say no, but not for the reasons you brought up. It's because of the "in addition to its other types", which makes this a modification-type effect rather than one of replacement in my books (in a similar fashion to the difference between a creature getting +N/+N or -N/-N versus setting its base power and toughness to N/N)
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Post by emberfire17 on Feb 27, 2023 22:03:56 GMT
I'm afraid I have to say no, but not for the reasons you brought up. It's because of the "in addition to its other types", which makes this a modification-type effect rather than one of replacement in my books (in a similar fashion to the difference between a creature getting +N/+N or -N/-N versus setting its base power and toughness to N/N) In that case I will just change Automate to be only artifact and remove other types.
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Post by vizionarius on Feb 27, 2023 23:11:54 GMT
Guardian (You may have ~ enter the battlefield with a defender counter on it. If you do, switch its power and toughness.) Ruling: Switching of power and toughness is done last, after all P/T modifying effects have been applied. So a Stonebark Grovemother equipped with a Slagwurm Armor would make it an 11/3.
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Post by Flo00 on Feb 28, 2023 10:36:48 GMT
Skyknight Trainee Creature - Human Knight Enchance — • Flying • First strike (As this enters the battlefield, pay its enhance cost any number of times to add that many abilities.)2/2 Containment Blaster Creature - Weird Enchance—Discard a card— • Hexproof • Containment Blaster’s bast power and toughness are each equal to the number of instant and sorcery cards in your graveyard. • Sacrfice Containment Blaster: Containment Blaster deals damage equal to its power to target creature or planeswalker. (As this enters the battlefield, pay its enhance cost any number of times to add that many abilities.)3/3 Chromatic Obelisk Artifact : Add . Enchance—Pay or 1 life.— • : Add . • : Add . • : Add . • : Add . • : Add . (As this enters the battlefield, pay its enhance cost any number of times to add that many abilities.)
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Post by Idea on Mar 9, 2023 12:12:00 GMT
Alright, I’ll be judging this one tomorrow!
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Post by Idea on Mar 11, 2023 20:24:35 GMT
ZephyrPhantom{Spoiler}Ooooh, quite the entry! From the initial explanation alone this is really well-thought-out and has some great flavor. It's also really exciting with the sheer amount of cards feeling like some kind of set preview hahaha. I think it's a nice and consistent choice with a lot of design space in this mechanic, though I do fear that a mechanic where the difference is purely in a permanent set of stats may lead to situations in which the card is only ever played in one way depending on the value of the effects. Well, that is more of a matter of execution though, and the mechanically certainly seems pretty excellent other than that one concern. Dorkly Recruit - Pretty strong early mana generator all things considered. It can either be a 2/2 or a 1/1 ward and gives you mana. So it has versatility and can add mana that while colorless I don't think is effectively very different from colored mana in most decks (mana rocks can provide you additional colors, but creatures tend to give the same color already used to cast them anyway and in that sense you're usually using colored mana to pay for any color costs), and is harder to pick off in the early game because of that ward. Disgruntled Bartender - Looks like a pretty decent card, a nice showcase of some of the baseline types that could go with this mechanic. Deft-Handed Defender - Now this one feels hero-y, though I must say it evidences why you would stick effects on the citizen half. After all, this way you have little to no reason to play this as a citizen. Lingering Private-Eye - I love this card. It has this dynamic where it can either go all vigilante and try to get as much info as it can by brute force, or it can disguise and be more sneaky about it, having protections that maybe with some equipment or enchantments could get it get through unharmed. Convenient Telegram Booth - Straightforward and simple card to help you switch out a vigilante for a citizen or vice-versa. I like it. I do hear other attempts at stuff like this (sacrificing permanent for an ordinarily instant/sorcery effect) hasn't gone down well in the past though I don't know the reason (stuff like Font of Fertility). Either way though, it's a fun card on the imagery alone if nothing else. Vanishing Sneak - I suppose I would need an image to better picture what is happening with this card's flavor. Still, I like the repeatable if slightly costly effect to swap between hero and citizen, which I suppose makes sense for a repeatable effect. I would probably make it have a more conditional unblockable though, seeing as on top of the other benefits this card can be a 3/3 unblockable. Mob's Verdict - I initially figured this was some mob boss type of card but I guess I was mistaken. Well, it's fitting in flavor and I think in balance as well. Gives you more reason to play your creature as citizens too, which can be good for those that don't really get great benefits from being so on their own. Heroic Vitality - Makes sense. Simple card, but quite acceptable. Will of the Masses - The flavor I feel is a bit similar to Mob's Verdict. Not the same thing for sure, but close enough that I probably wouldn't want to see these two cards in the same set. I am also not sure if this really works for the kind of build-around-me-rare that you seemed to be describing in the intro to these last two rares, but it does encourage you to play citizens again, and as far as balance goes, it's simple and well-designed. The Astrogazer - Very strong. I like how it takes advantage of one mode, while enhancing the natural advantages of the other. Feels like a good central card for this mechanic. moweda{Spoiler}It's a decent entry to this contest, certainly innovative in that it takes advantage of the "you don't have to make it a creature" allowance. Unfortunately, I think the mechanic is a bit of a one-faced wordier version of modal lands and messing with lands is always tricky, so finding space for innovation with this one would be as well.
Sweltering Mangroove - Seems like a decent card, and while dual lands usually enter the battlefield tapped, since this one is more like the modal lands that condition isn't really necessary I guess. Forbidden City - While it's a simple enough effect this card would probably be a nightmare if implemented. Not because it's a bad card, but it's such a consistency boost and able to work on just about every deck that it would probably be ripe for banning pretty soon if it didn't cycle out. Seasonal Flood - The fact this card specifies only cards you own outside the battlefield have the mechanic makes for a confusing interaction since this ability causes it to "enter the battlefield as", so the effect explicitly happens during that transition of out of the battlefield and into the battlefield, meaning I'm not sure if this card even works as it's currently worded.
emberfire17{Spoiler} This is a really neat mechanic and one which not only has lots of design space to explore, but also has some great potential when it comes to strategic plays. Do you want to sacrifice a creature to get this benefit or to make your effect harder to remove? Or perhaps you'd rather have something to block or attack with? When should you amass artifacts and when should you help your army? The one thing I would have suggested about this is maybe making it an alternate cost instead of additional cost, at least from your designs there seems to be no benefit to them entering the battlefield first, and indeed an alternative cost would've let you make some cost cheaper opening up more design space.
Self-testing Tinkerer - Simple yet deceptively powerful. We're in an age of artifact tokens after all, so picture all those foods pinging each turn. Probably would've raised the cost. Protective Scientist - Really strong, but given it doesn't do anything until you activate the ability and how costly that ability is, I'd say this is quite balanced. Would definitely want this in a format with some form of mass-artifact-destruction though, cause otherwise it might become impossible to interfere with any of your artifacts at any point, which could shut down the game in an artifact-heavy format like what such a mechanic would likely imply.
vizionarius{Spoiler}I definitely don't think that's how the ruling would go for an ability worded this way. I think this is a spell ability or a triggered ability with the trigger set to entering the battlefield. Either way though, it's a one-time effect in the way it's currently worded. So you definitely can't equip something to it later and have the power and toughness increases switch. That matter aside, it's a neat mechanic that reminds me of Unleash in a sense, sacrificing one of the creature's functions for an upgrade though in this case it's a sidegrade... by the mechanic alone anyway. Either way, it definitely looks fun and up for some strategic choices. Viashino Turfguard - The card seems fine but we definitely have a disagreement on how this mechanic works that would affect how this creature's ability works so I'll refrain from saying much about it. Forisyan Tactitian - I like how this card interacts with gaining defender by turning its double strike into a way to inflict its damage on two creatures its blocking. It's a neat and clever design. Stonebark Grovemother - Not sure if I like that middle ability. The last one is nice as it forces you to make a choice between mana tapping or attacking. Giving it defender simplifies the choice, though you still can't tap it if you want to block later, but if you cast instants or stuff with flash you might get the best of both worlds. However that middle ability I can't decide if it seems a bit much, or if it is fine because the creature has such a high toughness anyway. I think I would probably up the cost by one or two mana. Flo00{Spoiler}This mechanic kind of falls outside of the contest rules since its adding rather than a choice between states. Its not so far as off as to be completely disqualified, but ye...
Skyknight Trainee - A good stable to demonstrate the ability, a bear that can be upgraded. Not much to say, good simple design. Containment Blaster - I like how the last two ability interact with each other without necessitating one another, though not to much the first option of hexproof. Hexproof is a very non-interactive mechanic and it just feels kind of slapped into this card as if filling a slot. I do like the cost of discarding a card though, non-standard costs are fun. Probably would need playtesting to know about balance in this case though. Chromatic Obelisk - A cool mana rock that almost feels phyrexian in how you pay life for access to mana. I think it's strong but still decently balanced.
Winner {Spoiler}I'll give this win to ZephyrPhantom for a great mechanic idea that is really in the boundaries of the contest plus flavorful and with a lot of well-designed individual cards. The runner-up is emberfire17 who's mechanic has quite a lot of potential and creativity behind it.
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Post by ZephyrPhantom on Mar 11, 2023 21:06:54 GMT
Mob's Verdict was inspired by comic book arcs like We Are Robin or the Astro City arc about civilian supers showing the bad guys that they're still a threat even if they chose not to go into heroics. I think I would've renamed it something that fit the "anyone can be a hero" flavor in hindsight. "Public Justice" or something like that, maybe?
Deft-Handed Defender having the Citizen mode pretty much exists solely for some hypothetical 15th card draft pick situation where you just need another weenie attacker, yeah. I'm not sure how I feel about that style of design overall and I think if I was to seriously make a set out of this idea, it would get cut so that the line between Citizen and "hero" was more clearly demonstrated.
Your next challenge is to make a keyword named Melancholy. Good luck!
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Post by vizionarius on Mar 11, 2023 21:34:27 GMT
vizionarius I definitely don't think that's how the ruling would go for an ability worded this way. I think this is a spell ability or a triggered ability with the trigger set to entering the battlefield. Either way though, it's a one-time effect in the way it's currently worded. So you definitely can't equip something to it later and have the power and toughness increases switch. Viashino Turfguard - The card seems fine but we definitely have a disagreement on how this mechanic works that would affect how this creature's ability works so I'll refrain from saying much about it. Stonebark Grovemother - Not sure if I like that middle ability. The last one is nice as it forces you to make a choice between mana tapping or attacking. Giving it defender simplifies the choice, though you still can't tap it if you want to block later, but if you cast instants or stuff with flash you might get the best of both worlds. However that middle ability I can't decide if it seems a bit much, or if it is fine because the creature has such a high toughness anyway. I think I would probably up the cost by one or two mana. I normally put rulings when things are a bit more obscure rules-wise. How I have it is actually how it works. I'll provide sources more consistently in the future. For this case, the relevant rule is 613.4d. There are a few decent examples there. The switch is not a one-time effect. If it was, then none of the cards that switch P/T (all of them to date: the one that was missed got a day 0 errata) would even need to use the phrase "until end of turn." In my case, because I don't specify a duration, it is indefinite. MaRo was asked about a more permanent switching of P/T, and he said that it would need a visual reminder (hence my defender counters). Note that just like with renown (where even if the creature loses its counters, it will still remain renowned), guardian creatures chosen to enter with a defender counter on them will continue to have their P/T switched even if they lose the defender counter. EDIT: Also, the guardian ability is a static ability, not a trigger upon entering the battlefield. Things that say "enters the battlefield with..." do not create a triggered effect on the stack that can be responded to. Meaning that you wouldn't be able to ping the Viashino Turfguard to kill it when it enters the battlefield as a guardian because it's never a 2/1 in that case. It's also why things like the graft creatures don't die immediately upon entering the battlefield (if their counter-giving ability was a triggered ability upon ETB, they'd die as 0/0s before the effect could resolve).
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Post by emberfire17 on Mar 11, 2023 22:01:33 GMT
Melancholy X - Your maximum hand size is reduced by X.
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Post by Idea on Mar 12, 2023 8:44:20 GMT
vizionarius I definitely don't think that's how the ruling would go for an ability worded this way. I think this is a spell ability or a triggered ability with the trigger set to entering the battlefield. Either way though, it's a one-time effect in the way it's currently worded. So you definitely can't equip something to it later and have the power and toughness increases switch. Viashino Turfguard - The card seems fine but we definitely have a disagreement on how this mechanic works that would affect how this creature's ability works so I'll refrain from saying much about it. Stonebark Grovemother - Not sure if I like that middle ability. The last one is nice as it forces you to make a choice between mana tapping or attacking. Giving it defender simplifies the choice, though you still can't tap it if you want to block later, but if you cast instants or stuff with flash you might get the best of both worlds. However that middle ability I can't decide if it seems a bit much, or if it is fine because the creature has such a high toughness anyway. I think I would probably up the cost by one or two mana. I normally put rulings when things are a bit more obscure rules-wise. How I have it is actually how it works. I'll provide sources more consistently in the future. For this case, the relevant rule is 613.4d. There are a few decent examples there. The switch is not a one-time effect. If it was, then none of the cards that switch P/T (all of them to date: the one that was missed got a day 0 errata) would even need to use the phrase "until end of turn." In my case, because I don't specify a duration, it is indefinite. MaRo was asked about a more permanent switching of P/T, and he said that it would need a visual reminder (hence my defender counters). Note that just like with renown (where even if the creature loses its counters, it will still remain renowned), guardian creatures chosen to enter with a defender counter on them will continue to have their P/T switched even if they lose the defender counter. EDIT: Also, the guardian ability is a static ability, not a trigger upon entering the battlefield. Things that say "enters the battlefield with..." do not create a triggered effect on the stack that can be responded to. Meaning that you wouldn't be able to ping the Viashino Turfguard to kill it when it enters the battlefield as a guardian because it's never a 2/1 in that case. It's also why things like the graft creatures don't die immediately upon entering the battlefield (if their counter-giving ability was a triggered ability upon ETB, they'd die as 0/0s before the effect could resolve). I see. My mistake then. It seems very strange to me that this is a static effect because it happens at a certain moment. Generally wording is different for static and non-static effects (has vs gets) Melancholy X - Your hand size is reduced by X. I presume you mean your "maximum" hand size? emberfire17
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Post by Idea on Mar 12, 2023 13:05:08 GMT
Melancholy--(...) if that/those creature(s) has/have power 1 or less, exile it/them.So it turns out, or seems anyway, that melancholy was once part of the deadly sins. It has been removed from the list, and I think (though I could certainly be wrong) that much like vainglory was folded into pride, melancholy was folded into sloth. I wanted to try an angle that captured that idea, of this deep sadness that makes you feel to powerless to try to act even when you should and you know you should. Melancholy is a pseudo mechanic that removes from action (exiling) creatures that are or feel powerless (lower power, specifically 1 or less.) There are a few ways to reduce creature power, though by far the most common are directly reducing the power or -1/-1 counters. I see this mechanic fitting into white and black, one because of the exiling and caring about low power, and black because of flavor and -1/-1 counter usage. Exiling can work to more permanently remove certain threats, which is good and all, but this mechanic can also have another function. Your power-reducing cards (something I imagine many Melancholy cards would have themselves) can help turn Melancholy into hard removal. The design space for Melancholy is admittedly somewhat limited, but there could still be some interactions beyond just finding different ways to reduce creature's power. They would probably be at higher rarities, but things like exiling your own creatures with melancholy or having cards that care about creatures exiled with melancholy (or exiled in general) could be ways of reinforcing card design for melancholy. Thanks for the warning vizionarius ! Honestly have no idea why that even up with a word that different...
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Post by kefke on Mar 12, 2023 15:19:57 GMT
So, looking up the definition of melancholy yields that in the past, it was believed to be caused by a buildup of "black bile". Combine that with an idea ChatGPT inadvertently gave me when it suggested Convoke as a mechanic for a creature tribe, and I came up with something that couldn't be Evergreen, but could work as a set mechanic in the right setting.
Not going to do a full run of cards, because it's honestly a pretty straightforward concept.
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Post by melono on Mar 12, 2023 16:10:28 GMT
Using the old Melancholy as jumping off point: Melancholy X ( This permanent doesn't untap during its controller's untap step unless they pay X.) Cultist of the End Creature - Human Wizard Melancholy (This permanent doesn't untap during its controller's untap step unless they pay .)2/2 Melancholic Feelings Enchantment - Aura Enchant creature Enchanted creature has melancholy . ( This permanent doesn't untap during its controller's untap step unless they pay .) Sentient Funeral Pyre Artfifact Creature - Elemental Construct Melancholy ( This permanent doesn't untap during its controller's untap step unless they pay .) : ~ deals 2 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead. 1/4 Oppressive Lockdown Enchantment Creatures your opponents control have melancholy - pay X life, where X is the number of creatures its controller controls. ( The permanent doesn't untap during its controller's untap steps unless they pay X life.) ManalonchalyLand Melancholy - sacrifice another permanent ( This permanent doesn't untap during its controller's untap step unless they sacrifice another permanent.) : Add .
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Post by emberfire17 on Mar 12, 2023 17:30:57 GMT
Melancholy X - Your hand size is reduced by X. I presume you mean your "maximum" hand size? emberfire17 I did, thank you for catching that.
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Post by vizionarius on Mar 13, 2023 22:28:44 GMT
melono , my mind went to the same place lol. So I will go with the other effect on it (having to pay or sacrifice). Also, Idea , you have "Entropy" in your submission's text instead of Melancholy.
My submission: Melancholy <cost> (At the beginning of your upkeep, sacrifice this permanent unless you pay <cost>.)Basically it's just a keyword for upkeep costs. And yes, this means that the Elder Dragons (among other things) are now all sad. Bringer of Agony Creature -- Hag Melancholy (At the beginning of your upkeep, sacrifice this permanent unless you pay .)Whenever ~ attacks, target creature gets -1/-1 until end of turn. She shares the pain within.3/3 Weight of Grief Enchantment -- Aura Enchant creature Enchanted creature has "Melancholy--Pay 2 life. (At the beginning of your upkeep, sacrifice this permanent unless you pay 2 life.)" Whenever enchanted creature dies, its controller discards a card. Pierrotomaton Artifact Creature -- Clown Robot Melancholy (At the beginning of your upkeep, sacrifice this permanent unless you pay .)
When ~ dies, you get , then you may put a sticker on a nonland permanent you own. 2/2 Buster Baxter, Balladeer Legendary Creature -- Rabbit Bard Melancholy--Tap another untapped creature you control. At the beginning of your draw step, scry X and you gain X life, where X is the number of tapped creatures you control. "He was a sad, sad bunny... a sad, sad bunny..."3/4 ::universes beyond::
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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 17, 2023 22:17:00 GMT
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Post by ZephyrPhantom on Mar 24, 2023 22:20:05 GMT
Likely judging this within the next 0-48 hours of this post, get your final entries/edits in
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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 Mar 26, 2023 3:41:52 GMT
I wanted to find a way to use melancholy offensively. I decided to go with the Baneblade Scoundrel effect which is basically improved flanking. Thematically, creatures with Melancholy inspire despair in blockers, demoralizing them. Melancholy (Whenever this creature becomes blocked, each creature blocking it gets -1/-1 until end of turn.)Primary in black, secondary in white and red Bile Rats Creature - Rat Melancholy (Whenever this creature becomes blocked, each creature blocking it gets -1/-1 until end of turn.)Their blood is black as bile.1/1 Eternal Champion Creature - Spirit Knight Vigilance ~ has Melancholy when attacking alone. Each morning the ancient hero takes the long-forgotten battlefield, unerring in his vow of devotion.3/3 Sabertooth Panther Creature - Cat First strike, Melancholy ~ must be blocked each turn if able. The only creature capable of getting the drop on an ambush.2/1 Hideous Taskmaster Creature - Zombie Warrior When ~ attacks, attacking creatures you control get +1/+1 and have Melancholy. 4/5
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Post by dangerousdice on Mar 26, 2023 19:52:03 GMT
I decided to take the simple route, making your creatures mourn those who die. It would probably be mainly in mardu colors, with the occasional blue or green card.
Melancholy - Whenever another creature you control dies, [effect].
Soot-ridden Mourner {B}
Creature - Human citizen {C}
Melancholy - Whenever another creature you control dies, Soot-ridden Mourner gets -1/-1 until the end of the turn.
2/2
Funeral's benidiction {1}{W}
instant - {U}
Put a +1/+1 counter on target creature.
Melancholy - Whenever a creature you control dies, you may cast Funeral's benidiction from your graveyard.
Demonbound Duelist {1}{R}{R}
Creature - Human Warrior {R}
Melancholy - Whenever another creature you control dies, put a soul counter on Demonbound Duelist.
Whenever Demonbound Duelist attacks, it gets +X/+0, were X is the number of soul counters on Demonbound Duelist.
2/3
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Post by ZephyrPhantom on Mar 27, 2023 5:46:56 GMT
I have to keep this short (in terms of time per review) due to IRL stuff, but I'll my best to give a rundown for everoyne: emberfire17 - A nice simple drawback mechanic that's easy to turn into an advantage or limitation with the right setup. I think the two designs you posted demonstrate this well - I wonder if there could be a red draw spell that lets you draw cards but gives you melancholy until your next upkeep or something like that. Stiff competition especially in the quantity area but the two ideas you do present do nudge you towards interesting strategies and make me want to think of potential future deck ideas. Idea - It's a bit wordy and hard to make creative designs out of it as you've said, but I think there is room to make an archetype's worth of cards for this in a set and you demonstrate this well enough with a variety of on-damage and removal effects. One thing I think would've helped was to include a design that was something like: Generic White Removal Instant Melancholy - Tap target creature. If that creature has power 1 or less, exile it instead. Like, Abandoned Purpose is a great common to start off with, but I think something like this would help demonstrate that there are ways to tack Melancholy onto effects that aren't always hard removal or damage. Or maybe something like this? Sacrificed Deputy Creature Melancholy - , , Sacrifice ~: Tap target creature. If that creature has power 1 or less, exile it instead. 1/2 Tarugg feels like he's playing with fire design-wise with casting from exile, but we saw a similar limited form of casting from exile with Kaya and I suppose if anything would get away with it it would be with the prime reanimator colors, conditional looping, and high casting cost. kefke - I think the biggest hurdle for me was thinking of this as a mechanic without instinctively looking for the word "sacrifice", but Convoke appears in all five colors so I guess this works too. That said I think from a Melvin perspective this would end up reflavored as a Jeskai mechanic like "Creative" that paid for a different color symbol instead (or involve sacrifice of some kind) if it was making some hypothetical jump from Design -> Development. I think it works fine for a cube or custom set, but in its current form it is a little bendy. melono - A more defender-like take on making this a drawback mechanic, with a normally overstatted creature being the first common to boot. Something I feel like some of the other entries struggled with was to show me how flexible the mechanic could be compared to its competitors; you address that pretty well here by demonstrating a variety of ways various colors could use the effect. Something I've run into when making keywords that work like this is that it's hard to make it intuitively feel like both a removal-esque drawback and a drawback meant to limit your card's power as well - I think your choice of effect avoids this problem nicely enough by tying it to tapped/untapped state. vizionarius - You might've shot yourself in the foot there with the comparison on a Vorthos level, admittedly, but I do think it's interesting we have Culmulative Upkeep and nothing like this - says a lot about WoTC's hesitancy to make blatant drawback keywords. I'm a little more iffy on if this version of the effect should be running around as both removal and a drawback because it can't be intuitively tied to being tapped or not - very small complaint, mind, but I think it's a noticeable difference and I find your creature designs a lot more convincing partially because of it. It's a solid idea but it has a few small cracks in it compared to the competition, overall. Sanfonier of the Night - After all this tapping and killing of creatures this is a very fresh take on the mechanic to see. I'm not exactly sure why Teardrops lead to Scrying, but then again, I'm not sure why Blood loots either, so I'll give it a pass. Your legendaries make for interesting value engines and demonstrate the mechanic well enough but given the competition I would've liked to also have seen 1-2 lower rarity cards that demonstrate how you could mess with the scry 1 a little - like, as is, especially since the two cards are Vampires, this could've created Blood and I would've have noticed the difference. moweda - It's a simple but surprisingly unique evasion effect, and flanking has been a thing before so I could see WoTC trying their hand at a new version for a future set. I'm a little wary of Sabertooth Panther's impact in a draft but I suppose that would need playtesting to be sure of how strong it is. That said I feel like "despair" or "weaken" would be a word WoTC would go with so that it could be a bit more flexible in flavor than explicitly having to be linked to sadness. I think this is another instance of a good idea having to put up with stiff competition as this idea historically does work as a keyword; it's just that it's also very creature-centric and thus it's hard to get creative with it beyond its intended use, combat. dangerousdice - Morbid but repeatable and in smaller increments is an interesting idea. I'm not sure if I like the designs they're implemented on though - Soot Ridden Mourner's drawback seems like it will never really matter for the decks that want it (to shove in some damage and then die while swinging) and Demonbound Duelist feels like it should be RB or monoB with that general setup. The effects are simple but unlike the competition I feel like it's a little harder to get excited about them because outside of Funeral's Benediction I feel like I'm not really convinced of why I should make a deck around this version of Melancholy, be it en masse or even using a single Melancholy card. Winner: melono wins for striking the best balance between making a plausible keyword and making interesting designs to support it, with emberfire17 as runner-up.
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Post by melono on Mar 27, 2023 14:24:20 GMT
Thanks for the win! And that's still a lot of judging!
Next keyword, I want you to do what I did! Create a keyword/mechanic using the name or part of a name of any card in magic, inspired by the mechanics of that card. Link to the card also, would you kindly.
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Post by Idea on Mar 27, 2023 14:57:34 GMT
For anyone interested and who may also want to use it, I made a filter for one-word instants and sorceries on scryfall.
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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 27, 2023 15:34:45 GMT
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Post by vizionarius on Mar 27, 2023 18:18:22 GMT
Inviolability (Prevent all damage that would be dealt to <entity>.)Inviolability from <source> (Prevent all damage that would be dealt to <entity> by <source>.)This is an ability similar to indestructible, except it is a little less difficult to deal with, since it only affects damage. That also means that unlike indestructible, inviolability only makes sense on entities that can take damage (creatures, planeswalkers, and players). Note that burn spells and abilities with "damage can't be prevented" are able to deal with these. Example ReprintsGideon of the Trials Legendary Planeswalker — Gideon : Until your next turn, prevent all damage target permanent would deal. : Until end of turn, Gideon of the Trials becomes a 4/4 Human Soldier creature with indestructible and inviolability that’s still a planeswalker. : You get an emblem with “As long as you control a Gideon planeswalker, you can’t lose the game and your opponents can’t win the game.” (Note that if Gideon is reworded with this, then his ability would have a functional change to it. Since this was done with indestructible as well in 2014, leading to changes in how cards functioned, I think this would be an OK re-templating for him.) Glacial ChasmLand Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)When Glacial Chasm enters the battlefield, sacrifice a land. Creatures you control can’t attack. You have inviolability. Iroas, God of Victory Legendary Enchantment Creature — God Indestructible As long as your devotion to red and white is less than seven, Iroas isn’t a creature. Creatures you control have menace. Attacking creatures you control have inviolability. 7/4 Light of Sanction Enchantment Creatures you control have inviolability from sources you control. The Legion looks after its own. New CardsReward of Faith Instant Target creature you control gains inviolability until end of turn. (Prevent all damage that would be dealt to it.)Scry 2. Templar's Mace Artifact - Equipment Equipped creature gets +2/+2 and has inviolability from noncreature sources. (Prevent all damage that would be dealt to it by noncreature sources.)Equip Unhallowed Hoplite Creature - Zombie Soldier Inviolability, deathtouch while attacking Whenever a creature dealt damage by ~ this turn dies, put a +1/+1 counter on ~. 3/2 Spirit Wall Creature - Spirit Wall Defender, inviolability (Prevent all damage that would be dealt to this creature.), : Target creature blocked by ~ loses all abilities until end of turn. 0/2 Ascetic of the Pink Orchard Creature - Human Monk Inviolability (Prevent all damage that would be dealt to this creature.)
~ gets +1/+1 for each creature attacking you. 2/2
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Post by sdfkjgh on Mar 27, 2023 18:24:21 GMT
Triton Inquisitor Enchantment Creature--Merfolk Wizard Curiosity (Whenever this permanent deals damage to a player or planeswalker, you may draw a card.): Triton Inquisitor deals 1 damage to target player or planeswalker. 1/2 Warrior-Poet Creature--Vedalken Warrior Bard Curiosity (Whenever this permanent deals damage to a player or planeswalker, you may draw a card.)Double strike 1/1 Thought Police Creature--Vampire Assassin Curiosity (Whenever this permanent deals damage to a player or planeswalker, you may draw a card.)
Deathtouch Whenever a card is put into a player’s hand from a library, that player loses 1 life. (This includes drawing cards.)3/4 Ordos the Omniscient Legendary Creature--Sphinx Hydra Wizard Flash This spell can’t be countered. Flying, vigilance, trample Ordos the Omniscient enters the battlefield with X +1/+1 counters on it. Ordos has a separate instance of curiosity for each counter on it. , Discard a card: Choose one— •Ordos gains haste until end of turn. • Ordos gains shroud until end of turn. • Ordos gains indestructible until end of turn. 0/0
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Post by fluffydeathbringer on Mar 27, 2023 21:27:56 GMT
Zeal (This spell costs less to cast for each tapped creature you control.)
Mighty Heave Instant Zeal (This spell costs less to cast for each tapped creature you control.)Mighty Heave deals 4 damage to any target. "With strength as lever and heart as leverage, even mountains will move." --Agiwa World-Shoulder
Sorcery Zeal (This spell costs less to cast for each tapped creature you control.)Create two 1/1 red Warrior creature tokens. Draw a card for each time a creature you control has dealt combat damage to an opponent this turn.
"Drop by drop, our sweat washes down the mysteries of this world." --Agiwa World-Shoulder
Legendary Creature - Human Warrior First strike
At the beginning of combat on your turn, create a 1/1 red Warrior creature token. That token gains haste until end of turn and can't be blocked this turn. Exile it at the beginning of the end step. The first spell you cast each turn has zeal. "We rise together, or we fall alone."
3/2
surely someone else has done this already, but eh, here's my take. the inspiration is loose, I know, but does sort of derive from the general aggro theme of the card. tbh I had the keyword in mind already and wanted to reverse-engineer this, might go against the spirit of the prompt
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