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Post by sdfkjgh on Mar 27, 2023 21:32:05 GMT
Endeavor (This spell costs less to cast for each tapped creature you control.)
Mighty Heave Instant Endeavor (This spell costs less to cast for each tapped creature you control.)CARDNAME deals 4 damage to any target. "With strength as lever and heart as leverage, even mountaints will move." --Agiwa World-Shoulder
Sorcery Endeavor (This spell costs less to cast for each tapped creature you control.)Create two 1/1 red Warrior creature tokens with haste. Whenever a creature you control deals combat damage to an opponent this turn, draw a card. "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 with haste. That token can't be blocked this turn. Exile it at the beginning of the end step. The first spell you cast each turn has endeavor. "We rise together, or we fall alone."
3/2
Endeavor+convoke when? And would that even work how I'm hoping it would?
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Post by kefke on Mar 27, 2023 22:31:50 GMT
Won't be entering this one, but it would be a shame not to share the idea I had. I thought it would be fun to keyword " Lace" as a colour-changing effect on Auras and Equipment, but gave up on it because (obviously) it would be at least as limited in value as the original Laces were.
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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 27, 2023 22:41:07 GMT
This is a great challenge! There were lots of good options. I ended up going with: Bifurcate (Search your library for a permanent card with the same name as target nontoken creature, put that card onto the battlefield, then shuffle.)I like it because it's a different take on copying. It is powerful but limited by deck building restrictions. The biggest issue vs. making token copies is the length of time required to shuffle, so this won't occur much at common. Primary in GU, can appear in all colors Perfect Recall Sorcery Bifurcate, then scry 2. With each iteration, Magroliz became more efficient in his methods.Replicant Drone Artifact Creature - Drone , , Sacrifice ~: Bifurcate. Brand new, ready to become anything.1/1 Call the Pack Sorcery Bifurcate, then you may bifurcate again with a different target. Old and gray, young and fearless. They all appear out of the darkness as one.
Temporary Assistance Instant Bifurcate. During the next end step, sacrifice a creature with the same name as the bifurcated creature. Fresh Conscripts Sorcery For each nontoken creature you control with mana cost 3 or less, you may bifurcate that creature. The herald's news brought joy to the downtrodden soldiers.Sanguine Recruiter Creature - Vampire , Sacrifice a creature: Bifurcate target Vampire. She is always willing to add to the coterie.3/4 Edit- just realized this doesn't do much in edh. Ah well. Fun exercise anyway.
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Post by Idea on Apr 5, 2023 12:27:12 GMT
Alright, so lots of good choices here, but what I've settled on is the card Donate. Donate (Cost): (Cost), , give target opponent control of another nonland permanent you control: [effect]Donate is a pseudo keyword that lets you give something away to an opponent and lets you do something in return. There are many possibilities with this, one of the most common being a somewhat stronger effect, but certainly one of the more interesting aspects of a mechanic like this is the decision on what to give to an opponent, and how to take advantage of such an esoteric cost. Besides a strong effect, cards could create means of providing you with permanents to donate, potentially multiple of them at once. Another way is to specifically create permanents that would harm an opponent more than they would harm you, either by effects that are usually beneficial but dangerous to an already strained opponents ( phyrexian arena would be an excellent example of a card like that, both opponents low on cards in the deck and low on life could be threatened by being given this card) or giving them cards that allow you to take advantage of them having them. In a set involving cards like this, it would not surprise to see support cards for this mechanic that can work outside of it, but take well advantage of the mechanic being around. Cards that give a big advantage when they enter the battlefield, but exact a cost over time or when they leave, as well as cards that could let you recover things you donated en masse, like bounce cards or brand. Because of the type of available support cards, I picture this mechanic would likely be found mostly on red, blue and black. However, some white could also take advantage of it, and green I think would likely have the most difficulty. It would also be mostly on creatures, but as previously shown this wouldn't have to be the exclusive case either.
As I mentioned there were plenty of ideas for this, so what's below is no longer part of my entry for this context. I just wanted to try making at least one card for those rejected ideas, so here they are: Based on Delay, it's Delay -- (Action): As this creature enters the battlefield, an opponent of your choice may have you (action). If they do, exile this card as it resolves instead of putting it on the battlefield. Return it to the battlefield during the next end step.
A tribute-esque mechanic where your opponent gets a choice that may result in a bonus for you. In this case, if they make you wait to get your card out, you get that bonus.
| Based on Diminish, it's Diminish (Cost): (Cost): : This creature’s power and toughness each become 1/1 until end of turn.
Either through existing mechanics or their own effects, some creatures would gain a bonus while being 1/1s.
| Based on Clockspinning, it's Extract: Remove up to one counter from each permanent, player and/or permanent in exile.
Certainly the biggest stretch among these, but I think it would certainly be useful to have a sort of reverse proliferate in the game.
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Post by melono on Apr 10, 2023 20:39:19 GMT
Judging the keywords! {Spoiler}{Spoiler} Sanfonier of the Night - Bioshift: I’m not entirely convinced by this being a good addition as is, as it can shut down a lot of creatures. Especially because it is able to hit your opponent’s creatures at instant speed. So if one of your opponent’s creatures is gonna die or be sacrificed or exiled at end of turn, surprise! Your hydra is dead! That’s just a feel bad, or something janky your opponents have to constantly think about. And then there are the alternate counters, like how you can shove verse counters and the like onto creatures that have no use for them. If it hits only your creatures, it would be much more palatable, and then it is still a strong combat trick in instant speed that is reusable and reusable. vizionarius - Inviolability: Keywording something that is fairly often used already. Not a bad idea. It meshes nicely with how hexproof is currently used. Only fear is: is there a need for it? “Prevent all damage dealt to ~ (by X)” is not that long, and it might cause more confusion for new players. sdfkjgh - Curiosity: Something very blue (and also a bit green) that would be a bit strange as one of the main keywords in a set with how much card draw it would cause, but maybe if it’s something like old kamigawa where a lot of cards care about the number of cards in hand, it might be fitting. Quite like it, though the carddraw being tied to damage and not combat damage, I am a little afraid of what giving other creatures this ability might cause. But it might also be fine: playtests needed, but I am curious about what curiosity could bring. fluffydeathbringer - Zeal: The inspiration does feel very loose, so I am counting that against it. Might have been better to search something else, like Harvest from Harvest Season (though that does feel very landish, so dubious as well). And Zeal feels very much like an extension of Convoke and a little bit Improvise. Because of that I feel like Zeal is moreso green and white. Possibly blue yes, as it cares about tapping shenanigans. But mainly red, I’m not really seeing it. Though, really, this could be in every color, like inspired, as being tapped is not something that is stuck to one color. Everything taps. Except for vigilance. It is a kinda interesting mechanic, but I don’t see it going very far. moweda - Bifurcate: It might not do much in commander, but plenty other gametypes would love this mechanic: it essentially reads: get more of that good stuff out. One Eldrazi? Nooo, two eldrazi! Also, it allows for shenanigans with things like Evoke and with flash-in cards like Ilharg, the Raze-Boar or, well, Flash. It probably has a place in magic, and should totally get more cards, but I don’t think it would find itself in a set on itself because of how build-around it feels (and not good in draft at all). Idea - Donate: First, I dislike a cost targeting an opponent. That already gives hexproof/shroud rule confusion. I like the effect in a vacuum/its own set. I however dislike giving the Donate archetype more support. But that’s very personal, so sorry that I’m the judge. Plenty people love donating. It just feels very cheap to give someone an enchantment that will kill the player next turn. And make that strategy even stronger… Execution of this ability is pretty alright though, plenty people would like it. {Spoiler}{Spoiler} Alright, winner time! The winner is… sdfkjgh with Curiosity! moweda is second.
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Post by Idea on Apr 10, 2023 21:35:41 GMT
Fair enough, I suppose. Just to satisfy my curiosity, I would love to know what other people think of Donate - whether my mechanic or the card itself. If anyone is willing to share, of course, by comment or message.
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Post by ZephyrPhantom on Apr 10, 2023 22:17:40 GMT
Fair enough, I suppose. Just to satisfy my curiosity, I would love to know what other people think of Donate - whether my mechanic or the card itself. If anyone is willing to share, of course, by comment or message. I think it's kind of concerning as a cost because that makes it effectively uncounterable and that much harder to respond to. I would've liked it better as part of the card's regular effect (which ability words can support, see Undergrowth). Some of your cards also feel really wordy with complicated Donate effects and long flavortext (particularly Noblesse Farse and Uplifting Observatorium), which is a pitfall I used to fall into as a designer - it can really hurt your presentation to some viewers and Uplifting Observatorium at minimum probably needs to lose the ft. As an effect, though, I think it's fine and could be an ability word for at least one set. When the bar for keywords/ability words is crazy stuff like Meld this is fairly tame in comparison.
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Post by vizionarius on Apr 10, 2023 22:51:52 GMT
Fair enough, I suppose. Just to satisfy my curiosity, I would love to know what other people think of Donate - whether my mechanic or the card itself. If anyone is willing to share, of course, by comment or message. Agree with ZephyrPhantom. Would also add that although donate seems like a drawback, it will only be played when it gets you ahead. Meaning that it won't actually end up being a true "cost" (even if you change it to be part of the effect). You won't be donating anything that benefits your opponent. You'll be donating things that hurt them in some ways. It ends up being a double positive for you because you get rid of something that harms you and give something harmful your opponent. Most of your card designs also end up giving you a positive effect when you donate something. That makes it a triple positive! Very powerful. Some of your designs specifically could also just create something for your opponent to get their effects. When you do that, you control the power of the card because you can only give to the opponent what the card directly says on it. For example, Noblesse Farse wants you to donate the Citizens it makes to your opponent. So instead of the donate, you can have it read "each player creates a Citizen token." That way, you have 100% control of what's being given to the opponent. Same with Rotscream. You can have it say "each player creates a Goblin token with ...." It ends up playing the way you seem to indent, without the added power of allowing you to give something that will lose you the game to the opponent, which will end up causing them to lose the game. Uplifting Observatorium can even have a cool effect that allows the opponent to choose which of some three pre-defined tokens they get (maybe a Clue, a Citizen, or a Shard). And have the effect happen based on what they choose. As ZephyrPhantom said, it can be a keyword, but I'd be careful in thinking of this effect as a negative (or some "cost") to you. And would combine it with effects that are not so straightforward in terms of a true benefit to you. Or you can have the card with donate itself be the thing that gets donated (so you, again, can control exactly what's being donated).
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Post by sdfkjgh on Apr 11, 2023 1:50:36 GMT
Ok, we're going a bit different this time. Make a keyword for this, and give me 5-7 cards with it. You'll be judged not only on the designs, but on how fitting I think your keyword is for the mechanic. You have one week.
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Post by viriss on Apr 12, 2023 0:10:14 GMT
"Equip--Sacrifice the creature to be equipped." ?
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Post by sdfkjgh on Apr 12, 2023 14:26:06 GMT
"Equip--Sacrifice the creature to be equipped." ? Yep. To clarify, you can add additional design elements to the ability, but it must contain at least that line of rules text.
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Post by melono on Apr 12, 2023 14:42:25 GMT
Nerve Sword Artifact - Equipment Equipped creature gets +1/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.) Infix ( : Attach to target creature you control. Sacrifice that creature at the beginning of the next end step.) Tentacle Implant Artifact - Equipment Equipped creature gets +0/+2 and can block an additional creature each combat. Equip ( : Attach to target creature you control. Equip only as a sorcery.) Infix ( : Attach to target creature you control. Sacrifice that creature at the beginning of the next end step.) Rib Piercer Artifact - Equipment Equipped creature gets +4/-1 and has trample. Infix - Pay 3 life ( Pay 3 life: Attach to target creature you control. Sacrifice that creature at the beginning of the next end step.) The Viral Maiden Legendary Artifact - Equipment Living weapon ( When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +2/+1, has haste and whenever it attacks or dies, you gain life equal to its strength. Infix - Sacrifice a creature or artifact ~ can be your commander. Holo: Nerveclamp
Artifact - Equipment Equipped creature gets +1/+0. Whenever equipped creature dies, draw two cards, then discard a card. Infix ( : Attach to target creature you control. Sacrifice that creature at the beginning of the next end step.) Helpers: Goblin Infixer
Creature - Goblin Artificer Equipped creatures you control have haste. Equipment you control have infix . "Give sword hard enough and all can hold sword!"2/2
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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 Apr 12, 2023 15:42:14 GMT
Clamp [cost] (If you pay the clamp cost, attach this equipment to target creature you control then sacrifice the creature. Clamp only as a sorcery.)I figure the keyword should reference the granddaddy of this effect Skullclamp. Primarily on black Equipment. Edit - Secondary in and . and need off color Clamp cost. Death Shroud Artifact - Equipment Equipped creature has lifelink and "When this creature dies, gain life equal to its toughness." Equip Clamp Many souls have worn these rags.Manafall Cloak Artifact - Equipment Equipped creature has hexproof and "When this creature dies, add one mana of each of its colors." Equip Clamp Spiked Gauntlets Artifact - Equipment Equipped creature has double strike and "When this creature dies, it deals damage equal to its power to any target." Equip Clamp The spikes go all the way through.Crystal Wings Artifact - Equipment Equipped creature has flying and "When this creature dies, draw two cards." Equip Clamp Colossus Armor Artifact - Equipment Equipped creature has indestructible and "When this creature dies, create a 6/6 colorless Construct artifact creature token with trample." Equip Clamp It has an unfortunate tendency to run amok.
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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 Apr 12, 2023 18:31:06 GMT
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Post by sdfkjgh on Apr 12, 2023 20:39:45 GMT
Intersting submissions so far, but only melono has given the requested 5-7 cards.
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Post by vizionarius on Apr 12, 2023 21:33:57 GMT
"Give sword hard enough and all can hold sword!" Hahahha! that had me LOLing.
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Post by sdfkjgh on Apr 17, 2023 16:35:28 GMT
Judging! I'm a little disappointed no one got the hidden clue, as my prompt specifically said your designs must include the exact line "Equip--Sacrifice the creature to be equipped." I was hoping for something like "Sacrifice the creature to be equipped. When you do, return it from its owner's graveyard to the battlefield under your control, then attach this equipment to it.", and bonuses for permanents entering the battlefield from a graveyard. Since I didn't explicitly spell that out (and that's on me), I'ma judge based on what was provided. melono : Infix on its own is a little nondescript and bland, but the design behind it make up for that with the flavor of a temporary graft that will inevitably be fatally rejected. Rib Piercer is the most interesting design of the bunch. moweda : This design is a bit closer to what I had hoped for, and much more exciting designs overall. Manafall Cloak has some potential to go infinite with the right support, especially with creatures with a mana value less than the number of their colors. Each of these designs has my mind abuzz with possibilities. Sanfonier of the Night: The most interesting thing about your designs is the "Quick" prefix on only one submitted card. Implant suffers from the same blahness as infix, and living implant has already been seen as reconfigure. Winner: moweda , for designs that actually excited me without being retreads of things we've seen before, and for being the closest to the desired prompt.
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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 Apr 17, 2023 22:22:04 GMT
Thanks for the win sdfkjgh . That was a very tricky challenge. For the next challenge, I would like to see a keyword based on the word EXTEND.
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Post by Idea on Apr 18, 2023 1:48:17 GMT
The mechanic I have for you today is of course, Extend. Extend (Cost):At the beginning of your next upkeep after this spell resolves, you may pay its extend cost. If you do, cast a copy of it.Extend is a keyword that is intended to represent sustaining a spell with a continuous stream of mana to extend its duration. While the exact way it works is more like restarting it than increasing duration, I thought it would be neater to do this mechanic as a regular keyword as opposed to a pseudo-keyword. Either way Extend increases the long-term price of your card in return for ability to maintain its effects as long as that is sustainable - possibly indefinitely. Arguably a small flaw with the mechanic's flavor, as I touched on, is that it is recasting rather than truly extending. I considered trying to find a way to find a persistent target, but in terms of tracking this might have fallen on a grey area at best. As such, the effects would be generally designed either to be the type that doesn't change with new castings (Melfia's Protection) or for which the target can be narrowed down in some way (the creature initially brought back with Willpowered Animation is always going to be counted among the dead ones for you to bring back with the recasting). Effects will also often last until when you get the chance to recast, that being until your next upkeep. On the other hand, it may also be possible to take advantage of the repeat casting without making it a flavor fail. Some continuous effects could be create periodic consequences or something that could be viewed as a periodic consequence in game terms at least. Lastly, for the most part Extend would be a mechanic for instants and sorceries. However, the wording of the ability does still allow for the possibilities of other types of cards using it - anything but lands, which aren't cast.
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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 Apr 27, 2023 16:47:20 GMT
Bump for additional entries. Perhaps the keyword challenge was too narrow? I will judge this weekend either way.
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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 May 1, 2023 14:51:46 GMT
Idea: I like your version of Extend, but there are still some issues with it. As you said, it's really more of a "recast" than an "extend" in terms of mechanical flavor. The only card which really overcomes that is Melfia's Protection, as it feels like a sorcery that can be extended into a pseudo-enchantment. Also, I think there may be a memory issue with recalling which cards are available to extend each turn. Perhaps exiling as they are cast would make that easier. Finally, I thought a couple of the cards (Melfia's Protection, Unquenchable Flame) were probably undercosted, but I didn't do enough research to be sure since you had no competition. I liked Idea's entry, but didn't love it. I was hoping to see another entry or two to compare against, which may have made me like it more. Anyway, by default, Idea is the winner! Congrats!
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Post by Idea on May 4, 2023 1:30:52 GMT
Well, shame there were no other entries, but thank you for the win the nonetheless moweda . Next up, red the color of emotion. This is usually shown as things like raged impulsiveness and bravery, but it also be so much more. Sadness, compassion, love… It’s rare to see such a portrayal of the color. I will ask for a mechanic specifically for red cards that displays a red with other emotions besides the typical ones. Keywords that capture this other side of red. Alternatively, you can make a keyword for a underrepresented side of a different color if you wish, provided you explain what that underrepresented side is.
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Post by kefke on May 4, 2023 2:45:41 GMT
I'm bad at actually coming up with a variety of cards for mechanics, but the challenge immediately brought this to mind;
Passion: When you cast this spell, for each other spell you have cast this turn, you may have it pay for or one mana of that spell's color. (Each spell may only pay once, regardless of how many spells with passion are cast.)
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Post by Idea on May 4, 2023 10:04:05 GMT
kefke not sure if you intend that as an entry or if you're just mentioning it- I suspect the later, but just in case, entries do need at least one card.
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Post by melono on May 4, 2023 15:50:11 GMT
Metalwork Enthusiast Creature - Human Artificer Affection for Artifacts ( When this enters the battlefield, you may tap any untapped Artifacts you control. Put a +1/+1 counter on this for each Artifact tapped this way.) As long as ~ has 3 or more power, it has trample. Every grimy screw she sees becomes shiny due to her incessant fiddling.0/1 Impassioned Angel Creature - Angel Affection for Humans ( When this enters the battlefield, you may tap any untapped Humans you control. Put a +1/+1 counter on this for each Human tapped this way.) Flying, haste. The, to her, adorable townfolks' plea for help impassioned her to descend. 3/2 Horizon Camerarmory Artifact Affection for Lands ( When this enters the battlefield, you may tap any untapped Lands you control. Put a +1/+1 counter on this for each Land tapped this way.) , Remove a +1/+1 counter from ~: Put a +1/+1 counter on target creature. : Return ~ to its owner's hand. Adrina, Goblin Mother Legendary Creature - Dragon Affection for Goblins Flying, trample. Whenever a Goblin you control dies, you may have ~ deal damage to any non-player target equal to the amount of counters on it. "Their silly antics warm my heart so..." 3/4 I know Horizon Camerarmory isn't red, but this keyword doesn't necessitate it. It's just most flavorful in red.
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Post by dangerousdice on May 4, 2023 23:17:10 GMT
[Type] Adoration (When this creature/planeswalker enters the battlefield, you may pair it with target [Type] you control. They remain paired for as long as you control both of them) Besotted Cavalier - Creature - Human knight Noble Adoration (When this creature enters the battlefield, you may pair it with target Noble you control. They remain paired for as long as you control both of them) Haste Whenever the adored creature takes damage, if it was dealt damage by a creature you opponents control, Besotted Cavalier fights that creature. 2/2 Rune-Scroll Enthusiast Creature - Elf Wizard Saga Adoration Whenever the final chapter ability of the adored Saga triggers, you may trigger another one of the saga's abilities. 1/1
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Post by emberfire17 on May 5, 2023 0:32:44 GMT
Tenacity: The quality of having a firm determination to do something. What if enrage, but for the player?
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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 May 5, 2023 14:23:50 GMT
How about pride, as in a sense of self-worth? And of course it comes on cats. Clever Cheshire Creature - Cat Wizard Pride - When ~ enters the battlefield, if an opponent's life total is less than yours, draw a card then discard. 3/2 Force of Personality Instant Pride - ~ deals 2 damage to any target. If an opponent's life total is less than yours, instead it deals 3 damage to that target. Looks can indeed kill.Sabretooth Stalker Creature - Cat Warrior Haste Pride - At the end of your turn, if an opponent's life total is less than yours, put a +1/+1 counter on ~. 1/1
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Post by Idea on May 10, 2023 0:56:47 GMT
I'll be giving this a review tomorrow, if anyone has last minute entries, feel free.
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Post by Idea on May 13, 2023 14:57:29 GMT
kefke{Spoiler}I think this is a neat idea but a very confusing execution. Is it just a flaw with wording or is it fundamentally too confusing to be executed is not something I'm sure about, but the way it is currently worded "this spell" (...) "for each other spell you've cast this turn" (...) "it pay" (...) "that spell's", seems to grammatically associate the "this spell" with "it" and "each other spell" with "that spell's", suggesting it's paying for a spell that was already previous cast that turn... If one one hand I could throw in a guess that this is probably meant to be discounted by 1 for each spell with passion you've cast, on the other that is uncertain and further it seems the "you can only do it once per spell" seems troublesome to track as is. Maybe such spells could exile themselves to later be returned to the graveyard for the discount? Credit where credit is due though, the mechanic at least I suppose in theory does seem like the kind of thing that expresses this getting caught up in the mood kind of idea. As for the card itself, I'd argue that by virtue of not board wiping yourself, it's relatively stronger than the majority of cards at its value with similar effects. Barrage of Boulders also only deals to opponent's creatures but it only deals 1 damage which is significantly less likely to be deadly to anything, and the one exception I could find was Delayed Blast Fireball, though it is a unique exception and a rare. Overall though, while I think you could frequently get a 3 for 1 or better out of this, it still mostly punished tribal decks (whether their theme is tribal or the mechanics it uses just happen to be concentrated on a given race/class) I feel makes it more of a very pushed card than one that needs additional cost. melono{Spoiler} Affection- An affinity-esque mechanic does sound super fitting for an answer to this prompt, that's some good thinking! Getting a ton of +1/+1 counters though quite escalate quickly. It's not a bad idea per se, but it's one that needs care on where you implement it. Metalwork Enthusiast- Even if you need to have 3 artifacts, a one mana 3/4 is, well, a lot, and this can get even bigger. I see it as straight up an upgrade to something like Ardent Recruit, with higher stats that stick around more reliably and even gets trample. Impassioned Angel- Good uncommon, seems very flavorful and her stats and abilities are fit for the cost. I think this is a very good design for this mechanic - she's got the affection for something more specific and easier to get rid of, both of which help limit the escalation. Horizon Camerarmory- No idea what a Cameramory is supposed to be. I pictured an armory for cameras, but I have no idea as to the flavor here. I do very much like how the mechanics are though. This time it limits the issue by means of limited transference of +1/+1 counters, but you can in fact keep getting them anyway. Quite a win-win. Adrina, Goblin Mother- Very strong and fitting for a mythic, she's a dragon goblin mother which is strange, but probably some made up lore reason why that is, or so it appears, so no point deduction there. Just a solid mythic. dangerousdice{Spoiler}Adoration- Other than probably using some vocabulary more specific to it in the description (soulbond has pairings, but cards refer to term paired, so the referred to term is in the reminder text), the mechanic looks great, and absolutely fitting for this prompt. It saves itself from being parasitic by giving the creature's themselves effects that can occur together or apart.
Besotted Cavalier- Haste on a creature like this seems a little odd mechanically (you'd think you'd want to preserve this creature), but makes a lot of sense flavor-wise. Cost seems pretty perfect for a 2/2 with haste and this kind of "neat, not overly strong, and the opponent can exploit it" type ability.
Rune-Scroll Enthusiast- Love that repeating ability (though I'm not 100% sure about the wording). It's balanced by the timing limit and the fact it can't trigger the final ability, which often will be the strongest. It gives you access to an ordinarily one-time thing a second time, which is pretty neat.
emberfire17{Spoiler} Tenacious- Good choice, I guess the will to fight and bravery are emotions too. I do feel they a bit too samey with red's usual deal, but nonetheless. Perhaps a more pertinent question right now would be why you get hurt but they get the tenacity bonus. Maybe they're avenging you? But then I think this would be even more contained in red's usual fanfare. Stubborn Fighter- A simple enough card that shows well what the mechanic is about. It has a lot of potential to escalate which I would be concerned over, but then cards like Ajani's Pridemate and Celestial Unicorn are a thing. So I think this could both be a common and maybe even cost only (yes you taking damage during your opponent's turn doesn't cost you directly, but unlike life gain this mechanically has a pseudo life-cost to use and I think though I'm not certain that because combat damage happens at the same time, first and double strike nonwithstanding, you'd actually only get 1 counter due to taking damage from the opponent's attack regardless of the number of creatures). Unrelenting Nature- Another pretty good simple, functional card for the mechanic and one I think is pretty balanced. It could very much be an interesting challenge seeing how far you can take the self-damaging to make a truly big treefolk, and maybe you even have some way to compensate like giving them haste or lifelink. moweda{Spoiler}Mechanic- An interesting approach to this flavor for sure. It certainly works well in red too, making use of the color's typical aggression without being itself about aggression in a way that is mechanically very well conveyed.
Clever Cheshire- I assume then discard a card. It's a nice and simple common, only issue I got with it is that red doesn't really do draw then discard. Red discards first or otherwise does impulse draw.
force of Personality- Shock with a minor upgrade, maybe not that strong but nonetheless reliable, and a simple design that works with the mechanic.
Sabretooth Stalker- Pretty excellent design, since it has haste it can ping an opponent right away and buff itself. It's pretty pushed for a 1 mana card, but I guess it doesn't break into the territory of needing to be 2 mana. I was gonna say it could be a common, but seeing as its pretty pushed as well, maybe it is a good idea to err on the side of not having too many of these around.
Winner {Spoiler}As I reviewed these they really grew on me, so deciding on a winner this time is tough. I'll give the win to moweda as I think they had the best combination of a mechanic that fit flavorfully with the prompt, neither being too on the nose nor too much like red's more aggressive side, and generally just plain good card design. I'll give dangerousdice the runner up spot as well for some of the more creative and mechanically interesting cards of the batch (in my view).
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