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Post by Idea on Aug 2, 2023 0:52:58 GMT
The mechanic I'm bringing you today is responsible. (Is) Responsible: A player is responsible if them casting a spell or activating an ability or damage from a source they controlled caused a triggered ability from a permanent to trigger this turn.The flavor of responsible is simple: Your opponent stands accused of something, namely they are responsible for that triggered ability triggering. The keyword describes a state, much like modified. Opponents may be forced to tiptoe around triggered effects lest they run afoul of responsible, and or else bear the weight of that responsibility to be free from the burdens of avoiding it. It should be noted that responsible does not only trigger on "when you cast a spell" or "when X creature deals combat damage". More complex triggers like "whenever you cast a red spell" or "whenever a creature you control deals 3 or more damage to a player" as well as triggering effects based on what an opponent casts and so on are still valid. Provided, for instance, a spell being cast did cause a triggered ability to trigger, regardless of what additional conditions needed to be met, that still makes the player responsible. There are two checks that can be done with responsible. One is whether a player is responsible. The other is based on when a player becomes responsible. Note that while the later is triggered, it never itself triggers responsible, since becoming responsible already required a prior trigger itself. The advantage present in responsible shouldn't be too high as it is a fairly common state to enter, and in many board states considerably hard to avoid. However, since that is still a possibility variable states can be created for a card's effects based on checking for being or becoming responsible. I suspect many cards that reference responsible would themselves have triggered abilities to make it go off. Some of these might use effects like goaded or rewards and punishments, to direct the use of things that would trigger responsible to other players rather than oneself. Some responsible cards might also care for you being responsible, probably cards with a more "criminals protecting their own" kind of feel. Madam here is an a detective planeswalker I originally thought of for an unset called Uninvited. Flavor-wise responsible is very fitting for a detective so I decided to give her a black border version here. I do particularly enjoy the final ability with it's own little prisoner's dilemma, but that pertains little to the mechanic in question.
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Post by sdfkjgh on Aug 2, 2023 16:47:46 GMT
Idea: First Guesses should prolly check at the beginning of each end step, and look back in the turn, as I don't think the rules can handle things happening based on the anticipation of their happening.
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Post by Idea on Aug 2, 2023 17:53:28 GMT
Idea: First Guesses should prolly check at the beginning of each end step, and look back in the turn, as I don't think the rules can handle things happening based on the anticipation of their happening. I could be missing something, but I think plenty of cards do.
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Post by vizionarius on Aug 2, 2023 20:21:46 GMT
Idea : First Guesses should prolly check at the beginning of each end step, and look back in the turn, as I don't think the rules can handle things happening based on the anticipation of their happening. I could be missing something, but I think plenty of cards do. The issue here is that unlike those "when that" cards you linked to, you used "if." "If" checks only occur at the time of the original effect's resolution (or in replacement effects on static abilities). In your card, this is at the beginning of the upkeep, when you won't know if the player will become responsible yet. You should be using "when" there, to place the card draw to a specified time/event (the player becoming responsible). But with "when" triggers, you can't use "otherwise," because if the "when" never occurs, you'd still need some event to tie the check to. A fixed wording that would do what you are looking for is the following:
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Post by Idea on Aug 2, 2023 20:34:00 GMT
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Post by vizionarius on Aug 2, 2023 21:57:54 GMT
Responsible for <game objects> (Whenever a/another <game object> [you control] becomes the target of a spell or ability an opponent controls, you may pay . If you do, counter that spell or ability.)Valani III/IX, Chronoarchmagus Legendary Creature - Human Wizard Responsible for instant spells (Whenever an instant spell you control becomes the target of a spell or ability an opponent controls, you may pay . If you do, counter that spell or ability.)Whenever an opponent casts an instant spell, ~ deals 2 damage to that spell's controller. The distinction of Chronoarchmagus has only ever been granted to four individuals across the known millennia.2/2 Armory Vault Guard Creature - Dwarf Soldier Responsible for equipment (Whenever an equipment you control becomes the target of a spell or ability an opponent controls, you may pay . If you do, counter that spell or ability.)Equipped creatures you control get +1/+1. 3/3 Allmother the Nurturer Legendary Creature - Elemental Avatar Responsible for creatures with power 3 or less (Whenever another creature with power 3 or less you control becomes the target of a spell or ability an opponent controls, you may pay . If you do, counter that spell or ability.)At the beginning of your end step, populate creatures with power 3 or less. (Create a token that’s a copy of a creature token with power 3 or less you control.)4/5 Graveborn Gatekeeper Creature - Graveborn You may cast ~ only from your graveyard. Responsible for cards in your graveyard (Whenever a card in your graveyard becomes the target of a spell or ability an opponent controls, you may pay . If you do, counter that spell or ability.)Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)1/1 Note: I changed how casting only from grave is worded. The original way it too wordy. I use the template for "only" used here.
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Post by sdfkjgh on Aug 3, 2023 20:19:49 GMT
This is not an entry, it's just a tributea weird idea that came to me: Mild-Mannered Citizen Creature--Citizen Responsible (This creature has a steady, well-paying job; no debts; and no vices. In other words, boring af!)2/2 Could easily see the art being a still of Clark Kent from the animated series or something.
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Post by serraphim on Aug 25, 2023 2:43:01 GMT
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Post by sdfkjgh on Aug 25, 2023 16:05:56 GMT
The rules don't allow for there to be two different reminder texts for the same keyword (or, at least, they've shied away from doing that for fear of memory issues, and rightly so). I'd recommend making your keyword be "Responsible for X", that way, you can specify what X is for each case (like "responsible for another creature you control" or "responsible for a basic land you control", or, you could even have "responsible" only ever encompass things you control, so you could conceivably just excise "you control" from the keyword altogether), and the reminder text can handle that specified difference. Also, tapping for mana produces . is a cost, so tapping for an additional makes no sense. Unless you actually want the mana produced by the land to be immediately swallowed up by that additional cost.
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Post by vizionarius on Aug 31, 2023 16:35:07 GMT
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Post by Daij_Djan on Sept 1, 2023 5:58:54 GMT
@ vizionarius: Big thanks for the head-up. OK then, here we go - as usual for this contest judging the mechanics rather than the individual cards: { Idea} Not gona lie, I kind of went through three stages with your mechanic. It took me a while to wrap my head around it, then when I "got it" it actually sounded pretty good - and then I started to wonder: Why those three exakt triggers? Why activating an ability (which really doesn't have many potential cards to trigger) but not ETBs? Then again, those could potentially get forced upon someone..? In the end, I do lie the concept - but I think it is quite confusing still - and it can definitely make board states rather complex. { vizionarius} Reminds me of a reverse Ward - except in this case you pay the tax to protect your stuff. I'm not sure whether I like the flat out cost - on the one hand, it's obviously clean (and I like clean ), but on the other hand just havig to leave open a single mana to stop all targeted removal might be too powerful? I might be overestimating the mechanic though considering permanents cannot rotect themselves (at least in your examples, so I assume that's intentional).. Small note concerning your "only from grave" change: The original wording is as complicated as it is, since it consists of two parts: The restriction obviously, but also the ability to cast the knight from the graveyard in the first place - which your Gravekeeper lacks. So while it indeed could only be cast from the graveyard - you'd need a seperate ability to be able to do so. Your given examples also don't shorten this - it's just that in their case Flying is what allows them to block flyers. { sdfkjgh} I like mechanics based on RL flavor. Flying for example is awesome and makes perfect flavor sence. Transform as well. Your mechanic though..? Come on, let's be real: This makes no sence and would be completely and utterly broken in RL - and also totally boring at the same time { serraphim} I really like the idea of a more expended Soulbound. As sdfkjgh already mentioned, the mechanic needs to mention what your individual card is responsible for not only in the reminder text, but that can obviously be fixed easily. One thing to potentially keep in mind is that your version only triggers when the responsible creature enters the battlefield - when what it's responsible for leaves it cannot be bound to something new differing from the original mechanic, which might cause some gameplay issues..? {And the winner is..} serraphim, congratz to the win!
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Post by Idea on Sept 1, 2023 8:52:08 GMT
Not gona lie, I kind of went through three stages with your mechanic. It took me a while to wrap my head around it, then when I "got it" it actually sounded pretty good - and then I started to wonder: Why those three exakt triggers? Why activating an ability (which really doesn't have many potential cards to trigger) but not ETBs? Then again, those could potentially get forced upon someone..? In the end, I do lie the concept - but I think it is quite confusing still - and it can definitely make board states rather complex [/spoiler][/quote] Well, ETBs are triggered abilities. You aren't directly activating them, at most you're setting up a situation for them to activate. For ETBs specifically though the ability does cover it in a sense (though not always) in the form of casting a spell or activating an ability being triggers, two things which are often what leads to something entering the battlefield (the remaining usually if not always being a triggered ability or copying a spell or ability).
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Post by vizionarius on Sept 1, 2023 10:24:46 GMT
Daij_Djan "Small note concerning your 'only from grave' change" AH! Totally missed that. Good reason for the wording as they have it. Thanks for pointing it out.
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Post by serraphim on Sept 1, 2023 21:15:04 GMT
Thank you, Daij_Djan! We've made it to September which means we are in the month of the Harvest Moon. In light of that, your next challenge word is... Reap.
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pernicious
8/8 Octopus
Posts: 440
Favorite Card: Mistmeadow Skulk
Favorite Set: Shadowmoor block
Color Alignment: Red
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Post by pernicious on Sept 2, 2023 3:54:27 GMT
Reap: A keyword action used to shorten the wording of lifedrain effects. "Reap 2 life from target player." means "Target player loses 2 life and you gain 2 life."
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Post by sdfkjgh on Sept 2, 2023 8:23:03 GMT
Reap: A keyword action used to shorten the wording of lifedrain effects. "Reap 2 life from target player." means "Target player loses 2 life and you gain 2 life."
serraphim Is a keyword action a valid entry for this contest? Talk about a tough act to follow! Everything after this will just feel like a cheap knockoff. Mebbe I could offer "Reap N (The next N mana that target opponent would add, you add instead. Until the end of your next turn, you don't lose this mana as steps and phases end.)"?
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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 Sept 2, 2023 13:23:37 GMT
Reap: A keyword action used to shorten the wording of lifedrain effects. "Reap 2 life from target player." means "Target player loses 2 life and you gain 2 life."
serraphim Is a keyword action a valid entry for this contest? Talk about a tough act to follow! Everything after this will just feel like a cheap knockoff. Mebbe I could offer "Reap N (The next N mana that target opponent would add, you add instead. Until the end of your next turn, you don't lose this mana as steps and phases end.)"? I liked this idea, I would do this "Reap N (Unless an opponent pays N, Add N . Until the end of your next turn, you don't lose this mana as steps and phases end.)" Since the next mana is something difficult to track.
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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 Sept 2, 2023 13:53:44 GMT
sdfkjgh and pernicious may I use the reworked ability in any future sets I make in the future? I liked a lot.
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Post by serraphim on Sept 2, 2023 14:50:25 GMT
Reap: A keyword action used to shorten the wording of lifedrain effects. "Reap 2 life from target player." means "Target player loses 2 life and you gain 2 life."
serraphim Is a keyword action a valid entry for this contest? Yea, that's absolutely acceptable. Several mechanics began life as being described in longform.
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Post by Idea on Sept 2, 2023 23:56:12 GMT
The mechanic of the day is ReapReap: Whenever a creature an opponent controls dies, for each counter on it, put a counter of that type on a creature with reap you control that dealt damage to it this turn.I've decided to tackle the "reap what you sow" angle to reap. Sow counters on your opponent's creatures to get them to feed your own additional power or you could weaken them but then you'd weaken your own creatures. Of course, your opponent also reaps what they sow, as them relying too much on +1/+1 counters may end up feeding your reap creatures. It should be noted here that reap specifically does not give you a choice on putting those counters, merely how to divide them. Vengeful Khenra here, if they are the only reap creature you have, will always get those -1/-1 counters on itself whenever it uses them to finish off an opponent. This way, reap can be used as upside but also to create a downside for a creature, among other potential uses. Originally, I was wording the ability such that you distribute the counters already on the creature. The reason I made you put new counters instead was in case of multiplayer situations where multiple creatures with different controllers might be vying for the same counters. The new wording lets multiple players get the counters though, and with noncombat damage allowed, you might even work with your opponents to pump up the creature set to die. Because the trigger has a damage condition there is a certain advantage that colors like black, green and especially red have in triggering it. That being said, there are ways for other colors to help themselves to what they sowed. Also, +1/+1 and -1/-1 counters aren't the only counters that can be taken. Keyword counters and other types of counters might be taken too, though the latter will more rarely be useful for your creatures. Since most cards with reap would feature some way to put counters on your opponent's creatures though, this would help the mechanic have targets to function, and you might be able to reap counters you can use for other abilities. Lastly I also made a couple of support cards that could exist alongside this mechanic, giving counters to an opponent's creature in return for a stronger effect or some other benefit.
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Post by kefke on Sept 4, 2023 20:16:09 GMT
Alright, here's what I got.
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Post by dangerousdice on Sept 6, 2023 18:49:01 GMT
Seed Counters (Charge Counters, but for lands and more fitting the mechanic.) Reap (To reap, you may remove a counter from a land you control. If you do, create a food token.) Mainly in White and Black, with White focusing on getting food, while Black mostly focuses on sacrificing them. Fae-Caught Farmer - Creature - Human Farmer (U) When Fae-Caught Farmer enters the battlefield, you may put a seed counter on target land. : Reap. (To reap, you may remove a counter from a land you control. If you do, create a food token.) 1/2 Unseelie Bone-Tiller - Creature - Elf Farmer (U) Whenever a creature you control dies, you may exile them. If you do, you may put a seed counter on target land you control. 2/3 Baycotte, Callous Overseer - Legendary Creature - Elf Noble (U) Menace At the beginning of your endstep, if you have less than three food, you may sacrifice a creature. If you do, create a food token. Repeat this process until you control 3 or more food tokens. " That sounds like a you problem. It's not my fault you didn't meet our quota."2/3
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Post by vizionarius on Sept 6, 2023 19:28:05 GMT
Taking a page out of morbid and revolt's book. Reap -- <effect> if you sacrificed a permanent this turn. Reap -- <trigger>, if you sacrificed a permanent this turn, <effect>. etc... Card examples to come...
Field Mice Creature - Mouse Skulk (This creature can’t be blocked by creatures with greater power.)Reap -- At the beginning of your end step, if you sacrificed a permanent this turn, create a 1/1 green and white Mouse creature token with skulk. 1/1 Power of Wealth Enchantment When ~ enter the battlefield, create a Treasure token. Reap -- At the beginning of each end step, if you sacrificed a permanent this turn, choose one-- *~ deals 1 damage to target opponent or planeswalker an opponent controls. *You gain 1 life. Harvest of Souls Sorcery Each player sacrifices a creature. Reap -- If you sacrificed a permanent this turn, each player sacrifices two creatures instead. Ikhtharian Summoner Creature - Human Warlock Ward-- , Pay 3 life. Reap -- At the beginning of each end step, if you sacrificed a permanent this turn, create a 3/3 blue and black Nightmare Horror creature token with flying and ephemeral. (When it becomes the target of a spell or ability, sacrifice it.)
3/3
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Post by dangerousdice on Sept 21, 2023 3:49:52 GMT
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Post by serraphim on Sept 21, 2023 20:02:22 GMT
pernicious I think that's a perfect name if that effect became evergreen, especially in black with death/grim reaper imagery. Idea That's an interesting mechanic. I think it really makes you want to gang block as much as possible since combat damage is dealt all at once, so each creature blocking with reap would benefit from it, effectively multiplying any single counter on the attacking creature. I really like Gleamer of Fates, it's a creative take on sowing counters just to reap later. I don't think I would have ever thought of that. kefke I think the ability should have some sort of tangible gain for you, like a harvest. Maybe add "you may cast it until the end of your next turn" or something in that realm. it's a good effect just not what I would consider "reaping". dangerousdice You took the challenge literally, and I respect that. I like that you made it work with lands by "harvesting". I'd almost like to see the seed counters expanded upon with their own effect. vizionarius I love Harvest of Souls. The ability feels like a very black heavy ability but it feels right on Field Mice. Winner: This was a hard one but I'm going to give the win to... vizionarius
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Post by vizionarius on Sept 21, 2023 20:55:39 GMT
Thanks for the win, serraphim! I went through 3-4 iterations of what I wanted to do with it. Glad you liked the final outcome. I also envision it being primarily black. Next: Make an ability around the word sustain. Variants with sustain as the root are welcome.
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Post by emberfire17 on Sept 21, 2023 21:59:39 GMT
Sustain: a sorcery keyword (not on instants because I didn't want to figure out timing rules for it) that turns it into an enchantment that triggers the ability on your upkeep. There's a decent chance something similar already exists but I don't know most of the older unused keywords, so oh well.
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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 Sept 21, 2023 22:32:05 GMT
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Post by Idea on Sept 22, 2023 22:32:30 GMT
The keyword is sustain. Sustain (Cost)Having 0 toughness doesn’t cause this creature to die. At the beginning of your upkeep, if this creature’s toughness is 0 , sacrifice it unless you pay its sustain cost.Sustain essentially lets your creature survive having 0 toughness in return for getting a noncumulative upkeep. Sustain as a mechanic has one major function: Getting minused (-X/-X or -1/-1 counters) doesn't kill it. It's a mechanic with narrower use in actually surviving stuff your opponent brings (unless they are playing black) so I imagine it would usually be featured in situations in which the creature gives itself a reduction in toughness somehow. It might be interesting to note that this means a creature can go as low as one wants in toughness, unrestricting normally self-limiting effects. Another thing that sustain lets you do is just keep creatures with 0 toughness alive. A 0/0 creature living off of counters might see all its counters removed and survive, maybe in time to get new counters. Alternatively, starting out with 0 toughness could just give you a creature that you need to pay for each turn by default, acting as an immediate downside rather than a temporary upside. I would imagine that "low toughness matters" cards might also see some good interaction with sustain, as it effectively lets you have the lowest toughness creatures on the battlefield, which no other player can compete with unless they also have sustain cards. There are two big weaknesses to sustain though: One, any damage is lethal. Two, minusing usually also removes power not just toughness. This means even if your creature lives it might be useless in combat. I think therefore, sustain would be seen most at higher rarities, with cards that have strong abilities that you might want to keep even when their power and toughness become 0. Edit: Thank you sdfkjgh for catching that extra whenever.
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Post by serraphim on Sept 23, 2023 8:30:14 GMT
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