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Post by vizionarius on May 4, 2024 7:32:35 GMT
FeedbackIdea: Interesting designation you have with "calm." Thought I think it's not different enough than simply saying "cast only as sorcery" for it to be a new thing. But maybe I'm missing something? I also feel that your intercede effect it doesn't really help with shortening the wording than just saying "the next time damage would be dealt to target X, deal it to Y instead." Subordinate seems like a directional, non-exclusive soulbond; it's interesting, and I think plays well with the redirecting of damage effect. melono: This is neat. It does feel like some older combat-based keyword, so rampage fits. I think its unique and complex enough to keyword. Would be nice to see the Bird have higher toughness. A bit like an inverted Balduvian Warlord. I like this a lot. Feels flavor-appropriate, too. viriss: Banding on blocks, and as a combat trick! Neat; I might want it to be a cast instead of an ability to make it a little more easy to interact with, as I think this is actually a pretty strong ability. It's kind of like an inverted bloodrush, except the creature is put into play and not into grave, but with the added benefit of banding on blocks. Very cool ability. ResultWinner is viriss with a unique, defensive ability that really fits the flavor. melono is second.
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Post by Idea on May 5, 2024 0:13:03 GMT
Thank you for the additional mechanic feedback vizionarius ! On Calm - Calm references a game state that can and does happen on almost every phase and step of every turn, whereas playing as a sorcery relegates you to your two main phases. So an ability usable in calm can be used during an opponent's turn, during upkeep, draw step, end step... And it can even be used in combat before any attacks can be declared. On Standing - Yep, you're pretty much right on the money here, other than in that the relative importance of the subordinate thing was reduced with the addition of the color changing due to the former being more parasitic and my focus on colors matter for that set solidifying.
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Post by viriss on May 5, 2024 4:50:47 GMT
Next keyword: Smuggle
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Post by vizionarius on May 5, 2024 6:07:58 GMT
Thank you for the additional mechanic feedback vizionarius ! On Calm - Calm references a game state that can and does happen on almost every phase and step of every turn, whereas playing as a sorcery relegates you to your two main phases. So an ability usable in calm can be used during an opponent's turn, during upkeep, draw step, end step... And it can even be used in combat before any attacks can be declared. On Standing - Yep, you're pretty much right on the money here, other than in that the relative importance of the subordinate thing was reduced with the addition of the color changing due to the former being more parasitic and my focus on colors matter for that set solidifying. Ah, I did miss the crucial distinction that calm is also on opponents' turns (in addition to the others you point out). That's definitely different enough!
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Post by sdfkjgh on May 7, 2024 3:25:39 GMT
Smuggle--exile a card from your hand face down. When a creature smuggling one or more cards deals combat damage to a player, planeswalker, or battle, you may reveal a card that it's smuggling and play that card. If you cast that card, it costs less to cast. EDIT: Smuggling refers to both the act of exiling a card face down from your hand, and playing that card as a result of dealing combat damage to a noncreature thing. Smuggled lands enter tapped with a stun counter on them, and don't count towards your one land drop per turn. EDIT THE SECOND: You may look at cards your creatures are smuggling at any time.) Smuggle can be an enter effect, it can be the payout of an activated ability, it can be an additional effect of an instant or sorcery, and I'monna make some designs later, as I'm a little backed up rn. Ok, here we go! Pathetic Smuggler Creature--Human Rogue When Pathetic Smuggler enters, it smuggles a card from your hand. (Exile a card from your hand face down. You may look at it at any time. Whenever this creature deals combat damage to a player, planeswalker, or battle, you may reveal a card it’s smuggling and play that card from exile. Smuggled spells cost less to cast. Smuggled lands enter tapped with a stun counter on them and don’t count towards your land drop for the turn.)1/2 Suspicious Wurm Creature--Wurm Rogue Trample Whenever Suspicious Wurm attacks, it smuggles the top card of your library. (Exile the top card of your library face down. You may look at it at any time. Whenever this creature deals combat damage to a player, planeswalker, or battle, you may reveal a card it’s smuggling and play that card from exile. Smuggled spells cost less to cast. Smuggled lands enter tapped with a stun counter on them and don’t count towards your land drop for the turn.)4/4 Cunning Pickpocket Creature--Cat Assassin Deathtouch Whenever Cunning Pickpocket attacks, it smuggles the top card of defending player’s library. (Exile the top card of the defending player’s library face down. You may look at it at any time. Whenever this creature deals combat damage to a player, planeswalker, or battle, you may reveal a card it’s smuggling and play that card from exile. Smuggled spells cost less to cast. Smuggled lands enter tapped with a stun counter on them and don’t count towards your land drop for the turn.)1/1 Smuggling Serpent Creature--Serpent Pirate When Smuggling Serpent enters, it smuggles the top two cards of each player’s library. Smuggling Serpent can’t attack unless defending player owns any cards in exile. 6/6 Back-Alley Requisition Instant Target creature you control smuggles the top two cards of your library. (Exile the top two cards of your library face down. You may look at them at any time. Whenever the targeted creature deals combat damage to a player, planeswalker, or battle, you may reveal a card it’s smuggling and play that card from exile. Smuggled spells cost less to cast. Smuggled lands enter tapped with a stun counter on them and don’t count towards your land drop for the turn.) Reborn Black Marketeer Creature--Zombie Hydra As Reborn Black Marketeer enters, it smuggles each card in each graveyard. Haste Reborn Black Marketeer gets +1/+1 for each card it’s smuggling. 0/0 Corrupt Customs Officer Creature--Vedalken Soldier Processor Vigilance Whenever a spell or ability you control counters a spell, Corrupt Customs Officer smuggles that countered spell card. , Put a card Corrupt Customs Officer is smuggling into its owner’s graveyard: Counter target spell. 3/2 Illicit Trading Instant Scry 1. Surveil 1. Draw a card. Up to one target creature you control explores. Up to one target creature you control smuggles a card from your hand. Up to one target creature you control smuggles the top card of your library. Customs Inspection Sorcery Target opponent may have a creature they control smuggle a card from their hand. If they don’t or can’t, they reveal their hand. You choose a card from it that isn’t a basic land. That player discards a card. Smuggling Ring Legendary Artifact : Add one mana of any type. : Choose one. Activate this ability only as a sorcery— • Target creature you control smuggles a card from your hand. • Target creature you control smuggles the top card of your library. And, just because every new mechanic needs a safety valve (or, at least that was the prevailing design philosophy back during *checks notes* Time Spiral block?! Kamigawa block?! OH, GODS, I'M OLD!!!), have a way to deal with this completely untested nonsense (like any new mechanic I make is ever tested!): Contraband Crackdown Instant Choose one— • Counter target spell that was cast from exile. • Return to its owner’s hand target permanent card that entered from exile this turn.
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Post by melono on May 7, 2024 8:42:20 GMT
Goblin Trafficker Creature - Goblin Rogue Haste Smuggling - Goblin 1 ( When this enters, you may put a Goblin permanent with mana value 1 or less from your hand onto the battlefield.) "No! Just here to sell manure! Even worse smell? Is manure, do believe!" 2/2 Contraband Teleporter Creature - Human Wizard Ward , vigilance. Smuggling - Artifact 2 ( When this enters, you may put a Artifact with mana value 2 or less from your hand onto the battlefield.) "A person that knows his magic circles is so much easier to get inside the city than a precious artifact. And it's less risky too." 1/3 Arvin, Rebellion Leader Legendary Creature - Human Warrior Rebel Enlist ( As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature’s until end of turn.) Smuggling - Creature 1 ( When this enters, you may put a Creature with mana value 1 or less from your hand onto the battlefield.) Other creatures you control with mana value 3 or greater have Smuggling - Creature 1. 2/2 Serpent Passer Creature - Snake Hydra Reach Smuggling - Creature X ( When this enters, you may put a Creature with mana value X or less from your hand onto the battlefield.) ~ enters with X +1/+1 counters on it. When you can't go through the city gate, you can try going over it. 0/0
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Post by Idea on May 7, 2024 23:30:01 GMT
The keyword I'm bringing today is Smuggle. Smuggle:You can attack rather than block with this card during your declare blockers step. If one or more creatures with smuggle attack during an opponent’s turn, that player has an a declare blockers step afterwards.Smuggle is a sneaky way of attacking that slips past the foes while they are busy attacking you. You can't attack during that time? Well, smugglers don't much care for what the law might say. It's not particularly different from regular attacking anyway, as the same blockers that would be left before are likely still going to be there to block during the declare blockers step your opponent gets. Damage is at the same time for all attackers and blockers, during the combat damage step as usual. While the benefits of smuggling aren't immediately apparent, there are a few. First of all, your opponent may be forced to play some cards earlier than they would like to set up blockers or use removal they would normally use in the postcombat main phase. The second benefit is if they do play those cards, such as a planeswalker for instance, you can go on the offensive right away against them. Third, triggered abilities that negatively affect attackers can be attached to a creature with smuggling attacking, letting them affect your opponent's attacking creatures with the balancing of having the creature need to attack, and other effects could trigger during an opponent's turn that normally couldn't. Fourth, nothing stops a card with smuggle from attacking on both turns if it can remain untapped or untap after tapping. It should be noted, however, that a creature can't attack AND block at the same time even with smuggle. Smuggle lets you attack rather than block. There are specific card interactions that might be notable as well, however, such as ninjitsu being usale during an opponent's turn if you can get a smuggle creature to not be blocked.
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Post by emberfire17 on Sept 22, 2024 14:13:22 GMT
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Post by hydraheadhunter on Sept 23, 2024 0:34:28 GMT
Smuggle: Nontoken permanents that enter the battlefield without being cast by their controller this turn are 'smuggled' into play.
{Object} Smuggler — Whenever you smuggle a nontoken {object}, foo. Corrupt Customs Agent A blue, a black, and two generic
Creature — Rogue Advisor
Artifact Smuggler — Whenever you smuggle a nontoken artifact, you may pay 2 generic. If you do, create a token copy of it.
3/3
| Silent Packleader Two Green and a generic
Creature — Beast Rogue
Creauture power 4 or greater Smuggler — Whenever you smuggle a nontokent creature with power 4 or greater, draw a card.
3/3
| Forfeit the Contraband Two white and three generic.
Instant — Trap
If an opponent smuggled three or more permanents this turn, you may pay zero generic rather than pay Forfeit the Contraband's mana cost.
For each permanent that was smuggled this turn, its controller sacrifices it unless they pay its mana cost.
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There are lots of ways get things into play without havign cast it them; blink, reanimate, put from hand, and steal the spell your opponent cast wit gather specimens / perplexing chimera. The idea is to combine all the ways that can happen into a single keyword, and then use it to do things. Yeah, Silent Packleader's 'keyword phrase' is wordy as hell, but I couldn't figure a way to make it better.
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Post by dangerousdice on Sept 27, 2024 5:57:09 GMT
Smuggle [Cost] (When you cast this card, you may pay [cost] and exile a card from your graveyard smuggled under this card.) C: Contraband Sparks Sorcery Deal 1 damage to any target. : Exile this card smuggled under a creature you control. Whenever that creature attacks, you may cast Contraband Sparks without paying its cost. U: Karf’s Fence Creature - Human Thief Smuggle (When you cast this card, you may pay and exile a card from your graveyard smuggled under this card.) Whenever Karf’s Fence deals damage to a player, if it has a smuggled card, put that card on the bottom of your library and create two treasure tokens. 2/2 R: CinderLane Auction Artifact Smuggle (When you cast this card, you may pay and exile a card from your graveyard smuggled under this card.) : Exile a card from your graveyard smuggled under this card. At the beginning of your upkeep, any number of players may bid life. The player who bids the most life may cast a card smuggled by CinderLane Auction with mana value equal or less than the amount of life they bid. M: Karf, CinderLane Ringleader Legendary Creature - Hydra Noble Thief When Karf, CinderLane Ringleader enters the battlefield and at the beginning of your upkeep, you may move a smuggled card smuggled under Karf, Cinderlane Ringleader. Karf gets +1/+1 for each smuggled permanent under it and has all abilities of each smuggled permanent under it. , place a card smuggled under Karf at the bottom of your library: Create a treasure token. 3/3
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Post by dangerousdice on Sept 30, 2024 6:56:55 GMT
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