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 11, 2019 23:23:54 GMT
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Post by kefke on Mar 12, 2019 0:08:43 GMT
Sanfonier of the Night There's a slight problem with your mechanic. Ability words aren't rules text. So technically no cards have chorus.
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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 12, 2019 0:17:24 GMT
Thanks, how could I correct it?
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Post by Tesagk on Mar 12, 2019 0:24:30 GMT
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Post by FLAREdirector on Mar 12, 2019 1:11:34 GMT
Sanfonier of the Night What you need to do is format Chorus like it's a regular keyword, like trample, on its own paragraph. I've written up exactly how you need to format your cards: Mage of Rhythm Creature -- Human Wizard Bard Chorus At the beginning of your combat phase, if you control another creature with chorus, ~ gains haste until end of turn. Whenever ~ deals combat damage to a player, you may have it deal X damage to target creature, where X is the number of creatures you control with chorus. 2/2 Larany, Lugubrious Violinist Legendary Creature -- Spirit Bard Chorus When Larany, Lugubrious Violinist dies, create a 1/1 white and black Spirit creature token with flying. Each opponent loses 1 life for each creature you control with chorus. You gain life equal to the life lost this way. 2/2 Just copy that all over into MSE and you're good to go! Oh, also, instants and sorceries don't behave in the same way as permanents, so you just need to remove " Chorus --" from Ballad in the Woods to get that up to snuff. (Also--Lugubrious? Props for the SAT word.)
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Post by FLAREdirector on Mar 12, 2019 16:57:22 GMT
Bump! Submissions need to be turned in within twelve hours, because I’m closing this at midnight my time! I really like what everyone’s done so far. This will not be easy to judge!
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Post by ameisenmeister on Mar 12, 2019 21:01:34 GMT
Last minute upload here I come! A Tritone are three adjacent whole tones.
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Post by FLAREdirector on Mar 13, 2019 4:56:15 GMT
Closed for judging! The results will be posted in 12-24 hours. viriss Duet -- Whenever this creature attacks or blocks, up to one other target creature that shares a creature type with it... I'm a big fan of tribal decks, so this appeals to me hardcore. The mechanical flavor of the card is appropriate, since it can only affect one other creature. It's a very white effect, since it ties into community and togetherness and all that. That's a real plus for me as well, is that kind of synergy. My problem with it is that the cards you submitted aren't at common, so I worry that maybe you didn't think about what common duets would look like. Remember, MaRo's policy is that if a concept isn't at common, it's not important. Even still, it's a really interesting concept that could definitely see real printing. I do want to know if you intended the duet effect to grant a keyword the duet creature already has or if you could expand on that with, say, a creature that has double strike but the duet has first strike. (Also, let's be honest here, the armadillo is NOT the focal point of the art. Sorry. ) kefke Crescendo {COST} (If there is another spell on the stack, you may pay an additional COST as you cast this spell.)WRITEUP It's the rising crescendo effect that really sells it for me. It's an expression of evolution, of a way that this keyword could be expanded upon, which I think is so important. I like mechanics that don't feel like dead ends, like, "this mechanic is very binary and there aren't a lot of ways to interact with it." It's clear that you put a lot of time into thinking about how this mechanic would actually be printed and how it might develop over time. I think it ought to include reminder text for split second and bolster, because those aren't very common keywords, but that's just me nitpicking. temawimag Perform (During the following phases on your turn, or during the phase you cast this spell on:)
This is really somethin' special! I appreciate that you went out of your way to make a whole new card subtype, and I think the Saga frame does a bang-up job of communicating "this card doesn't behave like other cards" in a really clever way. My only real concern is that they might be too powerful? I mean, essentially what we have here is a Saga that goes off every turn. You've got to keep a steady hand when you're trying to balance something like that. Of the two you finalized, I think Hymn of the Brute's Legacy is better: it's thematically appropriate, it fits the color pie really well, and it's not overwhelmingly strong because you do have to sac your target creatures. But overall, this is a really well-done mechanic and you should absolutely be proud of this. I'd love to see more Songs, both from you and from all the other designers! somerandomtom Duet X (Whenever another creature with the same power and toughness as this creature attacks, this creature and that creature get +X/+X until end of turn.)
So, okay. I don't have a lot to work with here, honestly. It's an interesting concept, but kind of sparse. It's the kind of mechanic that doesn't have a lot of depth to it because it's pretty simple. I could see it working as a standalone mechanic--not a keyword, just a theme--sort of a, like, an Elf tribal thing? But I don't see this getting keyword support any time soon. It's a solid attempt, don't get me wrong. Keep making keywords! Keep doing this! But Duet... it's not really doing it for me. Sanfonier of the Night Chorus -- ...where X is the number of creatures you control with chorus. Very promising! I like that it encourages a wide creature board, and the flavor is solid. I wish chorus had a mechanical meaning in itself instead of just enabling an effect, but I recognize that that would probably make the card text too bulky. I appreciate that you made cards across the color pie for the mechanic, because this ought to be something that all colors have some access to. Music being the universal language, and all that. Oh, and I promise you weren't penalized for me helping you out with formatting the cards better. So you're a little new at this! Keep it up. Tesagk Crescendo (If this is the second spell with crescendo you've cast this turn, you may cast it a second time without paying its mana cost.)Curious... Very curious. So, my first thought is to generalize this even more so that you can crescendo more than one spell each turn by writing out "If this is not the first spell with crescendo..." The effects are powerful, but not overwhelmingly so, in my mind. I like that you have to be a little clever about the order in which you cast spells since you can't crescendo the first one, so you have to be okay with not doubling up on its effect. It encourages smarter play than just "I can afford this spell, and this spell helps me, so I will cast it right now and then think about what to do next." .......Also, since Song of Mercy is a sorcery, how is it supposed to exile attacking creatures without, like, splashing into white from Hypersonic Dragon? ameisenmeister Tritone -- ...if you control three or more nonland permanents with consecutive converted mana costs. It's strange, but I'm coming around to it. I'm certainly a fan of "CMC matters" effects, and the flavor of this mechanic is delightful. It's the sort of thing that, like, you couldn't call it something else without losing flavor. I like that about it! The token generator took me a second, but I guess technically it does fulfill the requirements. I just wish that particular card did something that felt more mechanically relevant than just "this is a 1-drop that makes a 0-drop". Maybe a kicker sort of thing?
Also, I'm not above admitting this: I want to build cards with these mechanics. Like, a lot of cards. Everyone did great!
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Post by FLAREdirector on Mar 13, 2019 19:59:49 GMT
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Post by ameisenmeister on Mar 13, 2019 22:15:28 GMT
Thanks for the second place. And even more thanks for writing considerable analyses for each participant. I am always a bit annoyed when judging is basically just "XY won!".
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temawimag
2/2 Zombie
Posts: 137
Favorite Card: Elite Arcanist
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Post by temawimag on Mar 14, 2019 13:26:47 GMT
Thanks for the judging. If you want to use anything I submit here, go ahead. I'll even clarify a few things for the rules since I have your ears. {Perform Rulings}Perform is a keyword representing two triggered abilities. - The first of these abilities reads "When this card enters the battlefield, if one of the following verses is named after the phase occuring, perform commence the effect outlined for this phase. - The second of these abilities reads "At the beginning of each phase on your turn, check the following list of verses to see if any of them are assigned to this phase. If it is, [effect]."
- Static effects outlined in phases last until the end of that phase, unless specified otherwise. - "Main Phase" refers to precombat main phase, postcombat main phase, and any additional main phases. - An effect reading "Perform while (...)" means that the first and second triggered abilities are checked only when some condition is fulfilled.
(Verses refer to the items listed on the card. This is a property of the Song enchantment, not the keyword)
(By making it check every phase, you can do things like have a grand orchestra card that copies all steps on all songs, make a bard that adds to the song, or make things like a disruptive cymbal player that makes some negative effect on your opponents' songs.) Let's talk about me some more, though. Me me me. No need to be modest - make an effect for something touched by a little Egoism.
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Post by viriss on Mar 14, 2019 14:15:59 GMT
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Post by Tesagk on Mar 14, 2019 15:03:09 GMT
Egoism (You may only control up to one creature with the same name as this card at a time.)
I'm thinking about doing some cards that have their overall awesomeness lowered by the number of Egoisms that exist on the field. However, I still need to find a way to put some positive interest in there, since negative keywords tend to be considered "un-fun."
As it is phrased right now, I understand that Egoism mimics the Legendary rule. However, I needed the keyword to have some sort of text, and I feel like this would be appropriate.
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Post by FLAREdirector on Mar 15, 2019 2:00:00 GMT
Egoism -- ...as long as [this creature] has the greatest sum of power and toughness among creatures you control. Egoism is primary in black, the color of unabashed selfishness, and secondary in red, the color of unchecked emotions, but can appear in any color. Anyone and anything is capable of getting a swelled head, even a wild animal. Well, a sort-of-magical wild animal. Anyway. Creatures with egoism have the skills to back up their arrogance, but only just. Their tempers -- in any color -- can and will flare up if they see an ostensible ally who's stronger than them. Also -- this is really important! -- egoism effects don't apply if two of your creatures are tied for the greatest sum! What I wanted to do was create kind of weird scenarios for your opponents, where they feel like it's okay to buff one of your minions if it means that, overall, your army loses something powerful. Soz for only providing black/red examples. (For now.) I'm not super happy with how my other Egoism cards have come out, but I wanted to get something in now and maybe edit it later. The mechanic will not change, but I want to provide a lot of different ways from which to come at it.
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Post by Tesagk on Mar 15, 2019 10:11:46 GMT
Possible common with my keyword: The 2/4 design with deathtouch is "pushed" counteracted by both Egoism limits (can't have more than one in play under your control, other Egoism creatures make it weaker.) Thoughts?
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temawimag
2/2 Zombie
Posts: 137
Favorite Card: Elite Arcanist
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Post by temawimag on Mar 15, 2019 13:11:17 GMT
Possible common with my keyword: The 2/4 design with deathtouch is "pushed" counteracted by both Egoism limits (can't have more than one in play under your control, other Egoism creatures make it weaker.) Thoughts? (Since you asked) I'm not really seeing why this would be printed as-is whenever the Legendary type pretty much does the same thing, except with no space in the rules text.
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Post by Tesagk on Mar 15, 2019 13:16:05 GMT
(Since you asked) I'm not really seeing why this would be printed as-is whenever the Legendary type pretty much does the same thing, except with no space in the rules text. As it is phrased right now, I understand that Egoism mimics the Legendary rule. However, I needed the keyword to have some sort of text, and I feel like this would be appropriate.
There's a slight difference in the fact that there are plenty of mechanics that reference the Legendary supertype. This isn't one of them. It's a tiny difference, but still meaningful for gameplay.
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Post by fluffydeathbringer on Mar 15, 2019 14:26:25 GMT
Wanderer of Shaded Roads Creature - Human Warrior Egoism -- : CARDNAME gets +1/+1 until end of turn. Activate this ability only if you control no other creatures. In the darkness of the Necrocracy, he sees only the glory, not the cost.
1/3
Survivor's Mettle Instant Put two +1/+1 counters on target creature you control. Egoism -- If you control no other creatures, that creature gains hexproof and indestructible until end of turn. "What makes you think you deserve to even show your blade to me, after all that mine's seen me through?"
Enchantment Egoism -- As long as you control exactly one creature, you can't lose the game and your opponents can't win the game. "Though my body may die, my cause will live until the very last believer falls." --Asha, the Rebel Queen
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Post by ameisenmeister on Mar 15, 2019 20:23:53 GMT
Egoist creatures are real jerks. If they would die, they will, without further ado, push another of your creatures in harm's way. As usual, I posted two cards with the keyword and one card that synergizes with it without being too limited in use.
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temawimag
2/2 Zombie
Posts: 137
Favorite Card: Elite Arcanist
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Post by temawimag on Mar 18, 2019 19:05:13 GMT
(Since you asked) I'm not really seeing why this would be printed as-is whenever the Legendary type pretty much does the same thing, except with no space in the rules text. As it is phrased right now, I understand that Egoism mimics the Legendary rule. However, I needed the keyword to have some sort of text, and I feel like this would be appropriate.
There's a slight difference in the fact that there are plenty of mechanics that reference the Legendary supertype. This isn't one of them. It's a tiny difference, but still meaningful for gameplay. Thing is, I get that, but at the same time that means in order for the mechanic to be fun it needs to either be so limited that no cards interact with it (thus it's purely restrictive) or if it would gain support, then it would become a bit redundant. The flavor of this mechanic is probably one of my favorites out of the entries so far (a creature that isn't legendary things of itself as being legendary), but mechanically I'm not certain that you have much to work with. Speaking of mechanics, mid-point guidance time says that all of the entries so far are mechanically sound. Judging will be on Friday at 4:30 Eastern Time (US).
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Post by Tesagk on Mar 18, 2019 22:55:15 GMT
Thing is, I get that, but at the same time that means in order for the mechanic to be fun it needs to either be so limited that no cards interact with it (thus it's purely restrictive) or if it would gain support, then it would become a bit redundant ... but mechanically I'm not certain that you have much to work with. Well, you're the one judging in the end, so whatever you want. I can see so many different ways for it to go, and I don't see the interaction issues that you do.
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Post by Flo00 on Mar 19, 2019 3:40:31 GMT
Egoist (Each spell must target this creature if able.)The full rules text would look something like this: While a player is choosing targets as part of casting a spell they control, that player must choose this creature if able.(I kind of took this from flagbearers.) If there are multiple egoists on the batltefield but your spell has only one target, you can choose any one of them. Phantom Maiden Crreature - Illusion Egoist (Each spell must target this creature if able.)When Phantom Maiden becomes the target of a spell, sacrifice it. 3/3 Self-Centered General Creature - Human Knight Egoist (Each spell must target this creature if able.)First strike Whenever Self-Centered General becomes the target of a spell, put a +1/+1 counter on each creature you control. 2/2 Target Mark Enchantment - Aura Enchant creature When Target Mark enters the battlefield, draw a card. Enchanted creature has egoist. (Each spell must target this creature if able.)Ego Boost Instant Target crerature gets +2/+2 unitl end of turn. If it has egoist, put a +1/+1 counter on it.
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temawimag
2/2 Zombie
Posts: 137
Favorite Card: Elite Arcanist
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Post by temawimag on Mar 22, 2019 22:51:11 GMT
Okay, time for judging! I'm a bit tired, so forgive any rambling pls. viriss - A solid condition that relies on something universal. Thing is though that I'm not certain how this translates to a creature caring about itself, or the player for that matter, when it seems like a synergized effect between the state of a player's mind and the presence of a creature. Tesagk - We had some back and forth on this thread about the mechanic, and thinking it over, I like the flavor of this mechanic more than I initially did. The flavor of a creature thinking of itself so highly that there's only one of it mimicking the legendary rule is spot-on for a flavor win, and the way you worded it, you have some design room to experiment with it by doing things like adding it to creatures you don't control, or removing it from creatures you do. Thing is, though, that by making it on creatures that are effectively legendary, you're basically limiting the scope of power for cards designed with the keyword to be between legendary and average. For practical design, this would be to not give the player the ability to completely cheat cards of legendary power for effects/spells that have nonlegendary in there for a restriction, which leaves a difficult design space. Even with this nuance in mind, for a casual observer they'd probably ask why not just use the legendary type for those creatures anyway. FLAREdirector - Let's get the obvious out of the way: 10/10 flavor text. I can see what you were going for, by having a sort of nonlegendary "leader" (for lack of a better term), but this kind of restricts it, and ironically would make a creature with egoism subside its buff if another one with more toughness came along, which would defeat the purpose if you had, say, a 2/2 depicting an arrogant student which focuses on card draw. fluffydeathbringer - Definitely an interesting survivor ability. Thing is though, that it discourages players from having more than one creature on the field, which I'm not fully behind for something like a B: +1/+1 ability. While I get that not all of them would be that underpowered, it would still feel kinda weird to not play a 1 drop in limited so that I could get a small buff two turns later when my 2 drop can attack, or a 5 drop that asks that I be losing the game before it gets some boon that probably isn't going to help much. ameisenmeister - You know what I don't like about Vampire Warlord? It's weak impact. You know what I love about Vampire Warlord, though? The flavor text and abilities synchronizing almost perfectly. This keyword reminds me of Vampire Warlord in that flavor, choosing to have someone else die instead of the egoist creature because, well, the egoist is more important! Your design here is a very self-centered ability that wouldn't be unfitting outside of the Clan Silumgar (which, hilariously enough, interacts both solidly in mechanics and in flavor with Exploit, as if an exploited creature is getting revenge or throwing another under the bus) with room for expansion, and in a way that can tie ti to most colors other than white. Overall, a very solid entry in all regards. Flo00 - Basically a flag-bearer effect, except localized, as if a creature is proclaiming how great it is, with the ability to give it to an opponent's creature or remove it from your own. Not bad. Personally, though, I don't really see the point in giving it to an opponent's creature since for that spell you just cast, you'd be better off just casting a kill spell if you want something removed. The synergy with Heroic effects is kind of cool, though, I'll give you that. Winner: While we had a lot of good entries on the flavor side of things, ameisenmeister made a mechanic that was solid for both flavor and mechanics, and with what design space that would have allowed. The ability doesn't really need much to be good (it can even stand alone for some creatures on its own, which is something that not a lot of entries here designed for), but for what expansion it does allow, it interacts nicely with other cards of a similar mechanic in Exploit, which would give it a place in the game's existing history. Now if you don't excuse me, I'm going to go munch on some orange chicken and take a nap.
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Post by ameisenmeister on Mar 23, 2019 10:34:06 GMT
Thanks for the win!
Seeing the forum in quite a Wild West mood, with High Noon being the currently featured set, I'd like to see a mechanic named showdown.
Have fun!
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Post by Tesagk on Mar 23, 2019 11:29:28 GMT
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Post by kefke on Mar 23, 2019 12:43:57 GMT
Showdown (Whenever this creature attacks alone, players may not cast spells or activate abilities until end of combat.)
I'll try to come up with some example cards later.
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Post by viriss on Mar 23, 2019 14:37:38 GMT
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Post by somerandomtom on Mar 23, 2019 16:08:08 GMT
Ferocious Wanderer 1GG Creature -- Human Warrior Uncommon Showdown - Whenever this creature attacks alone and is blocked, it gets +1/+1 and gains trample until end of turn. 3/3
Cunning Swordsmith 3U Creature - Human Artificer Rare Cunning Swordsmith gets +2/+0 as long as you control one or more equipments. Showdown - Whenever this creature attacks alone and is blocked, you may draw a card. 2/4
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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 23, 2019 23:55:01 GMT
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Post by ameisenmeister on Mar 29, 2019 17:22:59 GMT
Going to judge within the next 24 hours so get the final entries in!
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