|
Post by sdfkjgh on Aug 27, 2020 16:33:48 GMT
Ever see someone make a mistake about the rules, and then wonder "Wait, why can't it be like that?"
Engine of Increase Artifact All non-multikicker abilities are multikicker abilities instead.
|
|
|
Post by Lady Mapi on Aug 27, 2020 17:47:33 GMT
Ever see someone make a mistake about the rules, and then wonder "Wait, why can't it be like that?"
Engine of Increase Artifact All non-multikicker abilities are multikicker abilities instead. I'm not sure that works? It's not always straightforward what some Kickers should do if you "multikicked" them - Bold Defense and Fight With Fire are prime examples. (Other than that, yes please. My ramp deck would love to be able to multi-kick Citanul Woodreaders)
|
|
|
Post by kefke on Aug 28, 2020 13:17:07 GMT
Ever see someone make a mistake about the rules, and then wonder "Wait, why can't it be like that?"
Engine of Increase Artifact All non-multikicker abilities are multikicker abilities instead. I'm not sure that works? It's not always straightforward what some Kickers should do if you "multikicked" them - Bold Defense and Fight With Fire are prime examples. (Other than that, yes please. My ramp deck would love to be able to multi-kick Citanul Woodreaders) There's another slight problem in the wording. If "all non-multikicker abilities" are multikicker abilities...well, Flying is a "non-multikicker ability", for instance.
|
|
|
Post by sdfkjgh on Aug 29, 2020 1:05:58 GMT
kefke: Well, how about "If you would kick a spell, you may kick that spell multiple times."? Or is the concept squarely in the Un- territory of "understandable in normal language, but impossible in Magic rules-ese"?
|
|
|
Post by kefke on Aug 29, 2020 5:13:40 GMT
Oddly enough, there is an official wording for text-changing effects. So I believe what you'd want is; Change the text of spells you control by replacing each instance of "kicker" with "multikicker". Any effects activated if that spell was kicked instead activate once for each time it was kicked.
|
|
|
Post by sdfkjgh on Aug 31, 2020 22:29:27 GMT
So, I'm reading the comments for Weird Explorer's latest vid, when I get to "depauperate sand". I look it up on Google, then Wikipedia, which leads me to urchin barren, which inspired this: Urchin BarrenLand : Add . , Sacrifice an untapped Island, : Create a 2/1 blue and red Urchin creature token. Activate this ability only as a sorcery. Tap X untapped Urchin creatures you control, : Add X mana in any combination of and/or . Each Urchin tapped this way deals 1 damage to you. and the token: & because purple.
|
|
|
Post by sdfkjgh on Sept 3, 2020 5:40:25 GMT
A.k.a. Portal to the Squirrel Dimension:
Nuthole Enchantment--Aura Enchant permanent you control Whenever enchanted permanent becomes tapped, create a 1/1 green Squirrel creature token.
Please don't imagine the portal anchored to anyplace naughty.
|
|
|
Post by sdfkjgh on Sept 6, 2020 4:24:16 GMT
Have a new cardtype:
No Fair Cheating Rule If a player would cast a spell from anywhere other than their hand and/or for less mana than its converted mana cost, that player loses the game instead. If a nonland permanent would enter the battlefield and it wasn’t cast from a player’s hand, that permanent’s owner loses the game instead.
Natural Progression Rule Lands can’t enter the battlefield if a land has already entered the battlefield this turn. Lands can’t enter the battlefield under a player’s control during another player’s turn.
Put Some Effort into It Rule Planeswalkers lose all static abilities and can’t have or gain static abilities.
Wait Your Turn Rule Players can cast spells and activate abilities only during their own turns.
This is how you put a stop to powercreep! Rules are kept in the sideboard, highlander style (1 copy/unique name), are colorless, & start the game in the command zone. Rules are meant to keep things fair; as such, there will NEVER be Rules printed that can combine to lock someone out of the game. Rules always apply to ALL players, WITH NO WAY TO IGNORE THEM! There will also NEVER be a Rule that can combine wit a preexisting card to lock someone out. There will NEVER be two (or more) Rules printed that counter or contradict each other.
|
|
|
Post by sdfkjgh on Sept 6, 2020 20:36:27 GMT
More Rules:
Guaranteed Resolution Rule As long as a spell or ability is on the stack, it can’t be that target of spells or abilities.
COMING THROUGH! Rule Creatures can't block or be blocked.
Absolute Sanctity Rule All permanents and players have shroud. All permanents have indestructible. Noncombat damage can’t be dealt. Permanents can’t be sacrificed. Players can’t pay life.
|
|
|
Post by Lady Mapi on Sept 6, 2020 22:13:45 GMT
|
|
|
Post by kefke on Sept 6, 2020 22:19:55 GMT
It honestly annoys me a bit that WotC decided to make painmana specifically Phyrexian, since it adds unnecessary lore baggage to a perfectly good mechanic.
|
|
|
Post by sdfkjgh on Sept 7, 2020 8:44:10 GMT
A boardwipe? In Dimir? It's more common than you think:
Lethean Tragedy Sorcery Destroy all creatures. Then, for each creature destroyed this way, its controller mills X, where X is that creature’s power, toughness, or converted mana cost, whichever is greatest.
|
|
|
Post by sdfkjgh on Sept 8, 2020 6:01:23 GMT
Representation is excellent, so have a proud nonbinary Minotaur who worked their way up the ranks of the Boros Legion to become an honored leader:
Togrut, Paragon of Battle Legendary Creature--Minotaur Paragon (This creature is every class creature type at all times.) First strike, vigilance, trample, haste, lifelink Aggressor (This creature attacks each combat if able.) Togrut, Paragon of Battle must be blocked if able. You choose which creatures block Togrut and how they block them. 4/6
|
|
|
Post by sdfkjgh on Sept 8, 2020 19:20:06 GMT
Have you guys seen Scute Swarm yet?
Scute Nest Tribal Enchantment--Insect Nest At the beginning of your upkeep or whenever a land enters the battlefield under your control, choose a permanent you control with the greatest number of +1/+1 counters on it among permanents you control, then put a number of +1/+1 counters on each other permanent you control equal to the number of +1/+1 counters on the chosen permanent. ------------------- “Survival Rule 783: No, seriously, everywhere you look is scute bugs!” —Zurdi, goblin shortcutter
|
|
|
Post by Flo00 on Sept 12, 2020 14:29:26 GMT
sdfkjgh: That looks pretty explosive. Nice flavor text.
|
|
|
Post by Flo00 on Sept 12, 2020 14:29:38 GMT
Sacked Rainbow Conspiracy Reveal Sacked Rainbow as you draft it. The player to your right chooses a color, then the player to your left chooses another color. You may spend mana of each color chosen as you drafted cards named Sacked Rainbow as though it were mana of any color chosen as you drafted cards named Sacked Rainbow. Basically, the two chosen colors are the same color for you. This should probably have some drawback. I just thojght, how can you make Manamorphosis even better while somehow balancing it out (at least a bit)? I came up with the dream of every storm deck: Forbidden Power Instant You lose 2 life. Add . Draw a card.
|
|
|
Post by sdfkjgh on Sept 14, 2020 0:08:43 GMT
Another rule:
Tresspassers' Barricade Rule If a planeswalker would enter the battlefield, its owner may pay life equal to its converted mana cost plus its starting loyalty. If that player doesn’t or can't, exile that planeswalker and that player loses the game. Otherwise, that planeswalker enters the battlefield.
Hey, they're the ones who chose to play with planeswalkers. It's not your fault you came prepared.
|
|
|
Post by sdfkjgh on Sept 14, 2020 13:20:16 GMT
Another card designed in my sleep:
Bleak Coven Infiltrator Creature--Vampire Soldier Assassin Lifelink , Pay 2 life, Create a white 1/1 Myr artifact creature token with infect under defending player’s control: Bleak Coven Infiltrator can’t be blocked this turn. Activate this ability only once per turn, and only while Bleak Coven Infiltrator is attacking. Whenever Bleak Coven Infiltrator deals combat damage to a player or planeswalker, you may pay . If you do, that player or that planeswalker’s controller sacrifices a creature, planeswalker, or enchantment they control of your choice. 4/3
Here's one just designed:
Overwhelming Lessons Enchantment Flash If a source would deal noncombat damage to a permanent or player, that source’s controller draws cards equal to fifteen times that amount of damage instead.
|
|
|
Post by burntsquirrelman on Sept 14, 2020 13:45:48 GMT
So...These "Rule" cards are way too powerful. Especially the ones that say "that player loses the game."
In an attempt to make Magic "fair" you have made Magic even more unfair. There are some really stupid things that can happen, like playing Journey to Nowhere + No Fair Cheating: Whoops! I accidentally destroyed my Journey to Nowhere, how clumsy of me! Looks like you get back your dude-oh! Wait! You lose the game!
But also, a lot of these cards remove interaction, which makes the game less fun. People don't hate on control because it's "unfair", they hate on it because it often makes it so that the player can't interact or play the game. Pretty much all of these Rule cards remove interactivity from the game and at no cost.
There is potential here, but the way you are going about it is...well...bad.
|
|
|
Post by sdfkjgh on Sept 14, 2020 16:10:49 GMT
burntsquirrelman: All your points are fair and valid. I do tend to overreact in my hatred for control. I'm genuinely curious as to how you would implement Rules.
|
|
|
Post by burntsquirrelman on Sept 14, 2020 17:40:02 GMT
So, if I were to try and design a Rule card, one thing I would suggest is incorporating rules that create new situations to interact with rather than removing and punishing existing effects and cards. For example: Burning Rites of ManaRule Unspent mana lost as phases end also causes that player to lose 1 life for each mana lost this way. This Rule essentially brings back Mana Burn, and hurts players that try to go infinite but then fail to do so. It puts that extra bit of pressure on the player without outright keeping them from playing the game. But I think the real issue with Rule cards here is that they give you an effect at no cost. And this is the biggest problem with power creep in Magic: Being able to get more and better effects for cheaper costs: Hogaak is an 8/8 trampler. That's all he is. That isn't anything real special. The problem with Hogaak wasn't his body and ability, but rather his body and ability when compared to his cost of "Free". The most powerful cards in magic are those that can be played for the fewest resources. Oloro is busted in Commander because you don't even have to play him and you get a stupid good effect that just keeps putting you at an advantage at no cost. Once Upon a Time got banned because you could play it for free and it would get you just about anything you could need early game. It's when cards allow you to bypass paying the cost for something that Magic becomes a problem. And these Rule cards don't have a cost. There isn't any price to pay for having these cards.
|
|
|
Post by sdfkjgh on Sept 14, 2020 18:53:22 GMT
burntsquirrelman: Well, there is the cost of taking up space in your sideboard, but I can understand that not being enough of a cost, especially considering the *shudder* companions.
|
|
|
Post by burntsquirrelman on Sept 14, 2020 21:11:51 GMT
"Taking up space in your sideboard" isn't just not enough of a cost. It just isn't a cost at all.
|
|
|
Post by kefke on Sept 14, 2020 21:56:37 GMT
I tried to do something very similar to Rules with my Superstitions, and one thing that I was careful about was that you didn't have to follow them. They gave a benefit for following them, and a consequence for breaking them. Even then, while I really like the idea of a card type like that, I came to the conclusion that it needed a lot more work.
|
|
|
Post by sdfkjgh on Sept 17, 2020 17:19:31 GMT
|
|
|
Post by burntsquirrelman on Sept 19, 2020 3:42:07 GMT
I dunno if I posted this here or not... Whatever, here it is again.
|
|
|
Post by sdfkjgh on Oct 2, 2020 19:46:12 GMT
I had an idea, that quickly mutated into several ideas:
Mano Akuda, Protectrix Legendary Planeswalker--Mano The number of loyalty counters on Mano Akuda, Protectrix is equal to your life total. If Mano Akuda, Protectrix would lose one or more loyalty counters, you lose that much life instead. : Target permanent gains vigilance and lifelink until the beginning of your next turn. Pay 6 life: Destroy target creature or planeswalker. ::L-30::: You get an emblem with "Spells and permanents you control have lifelink, lifelink, and lifelink", and "Multiple instances of lifelink on a spell or permanent you control are cumulative." ::SL*::
|
|
|
Post by sdfkjgh on Oct 3, 2020 17:30:56 GMT
Ever been forced to participate in inane office rituals?
Not-So-Secret Santa Legendary Enchantment Shroud, indestructible Communal Ability—: Target opponent gains 5 life. At the beginning of each end step, if a player hasn’t activated an ability of Not-So-Secret Santa this turn, that player loses the game.
|
|
|
Post by sdfkjgh on Oct 4, 2020 15:47:52 GMT
Ochre Golem Artifact Creature--Elemental Golem If was spent to cast this spell, it enters the battlefield as a red 5/1 with haste. If was spent to cast this spell, it enters the battlefield as a white 1/5 with vigilance. If was spent to cast this spell, it enters the battlefield as a red and white 5/5 with vigilance and haste. Otherwise, it enters the battlefield as a colorless 4/4 with no abilities. */*
I see this as part of a cycle for all 10 color pairs, following the same basic formula: spend D mana to get a p/t & keyword ability characteristic of that color, spend E mana to get the mirrored p/t & a characteristic keyword for that color, spend DE mana to get both keywords & the highest p&t of each, spend neither to get square stats that are below rate for the mana cost.
|
|
|
Post by Flo00 on Oct 5, 2020 18:49:51 GMT
sdfkjgh you know that each end step means that if you cast Not-So-Secret Santa while you opponent is out tapped, they lose instantly, right?
|
|