sábado, 19 de novembro de 2022

Mechanic Idea - "Delving X"

 Temporary name: Delving X
Mechanic type: Ability Word 
Mechanic text: "Each X cards you exile from your graveyard while casting this spell pays for {1}."

Knobs:
- The amount of cards exiled for 1 mana discount
- If needed, the mechanic could be shifted to have different discounts for each spell (diminishing the modality of the card while better adjusting the discount)
- If needed, the mechanic could only work on an alternate cost (requiring more colored pips or having a larger generic mana cost that would need a discount)
- The generic cost of the spell

Innovation:
- Balancing Delve

Mechanic idea - Replicating Storm

Temporary name: Reverberate
Mechanic type: Ability Word 
Mechanic text: "As you cast this spell, for each other spell cast this turn, you may pay its reverberate cost. Then, copy it for each time you paid its reverberate cost. You may choose new targets for the copies "

Knobs:
- Mana value of the original spell (limits how many spells can be cast before)
- Reverberate cost (limits how many copies can be made)
- Making so the card has an extra effect in case it isn't a copy (limits the power of the copy part of the mechanic)

Innovation:
- Tying an escalating additional cost mechanic to a limiter and a escalating trigger mechanic to an additional cost so that each balances the other out.
- Balancing Storm.

sexta-feira, 28 de outubro de 2022

Graft design inspired by Fathom Mage - Deep-Fathom Mage

 Type: Creature

Subtype: Elf Merlfolk Wizard
Card text:
"Graph 1.

Adapt 2 {G}{G/U}{U}. 

Whenever you remove one or more counters from CARDNAME, scry X, where X is the number of counters removed from CARDNAME. Then, draw a card."

Expected rarity: Rare(R)
Rarity Reasoning:
- Splashy effect
- Scry X.
- Tracking complexity
- Similar to "whenever a creature enters the battlefield, Scry 1, then draw a card."

Inspiration: Fanthom Mage, "Whenever a creature enters the battlefield under your control, draw a card" and Graft.
Innovation: Uses graft to care not about +1/+1 counters on creatures, but about removing them from the creature with graft, working as a limiter and regulator for an ETB effect.
Choice of effects:
- Graft allows the creature to care about removing counters more organically.
- Graft helps the creature enter the battlefield with +1/+1 counters already
- Adapt helps refuel the creature with counters without letting it's size be as much a concern.
- Scry gives more depth for the draw and helps offset the cost with keeping putting counters on the creature.
- Having a larger reward that doesn't scale and a reward that scales creates tension within how to best play with the card.
- Having the reward that scale synergize with the one that doesn't scale makes it a more interesting option and creates more depth in the tention.
- Removing counters makes the card not as imediatly strong as whenever counters are put on the creature.
- Using Graft as the instigator provides an interesting twist on "whenever a creature enters the battlefield under your control".
- Using Graft provides a solid limiter of resources for the trigger.


Tentative cost 2: {1}{G}{G/U}{U}
Costs Reasonings:
- Fathom Mage costs 4 and feels less fidly and situationally stronger than this
- The card feels like it wants to avoid splashing and focus on the 2 colors.
- It helps push the identity of how Simic the card is

Possible alterations:
- Adapt or Graft could be written out in case the one of the mechanics isn't available.
- Scry could be changed for lifegain.
- Scry could be done after the draw.
- Lifegain could be added
- Adapt and Graft numbers could be changed.
- Adapt cost could be shifted.
- Could be readjusted to work with -1/-1 counters.
- Could be given evergreen abilities.

Innitial Name: "Deep-Fathom Mage"

quarta-feira, 28 de setembro de 2022

Tap Abilities Matters Legend

Type: Legendary Creature
Subtype: Shaman Spellshaper
Card text:
"Haste, Vigilance.

Other creatures you control with {T} abilities get +1/+1 and have haste and vigilance.

{3}{T}, discard a card: Copy target activated ability that isn't a mana ability. If it costed {T} to activate that ability, you may pay{3}. If you do, copy it twice instead. You may choose new targets for the copy"

Expected rarity: Rare(R) or Mythic(M)
Rarity Reasoning:
- Complexity.
- {T} abilities matter.
- Copying activated abilities.
- Gives creatures you control of a kind +1/+1, haste and vigilance.
- Heavily rewards linear gameplay.
- Wordy.
- 3 color.
- Hightens board complexity.
- Splashy.

Inspiration: Zirda and Trigger Happy.
Innovation: Static ability that ares about creatures with {T} abilities without being cost manipulation.
Choice of effects:
- Giving haste allows for the abilities to be activated the turn the creatures entered the battlefield.
- Giving vigilance helps incentivising creatures with {T} abilities to attack.
- Having haste and vigilance for same reasons Dragonlord Kolaghan has haste.
- +1/+1 rounds up the card to make it more suitable for 3 colors (RGW).
- Copying activated abilities makes the card more relevant even without {T} abilities to copy.
- Not able to copy mana abilities due to power level concerns and timing concerns.
- Ability to copy ability again if it is a {T} ability to reinforce the theme.
- Cost to copy ability again to have more knobs for play design to tweak.
- All abilities focus in helping {T} abilities without directly interfering with the cost to activate those abilities.


Tentative cost 1: {2}{R}{G}{W}
Tentative cost 2: {R/G}{G}{R}{R/W}{W}
Tentative cost 3: {1}{G}{R}{W}{U}
Costs Reasonings:
- All Costs:
- W and R provide respectively vigilance and haste.
- G also has haste and vigilance in it's pie, despite not giving haste to multiple creatures
- G also gives vigilance to creatures under a specification vigilance on ocasion.
- Land creatures have, as a rule, {T} abilities, so ot falls partially in G's pie.
- All 3 colors have signature {T} abilities: Pingers in R, Tappers in W and Mana Dorks in G;
- Cost (1):
- Simple, direct and basic option.
- Cost (2):
- Larger focus on red due to the copy ability.
- Not yet experimented card costing (Hybrid mana in which the color in common is always placed to one side).
- Helps regulate the card by making it more expensive.
- Cost (3).
- Four color design that makes sense as non-black.
- U is justified by the copy ability.
- Relevant color due to tapping synergy and untap abilities.
- U also has vigilance.
- Can strenghen flavor related to knowledge pursuit or magic and {T} abilities.
- Helps address the card's strengh.
- Could help justify other abilities to experiment with as a knob for play design (such as giving or having Ward).
- Also has signature {T} ability with looters.

Possible alterations:
- 3 aproaches to cost and 2 to color.
- If card ends up to much weaker, viable in only 2 colors (albeit unrecomended)
- Posibility to make the activated ability cost colored mana (preferably U or R, but U/R and G/U hybrid also could be doable)
- Anthem effect could be removed or changed.
- Other abilities could be provided to the creatures (although it's recomended keeping vigilance and haste).
- Could provide abilities such as Ward to permanents other than creatures with {T} abilities.
- Activated ability could be changed or removed (although removing isn't recommended as keeping a {T} ability would be better for the overall design).
- Price of the ability could be adjusted.
- Price within the ability could be adjusted.
- If the wording "Other creatures you control with {T}" doesn't work, other options are "Other creatures you control with tap abilities" or "Other creatures you control with activated abilities with {T} in its cost".

Innitial Name: "Takpi, Trickshaper Mentor"

terça-feira, 27 de setembro de 2022

Burning Question

Type: Instant
Subtype: NONE
Card text:
"As an additional cost to cast this spell, discard a card.

CARDNAME deals 3 damage to any target. Draw a card."

Expected rarity: Uncommon (U)
Rarity Reasoning:
- Lightning Strike + Thrill of possibility.
- Too strong for a common, to weak/uninpressive for a rare.

Innovation: Combining a burn spell with a rummaging spell.
Choice of effects:
- Switching the 2nd card drawn by a 3 damage spell for 1 extra mana 
- Having it not be an Artifact provides protection.
- Giving it a mana filtering ability helps deal with the fact that the player might not have a Land of the color he needs to copy.

Tentative cost: {2}{R}
Cost Reasoning:
- Switching the 2nd card drawn for 3 damage seems to put the card cost between 3 and 2, but I think 3 is a more catious approach.

Possible alterations:
- If countering is seen os too much a blow out, or answers against ward are seen as needed, the card could be uncounterable.
- If the card is too strong or needs the addition of a small effect that would make it stronger, changing the cost to {1}{R}{R} should be reasonable.
- The discard could be optional and not a mandatory cost.
- Damage could be adjusted to 2.
- Card draw could be switched by a clue.

Temporary Flavor Text: "The answer is usually fire."
Temporary Name: "Burning Question"

domingo, 25 de setembro de 2022

Twist 3 mana rock

Type: Artifact

Subtype: NONE
Card text:
"You may have CARDNAME enter the battlefield as a copy of target land, except it has "{2}: Add one mana of any color.""

Expected rarity: Uncommon (U)
Rarity Reasoning:
- Copies Lands.
- 3 mana rock which provides Mana Fixing.
- Expensive Mana Fixing
- Protection from Artifact removal.

Innovation: 3 mana rock that is actually a land.
Choice of effects:
- Copying a Land provides Land synergies.
- Having it not be an Artifact provides protection.
- Giving it a mana filtering ability helps deal with the fact that the player might not have a Land of the color he needs to copy.

Tentative cost: {3}
Cost Reasoning:
- It's a mana rock for {3}. That's it.

Possible alterations:
- If the Filtering ability is too strong, it could be switched by a different one, or removed.
- Changing the cost of the Filtering ability.
- Making it be an Artifact on top of a Land, for synergy or being more susceptible to removal.
- Having it untap if it enters the battlefield tapped.
- It only copying lands with certain restrictions.
- Giving it a land subtype

Innitial Name: "Piece of Land"

sábado, 24 de setembro de 2022

New Card Type - "Animatable"

Temporary Name: Animatable
Characteristic: Card Type for Non-Creature Permanents that turn into Creatures.
Inspirations:
- Vehicles without crew abilities, such as [[Dermotaxi]], [[Honeymoon Hearse]] and [[Weatherlight Compleated]].
- Tribal.
- [[Riddleform]], Keyrunes.
Mechanical Relevancy:
- Allows to have subtypes and power backed into the cards, not needing to specify them in the reminder text.
- Allows subtype matter cards to still care about subtypes of the permanent while it isn't a creature.
- Allows for cards that mechanically care about permanents that would use the subtype (similar to Vehicle support cards)
- Signalizes to players mechanical behavior of the card more quickly (Makes it easier to read that they might turn into creatures while openning packs or accross the field).
- Makes the subtypes, power and thoughness of the card before and once turned into a creature more readable, specially in paper.
- Helps signal the card for subtype matter archetypes, such as tribal.

Mechanic Idea - "Delving X"

  Temporary name:  Delving X Mechanic type:  Ability Word  Mechanic text:  " Each X cards you exile from your graveyard while casting t...