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.

Twist Manadork - Flameshadow Lands

 Note: Flameshadow is how I refer to the red ability to make token copies ("shadows") that only last until the end of the turn (fickle like "flame").

Type: Creature
Temporary Subtype: Lizard Shaman
Card Text:
"Menace.

Whenever CARDNAME attacks, you may create a token that's a copy of target land you control. Exile it at the beginning of the next end step."

Expected Rarity: Uncommon (U) or Rare (R).
Rarity Reasonning:
- Makes land tokens, possibly multiple times;
- Copies lands with ETB or LTB effects;
- Triggers Landfall on attack.

Innovation: This card is a twist on mana dorks by by creating a temporary copy of a land you control as the way to generate mana.
Choice of effects:
- Tying the mana making to a land token instead of generating it meant it could be used latter in the turn without specifying it didn't leave it between phases until the end of the turn.
- Not tying it to treasures allowed to avoid it being to good for mana fixing.
- Having the land token be exiled at the end of turn solves some major issue of land tokens.
- Having it be able to copy lands with ETB effects provides extra value.
- Making land tokens gives it Ladfall synergy.
- Menace allows it to attack more safely.

Temporary P/T: 3/3
Temporary cost: {2}{R}{G}
Cost Reasonning:
- While it is a step cost for a mana dork, the ability to copy lands you control multiple times provides too much value for it to cost less.
- A larger cost also allowed for a larger body for the evasive creature.

Possible Alterations:
- The trigger could be changed to "Whenever CARDNAME taps," and restricted to once each turn.
- P/T, cost and color pips, as well as the evergreen ability used to incentivise attacking.
- Creature could be made legendary if multiples become a concern or it serves good flavor.
- Limiting which lands can be targeted by it (for example, requiring them to have basic land types, or not being legendary).
- Untapping the lands in case they ETB tapped.
- Sacrificing the lands instead of exiling them, for extra synergy with sacrifice matters.
- Adding a third color for evasion.
Unrecommend Alterations:
- Stopping the card from making land tokens.
- Making the card not RG (although monored and monogreen are arguably fine, the design shines better with both colors, even if as a hybrid one.).

Temporary Flavor Text: "The land thrums at the beat of their war drums."
Temporary Name: "Landslide Wardrummers"

terça-feira, 13 de setembro de 2022

Utility token: +1/+1 counter through kicker

Temporary name: Overgrapht
Mechanic type: Utility Token
Utility Token: "Overgraph Token"
Utility Token text: "As an additional cost to cast a creature spell, you may pay {2} and sacrifice an untapped [[Overgraph token]]. If you do, that creature enters the battlefield with a +1/+1 counter on it."

Knobs:
- Allowing or not multiple tokens to be sacrificed per creature spells;
- Cost to sacrifice the token;
- Requiring the token to be untapped or not to sacrifice it;
- Tying it or not to a kicker like mechanic (may require change in templating);
- Executing it like a token or like an emblem with counters;
- Executing it like an enchantment, and artifact or a creature with a variantion of Graft;
- Allowing only creatures or also allowing cards of types that turn into creatures (normally vehicles, but variations of tribal or a new subtype might also work);
- Activating uppon cast or uppon the creature entering the battlefield.

Innovation:
- +1/+1 counter Utility token;
- Reduced complexity (can only be activated uppon the creature being cast or entering the battlefield)

Kicker [ Giver // Pay-off ] Cycle

Card types: Creatures

Cycle common text:
" 'type T' spells you cast have kicker 'cost'.

Whenever you cast a kicked spellt, 'pay-off'"

Innovation: Uses kicker not only as a tool to give a pay-off to certain spells at a cost while also enabling easier kicker for some spells and being a pay-off for kicker.

Knobs:
- The given kicker cost;
- Allowing or not for spells with kicker to have the extra cost (may require special templating or naming to avoid layers interactions between the cards in the cycle);
- Which kind of spells it gives kicker too;
- The pay-off;
- If the trigger for the pay-off is the card being kicked or a different variable, such as: how much mana was spent, how much mana of specific types or sources were spent, if an additional cost was spent or if a specific kind of cost not tied to mana was spent (such as discarding cards, sacrificing permanents, exiling cards from the graveyard, tapping permanents or removing counters) to cast the spell.

Similar Cards:
- [[Wicker Picker]] - Gives a kicker variation to your spells;
- [[Roost of Drakes]] and others - Pay-off for casting kicked spells;

Inspiration:
- Cards such as [[Murmuring Mystic]] that trigger of specific kinds of spells;
- Cards that trigger of spells being kicked;

Notes:
- Great for draft-signpost cards;
- Good overlap between "Card type matters" and Kicker;
- Interesting for legends;
- May recieve a new name to avoid rules problems with multiples on the field;
- May be put in a set without kicker or multikicker (making it similar to manifest in relation to morph);

Ward While Casting

Type: Enchantment
Subtype: Aura
Card text:
"Flash.

As long as CARDNAME is being cast, the creature it is targeting has Ward {3}.

When CARDNAME enters the battlefield, counter for each spell an opponent controls targeting it unless they pay {3}.

Enchanted creature gets +1/+1 and Ward {3}."

Expected rarity: Uncommon (U) or Rare (R)
Rarity Reasoning:
-Wordy card;
- May prove unintuitive to play against;
- Similar effects (Enchanted creature has Ward or Hexproof) at uncommon.

Innovation: Spell that protects the permanent or player it is targeting while it is being cast.
Choice of effects:
- Ward makes it weaker and less punishing than hexproof, making it cheaper.
- Ward allows Play Design to better tune the values and costs of the card.

Tentative cost: {1}{U}{U}
Cost Reasoning:
- While the effect was firstly intended for a multicolor card, the effect is essentially very blue, specially with the focus on countering and being a flash protection spell.
- Effects that grant Hexproof UEOT to the enchanted creature at ETB  and +1/+1 tend to cost {1}{U} at common. Considering the protection while the spell is being cast and the longer effect in trade of it not being Hexproof, an extra cost of {U}

Possible alterations:
- If too strong as monocolor, still usable as a 2 color WU, GU or even GW design.
- Also doable in white, but likely weaker than if blue.
- Could be UB, WB or WR if the ward and countering cost mixed paying life.
- Ward/Countering cost adjustable.
- +1/+1 removable or adjustable, although that could narrow the card too much or make it too much more powerful.

Innitial Name: "Veil of Warding"

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...