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CardName: Every Move Planned Cost: Type: Plot Pow/Tgh: / Rules Text: (A plot may be played instead of playing a land on your turn). • Draw four cards during a single turn. • Have ten cards in your hand. • Counter five spells or abilities in a single turn using spells you cast or the abilities of permanents you control. • Cast three spells during an opponent's turn. • At the beginning of the endstep of an opponent's turn, have twice as many cards in your hand as the opponent whose turn is ending. Flavour Text: Set/Rarity: Cards With No Home None

Every Move Planned
 
Plot
(A plot may be played instead of playing a land on your turn).
• Draw four cards during a single turn.
• Have ten cards in your hand.
• Counter five spells or abilities in a single turn using spells you cast or the abilities of permanents you control.
• Cast three spells during an opponent's turn.
• At the beginning of the endstep of an opponent's turn, have twice as many cards in your hand as the opponent whose turn is ending.
Updated on 31 Dec 2019 by Sorrow

History: [-]

2019-12-30 12:29:45: Sorrow created and commented on the card Every Move Planned

A concept I had from a deck-building game I was trying to design. If the wording is unclear, you can play a plot instead of the one land you are allowed to play each turn. Cards like Exploration and Asuza, Lost but Seeking should not affect the number of plots you can play, and I don't think I worded that correctly.

Each condition needs to be met in order. Once all conditions have been met, you win the game. Plots are cards that give you alternate win conditions. Plot conditions being met do not use the stack, and thus cannot be responded to, though the things causing the condition to resolve must be met (e.g. your you cast Remove Soul to counter Merfolk Looter as your fifth countering spell or ability in a turn, but your opponent Cancels your Remove Soul, you did not make that fifth counter). Ask more if stuff is unclear, I have to leave the computer now.

Some of the "conditions" are quiet hard to meet (call them "goals"?). Additionally requiring "in order" seems like a stumbling stone.

Though "Draw four cards during a single turn." and "Have ten cards in hand." play nicely into each other and may just be redundant for the deck that plays this.

I almost feel countering five spells is just the hardest.

I am aware that playing this for "free" makes balance an issue (but why make it a land drop to begin with?), but how complicated do you make a win condition card before it is easier to just say that a deck that can draw this many card and draw that many spells would rather win with a big evasive beater?

I think this would be cooler if it was like a bingo card of goals, where you can get three of five, but can claim only one goal each turn.

Often getting a reward that is tantamount to winning, but not necessarily winning is more rewarding for players and make for better stories. Compare Goblin Bomb.

Maybe I'll tackle the plot concept myself.

I was rushing to toss together a list of conditions as examples that at least felt somewhat meshed. I went for blue, because blue felt a little easier to adapt from the source material. Fwiw, the original concept drew inspiration from literary tropes, hence plots had to (generally) move along in order, and plots had their own separate deck, and never consumed resources. I gave plot it's own card type because I wanted to make a new card type. I had a plot being played take up a land drop because that part felt more new-card-typey whereas adding a mana cost and casting a plot felt like a gimmicky enchantment.

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