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CardName: Hazards Cost: Type: Artifact - Hazard Pow/Tgh: / Rules Text: Prime {X} (You may cast this card face down as a Hazard artifact for {2}. You may turn it face up for its prime cost as long as the trigger condition is met.) Trigger - A condition is true. When Hazards turns face up, [ability related to trigger]. [Possible static effect.] Flavour Text: Set/Rarity: Infinite Potential Well None |
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Thinking about a variant on Zendikar traps, this time using morph tech. Traps were nice in that you still had the option of casting them without the trigger, but the flavor was a little nebulous sometimes. There was the bare minimum interaction with Traps, but I feel like making them permanents opens up new avenues for that. Could possibly even put static effects that remain active at higher rarity. These would likely have a slightly modified frame a la mutate for the primed/trigger part of the card.
Some brainstorming ideas to mock up tomorrow:
counter a spell with cmc = to cards in hand -> Antimagic Field
tap/damage attacking large creature (pit trap) -> Hidden Pit Trap
-1/-1 counters (bear trap) -> Bear Trap
rogue that peeks at trap -> Orcish Trapfinder
trap that explodes when targeted
a mimic -> Mimic Chest
guy that "disarms" traps by tanking the damage (turn one face up and force it to target this creature)
Magic Missile turret gun (multi target/repeatable damage)
3+ tokens: flicker all creatures -> Dispel the Illusion
thieves' tools
master rogue: hazards cost 1 less and can spend any color to prime -> Master of Trappery
reinforcements: Create 1/1 blocker and static anthem -> Signal for Reinforcements
Cleaned up reminder text
Issues:
face down hazards do nothing. they could sit there for entire game and never trigger
most traps only trigger once and nothing for rest of the game.
That is correct. A set with hazards would want some other mechanic that makes use of blank artifacts on the field, such as metalcraft or using them as sac fodder