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CardName: Instant Outdoorsman Cost: 1G Type: Enchantment - Aura Pow/Tgh: / Rules Text: Flash Enchant creature Enchanted creature has reach and forestwalk. {1}{G}: Regenerate enchanted creature. Flavour Text: Set/Rarity: Soradyne Laboratories v1.2 Common

Instant Outdoorsman
{1}{g}
 
 C 
Enchantment – Aura
Flash
Enchant creature
Enchanted creature has reach and forestwalk.
{1}{g}: Regenerate enchanted creature.
Updated on 30 Apr 2012 by SFletcher

Code: CG15

Active?: true

History: [-]

2012-01-22 17:21:49: SFletcher created the card Instant Outdoorsman

Perfect flavor, though it's too bad hexproof isn't called "camouflage". Also, too bad hexproof is an abominable keyword. (Damn you, Invisible Stalker!)

While it's not really appropriate for common, you might want to consider Protection from Creatures as another on-flavor ability option.

Can the art for this be of a guy outside hunking over a fire with a small frying pan?

2012-04-26 14:06:42: SFletcher edited Instant Outdoorsman

Updated this one to work as activated abilities rather than as static ones because hexproof + forestwalk was turning out to be a brutal beating on any sizable creature. Switched the hexproof to regeneration, as it's far less difficult to curb (common slot), and the activation seems more natural.

I think the flavor is still very much intact here; you teach your guy all kinds of survivalist skills instantly. The cost to surprise-block a flyer and survive is the same as it was before, Although it requires more green this way.

As I'm currently writing an article on activated abilities (and the perils thereof), I'll point out that this is just too busy for Common, even if it's not remotely powerful. I'd make reach and forestwalk static abilities and keep the regen cost.

Instant Outdoorsman
­{1}{g}
Enchantment - Aura
Flash
Enchant creature
Enchanted creature has reach and forestwalk.
­{1}{g}: Regenerate enchanted creature.

I realize I'm referencing the Pre-Modern era, but Keldon Mantle.

Your proposal is definitely a pretty good compromise between the original version and this update. The three activations don't bother me though for a few simple reasons.

It's an aura, not a creature. The odds of it being on the board are just that much lower than if this were a creature with all of those abilities. None of these abilities will ever affect more than one creature, and none grant any ability that fundamentally changes the purpose of a creature (it will still just be an attacker or a blocker, though a little better at both or either). Accordingly, I don't feel that they amount to anything more complex than a dedicated attacker or blocker.

Second, two of the three granted abilities will never be used at the same time. Forestwalk makes your creature a formidable attacker versus another green player, and reach gives you solid defense against fliers. Regeneration will most frequently fall into the defense category, but is rarely a bad fallback in any situation. Factor in the flash of the aura itself, and again, only the reach and regeneration are relevant in how the card can present itself as a trick. It's effectively a kicker-instant, which we've seen plenty of in common slots.

Then there's the Timmy factor. Any of the builds we've looked at can be described as "Timmy", as they all add a bunch of tricks to your creature. The thing with Timmy though is he generally likes his toys to be obvious. Subtlety is not his game. To me, this says you go all-in regardless of the path you take, because compromises aren't his deal. Either all three abilities are static, or all three are activated. Timmy's palette wants a lot of something, it just doesn't always matter what the "something" is.

Basically, this one doesn't worry me.

Side note, in testing, this card's original version turned out to be, by far, the most overpowered common in the set.

Regardless of whether splitting things up into activated abilities negatively impacts board-complexity, this is just busy. Apply graphic design principles; is the message made clearer by adding superfluous elements?

If I'm an "instant outdoorsman", why do I have to expend additional resources to actually activate my outdoorsman attributes?

And you can't ignore that any activated ability that has a cost forces a player to make mana-efficiency determinations. (i.e. Can I afford to activate this ability and develop my board? Which is more important?)

And that you have two abilities with contrasting applications means that you're inserting a branch into that player's decision tree for whether they attack or block.

Your proposal of dramatic aura with three abilities makes sense, as such cards could be used to convert a creature into a pseudo-planeswalker. (See: Jaya Ballard, Task Mage) But here you've made your amusing concept a burden to use.

Speaking as a graphic designer, if repetition of a consistent element creates a strong pattern or rhythm, it is more likely to be aesthetically pleasing, and less likely to be seen as unnecessary clutter. In this case, that's three activation costs or zero activation costs. Two of one and one of another means the third is either misplaced or intended to stand out, and that's not the case here.

Let me go back to the core idea of this card for a minute. It might help us spot better design options.

Q: What do I want to create?
A: I want an aura that reflects "teaching an array of outdoor survival skills instantly". Like Keanu's "I know Kung Fu" moment, but useful if you're lost in the woods with a bear.

Q: Who is my audience for this card?
A: Timmy

Q: Does the card need to be of "build around me" or constructed-playable stature?
A: No, this is primarily a flavor card. Should be playable in limited, ideally as a combat trick.

Q: How will it execute?
A: A whole bunch of skills all at once, not necessarily cohesive in one strategic purpose. Swiss Army Knife, all-purpose versatility.

Q: What skills do I put on it?
A: That's a bit trickier. What are my options for common green creature abilities?

Reach – Pretty safe. Fits the intended flavor well; this guy can hunt birds.
Trample – Not unusual for a common, but not exactly in-line with the card concept.
Deathtouch – Also feasible. Slightly more on target than trample, but I want to go more "awesome park ranger" than "scary trapper" if possible.
Regeneration – Totally in line with concept, but can't be done without an activation cost. Absolutely still on the table
Forestwalk – Entirely situational, but brutal in a mirror match. Also probably the single most "woodsy" static ability ever.
Hexproof – Shows up on common creatures and on instant combat tricks, feels like someone who can hide well and elude detection in the woods (I fell into a trap there; common hexproof creatures are all fairly small, and granting hexproof via an aura lets you slap it on anything regardless of the target's stats. It made it too possible to make too many un-dealable creatures. Even worse if the creature has any kind of evasion. See Invisible Stalker.)
Other – I could give the creature +1/+1, but that doesn't feel like a "skill" at all.

Unless I've overlooked a trick, there aren't any other single-word green critter abilities to consider. Being wrong on that wouldn't be the worst thing ever though.

As far as the feel of the card goes, reach, forestwalk, and hexproof seemed like the most direct combination that says "Ranger Rick". As stated above, that combination has a tendency to turn anything with a power 3 or higher into a very serious clock against green. To a point of unfairness. Commons shouldn't do that. Regeneration is a more fair replacement for hexproof, and still works well for flavor, and keeps the card in the "valuable combat tricks" category.

Honestly, if the original combination had been an uncommon, it would have been a great, well balanced card. That build was too good though, so I'm happy to settle for a decent, limited-playable common if the flavor works properly.

If you honestly think this is aesthetically pleasing, there's not much I can do to shift that opinion.

But did Keanu have to hop into his goddamn virtual teaching device every time he needed to use some Kung-Fu? Is this the Instant Outdoorsman for Alzheimer's Patients?

And if the original design was good and just inappropriate for Common, why not make it Uncommon?

Because there are a finite number of uncommon slots.

I'll take a look and see if a swap is feasible.

This card is very cluttered for common.
Aesthetic discussions aside, shouldn't this said "gains reach" and "gains forestwalk until end of turn?"

The problem this card had was Hexproof + x abilities, specifically ones that made it unblockable to a color that can't deal with creatures effectively in the first place.

Remove Forestwalk or Hexproof and this card becomes less of a problem. If forestwalk is removed then it can be chumped (but not forever) and if Hexproof then mono-g hates it but that's why you run support colors.

Really, that's likely to be the most effective solution and still give a Timmy card big ups.

But that still leaves the question as to whether there's a good third trick to put on the aura. Yes, two abilities is completely doable, but three just has that awesome cadence.

Reach, Forestwalk, Protection from Beasts!

So flavorful. But there aren't really any beasts to be protected from...

on 27 Apr 2012 by Summon Creature - Beast Bear:

Protection from Forests.

Wow. The protection from (animal type) idea is pretty cool. I might scale that back to "prevent damage that would be dealt to this creature by other creatures". Keeps it flavorful and still makes the aura a good combat trick.

2012-04-30 17:18:24: SFletcher edited Instant Outdoorsman

Goddammit. After ALL OF THIS, Houlding’s initial resubmission is probably the most effective card in a limited environment. I dislike having two static abilities and one activated (like teeth scraping on a chalkboard), but they describe an effective outdoorsman better than any other combination of standard green abilities.

I love the Protection from (animal type) concept though, and I could even see it being a pretty standard ability for green commons in the long run — it’s not nearly as deep an ability as Protection from a color, and makes for a nice, narrow "utility" creature. You know, like Midnight Duelist. This just isn’t the right time or place for it; we’ve already got Viper Wrangler who has Protection from Snakes, and that one is almost purely about flavor, since there are very few opportunities for snakes in SOR. Protection from Beasts would be great on a Grizzly Adams-type dude, but there just aren’t enough Beasts here to matter either.

2012-04-30 17:43:31: SFletcher edited Instant Outdoorsman

If it super-duper bothers you to have the two static/one activated split, maybe to highlight flash you could change the regen to an on-cast function:

Instant Outdoorsman
­{1}{g}
Enchantment - Aura
Flash
Enchant creature
Enchanted creature has reach and forestwalk.
When you cast Instant Outdoorsman, regenerate target creature.

Nah, I’ll survive, and I’d imagine more players will prefer it as-is now.

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