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CardName: Mercurial Firelord Cost: Type: Boss Pow/Tgh: /10 Rules Text: [+1] Put a 3/1 red elemental creature with haste and "this creature attacks each turn if able" onto the battlefield. [-1] Deal 3 damage divided as you choose between any number of creatures and/or players When Mercurial Firelord is defeated, it deals 10 damage to you and each creature you control. Flavour Text: Set/Rarity: Multiverse Design Challenge Rare

Mercurial Firelord
 
 R 
Boss
+1 Put a 3/1 red elemental creature with haste and "this creature attacks each turn if able" onto the battlefield.
-1 Deal 3 damage divided as you choose between any number of creatures and/or players
When Mercurial Firelord is defeated, it deals 10 damage to you and each creature you control.
10
Updated on 11 Jun 2012 by Jack V

History: [-]

2012-03-28 17:25:01: Jack V created the card Mercurial Firelord
2012-03-28 17:26:56: Jack V edited Mercurial Firelord

For Challenge # 034, based on ttt3142s' Spore Fiend

I like the concept, but I'm not sure how Bosses should be balanced, given that you have have a variable ability to tailor you deck around them.

I'm not sure how they should be costed. Free? One mana? For a bigger cost more appropriate to the effect when you kill them?

What balance between effects and reward would make people want to play this?

Templating is also very difficult, since any words at all tend to fill up a Planeswalker's text boss

It's a little bit odd that this turns damage-to-planeswalker into damage-to-player, but I guess that's inevitable with bosses: you only use them if you want to invest the damage in something that's worth more than that amount of damage to the opponent.

When I first saw bosses, I found it a bit off-putting that they cost one mana. It doesn't make much sense to make a card cost one mana if players are never supposed to play them on round one. That's just a trap for new players to screw themselves with.

It seems to me that Bosses should cost about 4cc+. That means that the numbers often need to be altered, or how bosses inherently work needs to be changed. I don't see any problem with making bosses have, like 4 loyalty counters, for instance... but not if you get to swing at them in the first turn you play them. I probably said something about only being able to play bosses in your second main step, which seems a good way to go, even if the loyalty count is up in the 10 range. ­

Hm. I agree that they shouldn't cost 1 if they're not going to be played on turn 1, but they probably OUGHT to be designed so they ARE playable on turn 1 -- it's more fun if you can start swinging at them immediately, and on turn 6, you probably want to deal 10 damage to your opponent, not to a random extra planeswalker. In fact, it's quite hard to see how good the defeat reward needs to be for it to be worth getting 10 damage through to this instead of to your opponent.

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