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CardName: Challenge # 074 Cost: Type: Challenge Pow/Tgh: / Rules Text: Arggh! Welcome to the first design meeting for the next block: Pirate World. Design two cards, each featuring a new mechanic for the set, one (or both) of which must contain a new keyword. Flavour Text: Set/Rarity: Multiverse Design Challenge None

Challenge # 074
 
Challenge
Arggh! Welcome to the first design meeting for the next block: Pirate World. Design two cards, each featuring a new mechanic for the set, one (or both) of which must contain a new keyword.
Updated on 13 Aug 2014 by jmgariepy

History: [-]

2013-04-10 02:12:39: jmgariepy created the card Challenge # 074

Pieces of Eight! Pieces of Eight!

This Challenge doesn't really need a description, since it explains itself. If you'd like to add a bit of extra challenge, however, think of the two cards you submit as being a push in the direction you'd like to take the set, as opposed to just two generic pirate mechanics. "Pirate World" is a lot of territory to cover. Your 'best set' might be very different than mine...

2013-04-10 02:22:41: jmgariepy edited Challenge # 074

I refuse to do this on the grounds that I hate pirates and will absolutely not be playing the next Assassin's Creed.

Just kidding. I made Treasure Chest and Spectral Galleon.

Also (((Smuggler's Skiff), a further riff from (((Cannon Galleon))). Although I'm not really sticking to two cards, one with a keyword, sorry...

Oh yeah, I made Cannon Galleon for this challenge.

Added Mad Gertie's Shakes and Umchut Sharkclub. The more I think about this setting, the more I wonder why Wizards hasn't worked with it yet. There's so many flavor niches involved, that Wizards couldn't possibly hit all of them.

I'm trying to think of a good mechanic for Duel keyword. Fight is exactly what you imagine Duel would do. So what else could Duel do?

Have you thought of making the duel between players, instead of between creatures?

I would be so upset if Wizards did pirates. I wasn't kidding about hating it.

Other ideas I've thought about for this set:

(I really doubt any of these can be made into a mechanic, but take the idea if there's any you want to make :))

Edited:

Two more ideas:

Land ho, exactly the same as landfall... Hideaway, done in some less boring way, to represent hiding and recovering buried treasure...

{I was going to paste this as comment on a card I came up with for the challenge; but I flake out on that, so here it is}

I thought a game WAS a duel between two planes-walkers. (Heh, we could really confuse things, and have it be a duel between two planes-walker permanents.)

Pirate would be one of the creature types; reprint the classic Pirate Ship... and Pillage.

You've got bayou swamps and voodun {g/b}, coastal cities that get raided (and fight back) {w/u} ... not quite sure what {r} gets mind you. This being magic; something ridiculous probably - wyverns? You've got a return to the underwater part of the Fallen Empires underwater setting, and there's loads of pure ocean myth to tap into (though, frankly, Magic tapped a lot of that already)

Mechanics, mechanics... Raid. Raiding creatures attack lands? Better: Blockade. Blockaded lands can't be untapped, but some creatures can run blockades to untap them (or, you know, be druids and bypass the system by supplying them overland or something) and you can also break the blockade by, well, smashing the creatures.

Yes, I think I like this. The problem would be compressing the simple concept down to something that fits into reminder text.

Let's see. Blockade Runner (Instead of dealing combat damage to a player, you may choose to untap a blockaded land.)

Blockade (Instead of dealing combat damage to a player, you may choose to attach this creature to a land that player controls. While attached, that land does not untap as usual, and this creature may be attacked as though it were a plainswalker.)

Except that's a) too long and b) not capturing the idea of a group of creatures (and no, no banding no.)

Which is a damn shame. I guess I COULD make it fit on a land (coastal cities that contain the blockading rules) and have some other advantage? Meh. MEH I say.

Besides, I wanted a coastal fortification land that had {t}:Deal 2 damage to blockading creature.

So now I move to other ideas. "Seagoing" sounds like an obvious one. Work something like flying? Or like shadow? If the multiplayer-with-range variants were more common, it could usefully be "This creature may attack distant players"

So, what else? Pirates are famous for doing the whole "I'm so fearsome!" thing, but, well, intimidate captures that just fine.

Cannons? Pingers capture this just fine, and despite being the very first nicknamed ability ever has stubbornly resisted a keyword.

Oho! Here's one. "Shanghaid" The kings silver. All that good stuff. "Shanghai target creature" :) I hereby nominate that for the official name of creature theft. But, yeah, probably not a serious contender.

After thinking about it all weekend, Mainbrace Brawler with Swashbuckle, my best attempt at a serious-ish mechanic :)

­Buried Treasure, cautiously reprinting "Hideaway".

And another, making really quite surprisingly many pirate mechanics I've considered, Pirate Raid with Booty.

Added (((Scarred Plunderer))) and rather than recreate the 2nd card which is already in my Storm (When you cast this spell, copy it for each spell cast before it this turn.)(http://multiverse.heroku.com/cardsets/132) set I have linked it here Burial at Sea.
The set is an allied colour set hence the {u} in the card's set (the main Pirate faction is {u}{b})

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