CardName: Edges of Fyndhorn
Cost: 2G
Type: Terrain - First Stage
Pow/Tgh: /
Rules Text: Roving 3
All lands you control are Forests in addition to their other
types.
Flavour Text:
Set/Rarity: Multiverse Design Challenge Common
Edges of Fyndhorn
C
Terrain – First Stage
Roving 3
All lands you control are Forests in addition to their other types.
For Challenge # 084. Roving is another attempt to make the Terrains more dynamic. I originally had the reminder text on the card, but it ran too long to be feasable on a large number of cards. I guess it's just something you'd have to look up, or ask someone (like how do Planeswalkers work?). The reminder text read like this:
(~ enters the battlefield with 3 time counters on it. At the beginning of your upkeep, or whenever combat damage is dealt to you or a Planeswalker you control at this location, remove a time counter from ~. When the last time counter is removed, sacrifice it, and put a green Terrain-Second Stage from outside the game onto the battlefield under your control.)
The idea was to have terrains that encouraged opponents to make choices. You can let your opponent have this ability, or force through, and drive through the second and third stages of terrain until you bled the terrains out.
The reminder text can't fit on Planeswalkers. Do you think they need to change?
The point is that this is a different card type with a different set of rules required for them. I only mentioned the fact that I had reminder text to point out how little text was needed to explain what the card did. I'm aware that Planeswalkers don't have keywords that do something... but auras do. "Enchant Creature" never gets the full reminder text, either.
I think Terrains probably need reminder text because they'll hopefully appear at common, not just mythic rare. But I'm hoping that maybe they'll have a different card frame that conveys what's going on.
However, I think it's ok to explore different abilities even if they don't fit the usual templating guidelines -- if one of the abilities seems "just right", then we may be able to find a card frame that conveys some of the rules (like level up), or decide it's obvious enough even if the reminder text isn't complete, or decide it's ok if terrains are uncommon or rare only.
I think common terrains do indeed need reminder text. I don't think I like the idea of Roving and "stages" of terrain... it sounds like evolving Pokémon.
another effect that should be an enchantment. if terrain is supposed affect combat, whats with these terrains with noncombat abilities? it's like lands that dont tap for mana.
So you're saying that Roving would be a feature of ALL terrains? How does it make mechanical or flavorful sense? Is it at all grokkable without reminder text, as planeswalkers are?
It was an idea for 'something that Terrains do'. I don't really think I was the best execution, either... more me throwing an idea out there. I think it's a possibility. I do like how the terrains change over time... but I got to admit there's bound to be a better way to do it.
For Challenge # 084. Roving is another attempt to make the Terrains more dynamic. I originally had the reminder text on the card, but it ran too long to be feasable on a large number of cards. I guess it's just something you'd have to look up, or ask someone (like how do Planeswalkers work?). The reminder text read like this:
(~ enters the battlefield with 3 time counters on it. At the beginning of your upkeep, or whenever combat damage is dealt to you or a Planeswalker you control at this location, remove a time counter from ~. When the last time counter is removed, sacrifice it, and put a green Terrain-Second Stage from outside the game onto the battlefield under your control.)
The idea was to have terrains that encouraged opponents to make choices. You can let your opponent have this ability, or force through, and drive through the second and third stages of terrain until you bled the terrains out.
If the reminder text for your ability can't fit on the card, then the ability needs to change.
The reminder text can't fit on Planeswalkers. Do you think they need to change?
The point is that this is a different card type with a different set of rules required for them. I only mentioned the fact that I had reminder text to point out how little text was needed to explain what the card did. I'm aware that Planeswalkers don't have keywords that do something... but auras do. "Enchant Creature" never gets the full reminder text, either.
I think Terrains probably need reminder text because they'll hopefully appear at common, not just mythic rare. But I'm hoping that maybe they'll have a different card frame that conveys what's going on.
However, I think it's ok to explore different abilities even if they don't fit the usual templating guidelines -- if one of the abilities seems "just right", then we may be able to find a card frame that conveys some of the rules (like level up), or decide it's obvious enough even if the reminder text isn't complete, or decide it's ok if terrains are uncommon or rare only.
I think common terrains do indeed need reminder text. I don't think I like the idea of Roving and "stages" of terrain... it sounds like evolving Pokémon.
transform didnt have reminder text.
another effect that should be an enchantment. if terrain is supposed affect combat, whats with these terrains with noncombat abilities? it's like lands that dont tap for mana.
So you're saying that Roving would be a feature of ALL terrains? How does it make mechanical or flavorful sense? Is it at all grokkable without reminder text, as planeswalkers are?
you know that reminder text didn't always exist, right? also keywords can exist without reminder text.
It was an idea for 'something that Terrains do'. I don't really think I was the best execution, either... more me throwing an idea out there. I think it's a possibility. I do like how the terrains change over time... but I got to admit there's bound to be a better way to do it.