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CardName: Gift Cost: Type: Request2 Pow/Tgh: / Rules Text: How about Gift as a mechanic - giving stuff to opponents. Lots of traps, lots of stuff that's powered up by having that as a downside, stuff that triggers when someone gains control of etc. as well as plain old theft effects. Flavour Text: Set/Rarity: [Democracy: Bottom-up Set] None |
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control theme is mostly uncharted territory in the color pie. for example, can white search 2 plains and put them into play by giving opponent a 3/3 horse? can blue swap control of an island and an opponent's land? actually i just found out there are already blue cards that do that. so i think this is a good idea for this theme, but more prevalent.
red/blue/black can exile opponents library and cast their cards. each color can steal different card types from the grave.
raid quests give your opponent a boss creature, which when defeated gives you huge bonus.
in tribal topic, i gave ideas for how each race interacts with control theme. humans make trades, like in my intro paragraph. gnome exchange and steal ideas, vaguely. vampire steal creatures. dwarf plant bombs at opponent. elves rob graves.
I think if you phrase "raid quests" as "Boss creatures" that'll make a bit more sense. It's like creature cards being viewed as "summon spells"; in the end Wizards updated them to just be creature cards. Longtime Multiverse users are already familiar with Boss cards that work the way you describe, such as Mercurial Firelord, from the Design Challenge set; I think a "control-matters" set like this one is a great place to introduce the Boss type.
I think the ideas you describe, such as searching up two basics in exchange for a 3/3 (either way round), are pretty interesting and plausible.