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CardName: Mask of the Slasher Cost: 1RR Type: Legendary Artifact - Equipment Pow/Tgh: / Rules Text: At the beginning of your upkeep, if Mask of the Slasher is unattached, attach it to target creature you control. Equipped creature gets +1/-1 and has double strike. Whenever equipped creature deals combat damage to a player, you and that player each discard two cards then draw two cards. Flavour Text: Set/Rarity: Multiverse Design Challenge Mythic

Mask of the Slasher
{1}{r}{r}
 
 M 
Legendary Artifact – Equipment
At the beginning of your upkeep, if Mask of the Slasher is unattached, attach it to target creature you control.
Equipped creature gets +1/-1 and has double strike.
Whenever equipped creature deals combat damage to a player, you and that player each discard two cards then draw two cards.
Updated on 26 Jun 2015 by Alex

History: [-]

2015-05-12 16:17:51: Alex created and commented on the card Mask of the Slasher

Created for Challenge # 128.

Eleven is too many of something for a single set's mythos to comfortably name them all. I imagine a real WotC version of Orbisan would narrow down The Outsiders to five or six, possibly leaving the other five to the small set.

The feeling here is meant to be that the Mask drifts around in space and then sucks itself onto one of your creatures. I'd like it if all the Masks could have some kind of slight drawback to make it creepier that they have to attach themselves to your creatures, but that's hard to do.

There could comfortably be six Outsiders. It might even be a better number to make them more mysterious. Orbisan might not fit perfectly as a Magic setting, but I thought it might be an interesting one. It also would allow for some players to experience the sci-fi/space set they've been looking for, since it's intended to be a "fantasy space" plane. It's intended to mix fantasy and space opera tropes; the Outsiders, for example, are both creepy eldritch horrors... And space aliens. (Maybe that should have been a secret?)

By the way, I like this interpretation.

Yeah, I love the vaguely sci-fi setting in a clearly magic world. It's true some of it is a bit of an awkward fit for magic, but for a challenge I like that, it gives a lot of ideas I might not otherwise think of. In a real set, the setting would be fixed up to match what worked best on the cards, but we don't need to do that in advance.

In fact part of the problem I'm having is that I can imagine lots of cards that sell themselves primarily on art, without having an interestingly different design. A logical researcher, pallid in the unchanging glow of the horizontally orbiting fire spirit. Vanilla U 2/1. A bear, rearing in the lush low-gravity jungle, stars (isles) and rings glistening in the dark sky. 1G 2/2. That adds a lot over a normal magic set, but doesn't give me much to submit :)

Perhaps part of the problem is that I didn't create enough "cues" in this one that make good cards. I'll have to consider that and revise.

That mask getting sucked on a creature with potential drawback was roughly what I was planning to do, if someone didn't beat me to the punch. The only real difference was that I was planning on doing it as:

Equip {0}
If ~ is unattached, attach it to a creature if able.

Actually, I was thinking about giving it an equip cost, too, like {2}. I couldn't figure out if the rules could handle that, though. I mean, it makes sense to me. If you look at the battlefield and you can make {2}, then spend it on this, then you do that. It feels weird... but these masks are making people do things they don't want to do. Why not push it to the logical extreme?

As an aside, this mechanic in general has reminded me that Magic cards rarely forces the line 'if able' unless it involves attacking an blocking. It would be nice to see it pop up in other things... like a Lightning Bolt that targets goblins if able, for example.

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