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CardName: Scene Cost: x Type: Scene - Multiverse Pow/Tgh: /X Rules Text: [+1]: Scene is a card type that enhances narrative design. [-6]: **Climax** -- Earn Climax points from your scenes and Planeswalkers to win a story victory. Flavour Text: Set/Rarity: Logic: the Processing None

Scene
{x}
 
Scene – Multiverse
+1: Scene is a card type that enhances narrative design.

-6: Climax — Earn Climax points from your scenes and Planeswalkers to win a story victory.
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Updated on 10 Feb 2020 by amuseum

History: [-]

2017-10-12 06:21:46: amuseum created and commented on the card Scene

Scene is a card type that enhances narrative design. It is the elegant mixture of previous ideas, including planes (or locales), structures, terrains, and quests. The major difference is the scenes' role to convey and bring focus to important or notable plot events.

Scene have very simple rules; so can be put at any rarity. However, the natural frequency of appearance should reflect the core plot events in any given set that the designer and narrator wants to evoke. Anywhere from 3 to 10 is a good start.

Scene is a permanent spell. They are cast like other spells, have costs, and put on the stack to await resolution.

Scene is a damageable permanent. All scenes enter the field with fate counters equal to the value printed on the bottom-right corner of the card. Certain spells or abilities can deal damage directly to scenes. Scenes can also be attacked by opponents' creatures during their combat phase. Each point of damage to a scene removes that many fate counters from it. As soon as a scene permanent on the field loses all of these counters, it is destroyed (state-based effect).

When the controller activates the climax of a scene, e gains 1 Climax point. A player who acquires 3 climax points wins the game.

Examples: The Last Supper ; Falling Apple ; Phyrexian Invasion ; Battle of Hoth

Seems like a nice idea.

Card types like this are why I wish "damage to target creature or player" or "every creature" spells could have been templated as "damage to target permanent or player" or "damage to each permanent". I feel like most people would "get" that damaging an enchantment land or artifact doesn't usually do anything. But it would mean, planeswalkers wouldn't need to be a special case.

(And as a side bonus, you could say "1 damage to target permanent" instead of "1 damage to up to one target creature" since almost always someone will have a land, and I don't think allowing minor damage spells to hit planeswalkers is usually a problem.)

Yep, I personally assume implicit errata "~ deals 1 damage to each damageable permanent and each player." for plenty of cards in every set that includes a new permanent type of that sort.

I appreciate that the rules do not allow certain spells to randomly damage lands that later might get animated, which is why I prefer creating a class of damageable permanents rather than give a blanket pass to damage just anything.

There are uncomfortable questions regarding Vehicles that do not have a right or wrong answer.

You win the game if you control at least twelve total lands and scenes--at least four of each--at the beginning of your turn.

That seems like a sudden and unintuitive change. I wonder what would prompt such a change.

It's also a weirdly specific combination of restrictions - as if players are going to get to nine scenes often while stuck on three lands.

i wanted 3rd victory that could just tag along without explicit mentions in swaths of cards. (cf. victory counters that need extra counters, and repeatedly mentioned on cards.) victory based on card type is implicit accumulation using the same props (cards) needed to play the game.

many other CCGs already have similar win conditions, based on accumulation of certain card types.

lands because every deck has a bunch. scenes have the desire to be memorable, as in narrative gameplay.

it's more likely for one to have more lands than scenes, for two reasons. latter would be scarcer in deck lists; and being damaageable and attackable, they are easier to remove by opponents. thus compels the interplay of the victory condition between all players. you see a player close to 12 lands and scenes, you could try to attack their scenes to deny their victory.

obviously not going to allow only lands to win. thus the minimum amount of scenes and lands. somewhat for flavor--the sense of ownership of vast lands while controlling one's destiny. i guess minimum of three each could work, if to unify constructed and limited formats.

A permanent that is both land and scene is worth two 'points' toward the victory condition of controlling 12-lands+scenes. Ex. The Brothers' War.

Well yes; lots of other CCGs royally SUCK, too :)

You've taken the victory condition from Spellfire. That aint a good thing to do :)

The problem with this kind of victory condition is that it is (can be) completely non-interactive. You just try to gain the resource more quickly than your opponent. You can try to disrupt your opponent; but you're better off concentrating on gaining more rather than stopping them from gaining. Especially in a multiplayer format.

So while this could work; it feels like too big a change that would need too much testing and is unlikely to be the kind of fun most magic games enjoy.

I'd suggest, instead of making it global, put "Upkeep, {8}: If you control at least 4 scenes, win the game" on a scene (or maybe one scene for each colour). That way you get the thing, you make the thing much more reasonable for opponents to cope with - without taking over the whole game - and it stays within magic's flavour for alt-win cards.

Scenes now more closely tied to planeswalkers and are used to tell their narrative.

Scenes are now basically mini-planeswalkers (aka paragon in my Erfh set) and will appear in all rarities. Such that scenes enter play with fate counters, and have two abilities. The first ability adds fate counters. The second ability costs a great amount of fate counters and is always a Climax.

You win the game if you acquire 3 climax points. A scene's climax is worth 1 Climax points, and PW/Paragon's climax is worth 2 Climax points.

You can win in any combination of scene and paragon climaxes that total 3 or more climax points. E.g. climax 3 scenes; climax 1 scene and 1 paragon; or climax 2 paragons.

2020-02-10 19:15:15: amuseum edited Scene:

Card design to look Like typical Scene card

2020-02-10 23:24:01: amuseum edited Scene:

climax mechanic

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