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CardName: Spatial Awareness Cost: Type: Zone Pow/Tgh: / Rules Text: Ideas to add spatial awareness to Magic. Flavour Text: Set/Rarity: Metadesign Collaborative Mythic

Spatial Awareness
 
 M 
Zone
Ideas to add spatial awareness to Magic.
Updated on 31 Jan 2018 by amuseum

History: [-]

2018-01-19 08:10:21: amuseum created and commented on the card Spatial Awareness

Can Magic work with the additional of spatial dimensions?

Magic is dimensionless: it doesn't take into account physical spatial dimensions (1d, 2d, 3d). Thus no additional strategies and thinking towards movements and proximity.

Many other games do consider the spatial dimensions, and usually base entire rules and victory conditions around it. Such as Netrunner, Shadowfist, Legend of Five Rings, Guardians. Shadowfist centers on Sites, Netrunner on servers and ICE, L5R has provinces, Guardians you control terrains.

Let's mention the features of spatial gameplay.

  1. Location. Other cards are deployed on or around these locations.

  2. Movement. Sometimes objects can move between locations.

  3. Combat. Usually players vie for control of locations. They can be directly attacked and defended.

  4. Victory. Some games let you win the game based on how many locations you control, destroyed, or other relations to locations.

However, Magic being designed as dimensionless from the beginning, and now entering its 25th year, would it be possible to add such a feature? If so, how much could it change the nature of this game? For backwards compatibility, spatial strategies preferably are optional.

Spatial attacking/blocking or control of items would be difficult to implement because of how ingrained the game rules are in the minds of the players. Stuff like Rushing River played around with it, but it ended up being a bit too heavy in wordcount for Magic-ese and a complete rewriting of the rules would be the only way to cleanly solve it.

Right now the main movement in Magic is between zones; the one game that you listed that I'm familiar with, Netrunner, doesn't let you move cards between zones aside from Hand/The Card's Respective Zone for the most part. Not sure about other games, but I think that movement alone has enough design space so that you don't need to put even more focus on the battlefield and creature combat than there already is.

A variant could be Bosses, who are surrounded by minions. Theros did something similar for their Hero's Path minigame for Game Day. But extend|combine that with EDH/commander. Such that all legendary cards are considered bosses.

This variant has the player control one or more bosses (legendary nontoken permanents, which now include planeswalkers.) Players try to eliminate all the opponents' bosses.

Other creatures are needed to protect the bosses. They may be assigned to protect a specific boss; a creature can't protect more than one boss at a time. A creature can also be unassigned, but can't protect any boss.

This starts to feel like L5R. Active player decides which bosses to attack during combat phase. Resolve one boss battle at a time.

If a spell or ability targets a boss, the boss's controller can choose to have a minion of that boss become the target instead.

At the start of the game, players put three bosses in the commander zone. Players can cast them as normal to the battlefield. If a boss leaves the battlefield, it does not return to the commander zone. A player loses if e has no bosses in the battlefield or commander zones. Other legendary permanents from the library do not count as bosses.

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