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CardName: Dissident Assassin Cost: {1}{W} Type: Creature - Kithkin Assassin Pow/Tgh: 2/1 Rules Text: Dissident Assassin gets +1/+1 and gains deathtouch when blocking or being blocked by black creatures if Dissident Assassin is green. Corrupt {G} ({G}: If Dissident Assassin is uncorrupted, Dissident Assassin becomes corrupted and becomes green in addition to its other colors.) Flavour Text: Set/Rarity: temporary storage None

Dissident Assassin
{1}{w}
 
Creature – Kithkin Assassin
Dissident Assassin gets +1/+1 and gains deathtouch when blocking or being blocked by black creatures if Dissident Assassin is green.

Corrupt {g} ({g}: If Dissident Assassin is uncorrupted, Dissident Assassin becomes corrupted and becomes green in addition to its other colors.)
2/1
Updated on 12 May 2018 by Sorrow

History: [-]

2018-05-12 05:37:31: Sorrow created and commented on the card Dissident Assassin

Where in the chain of "See <other card>" is there eventually an explanation or is this just assorted synergies?

The stacking of multiple color-dependent condition with a gamestate dependent trigger makes this card incredibly clunky. This feels like it wants to be a common, but insists on using an almost illegible ability.

They're all for the same plane with a "cares about color identity" theme. I'm checking in again with what cards may look like for that theme.

Admittedly making the deathtouch specific to black is something that could be cut.

I agree with SecretInfiltrator. This design is just nonsense :D

Where people tend to held in high regard designs that do much with little - this is the opposite: it uses a lot various mechanical tools yet it achieves nigh nothing. Twice layered condition embedded within a trigger, a new 'uncorrupted' designation, and adding additional colors + no way to track any of this. It's like Balduvian Shaman all over again.

Well I do intend for creatures to gain additional colors. I think I based Corrupt's working off of Monstrous. I think I just used uncorrupted over "isn't corrupt" because the wording sounded more natural spoken, though that doesn't always agree with Magic wording.

Building in a way for a creature to change its color is something I believe would be good for the set. For reference, I would not be opposed to giving creatures +1/+1 counters like Monstrous and Reknown did if it would make tracking easier.

What would you suggest?

Why is this becoming green in addition to its colors an act of "corruption" btw?

One idea that I recall seeing was something like:

> Corrupt / Tempt / Temptation (You may have this enter with a -1/-1 counter on it. If you do, it becomes corrupted.)

> As long as ~ is corrupted, it ....

Then you could also play with making them {b} as long as they are corrupted.

Alternatively, you could do...

> Temptation (You may have this enter with a -1/-1 counter.)

> As long as ~ is corrupted, it .... (A creature is corrupted if it has a -1/-1 counter on it.)

This way it could interact neatly with infect and wither.

Regardless, there the main theme would be tying the idea of 'corruption' with -1/-1 counters, which is quite evocative.

Maybe its just my game component happy self, but maybe something like an Aura token that combines granting a color with a small bonus?

A keyword action like "{g}: Lace ~ with green. (If it isn't green, it becomes green and gets a +1/+1 counter.)"?

Itroduce to green? Corrupt with green? Learn green?

Considering the card on the other end of the chain... "Permeate with green" IIRC?

I think an immediate boon (e. g. the counter) would serve a dual purpose of reminder and supplying an immediate bonus.

Token auras aren't a bad idea.

Corrupt was just chosen to because the name felt right to me at time (going from a mono-color to getting changed by the addition of another). I like to go all-in with -1/-1 counters, so I don't think they'd work well into the set (i.e. i like Shadowmoor but disliked Amonkhet. Okundwa and Fetish Wars were how I did-1/-1 counters).

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