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CardName: Combat Trick Enchantment Cost: 3W Type: Enchantment Pow/Tgh: / Rules Text: Flash When Combat Trick Enchantment enters the battlefield, exile target attacking creature. Creatures you control get +0/+1. Flavour Text: Set/Rarity: Community Set Common

Combat Trick Enchantment
{3}{w}
 
 C 
Enchantment
Flash
When Combat Trick Enchantment enters the battlefield, exile target attacking creature.
Creatures you control get +0/+1.
Updated on 11 Mar 2012 by jmgariepy

Code:

Active?: false

History: [-]

2011-08-23 21:34:13: Link created the card Combat Trick Enchantment

An illustration of one of the concepts I just outlined on Mono White.

Good idea. If enchantments take the place of some instants, that's very white, and uses enchantments without stinting on creatures. And several useful but generic effects like "+0/+1" are the sort that can sit in a neat row behind your creatures and not be confusing to keep track of.

I made this uncommon because there's a rule of design somewhere that says that enchantments that affect the entire battlefield aren't common. This has been broken enough times, though, that maybe we could also break it in this set.

Can we shift this to common? I've temporarily placed it on my White Commons Submissions.

I think we need to test it, but provisionally, I think that's a good thing to try. It wouldn't fit most sets, but if the residue effects are kept simple, I think it can fit here. Perhaps even make two common enchantments with +0/+1, or one with +1/+0 and one with +0/+1, so it's easy to keep track of.

It's probably a bit too good for common, but that would be solved by giving it {1}.

2012-03-10 07:27:19: jmgariepy edited Combat Trick Enchantment

I think I like this, but I note it's permanent exile rather than temporary. Which is fine as long as it's not the only common that does that.

I missed when we decided that temporary exile would be a theme. I thought it was exile in general.

Well after the fact, and mostly has to do with my meddling without everyone else's consent. I like the idea of the only exiling being temporary exiling, but I overstepped a bit with that.

Either way, I think Alex is right that this shouldn't be the lone exception to the temporary exilers, but it seems more appropriate to leave it alone temporarily. Since I don't know what we're keeping and what we aren't, messing with this card to make it align with what the file might look like doesn't seem worth it. Flagged for the future.

I've been thinking about this one some more. I think it's actually going to be really confusing having this as well as some Journey to Nowhere-type cards like Soulcapture Lance. I don't think it's inherently a problem with all permanent-exile cards, but ones like this that exile creatures as removal are just going to get very confused with the Journey to Nowhere effect.

So I think it might be better to have a Mageta's Boon effect, or something like Energize (but toned down), than to have this at common.

That sounds reasonable. I'm taking the code off of this one, and reviewing what we want to do with this slot later.

2012-03-11 23:32:11: jmgariepy edited Combat Trick Enchantment

Now you point it out, if we do have a permanent that exiles, it might as well be temporary rather than permanent -- it's a bit more wordy, but the effect is essentially the same, but temporary is what people expect from a white enchantment, and it would be more symmetrical if the static effect and the exile both appeared and disappeared at the same time.

In fact, we've quite a few white enchantments doing combat-trick roles and removal roles, which is good, but we probably want to look at them as a whole and maybe change some of the effects around so every combination we'd like is represented.

Do we have a sorcery-speed journey-to-nowhere with a static effect? That seems an obvious card (common or uncommon) to push the enchantment theme most simply. What static effects make sense; is it better if several enchantments have a "+0/+1" bonus or several have a "gain 1 life when" bonus for consistency, or better if each card stands on its own? If this was switched to temporary exile, is there any way of making the static effect feel more connected to the exile, like on soulcapture lance, but simpler?

­Soulcapture Lance itself is a sorcery-speed JTN, albeit one that's a lot more vulnerable.

Interesting thought about having several +0/+1 cards. If they were tied together with some flavour element like name, that could work quite well.

Oh yes, Soulcapture Lance is an excellent example, but I thought it was likely we'll end up putting it at uncommon. (Also because I'd like to see the bonus tied to the exiled creature somehow, even though that's difficult.) But it could be common, and if it is then yes, it would more than fulfil that role.

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