Shootout: Mechanics
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One of the focal mechanics of the set. Used to represent a Mexican-standoff style situation. This is in Red, Black, and Blue, tertiary in White and Green.
This mechanic will be primarily in White and Black. There will be a couple of theft effects in Red and Blue that will take advantage of this as well.
Reprint time. I like the rapid-fire, opportunistic feeling of dashing in something in a four-player game. There will be some twists on the mechanic. This is in Red, Black, and Green now. There is a splash card in Blue with Dash as well.
Pseudo ability word. This is going to be in White and Blue, tertiary in Green. Basically it involves effects that gains control of a creature or artifact in exchange for a benefit. The general template reads "Choose target opponent. That opponent gains control of a creature or artifact you control of your choice. Then, [effect]." Why isn't this in Red? Probably because Red is overloaded. It's very group-hug (or rather just hug). Not too sure on this mechanic, but I really wanted to play up a "trading" feel to this set in addition to the Wild West. After all, you can't have the Wild West without caravans and trains to rob.
In card text or details pages, write the mechanic's code name (playtest name) between square brackets, like "[Crittercast]", "[Bushido 1]" or "[Delay 4 {2}{R}{R}]". It will be expanded to the mechanic's name plus reminder text, such as "Suspend 4 – . (Rather than cast this spell from your hand,...)"
To expand a mechanic's name but not its reminder text, include parentheses at the end of the square brackets: "[Crittercast()]", "[Delay 9 {R}()]".