2016-01-14 18:46:38:
Mal
created and commented on the card Quick Thinking
This is basically "Draw, discard. Conditionally, Draw, discard, then draw two." In a multiplayer game you can definitely play politics with this card by both discard a land, but... how much do you trust the other player to do what you want? Those are the types of mindgames I'm hoping to encourage that I may or may not see.
How to win a shootout: the card. Probably gonna be a common, but might bump up a bit in power if I decide on uncommon. Peek is usually a Blue effect, but I figure Black can get some peeking as well.
2016-01-14 16:26:29:
Mal
created a mechanic in Shootout
2016-01-14 16:12:31:
Mal
created and commented on the card Kindly Doctor
I want the set to feel different from Conspiracy, but still have areas with politics in mind. Hostage is that area - note that the reminder doesn't say "you control", as it may be helpful to save one of your opponent's creatures in order to bring down a common enemy later. Hostage will be in White and Black, with one or two cards in Red and Blue. Also note the "Target player" - there will be a couple of cards (probably not a mechanic) that will care about having the lowest life total, so this is also in support of that.
2016-01-14 16:01:53:
Mal
created a mechanic in Shootout
2016-01-14 15:56:16:
Mal
created and commented on the card Quicker Draw
1 Mana mutual card filtering isn't always that bad, right? Plus you have the chance of Flame Rifting someone if you win. It's a win-win! Unless you lose.
I want to give a strong incentive to discard high-cost cards, since usually most players are inclined to discard lands rather than high-cost cards. Why does Standoff target rather than just choose, as in clash? Because there are going to be a couple of cards in the set that will give you Hexproof, letting you avoid Standoffs.
2016-01-14 15:53:53:
Mal
edited a mechanic in Shootout
2016-01-14 15:50:56:
Mal
created a mechanic in Shootout
2016-01-14 15:47:48:
Mal
created the cardset Shootout
This is basically "Draw, discard. Conditionally, Draw, discard, then draw two." In a multiplayer game you can definitely play politics with this card by both discard a land, but... how much do you trust the other player to do what you want? Those are the types of mindgames I'm hoping to encourage that I may or may not see.
Black creates Hostage tokens. White cards have Hostage. Hostage tokens are always going to be 0/1 Citizens.
Theft is probably very strong at , but I want it to be used with other spells/abilities. Also works with disabling hostages!
How to win a shootout: the card. Probably gonna be a common, but might bump up a bit in power if I decide on uncommon. Peek is usually a Blue effect, but I figure Black can get some peeking as well.
I'm liking this set so far!
There is probably going to be a cycle of enemy-colored cards. This is one of them.
I want the set to feel different from Conspiracy, but still have areas with politics in mind. Hostage is that area - note that the reminder doesn't say "you control", as it may be helpful to save one of your opponent's creatures in order to bring down a common enemy later. Hostage will be in White and Black, with one or two cards in Red and Blue. Also note the "Target player" - there will be a couple of cards (probably not a mechanic) that will care about having the lowest life total, so this is also in support of that.
1 Mana mutual card filtering isn't always that bad, right? Plus you have the chance of Flame Rifting someone if you win. It's a win-win! Unless you lose.
I want to give a strong incentive to discard high-cost cards, since usually most players are inclined to discard lands rather than high-cost cards. Why does Standoff target rather than just choose, as in clash? Because there are going to be a couple of cards in the set that will give you Hexproof, letting you avoid Standoffs.