kauefr's cards: Recent Activity
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Recent updates to kauefr's cards: (Generated at 2025-04-30 20:14:24)
kauefr's cards: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Color Pie Slices | Colors x Types |
Recent updates to kauefr's cards: (Generated at 2025-04-30 20:14:24)
Following Vitenka's suggestion.
Mmm; yeah; I can see that. If you have a lot of things removing. It's gonna be easy and annoying to forget though.
@Vitenka
"ETB with a +1 counter"
Maybe if I have a variable amount of counters on different creatures (some entering with one, some with two, etc) because one of the goals of this mechanic is to fuel Ritual.
Is the complexity over "ETB with a +1 counter" really worth it? I guess it makes things a bit less stally, since defence-only creatures don't get them; and they are vulnerable to burn for a bit.
See Bless.
Now attack trigger, trying to solve combat complexity issue arising from instant speed activation.
Does anyone have any ideas?
Yeah, I'm aware both versions of Ritual are broken with "negative" counters, like -1/-1 counters or Thing in the Ice/Dark Depths.
Clearly this should go on a
cost card. Y'know, for balance ;)
I think this is a fine mechanic. As kauefr points out it creates more decisions than flash, since if you want the card to impact the opponent's turn you have to play it main phase. It is still nice for the user because you get to hold up mana for other things and keep information from your opponent.
Overall, an environment with lots of flash has everything happen at the last possible moment and makes people hesitant to act in every step while their opponents have open mana. On the other hand, an environment with a lot of precursor leaves people with important decisions about timing and forces you to consider the strategic implications of different things happening on your end step without bogging down every step.
--CF
See Ritual.
Convoke/Delve/Improvise variant instead of Kicker variant.
Tht's the point - it's not even a decision. It's not an option; it's just the right thing to do in every circumstance except "Oh, I'm absolutley losing the game rght now, might as well throw out chumps to see if I can luck into something".
It's not a decision, it's just a thing you might get wrong.
Sure; it teaches people "Play things in the opponents end step!" but it's a bit of a blunt-force-trauma way of teaching, don't you think?
(Now, if you can find some way to capture the other half; a thing that canot be played at the last possible moment... so if you hold the mana, it's wasted. The only real example of that are Counterspells)
encourages unfun gameplay
Could you please explain why? While I agree this is certainly not flashy (pun intended), I think it's a newbie friendly flash, in that it presents a clear decision (play this creature now to block or hold it to bluff/play an instant) without the complex decision trees of flash.
Now always costs
.
Unless you're putting this in the same set as ritual.
Yes, that's the idea.
Sorcery speed, definitely. But isn't this just monstrous 1? Unless you're putting this in the same set as Ritual.
I'm with Vitenka, this is super boring and encourages unfun gameplay.
Eh, I don't like combat phases lasting 20 minutes because everyone has Archangel Avacyn.
Yuck. That's like the worst most boring bit of flash/instant, without the "Maybe it can be used in an interesting way" part.
"Semi-flash" mechanic, for both permanents and spells.
Similarities:
You can leave mana open.
Creatures can attack next turn.
Differences:
Cannot cast surprise blockers.
Cannot cast combat tricks, in general.
Yeah, it's not a big deal. Chisei, Heart of Oceans and a couple of other cards like Power Conduit exist, and are fine.
Sure; but cards, unfortunately, don't get to exist in that vacuum (as you note by your parasitic comment) Saying that, it's pretty hard to break vintage. As long as you don't write something like "Ritual: Take another turn if you did" or something :)
So maybe it's enough to note "The previous, and next, couple of sets cannot have -1 counters; if this gets used." which isn't a huge bar to a mechanic; but it's a point.
@Vitenka
Brasilia (the set i'm working on) should have only +1/+1 counters on creatures and maybe charge/power/whatever counters on enchantments, no negative counters.
Mmmm.. very hard to balance; since some sets have -1/-1 counters. Usually it's moving positive counters, and should be fine in a lot of sets. But jumps in power a lot when wither is around.
"Counters-matters" payoff mechanic, must be careful with parasitism.
Maybe it should have a fixed cost, like
. And maybe it should be sorcery speed, I don't know.
Enabler for "counters-matters" theme.