Can't respond on the page itself, so I'll respond here.
Battle Recruit and Down Payment have the most potential. I'd honestly prefer Down Payment to be an Echo Variant. The name right now doesn't match the flavor. For example, what about this design?
>Red Mercenary
>Down Payment (You may cast this card for its Down Payment cost. If you do, pay its Down Payment cost at the beginning of your next upkeep or sacrifice it.)
>Haste
>3/3
If you're going to go with Battle Recruit, I'm not sure that shuffling every turn will be that fun. Maybe some sort of Depala, Pilot Exemplar variant of the ability? I like the idea behind the effect, though, but I think it's more suited to Rebels than Mercenaries.
Recruit, battle recruit, and brother-in-arms all suffer from 3 main things I would rather not see anymore in modern design, especially at common:
1) Too wordy - and even mentioning CMC at common is a redflag currently.
- for example, Reef Pirate is 8 lines of text, none of which is remainder text.
2) Encourages repetitive play where games play out the same way and stagnate. Unlike recruit with battle recruit it at least pushes you to action and not just sit and activate abilities at end steps.
3) Lots of shuffling - potentially multiple times per round. Imagine if everyone shuffled the way they do at pro-tours. It would be hellish.
Down payment is rather "meh" in my book, as in I don't see it being particularly flavorful here.
For hire (This creature isn't controlled by any player. During combat, you pay to have this creature attack the defending player or block target attacking creature.) Menace
3/3
.
Purely a proof of concept idea so I didn't spend any time thinking about balance.
One problem I see with this is that if the players enter a bidding war, most creatures can end up being blocked even if they were only temporarily blocked by the same mercenary.
Post your comments on [January] Mechanic Repository here! If your comments are on a small number of specific cards, they may
be better added to those cards. This is for comments on the set as a
whole.
Can't respond on the page itself, so I'll respond here.
Battle Recruit and Down Payment have the most potential. I'd honestly prefer Down Payment to be an Echo Variant. The name right now doesn't match the flavor. For example, what about this design?
>Red Mercenary
>Down Payment (You may cast this card for its Down Payment cost. If you do, pay its Down Payment cost at the beginning of your next upkeep or sacrifice it.)
>Haste
>3/3
If you're going to go with Battle Recruit, I'm not sure that shuffling every turn will be that fun. Maybe some sort of Depala, Pilot Exemplar variant of the ability? I like the idea behind the effect, though, but I think it's more suited to Rebels than Mercenaries.
Recruit, battle recruit, and brother-in-arms all suffer from 3 main things I would rather not see anymore in modern design, especially at common:
1) Too wordy - and even mentioning CMC at common is a redflag currently.
- for example, Reef Pirate is 8 lines of text, none of which is remainder text.
2) Encourages repetitive play where games play out the same way and stagnate. Unlike recruit with battle recruit it at least pushes you to action and not just sit and activate abilities at end steps.
3) Lots of shuffling - potentially multiple times per round. Imagine if everyone shuffled the way they do at pro-tours. It would be hellish.
Down payment is rather "meh" in my book, as in I don't see it being particularly flavorful here.
Since saying "this is bad" has limited value, I made this flavorful mechanic for mercenaries:
Menace
Purely a proof of concept idea so I didn't spend any time thinking about balance.
One problem I see with this is that if the players enter a bidding war, most creatures can end up being blocked even if they were only temporarily blocked by the same mercenary.
Post your comments on [January] Mechanic Repository here!
If your comments are on a small number of specific cards, they may be better added to those cards. This is for comments on the set as a whole.