Your proposed effect plays very differently from the existing design.
The existing design is spun out of my existing mechanical identity for Rebels, caring about rebels in the graveyard. Mechanically, my Rebel design is a threshold build around while your design is a linear build around. From a flavor perspective, the idea here is that dead rebels become martyrs which inspires rebels to action.
It's possible I should avoid this kind of design as its potentially confusing whether or not the ability triggers when the first rebel dies. In other words, does the ability trigger when you have no rebels in your graveyard and then a rebel dies.
2018-01-13 20:00:00:
Nodle
edited the details page Skeleton
Ya, upon further thought, I'm scrapping this design. It just isn't going to be fun to play with. If I bring it back, it will be as a curse for the reasons you guys provided, but for now, I'm going to pretend like it isn't in my design file until I come up with a replacement.
So in a multiplayer game do you get to choose which opponent? It seems like it can become really hard and bothersome to determine a singular permanent of theirs at random when you have three+ opponents.
EDIT: I guess the # of opponents doesn't matter since you can just first roll a die to determine the opponent. Still, if that opponent has 23 or so permanents it can be pretty hard to determine the random "target".
Added flavor text
Added flavor.
Flavor Later
Your proposed effect plays very differently from the existing design.
The existing design is spun out of my existing mechanical identity for Rebels, caring about rebels in the graveyard. Mechanically, my Rebel design is a threshold build around while your design is a linear build around. From a flavor perspective, the idea here is that dead rebels become martyrs which inspires rebels to action.
This looks... "overly developed". Couldn't it just be
> Whenever ~ or another Rebel you control dies, each opponent...
?
Modified the effect to hopefully make it more clear how the effect works. The first Rebel dying will no longer trigger this creature.
Edit: "if a Rebel" -> "if another Rebel"
Flavor Later.
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I like that it not only has a fitting name, but also fits mechanically into exploit.
It's possible I should avoid this kind of design as its potentially confusing whether or not the ability triggers when the first rebel dies. In other words, does the ability trigger when you have no rebels in your graveyard and then a rebel dies.
Flavor later
Reprint. Flavor fits pretty well, but it would be better if the card was a rebel. Might redesign later.
Ya, upon further thought, I'm scrapping this design. It just isn't going to be fun to play with. If I bring it back, it will be as a curse for the reasons you guys provided, but for now, I'm going to pretend like it isn't in my design file until I come up with a replacement.
Rolling a die to choose an opponent first skews the probability of hitting a player's permanent if e. g. one of them is controlling twenty tokens.
So either build the choosing of an opponent in the rules text or solve the deign issue in a fair way.
I personally think this would make a splendid Curse as well.
Strictly less fun Capricious Efreet. I kid, I kid...
So in a multiplayer game do you get to choose which opponent? It seems like it can become really hard and bothersome to determine a singular permanent of theirs at random when you have three+ opponents.
EDIT: I guess the # of opponents doesn't matter since you can just first roll a die to determine the opponent. Still, if that opponent has 23 or so permanents it can be pretty hard to determine the random "target".
Flavor Later
Flavor Later
Flavor Later
Name Change: Tools of Distraction -> Means of Distraction
Agreed and great suggestion. Editing now.