Madoka Magi-ka: Recent Activity
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Mechanics |
Recent updates to Madoka Magi-ka: (Generated at 2024-05-06 00:23:08)
Madoka Magi-ka: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Madoka Magi-ka: (Generated at 2024-05-06 00:23:08)
I used the text wording for echo "if this" so that it can go on other permanents and I used the format for the Myojin "as long as it has a divinity counter on it" and just substituted the rhythm counter.
I'm not using time counters because I want this mechanic to have its own identity and with removing all counters sometimes causing issues, I don't want it to interact with other cards in that manner.
I went back to using rhythm counters instead of a number of +1/+1 counters because I liked jmgariepy's suggestion that this ability could be made more versatile if it wasn't restricted to creatures.
This definitely shouldn't be a major mechanic for bookkeeping reasons, but I think there's some interesting design space here in the same vein as phasing but with a better power level and compatibility with modern rules.
Returned to the rhythm counter format and standardized the text.
It's easy to imagine Circeus' version resulting in something like this:
Flickering Shield
Artifact
Rhthym (At the beginning of your upkeep, if this permanent has rhythm counters on it, remove them. Otherwise put a rhythm counter on it.)
As long as ~ has a rhythm counter on it, whenever a source deals damage to you, prevent 2 of that damage.
That's a lot of design space to tap into, so if you wanted to drop the whole "Always gives a power toughness bonus", I'd support it.
On a side note, this mechanic has a bit of an uphill climb to perform. I don't think many people like the tidal effects from Fallen Empire, and while much of that malaise was directed towards power level, some of the problem was due to all the busy work. Sounds cool, plays rough. Not that I don't think it could be a fun idea, but I wouldn't make it a major mechanic.
Oh, and one last thing. Why not use time counters? I mean, really, why create a new counter when a counter that does the job already exists?
I think it's a simpler option to go off a variant of Alex's idea (At the beginning of your upkeep, if this creature has rhythm counters on it, remove them. Otherwise put a rhythm counter on it.) and cue off it like Monstrosity does.
As a side note, I think it's too convenient that this is a 6/6 on the first turn it can actually attack. I'd consider it entering wit a counter (which you might do as a separate ability, though), but maybe make the base version a 3/3.
~ ETBs with a rhythm counter on it.
Rhythm (At the beginning of your upkeep, if this creature has rhythm counters on it, remove them. Otherwise put a rhythm counter on it.)
~ gets +3/+3 if there's a rhythm counter on it.
I think I'd go with Vitenka's "just pure shortening" option.
Rhythm 4 (At the beginning of your upkeep, if this creature has any +1/+1 counters on it, remove them. Otherwise put 4 +1/+1 counters on it.)
Wow. My first hint would be to remove all of it. That's a lot of words!
Let's see. Oh right, it's the tidal / simple version of the werewolf ability. The known fix is to replace it with dual faced cards and trigger on spells being cast rather than having to track its state every turn. (Seriously, this was one of the things they were gonna have werewolves be, according to Maro's podcast. Before they thought 'better' of it.)
To keep the function as it is, but with fewer words... I dunno. "~ ETBs with a +4/+4 counter that has phasing"?
Just pure shortening: "At the end of your turn, if ~ has +1/+1 counters on it, remove them; otherwise put 4 +1/+1 counters on it"
Shifted to end of turn purely for the shortening; it changes when the rhythm fires, though. "At the beginning of your upkeep" is so horribly long.
Even simpler would be: \ : ~ gains +4/+4 UEOT, use this ability only once per turn.
Which gives you the "Bigass splashy green creature" effect without worrying overmuch about it. But that won't help if you want a LOT of this.
I need some help with the reminder text on this card. Thanks for your help, as always.
Yeah, even Diabolic Tutor costs 4 mana. Waiting two turns for the ultimate on this card seems fairer.
How do you feel about "Weak against" as an ability? Does it match your image of how a card that's "weak against" something would react to the presence of its weakness?
Huh, they keyworded the green 'snipe' ability? Into blue-white? Who knew.
And yeah, 2 mana, remove all the counters from a creature and and then tutor for anything AND gain a chunk of life? Yow that's nice.
But, well, it's less nice than just "Control all the creature and win the game" so sure, wghatever, go for it. The official game balance for planeswalkers seems to be "Who cares? Go gonzo."
Hm. A 1-turn suspended Diabolic Tutor seems a bit good for 2 mana. By which I mean, +3 seems a bit too much loyalty to gain on a 2-drop planeswalker.
Detain isn't an evergreen mechanic, so it'll confuse people to not have reminder text on it here. (Even Lavinia of the Tenth - a rare in a later set of the block - had reminder text for detain on her.)
But nonetheless, this looks like it's got a better shot of being a fair-but-good 2-mana 'walker than Tibalt, the Fiend-Blooded did.
It allows this card to be very strong and undercosted, so it's probably okay. Pretty bomby (which is fine in a mythic).
I know downside-only abilities typically don't go over well, but it's important to the flavor of this card.
Any thoughts?
@jmgariepy Oh yes. Having an ability that made it worthwhile to enchant your own planeswalker was part of this card's design. It was a contingency in the event your opponent didn't have a planeswalker or at the very least it made the card more flexible. ^_^
I like the direction this card is going, but if anyone has some opinions or advice, I'd appreciate it. Thanks.
Nope. I'd point out that it is reasonable to enchant your own planeswalker with this, just for the double triggers. But that's far from broken.
See any issues with this card?
Ah, of course, good point. So this would need to be restricted to instant speed, because otherwise you can steal information.
use multicolour land frame
Charmed Pendant uses the instant-only sentence because the output you get from it is variable, as is this. Imagine you're trying to play a Woolly Thoctar off a forest, a plains, and this: during the mana ability step, you activate this and unless the top card turns out to be red, it's impossible to get the mana to pay for the spell and you have to rewind. You untap the lands including Temple, but you still know the top card of your library, which is just the kind of thing they don't want to allow.
It... would probably be okay, on second thoughts. Deranged Assistant caused problems because it made cards move.
Aww. No revealing cards at mana speed?