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CardName: Miss Militia Cost: 2W Type: Creature - Human Pow/Tgh: 2/2 Rules Text: {1}: Choose first strike, vigilance, or reach. Until end of turn, Miss Militia gains that ability and loses all other abilities except this one. Flavour Text: Set/Rarity: Worm Uncommon

Miss Militia
{2}{w}
 
 U 
Creature – Human
{1}: Choose first strike, vigilance, or reach. Until end of turn, Miss Militia gains that ability and loses all other abilities except this one.
2/2
Updated on 21 Aug 2016 by Alex

History: [-]

2014-12-16 11:51:38: Alex created and commented on the card Miss Militia

It's tempting to make her abilities manipulate equipment. Get them from hand OTB or equip them without paying equip cost, that kind of thing. But actually that doesn't fit well, for two reasons: 1) her weapon isn't really a normal physical gun, and 2) Miss Militia can conjure any standard military weapon, but Equipment cards in this set are likely to be very much non-standard military equipment, Tinker-made rather than regulation!

So this is an attempt to reflect something of her flexibility in armaments.

2014-12-16 17:12:07: Alex edited Miss Militia:

templating

Does this card need the "loose all other abilities until end of turn". As is you can give reach/vigilance, attack/block then trade that ability for first strike as there is no actual reason to want multiple abilities at the same time

It's more tinker text than anything; I agree. Probably would get removed, to simplify the card.

If it had other combinations - lifelink, trample, etc. then that would be more important as a limitation.

... wait. Oh heck, it does have a fantastic abuse as written.

Gain first strike, deal first strike damage - then gain, I dunno, reach - now she doesn't have first-strike; so deals normal damage too!

The obvious solution is to get rid of first strike, and add {2}: Gain doublestrike.

Nope, sorry, Vitenka. The first strike rules take care of that: what deals damage in the normal damage step is "all creatures with double strike, and all creatures that didn't deal damage in the first strike damage step". The rules team beat you :)

I think it's best for flavour that she loses all other abilities, though, because the idea is she's got one gun, and it can change into whatever kind of gun she needs whenever she wants. And yes, that means she can gain reach or vigilance then swap it out for first strike. I don't think that's much of a problem; you are paying extra mana for it each time.

Huh. You're right about the rules, but I'm not sure if I'd have remembered. But I think this does "the obvious thing" enough most people will get it right. I guess she can do "gain vigilance/reach, attack/block, then gain first strike", but that's probably in-theme.

Would there be any way to include a power-pump or two (+1/+0, or maybe two different ones, one with a toughness bonus, if the cost worked out)? That's probably too complicated, but it seems a shame she has weapons which don't pump her.

Mmm. Templating that would be tricky. I guess one way to do it would be to use the choice word technology seen on Frontier Siege and friends. I guess that'd look something like...

> {2}: Choose rifle, shotgun, bazooka, magnum or bayonet. Miss Militia has the most recent choice's bonus:
> • Rifle - Reach
> • Shotgun - First strike
> • Magnum - Vigilance
> • Bazooka - +2/+0
> • Bayonet - +0/+2

Even with funky technology like that, I'm not sure that's better. It forces you to try to isolate one Magic representation of an Earth gun, which isn't going to be very natural. It brings more flavourful terminology onto this card, which is good in microcosm, but somewhat weird in the context of the whole set, given Miss Militia is a moderately forgettable character on the opposite side to Skitter; it'd make us want to use that kind of wording on a bunch more cards. It might be enough to push her up to rare, when personally I feels like uncommon would be more suited (and the set may well be short of concepts simple enough to be uncommon or common).

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