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CardName: Newborn Manticore Cost: {R}{G} Type: Creature - Manticore Child Pow/Tgh: 2/1 Rules Text: Wildmight (Exile a creature from your hand: Put a +1/+1 counter on Newborn Manticore. You may cast that creature for {2} more for the remainder of the game). Whenever Newborn Manticore's wildmight exiles a creature card with a power of 2 or less, creatures with a power of 2 or less can't block Newborn Manticore until end of turn. Flavour Text: Set/Rarity: Shattered Kingdom Common

Newborn Manticore
{r}{g}
 
 C 
Creature – Manticore Child
Wildmight (Exile a creature from your hand: Put a +1/+1 counter on Newborn Manticore. You may cast that creature for {2} more for the remainder of the game).

Whenever Newborn Manticore's wildmight exiles a creature card with a power of 2 or less, creatures with a power of 2 or less can't block Newborn Manticore until end of turn.
2/1
Updated on 04 Mar 2018 by Sorrow

History: [-]

2017-03-23 14:04:46: Sorrow created and commented on the card Newborn Manticore

I can say intimidate now that it's a dead mechanic, right?

Yes, it's OK to say "intimidat[e/ing]" in card names now.

But I'd strongly urge you to rethink this mechanic. This asks people to inflict card disadvantage upon themselves, for tiny gains. People will find themselves bored with nothing to cast because they used up their creatures (repeatable damage sources) to get temporary one-off damage boosts, because the card told them to. Then they'll realise the whole mechanic is a trap and you should basically never use it unless it'll take you to lethal damage this turn.

Compare with Bloodrush, the Gruul mechanic from Gatecrash. That also asked you to give up repeatable damage sources (creatures) for temporary damage boosts (+N/+M). But it had two big benefits over fury. 1) It was an ability on the card in hand, not the card on the table. That means players won't screw themselves over by getting rid of all their creatures based on just one card with the mechanic. But it also means it's a surprise, and allows bluffing and mind games. 2) It was instant speed, and could be used after blockers are declared.

How much do wizards reuse obsolete mechanic names? I would have assumed it was better to avoid the confusion potential, but I don't know what wizards actually do.

What if Fury instead had the creature exiled, but could be played ueot for an additional cost (maybe {2})?

I guess it works; it grants unblockableness.

But I'd also make it pure "Reveal a card with X" rather than "and put it on the bottom of your deck". (And cost appropriately). There's lots of space for it; and having to keep a suite of card of various sizes in hand, and let your opponent know what you have, is a bigger cost than it looks. Which is nice.

That's pretty brilliant Vitenka. Thank you. Now I have to figure out how to template it.

For a manticore this dude is way too small. Also, manticores usually fly - wings, scorpion tail and lion head being the common features (at least in MTG).


This is starting to sound very much like "Foreshadow" - except the "other way around". It's used in Esparand for example.

> Foreshadow {x} (Pay {x} and play with this card revealed from your hand. You can’t cast it this turn. Foreshadow only as a sorcery.)

In my Silmarillion set I ended up removing the "can't cast this turn" restriction (I started out with somewhat similar mechanic called proclaim). It's super flexible (perhaps more flexible than kicker which is really telling something) and you can use it like "If ~ was proclaimed", "As long as ~ is proclaimed", "When you proclaim ~", etc. Likely it's too flexible. > Proclaim {x} (Pay {x} and play with this revealed from your hand. Proclaim a card only once and as a sorcery.)


EDIT: Updated proclaim wording to include "a card... only once".

Anyway, this is quite interesting if we think about evoking the action rather than invoking it - ie. doing it to another card rather than as an action of the card itself.

> "Proclaim a card: ~ gets +1/+1 UEOT. (To proclaim a card, play with it revealed from your hand. Proclaim a card only once and as a sorcery.)"

> "~ gets +1/+1 for each proclaimed card you own."

> etc

This reminds me of the concept of "Spotting" that appears in the LOTR trading card game whereby you reveal cards as a card.

2017-06-21 03:02:24: Sorrow edited Newborn Manticore:

Went with my second fury concept, where the creature is exiled but can be cast for more. I'm unsure if I should keep {2} as a static or make the number generally correspond to the fury count. I switched from a +X/+X to X +1/+1 counters. Maybe that was too much? As for creature type, Amonkhet manticores don't have flying. I just added on the child subtype (which I've used on other cards) to justify the low stats.

2017-06-21 13:53:30: Sorrow edited Newborn Manticore

I don't know man... That still looks very contrived.

What is the mechanic trying to convey? Flavor is vague to say the least. Is its purpose in the set purely mechanical?

The current form reminds me of Amplify (Glowering Rogon)...

I like the idea of spending cards from your hand, which still lets you cast them but for more. I agree it needs some iteration.

Is the current idea, do this once when it ETBs? Or an instant-speed ability you can activate at any time, any number of times per turn?

I wonder if there'd be any mileage in exiling a card but getting it back when the creature dies. I'm sure I've seen that elsewhere but I can't remember where. That would be a significant cost, but a limited one because it will usually come back to you.

I was going to comment that I don't know when, how often, or if there are any payments for Fury, but Jack beat me to it. That said, I also don't know how long the second ability lasts.

That said, I also like the fact that you can use the exiled card later. Nice touch. Gruul's bloodrush ability always felt painful to me, even when I was two-for-one-ing my opponent.

@Tahazzar: No flavor, I just needed a mechanic for the gruul pairing.

@Jack: I want for a creature to only be able to fury once, during its controller's turn. I'm not sure if I should restrict the fury to a certain phase and speed.

Deshub had Wishpowered in esper which gave a creature a +1/+1 counter at the cost of exiling a card from your hand. The exiled card would return to your hand when the creature died.

With the (relatively) new "exile until" wording that could be worded concisely.

> "Exile a creature card from your hand until ~ leaves the battlefield: Put a +1/+1 counter on ~. (Reveal the card as you exile it. It returns to your hand.)"

The reminder text is optional IMO.

I don't really see it translating well into a keyword though.

Wishpowered had the following reminder text: "As this enters the battlefield, you may exile a card from your hand until this creature dies. If you do, this enters the battlefield with a +1/+1 counter on it."

I wanted to be mean and restricted the return trigger to dying rather than leaving the battlefield.

2017-12-25 15:30:06: Sorrow edited Newborn Manticore
2018-02-02 09:40:58: Sorrow edited Newborn Manticore:

Reduced Wildmight from 2 to 1.

2018-02-02 09:43:42: Sorrow edited Newborn Manticore

When do you exile the creature (card!) from your hand? Upon ETB? That's supposed to be part of the reminder text.

"For the remainder of the game" could be "as long as that card remains exiled" instead - closer to standard wording.

Wildmight can be activated at any time. It's meant as an activated ability.

Activate abilities use a strict template involving a colon ": " - even in reminder text.

If it's an activated ability, it would also be instant speed unless otherwise noted - which is a concern with wildmight N, N>1.

As written you can also do it any number of times? I suggest "Exile a creature card from your hand: Put N +1/+1 counters on this creature. You may cast that card from exile for {2} more." I also think this should definitely be sorcery speed only. You could try moving the extra mana to the ability, so wildmight costs {2} and the creature doesn't cost extra.

If I ever playtest I'll see if Wildmight is too good at instant speed. One of the intentions was that Wildmight was a combat trick mechanic.

But the point that Wildmight being N instead of static from creature to creature is valid. I'll change Wildmight to only a single +1/+1 counter per activation.

2018-03-04 01:16:45: Sorrow edited Newborn Manticore:

Wildmight writter as the activated ability its intended to be. Begins shift of Wildmight being a static +1/+1 counter rather than a varied number dependent on the creature.

I just worry that if wildmight is instant speed, it'll eat up all your common design space. Free, instant-speed on-board tricks seem like a definite red flag to me

Mmm, granting abilities seems safer than granting P/T. Lots of different abilities, and you might sometimes want one, sometimes another. Once you're granting power, it's much more "Well, why would I ever use this for anything else? Dot he obviously best thing."

I would really be against adding a "Child" creature type. Are we gonna have "Adult" type next? We might as well as have "Elder" type at that - wait a second...

Seriously though, the name here already implies that this is a fledgling Manticore.

I added the child creature type back in Eluim because it felt flavorful and helped create the place I wanted Eluim to be. Now, I occasionally use the creature type when I can't think of an appropriately sized fauna body and go for reducing a bigger creature's body to smaller stats.

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