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See Death, The Sudden.
See Death, The Constant. The potential set that would include this would use -1/-1 counters, and I actually wanted to put -1/-1 counters on as damage, but I felt that was too outright black. I don't like this version, since it doesn't seem like a constant threat to everything.
That's a fair assessment. In a vacuum, unless you wanted to fill up your graveyard, you're facing a card disadvantage just to keep something out of a graveyard to be reused. If I don't make heavy use of the graveyard for the set, this example may not be worth including. However, if your opponent chooses discards a high cmc to win the shootout, there's a good chance they're paying a hefty price for something they'll miss. But, if I don't make high use of the graveyard for the set that this mechanic would appear in, this individual card may not be worth including.
I probably need to add words to make the effect work better. Something like "Each player may exile a card from their hand face down. Then, each player reveals the card exiled this way and puts it into their graveyard. The player who exiled the card with the higher converted mana cost wins the Shootout."?
Right now the shootout does not seem worth it. Card disadvantage t get a spell exiled? And if I ever get an effect out of a shootout I actually would want, then my opponent may still cancel it?
Reads bad in the rhystic vein to me.
See Vitals-Curser. Changed Shootout to make Discarding optional, so to avoid forcing discard and thus breaking color pie.
I believe optional discard for the mechanic does not break the color pie, since the player has the choice to lose the shootout. Should no player discard a card or if two or more players discard cards of equal CMC, then there is no winner of the Shootout.
Wild west and death plane concept. Shootout is clearly evocative of what the card wants to do, but without guns I'm worried I may have to something that will just sound wacky, like spelloff.
See Heirloom of Hate. See THE DOLLS OF DEATH: A brief history
Memento Mori aura test; see Baneshooter
Okay, Rod of Ruin is so bad.
If I included art, this would be a revolver that shoots magic. I'm seeking to try and get ideas for a wild west & death-themed world.
The Memento Mori ability lasts indefinitely. That being said, that depiction of Memento Mori isn't something that I'm actually satisfied with. I want a Memento Mori mechanic, but could possibly conceptualize another, more pleasing way. Of the current iteration, I had considered using a soul-bond wording. In this incarnation, Memento Mori would only appear on artifacts and enchantments.
Underwater vs aerieal plane
On Aggravated Rattler I added Flash into the reminder text for quick. The key reason for this is that if I went forward with this idea, red would be one of the colors that would get quick and red shouldn't get flash normally. I feel that Quick having flash leans towards bend more than a break since the creature entering to use an ability and can't block, although there's the issue of just holding creatures to quick to have mana to cast on other spells during one's own turn.
For me, the creature having some ability go off when it enters tapped felt like the creature had been active to me. Flavor isn't universal.
I do have to admit that quick was mostly conceptualized as making Cunning Sparkmage, but without saying haste, so this may have never been an idea worth exploring.
Honestly, I just guessed what sounded right. Are you saying that "Put a -1/-1 counter on any creature dealt damage by this creature." is all the reminder text would need?
This creature would be replaced by "this source" if I gave the ability to noncreatures.
I feel this is coming out backwards right now. On this card e. g. flash is the mechanic that feels fast and also communicates that.
Quick on the other hand slows down the creature (it enters tapped), so while it kinda feels like it got "hasty and tapped for an effect", the part that actually is labeled "quick" feels slow in two ways:
So maybe that's fixable with an ability word that unifies activated abilities that can only be activated the turn the creature enters:
> Circling Buzzards
: Creatures dying don't cause abilities to trigger this turn. Activate this ability only if ~ entered the battlefield this turn.
Creature - Bird (C)
Flash
Flying
Quick -
Still is awfully similar to kicker, so maybe:
> Circling Buzzards


: Creatures dying don't cause abilities to trigger this turn.
Creature - Bird (C)
Flash
Flying
Quick (When this enters the battlefield, you may activate one of its activated abilities without paying its activation cost.)
Now this reads all upside and actually feels like flash/haste for activated abilities. The key to me is that you can actually see the contrast to using the ability "slowly".
What exactly does "resolved" mean for damage?
If you want the counter to be placed after the damage, why not just use a triggered ability? That's what they are there for.
I feel I have seen this before somewhere.
See Death From Dehydration. Choke on Dust is just the test-name for concept- wearing a creature down permanently due to health hazards from a dry, dusty environment.
Why this isn't Wither- the damage of a creature (or potentially other card type) is to occur as normal, this -1/-1 counter is only a bonus from the damage. So, it's damage and a -1/-1 counter.
See Aggravated Rattler.
This card is linked to the other card by supposed to being from the same plane, not mechanically.
See Aggravated Rattler.
See Ginson, Fast-Blaster. Decided to add Flash to quick.
See Circling Buzzards.
Edit: Nevermind this comment. I made a mistake when reading the card.
Little late, as I a already included Overclock in a set. You also already commented on the mechanic in the set (though only with that the three modes were too many).
But, or "give a +2/+2 bonus to it if it is a creature or Equipment" and "Duplicate a counter on it" should shorten the text significantly and I thank you for that.
Conceptwise, I wantes thinking of a Wild West shootout, and wanted to evoke the concept of being "quick on the draw." Just using that on whatever gunslingers would be represented as was kind of narrow, so I tried to invoke the application on normal fauna. ANother fauna example would be a snake that had a Quick cost to represent its bite.
Forgot to include that quick makes a creature ETB tapped. Normally, that'd be a downside, but all creatures with quick have some bonus is their quick cost was paid. I was trying to come up with something that felt like more than just haste for an ability. That said, this ability feels like it would want Flash, or at least, giving the creature Flash. The Quick cost can probably be dropped from
to 
.
The keyword should specify when you pay the overclock cost. Is it an activated ability? Additional casting cost? Alternative casting cost? Special action? Upkeep trigger? ETB trigger? Cast trigger? Does this maybe trigger whenever you pay
on anything?
Overclock seems like it would be pest suited for a keyword action, so you can have wording like:
Your reminder text is too long to make this attractive, I partially addressed that above with the suggestion of the "duplicate" wording which seems grokkable enough that you could introduce it - at least for reminder text, but maybe it's something that can be pushed further. Not a necessary consideration for this sample card/mechanic.
But the real kicker would be the ability to shorten the second part e. g. "or give a +2/+2 bonus to it if it is a creature or Equipment." with "bonus" doing different things on creatures and Equipments.
I think, this mechanic is not feasible unless you commit it with a conscious change towards Auras/Equipments like this: Blessed Implements, which is within the range of things you could do as a custom card creator, but would be a major decision for Wizards.