Community Set - Construction in Progress - Urban Wastelands: Common to the Core

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Wed, 2016-04-13 06:43
TheBrokenUrn
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Another continuation of Urban Wastelands Community Set Brainstorm.

So far, the framework is as such:

Theme
Cause of the Apocalypse
After a rift to the Blind Eternities opened up on Earth, many corporations and armies around the world began to adapt the mana magic to their weapons and tech, making them for more powerful. As the world was plunged into war through unknown means, the humans of Earth were on the brink of extinction. The global fighting has stopped; the fight for survival has just begun.
NOTE: The name of the plane can be changed.

Color Explanation
Color - Tech Magic Type
White mana symbol - Weapon Tech and Light magic
Blue mana symbol - Recon Tech and Water/Electric magic
Black mana symbol - Power drugs and Decay magic (temporary necromancy possible)
Red mana symbol - Power tech/drugs and Fire magic (maybe a little lightning magic as well)
Green mana symbol - Growth tech (agriculture) and Plant magic

Factions
White mana symbol: Central Station (The remnants of the government, trying to rebuild the nation through cooperation; ruled by law.)
Blue mana symbol: Techrons (Remnants of former businessmen, trying to regain profits through the sale of information from hacked devices; ruled by profit and tech.)
Black mana symbol: Oilcan Gang (The gang trying to seize control of all the districts in Grand York; ruled by force and fear.)
Red mana symbol: Redchains (Former inmates of the prisons that banded together; ruled by passion.)
Green mana symbol: Farmers of the Fissure (Groups of various clans trying to rebuild with very little use of tech and connect with the mana; ruled by compassion and nature.)

Color Mechanics
Color - Mechanic
White mana symbol - Armed -- [Effect] as long as this creature is equipped.
Blue mana symbol - Discover (Reveal the top card of your library and put it into your hand.)
Black mana symbol - Craze <cost> (You may cast this spell for it's Craze cost if you discard a card in addition to paying it's other costs.)
Red mana symbol - Craze <cost> (You may cast this spell for it's Craze cost if you discard a card in addition to paying it's other costs.)
Green mana symbol - Erode # - <cost> (<cost>, Tap symbol, Exile this permanent: Put # 1/1 green Elemental Plant creature tokens onto the battlefield.)
Other - Fortify (returning mechanic)

Special Notes
Colored artifacts

With all of the basics done, it is time to get the card breakdown squared away.
Based on my conversation with ZephyrPhantom, the rarity breakdown will be:
84 commons
78 uncommons
45 rares
13 mythics

Following the skeletons, I am now taking help and suggestions for commons. Let us focus on the creatures for now.

Fixed your links for you. You don't need to put the URLs in quotation marks. - ZephyrPhantom

90% of the time, I'm wrong. The other 110%, I'm right.

Wed, 2016-04-13 14:09
Autumnstar00
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I'm down. What exactly were the factions so that we can get started on brainstorming

Wed, 2016-04-13 21:35
ZephyrPhantom
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Might've been a wiser idea to keep this to one thread and edit that one's OP.


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Thu, 2016-04-14 01:47
Autumnstar00
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Yeah, but it's whatever.
I don't remember all the factions that were talked about, but I know Black/red mana symbol was talked about having power drugs, (duh) so we could come up with a mechanic mostly around that. Maybe a discard thing, to emphasize short term gain over mental/ physical wellbeing.
What about...
Decay-- Whenever <thing happens>, you may discard a card. If you do, <effect>.
It's pretty vague, and the name could change. I don't exactly like it as is, tbh, but I'm just gonna throw all my ideas out there. My original idea was an on attack trigger, but I thought that might be too narrow. Another idea is mill 1 instead of discard a card. That way the temporary necromancy idea from black can shine through if we even use it.

Blue/red mana symbol has lightning magic in common with each other, so that kinda makes for an obvious spell theme. There's not much to say there. I don't particularly like the the Blue/red mana symbol prowess/ storm thing, but that's just because I feel like that's all it's been about lately.

Can't think of much else right now.

Thu, 2016-04-14 02:25
ZephyrPhantom
Moderator
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Alright, two complaints so far, based on what I've seen in the various threads:

1) You really need to keep all your cards in one thread or set file or something where everyone can look at or reference them.
2) Have you considered comparing your card designs to other sets? I mean, from what I've seen, you've posted a 3 mana symbolBlue mana symbol 2/3 creature that couldn't be blocked except by Walls...and you made that a Rare. There's more than a few 1 mana symbolBlue mana symbolBlue mana symbol Common and Uncommon cards that make it clear it shouldn't be at that rarity. Another particular example was your Painkiller Shot card, which still seems incredibly weak for an Uncommon and even at common I honestly think you could afford to stick an extra lifelink or vigilance on it or something. Apologies if I sound harsh, but in addition to being imbalanced, it feels like you're playing it way too safe with effects - get a little more wild and spice things up power-wise.


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Thu, 2016-04-14 02:31
TheBrokenUrn
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The old faction framework that I was working on before coming to the forums are:

Old Framework
What are some of the "gangs" that are important to the story?
Main Street Warriors (red, but bleeds into all colors), Ashfall Shadows (blue, but bleeds into all colors), and the Concrete Collective (white, but bleeds into all colors).

What are some of the other "gangs"?
Rooftop Rogues (primarily blue, but have white and black; recon)
Oilcan Gang (red and black; hit-and-run)
Northside Army (white; aggressive)
Vinecamp (green; preserving the past)

Framework suggested by Autumnstar
If doing allied, then I have some ideas.
White/blue mana symbol: The authority figures/ government that think that they still have control. Probably would be the ones who started it all.
Blue/black mana symbol: Not really sure. Maybe hackers and stuff trying to expose White/blue mana symbol?
Black/red mana symbol: Anarchists and such. Accept the death and destruction of the world.
Red/green mana symbol: Absolutely hates technology in every way shape and form.
Green/wite mana symbol: People trying to move on and main place of agriculture and rebuilding.

Thoughts of Neottolemo and MTGEmperor
Neottolemo
First, if we're going with factions at all, I'd go with way smaller factions, since, you know, almost everyone is dead. More than one card could possibly represent the same individual. Secondly, faction loyalty is probably not that strong in a world where everyone is dying. So, I'd say we should have monocolored factions, but then have multicolored cards or monocolored cards with off-color activation costs to represent those who switch from one group to another during the course of the story.

MTGEmperor
Instead of "factions" per se, how about colors determine various districts of various locations?

First Draft of Idea

Color: District Name (City or Region Name)
White mana symbol: Whitecross District (Grand York)
White mana symbol: Northside District (Highland Hills)
Blue mana symbol: Flooded District (Grand York)
Blue mana symbol: Swiftwater District (Riverton)
Black mana symbol: Darkwater District (???)
Black mana symbol: Darklight District (???)
Red mana symbol: Highground District (Highland Hills)
Red mana symbol: Pipework District (???)
Green mana symbol: Greenhouse District (???)
Green mana symbol: Vinewall District (???)

90% of the time, I'm wrong. The other 110%, I'm right.

Thu, 2016-04-14 02:41
TheBrokenUrn
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@Zephyr: You ninja'd me. You are too fast. Either way, I know I should have stayed on one thread and changed the name of it during each part of the build, but I feel more organized with multiple threads (if only the Community Set Ashura followed that same rule). Besides, the cards you have brought up were old cards I am thinking of scrapping or putting into the "Recycle" bin. I may have to ask you or the other moderators to delete that old thread soon.

90% of the time, I'm wrong. The other 110%, I'm right.

Thu, 2016-04-14 03:46
Autumnstar00
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I like the idea of districts, but I'm not sure if we need two for each color. Maybe 1 for each color and 1 for each allied/ enemy color pair. Whichever we go with, that is, if we are doing multicolor. I kinda like the idea of the gangs/ groups but I think there was at least one person who didn't like it.

Thu, 2016-04-14 05:01
TheBrokenUrn
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@Autumnstar: Do keep in mind that the District list is a first draft. Either way, I was figuring to included multiple towns and cities; much like Innistrad where Stensia and Kessig are different towns .

90% of the time, I'm wrong. The other 110%, I'm right.

Thu, 2016-04-14 10:34
TheBrokenUrn
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Design Thought
Since black and red will have drug associated-spells, a thought of Overdose should have some effect/flavor to it.

First Draft:
Overdose -- If you casted more than two Drug spells, [effect].

90% of the time, I'm wrong. The other 110%, I'm right.

Thu, 2016-04-14 23:01
ZephyrPhantom
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That mechanic's going to suffer the same issue Kamigawa had with Arcane spells - being too insular. Taking a suggestion from the Skype chat, perhaps make it more than two red or black spells?


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Thu, 2016-04-14 23:34
jacqui-pup
Featured Set Editor - Best Set of 2015 - Community Award
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Unless you want a set full of hilarious and totally within your realm of experience cards like

Llanowar Junkie Green mana symbol
Creature - Elf Addict Common
Tap symbol: Add Black mana symbolBlack mana symbolRed mana symbol to your mana pool. Spend this mana only to cast Drug spells.
She used to be a happy, popular elf until one night she snorted marijuana at a party.
1/1

Perhaps representing drug addiction with Magic cards is a bad idea?

[center]"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game." --Mark Rosewater

Fri, 2016-04-15 00:11
Autumnstar00
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Probably. I don't particularly like the idea of drug spells because of what Zephyr mentioned. Maybe it could trigger based on the number of spells you cast that turn that share a type with it? Sort of like a Black/red mana symbol Storm thing, if that makes sense. Plus, it'd be cool to see there actually being a reason to give a sorcery spell flash instead of just making it an instant.

Fri, 2016-04-15 02:44
Yoshi
Community Award
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I have a thing.

Craze <cost> (You may cast this spell for it's Craze cost if you discard a card in addition to paying it's other costs.)

Examples
Disciple of Decay 1 mana symbolBlack mana symbol
Creature - Human Shaman Common
When CARDNAME enters the battlefield, you draw a card and lose 1 life.
Craze Black mana symbol
1/1

Oilcan Raider Black mana symbolRed mana symbol
Creature - Human Rogue Uncommon
CARDNAME attacks each turn if able.
Craze Black/red mana symbol
3/2

Terror of the Wastelands 2 mana symbolBlack mana symbolRed mana symbol
Creature - Horror Rare
At the end of your turn, you lose 1 life for each card in your hand.
Menace, trample
Craze 1 mana symbolBlack mana symbolRed mana symbol
5/4

Working on an alt-color pie at the moment. Check me out in forum games!
If you need help with a community project, just message me and I'll be glad to help.

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Fri, 2016-04-15 01:54
jacqui-pup
Featured Set Editor - Best Set of 2015 - Community Award
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"At the end of your life"

[center]"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game." --Mark Rosewater

Fri, 2016-04-15 01:56
ZephyrPhantom
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@ Yoshi - Too subtle. "On the edge of your deathbed" is more honest and way edgier.


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Fri, 2016-04-15 03:16
jacqui-pup
Featured Set Editor - Best Set of 2015 - Community Award
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Hey, if you're including "Instant - Drug" cards to provide flavor for your gritty urban gang world or whatever, why not introduce "Enchantment - Aura STD" as a typeline? There's already precedent for herpes with Razael.

[center]"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game." --Mark Rosewater

Fri, 2016-04-15 03:24
ZephyrPhantom
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And don't forget the bionic chicken! They've got those in real life, no less.


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Fri, 2016-04-15 05:00
TheBrokenUrn
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@Zephyr: Uh, what Skype conversation? I was not informed of this. I wish I knew what you guys talked about because I was not involved in that.

Either way, the Overdose was only a first draft. I am still kicking around ideas for mechanics.

90% of the time, I'm wrong. The other 110%, I'm right.

Fri, 2016-04-15 12:10
fluffyDeathbringer
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Well, there's a MSE Skype group. If you give me your Skype, I'll add you.

Remind yourself that overconfidence is a slow and insidious killer.

Fri, 2016-04-15 12:42
Neottolemo
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Craze is much better than Overdose. Also, you know, overdosing kills. Which means that if it were to be a mechanic, it would probably involve sacrifice of some kind. The main reason why Craze is better than Overdose, though, other than being mechanically less parasitic, is that I could see some cards relating to drug use, but making it a mechanic seems kind of excessive, unless you theme the whole set around drugs or something and leave the other elements in the far background, because it honestly doesn't seem the main thing about the setting; postapocalyptic setting aren't usually centered around drugs, and I could easily see a postapocalyptic game or set without any drugs, so, you're not really hitting the main tropes of the genre, I think.

Fri, 2016-04-15 13:36
Guitarweeps
Head Administrator
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Why not just make drug (or chem) spells and then have creatures that benefit from them without keywording that?

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Fri, 2016-04-15 16:13
TheBrokenUrn
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@Neottolemo: "Tropes of the genre?" Really? Not going there.

@Guitarweeps: That may be the case then. It was just an idea and first draft.

@Everyone: I am just brainstorming mechanics and other things.

90% of the time, I'm wrong. The other 110%, I'm right.

Fri, 2016-04-15 17:57
jacqui-pup
Featured Set Editor - Best Set of 2015 - Community Award
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Yes, because that's what a community set entails. Brainstorming mechanics on your own and ignoring everyone else.

As an aside, if you're actively avoiding genre tropes then... why are you making a genre set?

[center]"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game." --Mark Rosewater

Fri, 2016-04-15 17:57
Yoshi
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Quote:
@Neottolemo: "Tropes of the genre?" Really? Not going there.

What do you mean?

More importantly, what are your thoughts on Craze? At the very least, it's much better than Overdose.

Working on an alt-color pie at the moment. Check me out in forum games!
If you need help with a community project, just message me and I'll be glad to help.

I stand with the specimen.

Sat, 2016-04-16 18:22
TheBrokenUrn
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What This Set Is Not:
Zombie apocalypse
Nuclear apocalypse
Radioactive mayhem
Bioterrorism plot
Mutants

@Yoshi: Craze is better than my Overdose, by far. I will happily admit that. Maybe add some cards that have "if the craze cost was paid." Sounds good for red/black area, but I personally think it would show up more in black than red.

How about this mechanic? (possibly for white)

Armed - [Effect] as long as this creature is equipped.

90% of the time, I'm wrong. The other 110%, I'm right.

Sat, 2016-04-16 18:59
Neottolemo
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Armed is okay.

I think that when you strip postapocalyptic setting from those elements what's left is mostly the struggle for survival. You know, scavenging supplies from wherever they can be found, rival groups shooting each other to take their stuff, improvised barricades and the like to keep your stuff safe, stealing from anyone what you need the most, moral ambiguity, and all that. We could return Scavenge. And perhaps Raid and/or Fortifications, too. We could also make different mechanics with similar flavour, of course. I don't really see how it's got anything to do with drugs anyway.

Sat, 2016-04-16 19:05
TheBrokenUrn
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Fortifications is definitely going to be here, now that I think about it. Excellent call, Neottolemo.

So, if we are going to cut drugs from the mix, how will red power up? How will black power up with a downside?

90% of the time, I'm wrong. The other 110%, I'm right.

Sat, 2016-04-16 19:24
ZephyrPhantom
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Quote:
Zombie apocalypse
Nuclear apocalypse
Radioactive mayhem
Bioterrorism plot
Mutants

Aren't the first 4 of those usually the things that contain major elements for a post-apocalyptic setting...?

Armed seems like a good start, and I believe Yoshi designed Crazed for black and red.


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Sat, 2016-04-16 19:40
Autumnstar00
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I kinda liked the drugs idea, but I never got entirely attached to it. So whatever.
So, for the power up thing... Hmm, I might have some ideas. But I don't actually think either are very good ideas.

Mana crystals: this was my first idea for a replacement. And I don't like it much because it's kinda just the drug idea minus the drugs. Kinda what it sounds like, mana newly emerging on the plane in a solid volatile state. The only difference with the drug idea is that you could make it show up in all colors.

Unleash: Not suggesting unleash itself necessarily, more just that unleash didn't have any specific thematic elements to it and it did a good job of showing the recklessness, and speed, etc associated with rakdos. With the right mechanic we could have what we want from the mechanic without limiting themes of cards.

Sat, 2016-04-16 19:47
Neottolemo
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@Zephyr: We've already got a different origin for the apocalypse, though-see the first post.

MTGEmperor wrote:
So, if we are going to cut drugs from the mix, how will red power up? How will black power up with a downside?

Depends. I think we'd be better off flavouring each spell individually.

Desperate Agitation 2 mana symbolRed mana symbol
Instant Uncommon
Target creature gets +2/+0 until end of turn and attacks or blocks this turn if able. Whenever it deals combat damage to a player this turn, its controller draws two cards, then discards a card at random.
She wasn't thinking straight, but she was hitting hard.

Pitiless Frenzy 1 mana symbolBlack mana symbol
Instant Common
Target creature gets +3/-1 and gains trample until end of turn.
"I'm not leaving until I've made sure you can never get up again."

Sat, 2016-04-16 20:00
ZephyrPhantom
Moderator
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Alright, so it's death just through overfighting with corporations - I got confused for a bit because my original comparison to that idea was the nuclear proliferation themes of Metal Gear/Fallout.

I think Desperate Agitation could work without the last part - it'd feel more concise and might be a more fitting Common as a result. Pitiless Frenzy looks interesting, since we don't see Trample on Black mana symbol everyday.


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Sun, 2016-04-17 12:21
Neottolemo
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Maybe we could split Desperate Agitation in two cards?
Also, I really love trample in Black mana symbol.

Sun, 2016-04-17 12:27
Guitarweeps
Head Administrator
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Armed played well in Skyrim. just be aware that it is really a filler mechanic as it isn't "exciting" in its own right although it can be fun. Works best when you have some equipment support to back it up. It also means you need a fair amount of equipment at common.

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Mon, 2016-04-18 07:05
TheBrokenUrn
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@Zephyr: Thanks for fixing the links, btw.

For blue, the focus is water and electric magic with recon tech to help out. Naturally, hacking into tech would be a very blue thing to do but how would you come up a mechanic for that?

For green, the focus is plant magic (reclaiming nature) with agricultural tech to help out. So in essence, it is going back to simpler times with very limited technology but have nature magic to help out. What would be a good mechanic to emphasize this?

90% of the time, I'm wrong. The other 110%, I'm right.

Mon, 2016-04-18 21:01
Autumnstar00
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Hacking into stuff? How about...
Infiltrate -- Whenever this creature deals combat damage to a player, [effect]
I was thinking maybe discard a card to trigger the effect but whatever.
Nature magic... That seems a bit like ramp would work fine. But that's boring. Maybe something to do with plant/ Saproling/ other tokens? Elementals could also fit in the more Red mana symbol side of things.

Mon, 2016-04-18 21:23
Yoshi
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Progress (Look at the top card of your library. If it's an artifact card, you may exile it. If an aritfact card is exiled this way, you make progress.)

Example
Flight Prototype Golem A 2/U hybrid mana symbol.A 2/U hybrid mana symbol.A 2/U hybrid mana symbol.
Artifact Creature - Golem Common
Whenever CARDNAME attacks, Progress. If you make progress this way, it gains flying until end of turn.
3/5

Working on an alt-color pie at the moment. Check me out in forum games!
If you need help with a community project, just message me and I'll be glad to help.

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Tue, 2016-04-19 00:17
Autumnstar00
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@yoshi: That mechanics pretty cool. And it can also make some room for exile shenanigans, which I love

Tue, 2016-04-19 02:59
TheBrokenUrn
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Infiltrate is not bad; oddly, combat damage to player effects rarely show up in blue (unless I am mistaken).

Now, Progress is very interesting. It is showing the Recon aspect of blue very well. It also opens the roads to very control aspects of blue very well like "Whenever you make progress, draw a card" or "Whenever you make progress, tap a creature." Great effect, Yoshi. That sounds awesome.

90% of the time, I'm wrong. The other 110%, I'm right.

Tue, 2016-04-19 03:06
Autumnstar00
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I think the main combat damage to players triggers blue has are the draw a card things like bident of thassa or Jhessian Thief and ninjutsu from Kamigawa I think. But there are probably a few others that show up.

Tue, 2016-04-19 11:55
Neottolemo
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Infiltrate is too broad to be confined to Blue mana symbol.
Progress is very nice, although I'm not sure if the name fits.
I'll try to come up with something for Green mana symbol later.

Wed, 2016-04-20 08:12
TheBrokenUrn
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@Neottolemo: I agree with you with regards to progress. The naming is a bit weak, however, I cannot think of any other name for the ability myself. Then again, naming of mechanics seems to be my weak point.

@Everybody: As of late, including Shadows of Innistrad, we are seeing new tokens (i.e. Clue tokens, created by investigate). How does the idea of Scrap tokens but with a different ability? Clue tokens have "2 mana symbol, Sacrifice this token: Draw a card".

For the green mechanic, since they are more geared towards plant and nature magic, instead of a keyword or pseudo unique to it, how about a "something matters" theme?

90% of the time, I'm wrong. The other 110%, I'm right.

Fri, 2016-04-22 07:55
TheBrokenUrn
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I have been thinking of the Green mana symbol mechanic. How about this?

Green Dude Green mana symbol
Creature Common
~ has reach if you control more lands than your opponent.
1/1

How does that sound for green? Having "more lands than your opponent?"

90% of the time, I'm wrong. The other 110%, I'm right.

Fri, 2016-04-22 08:44
fluffyDeathbringer
Moderator
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That card is weaksauce especially for green, but the mechanic would make a cute pseudo. Although I do think it would be a little hard to enforce unless you go first in a game or play land ramp...

Remind yourself that overconfidence is a slow and insidious killer.

Fri, 2016-04-22 10:08
TheBrokenUrn
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@fluffy: I know that card is extremely weak; I wasn't really particularly trying to make a legitimate card. I just wanted an opinion of the idea of a green mechanic.

Well, what do you recommend for a green mechanic for this project?

90% of the time, I'm wrong. The other 110%, I'm right.

Fri, 2016-04-22 10:19
fluffyDeathbringer
Moderator
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I'd suggest either bringing back scavenge or using this mechanic that DoomSp0rk came up with:

Earthbond (You may pair this creature with an unpaired land when either enters the battlefield.)

(Of course, it would be polite to ask him first.)

Remind yourself that overconfidence is a slow and insidious killer.

Fri, 2016-04-22 10:35
TheBrokenUrn
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How about this idea?

Scrap [cost] ([cost], Exile this card from your graveyard: Put a number of +1/+1 counters or charge counters equal to this card's power on target creature. Scrap only as a sorcery.)

It is essentially scavenge but I added charge counters to it.

Too OP?

90% of the time, I'm wrong. The other 110%, I'm right.

Fri, 2016-04-22 10:49
fluffyDeathbringer
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You could also make a joint BG mechanic around sacrificing? G does creature sac sometimes.

Mechanicname <cost> (<cost>, Sacrifice this creature: Put X +1/+1 counters on target creature, where X is this creature's toughness. <Mechanicname> only as a sorcery.)

Remind yourself that overconfidence is a slow and insidious killer.

Fri, 2016-04-22 11:28
Yoshi
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I actually like fluffy's mechanic quite a bit. BG toughness-matters could be a fun archetype to play in draft, too. Although, I'm not sure how well Mechanicname and Craze would play together, but that's a minor quip.

Working on an alt-color pie at the moment. Check me out in forum games!
If you need help with a community project, just message me and I'll be glad to help.

I stand with the specimen.

Fri, 2016-04-22 12:00
TheBrokenUrn
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Fluffy's mechanic idea is a good one, no doubt. The connection between it and Craze is a concern.

But to have a RB ability and a BG ability; it is almost everyone wants this to be a black-matters set. I am horrible at making black cards in general.

90% of the time, I'm wrong. The other 110%, I'm right.

Fri, 2016-04-22 15:59
Autumnstar00
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I made a mechanic for a sci fi set to counteract absorb in it, but maybe it'd fit here. It probably fits best in red and maybe white.
Firefight N (Whenever this creature becomes blocked, it deals N damage to the blocking creature.)