Fulfill Your Destiny (abandoned concept)

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Fri, 2017-08-11 23:50
Quazer Flame

I've been toying around with an idea for having conspiracy-like cards in constructed games. I've decided on a new card type: destinies.

A destiny card doesn't go into the library, instead beginning the game in the command zone. Like conspiracies, destinies change various parts of gameplay while you have them out.

A rough example (none of this has been playtested or balanced yet) of a destiny. Destinies are colorless have names, the Destiny type, abilities, and use the P/T box that creatures use as a number showing how much the card counts toward your destiny limit (the total value of destiny cards you may include with your deck).

Like conspiracies, destinies can also be hidden, to be revealed at a later time.

Fulfilling a destiny is a cost that means turning the card face up. Destinies can have limits to when they can be fulfilled.

This is REALLY early work so far, and I'd appreciate any help I can get. Thoughts? Suggestions?

Fri, 2017-08-11 23:54
Yoshi
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The problem with this is that there's no reason not to run Exactly What You Need, and the upside of Extraordinary Preparation grossly outweighs the downside of not being able to mulligan IMO.

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Fri, 2017-08-11 23:59
Quazer Flame

I understand that these cards are extremely overpowered. These are only examples. If I do make cards similar to these they'd have to be nerfed severely.

Sat, 2017-08-12 00:01
WindyDelcarlo
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What's the difference between Destinies and Conspiracies?

Sat, 2017-08-12 00:08
Quazer Flame

Destinies have a destiny value (lower right hand corner, the examples have ### in there for now because I couldn't think of good numbers)

You can only include a certain total destiny value worth of cards with your deck.

Otherwise, not that much of a difference.

Sat, 2017-08-12 01:56
Vunik
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I feel that this idea has promise, but as Yoshi said, there's no reason not to run all the Destiny cards you need, even with an upper limit on how many that can be. Controlling what upsides and downsides you get makes it almost impossible to make this not "goodstuff". (In Conspiracy, you can't control what Conspiracy is passed to you, plus all the randomness already involved in a draft.)

A way to make this reasonable IMHO is to have Destinies placed into a separate deck that is also shuffled and otherwise randomized, then deal out some number of them (like 4 or 5) in the command zone. That way, players can't guarantee their Destinies. (Although this runs into a problem with having no lower limit, allowing players to create stacked Destiny decks below the "deal out" number.)

They're interesting, that's for sure.

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Sat, 2017-08-12 01:59
WindyDelcarlo
Administrator - MSE Add-On Award
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I think they're problematic for constructed. Why do I not just run all the conspiracies? What do I actually lose to play these cards?

Sat, 2017-08-12 02:15
Quazer Flame

Would changing the limitation on Destinies be better if, instead of an upper limit, each destiny had a penalty in addition to their bonuses?

Sat, 2017-08-12 02:30
Vunik
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If you go that route, I think Destinies would be better analogized to the Vanguard cards from the Vanguard format. Each gives you a bonus, then goes to affect your starting life and your maximum hand size. Destinies could be low-powered version of those cards, perhaps only effecting your starting life total (or maybe creating a maximum life total)?

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TWOK is the best!

Sat, 2017-08-12 03:07
jacqui-pup
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I'm not sure how to break this to you, but there is literally no way to bring Conspiracies into constructed without them being too good. In draft, Conspiracies are overwhelmingly superior to literally any card you pick because you don't need to run in it your 40 cards, it just passively improves the cards in your 40. The only reason you don't just first pick every Muzzio's Preparations is that you also need to draft the 40 cards that those cards buff.

Magic cards are ultimately balanced by you having to draw them; you can't just stick four copies of every good colorless card into your deck because they take the spots of cards you could be drawing. Hence why although the 60 card minimum is just that-- a minimum-- no one goes over 60. There is literally no way to balance these-- decks where the drawback is relevant will just ignore Destinies altogether.

Seriously, just make Vanguards instead.

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Sat, 2017-08-12 04:03
Quazer Flame

I see everyone's points. I guess I was too caught up with my idea to see the issue with constructed and conspiracies.

Of the two examples I initially created, what kind of changes would need to be made to make them into decent Conspiracies? (Besides changing them into the Conspiracy type, I'll already be doing that)