Occurences like these represent a confusion and ambiguity possessed by red that has not yet been resolved by R&D. How should this issue handled in the CCF?
I guess, I don't *really* see red as being filled with confusion and ambiguity. I think they are probably one of the more well-defined colors, and generally have been. I think they don't get fleshed out as much.
But anyways I always love color wheel discussions, so these are the mechanics that go with the colors
Green - Aggro-Tempo.
- *(New mechanic) Forestcover - (If ~this~ has Forestcover, ~this~ cannot be the target of spells or abilities. Whenever a permanent you control becomes the target of a spell or ability, ~this~ loses Forestcover and gains "whenever ~this~ becomes the target of a spell or ability sacrifice ~this~" for the turn.) This is basically to help green weenie creatures early, making them untargettable until you are able to break their cover. However, once cover has been blown, they are easy pickings. Text is a little funny, but that's what I came up with.
- *Land Destruction - Should be taken from Red. Red can share it, but Green should be the best at it. I felt that this would give them a control type element to the color which it sorely lacks. It also fits thematically that (while Red may be more "destructive" generally, Green should be the best at controlling terrain).
- Recursion
Red - Aggro-Combo.
- Creatures with Haste
- Burn - Probably the best type of removal (control) for Aggro decks since typically it won't be a dead draw if there aren't creatures around since it can hit the player.
- Mini-Combos - for example, Storm and other cards like Coal Stoker or Seething Song
Black - Control-Combo.
- *Edict-type board control - With White getting targeted removal, I'd like Black start moving more towards Edict style removal. This would also get around (my suggested) resurgence of Protection and Forestcover mechanic. Targeting a player and forcing them to sacrifice their creature also has a nice corrupting flair to it that I think fits flavor-wise.
- Discard - In my opinion, a really strong mechanic when it is in it's targeted form. With Black losing out to White on removal, I think this opens up room for stronger discard spells.
- Comboy Graveyard cards
Blue - Control.
- Bounce
- Counters
- Card Draw
White - Aggro-Control.
- Creatures with Protection - Prots are annoying, good, and white probably will have the best (Red, Black, I think it would also make sense for them to have White)
- *Targeted board control - I really think that White should become the creature removal color of choice. It needs solid board control elements for it to have staple control elements.
- *Removed from game
The last point for each of the 3 colors is an "area" that can be their specialty. Green and Black both will capitalize on the graveyard, but Green will be more a persistent return to hand type interaction, whereas Black should get more combo type effects when they use the graveyard (like reanimation for example). Blue gets "card draw" which makes their area the deck, and Red gets mini-combos where their "area" becomes their hand/the stack. White has "removed from game," which they tend to do a lot of. Perhaps which a more focusing touch it can become an area they utilize.