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Author Topic: Standard of Ka'rima  (Read 1376 times)
asi
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« on: July 10, 2006, 11:31:40 am »

Well, I always liked double strike and Ghitu War Cry, so I made this one:

Standard of Ka'rima
2R
Enchantment (Rare)
R: Target creature gains first strike until end of turn.
1R: Target creature gets +1/+0 until end of turn.
2R: Target creature with first strike gains double strike until end of turn.

It messes up with combat, and it's third ability has great synergy with creatures that already have first strike. It's supposed to be a card with three synergetic abilities, but I don't know whether it's too bad to be played or whether another ability should be added.

I don't know whether a flavor text would fit, because the abilities take some space, and I also really don't have an idea there (suggestions?)



current wording:

Minotaur Warpaint {1} {R}
Enchantment (Rare)
{R}: Target creature loses first strike until end of turn.
{1} {R}: Target creature gains first strike until end of turn.
{2} {R}: Target creature with first strike gains double strike until end of turn.
« Last Edit: July 10, 2006, 05:55:55 pm by asi » Logged
Anusien
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« Reply #1 on: July 10, 2006, 11:39:18 am »

It seems like this should be an artifact from the name more than an enchantment.  See [card]Jabari's Banner[/card].
Also, I'm not sure you need all three abilities.  What about just giving the first strike and then giving double strike to a first striker.  Or even make the second ability contingent on first strike the way Double Striking does.  That gives it a little more internal consistency.
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Matt
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« Reply #2 on: July 10, 2006, 11:48:30 am »

I like the strike abilities a lot but not the pump one.
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« Reply #3 on: July 10, 2006, 12:06:29 pm »

Isnt first strike mostly a white thing these days? With haste being the nummero uno red thing?

/Zeus
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« Reply #4 on: July 10, 2006, 12:10:16 pm »

Minotaur Warpaint 2R
Enchantment
R: Target creature blocking a creature you control looses first strike until end of turn.
1R: Target creature gains first strike until end of turn.
2R: Target creature with first strike gains double strike until end of turn.


I don't have access to a card database so I forget the minotuar's name that makes creatures loose first stike.  Anyhow minotaurs seem to be adept with manipulating the way creatures strike, so this embodies that flavor.
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« Reply #5 on: July 10, 2006, 12:23:15 pm »

No, first strike is both a white and red thing.
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asi
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« Reply #6 on: July 10, 2006, 12:38:53 pm »

Combining Matt's suggestion and Harlequin's, what abou this:

Minotaur Warpaint 1R
Enchantment (Rare)
R: Target creature loses first strike until end of turn.
1R: Target creature gains first strike until end of turn.
2R: Target creature with first strike gains double strike until end of turn.

I don't know whether the first ability is necessary, as it doesn't add much to the power of the card, but it certainly is a cool combination of abilities.Lowered the cost by 1 because both abilities will cost you 5 in combination, and the new first ability is weaker than the first. Would it be more elegant to have the first two combined, like "1R: Target creature loses or gains first strike until end of turn"

I chose Standard because Orcish Oriflamme was translated this way in Germany, and I kinda like the card (Alpha version should have stayed the way it was, then It wouldn't have taken years to develop Sligh decks...).
"Warpaint" is OK, I guess, and Minotaurs as well as they certainly represent Combat skill in Red, but i don't like the combination of both.



edit: 24 hour clock.
« Last Edit: July 13, 2006, 03:42:15 am by asi » Logged
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