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Author Topic: Mechanic troubles  (Read 1034 times)
Venven
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« on: October 13, 2007, 06:53:18 pm »

So, I came up with a mechanic, but I'm having trouble creating a keyword that is flavourful, has little reminder text, and is expandable. Currently, it looks something like this:

Sample Bear One
G
Creature -- Bear
Forestborne 1 - Put a +1/+1 counter on ~this~.
(As this comes into play, if you control one or more untapped forests, put a +1/+1 counter on it.)
1/1

Sample Bear Two
1G
Creature -- Bear
Mountainborne 1 - ~This~ gains haste until end of turn.
(As this comes into play, if you control one or more untapped mountains, it gains haste until end of turn.)
2/2

It can also allow Artifactborne, Wizardborne, etc., but those are a stretch for the current 'borne' keyword flavour. The reason behind having the keyword suffix, like cycling, is to allow expandability such as Enchantmentborne, Elfborne, etc. The difference between cycling and this is that cycling has a base mode, whereas this could, but doesn't at the moment.

One of the other issues is that, currently, the mechanic only works on permanents. To include it on instants and sorceries would require template changes. An example:

U
Instant
Counter target spell unless its controller pays 1.
Swampmelody 1 - If you control one or more untapped swamps, counter that spell unless its controller pays an additional 1 life.

W
Instant
Target creature gets +0/+2 until end of turn.
Mountaintuned 2 - If you control two or more untapped mountains, that creature gets an additional +2/+0 until end of turn.

A problem with the suffix keyword is that, in order to work with all potential prefixes (types, subtypes) the first letter of the keyword can't be the same as the last letter of the prefixes (Foresttuned doesn't look good.) Note how Artifact, Land, Instant, Sorcery, Forest, Island, Swamp, Mountain, Plains and most creature types don't end with C, which allows cycling to be very expandable. It's just an additional constraint.

Another concern is the end effect being arbitrary. The keyword could be tied to a particular mechanic, like +1/+1 counters, or it could be made open ended, like the previous examples. The number value is also arbitrary, unless the keyword is attached to a particular mechanic, which justifies but limits its usefulness. Another example:

1R
Creature -- Goblin
Forestattuned 2 (As this comes into play, if you control two or more untapped forests, put 2 +1/+1 counters on ~this~.)
1/1

The issue then becomes that modular nature of the keyword being unnecessary, as well as power-level inflexibility. Another option is removing the number and going with a base value of 1:

3W
Creature -- Elephant
Artifact Resonance - As this comes into play, if you control an untapped artifact, tap ~this~.
3/4

The last two examples reduce the mind space required for each card to a comfortable level, but also reduce the potential uses for the keyword, which is not necessarily bad.

Let me know if you like or dislike what the basic mechanic is trying to accomplish, or what it 'feels' like to you. Do any of these particular implementations pop out at you? Is there something I'm overlooking? Is the mechanic too open ended, ala kicker? I really like how the Landtype-keyword variety forces players to consider which lands they use, when to use them, what lands their opponents use, and the potential impact on the curve of decks for deck building. Does that get too confusing? Is the ever-present possibility of bluffing too overbearing? Would that complicate or shoehorn draft games down certain, predictable, repeated paths?

I hope that fresh minds can set me on the right track with this mechanic, because my perspective has been lost from too much tinkering.
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Venven
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« Reply #1 on: October 14, 2007, 02:20:21 pm »

More random cards that interact with the mechanic:

2GG
Creature --
2/2
~This~ gets +1/+1 for each untapped land you control.

2B
Creature --
4/4
Whenever a land becomes tapped, ~this~ gets -1/-1 until end of turn.

Permafrost Infusion
2U
Enchantment -- Aura
Enchant tapped land
Enchanted land doesn't untap during its controller's untap phase.

3wW
Creature --
3/3
w, T: Tap target creature or land.

2R
Creature --
3/3
Whenever ~this~ attacks, tap each land you control.

Land
T: ~This~ becomes the basic land type of your choice. (This effect doesn't end at end of turn.)

Land
1: ~This~ becomes the basic land type of your choice until end of turn.

Land - Forest
1: Flip ~this~.
Land - Island
1: Flip ~this~.

Land - Mountain
Plainscycling R

G
Creature -- Druid
1/1
T: Untap target basic land.

3WWW
Creature -- Angel
5/5
Flying
Plainsdweller 3 - Tap each nonwhite creatures.
3, Sacrifice a creature: Remove ~this~ from the game, then return it to play under its owner's control.

Land Creature -- Mountain Elemental
0/0
Mountaindweller 2 - Put a +1/+1 counter on ~this~.
(As this comes into play, if you control another untapped mountain, put a +1/+1 counter on ~this~.)

2UU
2/2
Creature --
0/0
Islanddweller 2 - As ~this~ comes into play, if you control 2 or more untapped islands, it becomes the copy of target creature.

I'm really unsure of the borne keyword, it doesn't seem natural. I was hoping with repeated use that the word would feel comfortable, but it doesn't. Swampdweller has a cool ring to it, plus it ties the creature to the land type in a logical way, but it precludes the keyword from being used on card types besides creature. I think the trade-off is worth it though, and it opens up additional room for interacting top-down keywords and mechanics in the same set. The problem with the current template is that Forestdweller (or any of the others, especially Islanddweller) is not a proper word. That doesn't solely prevent it's use, because words in the Magic dictionary take on different meanings from their real world use, but people's prior conception of the word 'dweller' may be resistant to the change.

Forestdweller
Swampdweller
Plainsdweller
Mountaindweller
Islanddweller

I like how a green creature is created from green mana, but it can reside in a mountainous environment, and gain benefit if it's controller has access to a land of that type. One of the problems with that, which the -dweller suffix fails to communicate, is that the keyword currently only effects the card and the game when the creature comes into play. Any thoughts on this?
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Titanium Dragon
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« Reply #2 on: October 16, 2007, 07:04:38 pm »

Well, first off, the way these are templated is wrong. It'd actually be as such:

Sample Bear One
G
Creature -- Bear
Forestborne 1 - When CARNDAME comes into play, put a +1/+1 counter on ~this~ if you control one or more untapped forests.
1/1

It'd be an ability word rather than a keyword (see other similar examples, such as Threshold and Hellbent). This also solves the templating problems for instants and sorceries.

I think the biggest problem with this mechanic, though, isn't the templating - it is what it is. I mean, Sample Bear One is not exactly an interesting card. Sure, you can play it on turn 2 as a 2/2, but you could also play a Grizzly Bear on turn 2 for the same cost. It fundamentally increases the cost of the card artificially, and the difference between this and actually adding +1 to the cost is marginal a fairly high proportion of the time. While higher costs add more to the differentiation, really this is reminding me a lot of Kicker cards. This doesn't really feel like a good mechanic; it feels awkward and unnatural.

Quote
Permafrost Infusion
2U
Enchantment -- Aura
Enchant tapped land
Enchanted land doesn't untap during its controller's untap phase.

This card is unprintable. This is Stone Rain, except in blue.

Quote
3wW
Creature --
3/3
w, T: Tap target creature or land.

A strictly worse version of this card appears in the core set. Additionally, White doesn't really get to tap lands. I don't think obsoleting the card in the core set is a particularly good idea.

Quote
2R
Creature --
3/3
Whenever ~this~ attacks, tap each land you control.

While cool, I don't really see what this has to do with the mechanic.

Quote
Land
T: ~This~ becomes the basic land type of your choice. (This effect doesn't end at end of turn.)

I don't really see what this has to do with your mechanic, and this card is way too narrow to be really useful.

Quote
Land
1: ~This~ becomes the basic land type of your choice until end of turn.

This is a cute variant on the land that they printed in Lorwyn, but it feels too similar in functionality (though this is obviously stronger).

Quote
Land - Forest
1: Flip ~this~.
Land - Island
1: Flip ~this~.

Land - Mountain
Plainscycling R

These are both strictly better than basic lands and are thus unprintable as such.

Quote
Land Creature -- Mountain Elemental
0/0
Mountaindweller 2 - Put a +1/+1 counter on ~this~.
(As this comes into play, if you control another untapped mountain, put a +1/+1 counter on ~this~.)

Why would I ever want to play that card?
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