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Author Topic: Master Swordsman  (Read 3727 times)
Marco
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« on: February 09, 2008, 06:27:40 pm »

The idea behind this card is a creature that owns the battlefield and doesn't have to worry about nasty surprises or combat tricks, as with Hand to Hand. Another inspiration for this card was, believe it or not, Gruul Nodorog.

Master Swordsman
{4} {R} {R}
Creature – Human Warrior
4/4
First strike
{R}: Until end of turn, instants and activated abilities that aren't mana abilities can't be played during the combat phase.

He also plays nice with Obsidian Battle-Axe.
« Last Edit: February 09, 2008, 06:32:16 pm by Marco » Logged
Marco
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« Reply #1 on: February 09, 2008, 06:28:24 pm »

Current Wording:

Master Swordsman
4RR
Creature – Human Warrior
4/4
First strike
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
W: Until end of turn, instants and activated abilities that aren't mana abilities can't be played during the combat phase.
« Last Edit: March 09, 2008, 02:55:34 pm by Marco » Logged
Shock Wave
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« Reply #2 on: February 09, 2008, 07:21:51 pm »

I like the ability, but isn't this guy a little weak for 4RR? What about R4 and giving him an additional relevant ability, like Flanking?
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Marco
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« Reply #3 on: February 09, 2008, 07:32:26 pm »

Yes, I suppose it is a little weak for 4RR...

Flanking certainly is a relevant and powerful ability; however, if you look at the art of all other humanoids with Flanking you'll see that they're all riding horses...
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« Reply #4 on: February 09, 2008, 07:57:55 pm »

Yes, I suppose it is a little weak for 4RR...

Flanking certainly is a relevant and powerful ability; however, if you look at the art of all other humanoids with Flanking you'll see that they're all riding horses...

Yeah, makes sense. Hrm. Is there any other ability that might suit this character?
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« Reply #5 on: February 10, 2008, 05:19:45 am »

Bushido would be alright...although i think they usually only give that to samurai's...what about rampage or provoke?

/Zeus
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Matt
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« Reply #6 on: February 10, 2008, 01:07:30 pm »

If you drop it to 4R it's very splashable so it needs to come down in size a bit. He should be 4/2 at that cost, which is fine because you'll never even notice 75% of the time b/c of first strike.
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« Reply #7 on: February 10, 2008, 03:55:18 pm »

Do you want to give him the activated ability?  Gruul Nodorog has it because it was part of a theme of creatures that you could play in one color, but if you were fully guilded up, you got more benefits.  Since he's Mono-R, why not just turn that activated ability into a static ability.

I think it's cool, but I'm uncomfortable with the flavor.  It's more likely this guy should be white for a few reasons.  Flavorfully first, the type of dedication and training it takes to mastering the battlefield is very White.  Most mono-red creatures would just smash before then.  Red is all about instinct and emotion, white is about dedication and training.
Mechanically, shutting down spells is really a White ability, not a red.  Technically it bleeds to every color through Split Second (and interestingly enough, White has the fewest Split Second cards), but I think this is really kind of white.

What if you made him a W/R creature with First Strike, the activated ability in White (or as a static ability) and gave him firebreathing in red?
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Marco
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« Reply #8 on: February 16, 2008, 03:05:19 pm »

4/2 is do-able, but now I remember that there was a reason that I made him so expensive - because he is a 4/4 with first strike. I searched Gatherer for other (mostly red) creatures with high power and toughness and first stike and that is how I determined the cost (4/4's with first strike are almost always 6 mana or more). I concede that the toughness is largely irrelevant in combat because of first strike; however, I didn't want him to die to Shock outside of combat (he is an expensive rare afterall, and that would be rather anticlimactic).

I had considered adding the Hand to Hand ability as a static ability rather than an activated ability, but that just seemed tacked on to me:

Master Swordsman
{4} {R} {R}
Creature – Human Warrior
4/4
First strike
Instants and activated abilities that aren't mana abilities can't be played during the combat phase.

Does anyone think the wording/timing of making Hand to Hand an activated ability is off? I struggled with it at first. I don't think activating it during the combat phase in response to an instant ot activated ability would counter that instant or activated ability or prevent it from resolving, so you would want to activate it before the combat phase. Which led to this wording:

{R}: Instants and activated abilities that aren't mana abilities can't be played during the combat phase. Play this ability only before the comabat phase.

But I don't think the "Play this ability only before the comabat phase" is necessary.

As for this being a white ability, white is definitely the rule making color, but Hand to Hand is a red card (albeit an old red card). Perhaps had Hand to Hand been printed today it would fall in the white portion of the color wheel. I'm sure there are others that aren't coming to me right now, but Suppression Field is an example of a similar white rule making card. A white/red creature or a red creature with a white activation (or vice versa) is a possibility that I will consider.

Another possibility for flavor is:

Orc Warlord
{4} {R} {R}
Creature – Orc Warrior
4/4
First strike
{R}: Until end of turn, instants and activated abilities that aren't mana abilities can't be played during the combat phase.

Another possibility to up the power level is:

{R}: Until end of turn, instants and activated abilities opponents control that aren't mana abilities can't be played during the combat phase.

I don't know if I like Anusien's firebreathing idea (you would have to activate it before combat unless you used the above wording), but I do like zeus-online's provoke idea. It seems very fitting, and red is tied with green and white for creatures with provoke.

Master Swordsman
{4} {R} {R}
Creature – Human Warrior
4/4
First strike
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
{R}: Until end of turn, instants and activated abilities that aren't mana abilities can't be played during the combat phase.

Edit: Shoot, this kind of puts Lowland Tracker to shame. Mine is a rare, if that counts for anything. Maybe if I drop to 4/3? And maybe this should be a white Human Soldier...

Master Swordsman
{4} {W} {W}
Creature – Human Soldier
4/3
First strike
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
{R}: Until end of turn, instants and activated abilities that aren't mana abilities can't be played during the combat phase.

Edit again: Another possiblity that was suggested to me is Goblin Fire Fiend's ability:

Master Swordsman must be blocked if able.

It's not as powerful as provoke, but it may bring the power level in line.

I made a R/W render:

Master Swordsman
« Last Edit: February 20, 2008, 06:02:55 pm by Marco » Logged
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« Reply #9 on: February 19, 2008, 11:04:14 am »

Well, the flavor's a bit off.  What does being a Master Swordsman have to do with turning off activated and triggered abilities during the combat phase?  With equipment in the game, it seems more likely to me that a Swordsman would carry the flavor of being awesome with equipments.  So, I guess, the name's a bit off? *shrug*
And yeah, the card itself is not very red at all.  Red really really likes its activated abilities during combat; Tim, Lavamancer, Brute Force, Lightning Bolt??  All generally more potent during combat as a means to save a critter from lethal combat damage or a way to bolster First Strike damage.  Why would a red mage ever turn this off on purpose?  This is pretty white.
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« Reply #10 on: February 20, 2008, 10:30:47 am »

From the top 35 non-red cards article : http://www.wizards.com/default.asp?x=mtgcom/daily/bb44
Quote
33) Hand to Hand
Ok, so the theme of this card sort of fits into the red mold: you're so caught up in the heat of battle that you're not thinking clearly enough to resort to anything other than brute force. The problem is that turning off abilities goes to one of many other colors, most notably white (Abeyance, Humility, Orim's Chant), blue (Stupefying Touch, Interdict), and green (Bind, City of Solitude). The idea was sound, the mechanic was not.
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Marco
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« Reply #11 on: February 20, 2008, 09:10:26 pm »

It is an article on magicthegathering.com, but it was not written by MaRo or a member of R&D, it was written by Ben Bleiweiss, so it pretty much amounts to his opinion on Hand to Hand. Regardless, I will make this a white creature (probably a Soldier as white doesn't get a lot of Warriors, although it could be a Knight). I want the Hand to Hand ability to be activated, but should the activation cost be {R} or {W}?

I still need to iron out the stats... 4/4 or 4/2 or 5/3 for {4} {W} {W} or {5} {W} {W}?  And finalize the card name...
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Matt
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« Reply #12 on: February 20, 2008, 11:55:20 pm »

Bleiweiss don't mean shit
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Marco
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« Reply #13 on: February 23, 2008, 11:24:40 am »

How about a poll?

A. White creature with white activation.
B. White creature with red activation.
C. Red creature with red activation.
D. Red creature with white activation.

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Matt
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« Reply #14 on: February 23, 2008, 01:31:13 pm »

D
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Marco
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« Reply #15 on: March 09, 2008, 02:56:09 pm »

Updated Current Wording post...
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