Official Mechanic voting for community set.

Started by FlickerYourOwnIdentity, March 22, 2013, 06:02:33 PM

Previous topic - Next topic

Birdbrain

Looks like kaelo's mechanic is going to win. Oh well. I'm glad at least some people liked my mechanic :)

FlickerYourOwnIdentity

Quote from: Birdbrain on March 23, 2013, 07:11:10 PM
Looks like kaelo's mechanic is going to win. Oh well. I'm glad at least some people liked my mechanic :)
Hey man, I liked your mech!
It was by a slim margin man, I was practically spliting hairs on this decision.  It came down to yours can be VERY broken, when in
mid-game.

Birdbrain

Quote from: FlickerYourOwnIdentity on March 23, 2013, 07:15:01 PM
Quote from: Birdbrain on March 23, 2013, 07:11:10 PM
Looks like kaelo's mechanic is going to win. Oh well. I'm glad at least some people liked my mechanic :)
Hey man, I liked your mech!
It was by a slim margin man, I was practically spliting hairs on this decision.  It came down to yours can be VERY broken, when in
mid-game.
ah. Ok, so if it gets selected, we need to watch for that when designing cards. Although, couldn't the same be said about battalion? It's INSANE when uses correctly. You just have to keep removing. That's where you can balance out my mechanic. Removal cards. Damage cards. Ebb cards (cards that put creatures on top of there opponents deck) bounce cards. These kinds of things are put in the game to balance out mechs like this

Birdbrain

With any mechanic. You just have to know how to deal with it. I've found, battalion isn't really that hard to deal with. So it's the same for Ecobound. You deal with it the same way. But if it does get chosen, ill be careful of how I design it

Edit: in fact, since it needs creature types, its weaker than battalion

Edit: I suppose diverse blood is broken. Maybe raise the cost

Edit: let's encourage people to vote on this. I already pm'ed a couple of people about it. Not asking for them to vote for mine of course, just asking them to vote

Langku

Echo bound sparked my interest. It gets my vote.

Birdbrain

I think we should feature the losing mechanics on one or two cards without the name though. Grind was the dimir mechanic (mill until you hit a land) but was removed and put on a couple cards in the set. Same with pain cast for rakdos

FlickerYourOwnIdentity

Interesting, but only one though, it's a good idea.

Birdbrain

Quote from: FlickerYourOwnIdentity on March 23, 2013, 10:36:09 PM
Interesting, but only one though, it's a good idea.
ok. Like maybe make a card of that barbarian king. Only not with the barbarian rage. But with the mechanic, if that makes any sense. Do you mean only one mechanic? Or one card made?

FlickerYourOwnIdentity

Like the 2nd place mech gets put into a few cards.  Just without the keyword.

Kaleo42

New progress mechanic!

Preserve (at the en of your turn you may put a charge counter on this permanent if it is untapped)

Examples
Relic Guardian {4}
Artifact creature - golem    Uncommon
Vigilance, Preserve
<Name> gets +1/+1 for each charge counter on it.
0/2

Ancient beacon {3}
Artifact (common or uncommon)
Preserve
T: add {X} to your mana pool where X is the number of charge counters on <name>.

Sacred Retreat
Land (Rare)
Enters tapped
Preserve
T: add {W}
When <name> becomes tapped during your turn you gain 1 life for each charge counter on it.

Iandtormentor

What about a number so I could be more like this....
{3}
Clockwork paladin
Rare
Vigilance
Preserve 2
CARDNAME gets +1/+1 for each charge counter on it.

1/1

Kaleo42

That would be broken after two turns. If it was appropriate for the card you could simply do something like {maelstrom wanderer} and just put the ability down twice.

FlickerYourOwnIdentity


Kaleo42

It boils down to how many turns do you need to not use the card before you get equivilant value. It is very similar to suspend, fading, and echo. The golem I have shown is a prime example of a balanced card with the ability. At earliest in most standard formats it would come down turn 3 and then be t4 1/3 t5 2/4 (which is about right for {4}) and then 3 turns later you have one turn 6 pr 7 depending when you played it you have a 3/6 which is now great.

It's like a planeswalker in that the opponent can see the ability coming before it breaks the game. As long as enough turns are required to for it to be allowed to be broken then it is fair.

Iandtormentor

Ok then I think this would be an awesome card
{2}
Clockwork paladin
Rare
Vigilance, Preserve
CARDNAME gets +1/+1 for each charge counter on it.
1/1