Mechanic help from vorthos perspective

Started by Birdbrain, February 18, 2014, 07:35:33 PM

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Birdbrain

This is kind of a delicate question

my set, I've tried to give each color a mechanic that has the colors strengths and weaknesses. And now, only white doesn't have a mechanic

For white, it's based off of ancient china, because the values just match perfectly. And the history, and things done match white perfectly. So...which of whites greatest strengths would match ancient China's greatest strength, and which of its greatest weakness's would match somewhere ancient china is lacking?

Birdbrain


rarehuntertay

Barrier- if you control more creatures than an opponent, you cannot attack, your creatures gain protection from creatures and you take no damage from combat.

Tilling- during your upkeep, if you control less land than an opponent with the least lands, you may search your library for a land card and put it onto the battlefield.

abstractApathist

Quote from: rarehuntertay on February 18, 2014, 09:28:36 PM
Barrier- if you control more creatures than an opponent, you cannot attack, your creatures gain protection from creatures and you take no damage from combat.

Tilling- during your upkeep, if you control less land than an opponent with the least lands, you may search your library for a land card and put it onto the battlefield.
These are both very good, but should probably just be triggered off those conditions than just do one thing. As in:

Barrier (or another name) - If you control more creatures than any other opponent...

Tiling: At the beginning of your upkeep, if an opponent has more lands than you...

Birdbrain

I'd like to figure out the mechanic if possible. I was just asking which strengths/weaknesses of white fit the culture

Gorzo

Well, China has always been pretty good at industry and agriculture.

Hard to what their "weak" areas are, as it changes from era to era.

Birdbrain

#6
I suppose they were very innovative. So would designing it so they can react to new threats but have a lack of focuse on the individual fit?

They were amazing military strategists, so would that fit as there strength?

Birdbrain

Battalion hit home on both of these, but I'm not using a battalion effect, because one of the core concepts was self-discipline, and that fits more into a control style of play

Birdbrain

By the way, I'm not using barrier because

1. It doesn't fit into the enviornment

2. It doesn't work well with its allies mechanics

3. It wouldn't be fun to play against

4. You basically do nothing

5. It would cause stalemates

6. You would have to make more self sacrificing creatures than usual

7. One of the ways of getting more creatures than an opponent is tokens, you would always have to splash black in order to win with that

8. Even though I want the mechanic to support control, I still want players to be active through out

There's many more reasons I won't use that mechanic, but these are the most prominent

Also, white has no no combat tools to win the game

Birdbrain