Design a mechanic challenge
My favourite mechanics are the ones that work by themselves, but also can be fleshed out into something much more interesting.
For this challenge you will design your own mechanic. Submit up to 5 cards, showcasing both the mechanic in a simple form, and more interesting interactions with it. Judging will be based on creativity, balance, flavour and the individual cards. Judging will be on the 30/4.
Prizes:
Honourable mentions: Submissions favourited.
3rd: Submissions favourited + 2 favourites of my choice.
2nd: Submissions favourited + 4 favourites of my choice.
1st: Submissions favourited + 5 favourites of my choice + follow
For this challenge you will design your own mechanic. Submit up to 5 cards, showcasing both the mechanic in a simple form, and more interesting interactions with it. Judging will be based on creativity, balance, flavour and the individual cards. Judging will be on the 30/4.
Prizes:
Honourable mentions: Submissions favourited.
3rd: Submissions favourited + 2 favourites of my choice.
2nd: Submissions favourited + 4 favourites of my choice.
1st: Submissions favourited + 5 favourites of my choice + follow
This discussion has been closed.
Comments
http://mtgcardsmith.com/user/Faiths_Guide/sets/10549
http://mtgcardsmith.com/user/Faiths_Guide/sets/11353
http://mtgcardsmith.com/user/Faiths_Guide/sets/14353
I guess I'll go with the last one.
The mechanic is Instruct (which underwent a ton of revisions and refining).
Instruct ({t}: Tap any number of untapped creatures you control. They become instructed until end of turn.)
This can have a lot of benefits. The mechanic is focused in Bant colors:
Though the focus is Bant, both Red and Black can be incorporated when appropriate.
Usually the instructors (Wizards, Shamans, Advisors, Monks, and even Soldiers) will have some ability they grant instructed creatures. In addition some creatures have abilities that trigger when instructed:
More examples include Legendary creatures that are more powerful instructors:
And noncreature spells are certainly viable:
There are a ton of other awesome concepts and interactions in the Instruct Set, including Vardin, Unlife Tutor, Inward Eye Scholar, passively instructed creatures, and (slightly less polished) cards created by my compatriots @Monty & @VinylVantasy.
Let me know what y'all think!
This is the two cards I've designed to show off the mechanic:
As you can see, with those two cards I already hint at four different functions of this mechanic designwise:
The Hound common shows that:
- Wild can be used to make a small creature relevant in late game.
- Wild can offer interesting choices by letting you choose between raw power and an useful ability.
The Squirrel uncommon shows that:
- Wild can lead to Vanilla tribal.
- You can add an ability that triggers when you wilden the creature, just like Monstrous.
P.S: Thanks to @Animist for reminding me that Unleash is already an existing mechanic and that I really should stop making cards after 11pm
Reminder text is italicized using one of the editor's options or by doing the following.
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This common just shows how Wild can give you interesting choices with things as simple as a french vanilla with trample.
Another use of Wild that I haven't shown yet: it can be used to get rid of the downsides of your creatures to make above-the-curve creatures work.
And finally, with a little twist, you can see how Wild have the potential to be a game-ending mechanic on this Mythic.
The full five-cards cycle is available here: http://mtgcardsmith.com/user/ningyounk/sets/20190
No problem, I was mainly referring to future cards. But it's nice to know that you're looking to revise existing ones for the feedback.
This was a mechanic I was working with I think I finally got it right.
So it's a mechanic that shows you turning more and more to demonic power giving up your soul to get ever more power.
Thoughts?
I know it's kinda over powered to dark ruital turn one into this paying 7 life to just end your opponent (Unless their playing Dredge then you've made a mistake.)
@Hergusbergus
@HenryTheHatter
I've noticed none of you have left a comment under your cards, this can be useful as you get notified whenever someone hit the reply button this way ^^
I have commented on your respective cards and mechanics if you're interested. Please don't take the criticism too harshly, I tried to be constructive while giving a honest opinion on the problems I could foresee. I think it's always interesting to hear feedback on your cards even when it's not just positive
I haven't commented on the Instruct cards because I already had some more in-depths discussion about it with the team when they were featuring it in the Team contests series ^^
I don't think you're supposed to use other Cardsmith's mechanics.
That one was created by @michaelmvm.
I think this was his first card with it:
http://mtgcardsmith.com/view/marugandian-raptor
(Oct 25, 2015)
I will take in mind what you have said.
I deleted everything.
just click my cards.
see for your yourself.
I deleted everything.
Yes, I see. I just found the way you wrote that comment as humorous.
Things like shadow or flanking could be included, but I only went with the common abilities to save space. It is meant to replicate fighting on the frontlines with the rest of your army in reserve.
http://mtgcardsmith.com/view/growing-horror
Would really appreciate thoughts on it.
(some cards were retracted to work on balance)
Cowardly - (Whenever an opponent casts a spell, tap this creature. If one or more spells were cast last turn, this creature doesn't untap during your untap step.)
In this circumstance you use normal numbers rather than mana symbols.