Feedback on new mechanics

Please share your new mechanics here for feedback and input!

Hey all, I had an idea for two new mechanics (btw, where is the Mechanics Dictionary on this site I keep hearing about?) that sort of work in conjunction with one another. They are as follows:

Linger (If this creature would be destroyed, tap it instead. It gains "This creature does not untap during its controller's untap step.")
Example: http://mtgcardsmith.com/view/dreadcaster?list=user

Finality (If this creature would destroy another creature, exile that creature instead.)
Example: http://mtgcardsmith.com/view/enraged-gladiator?list=user

The Theros flavor was unintended, although I feel Finality would remain an R/W keyword. Linger would likely be U/B. Let me know what you all think!

Comments

  • http://forums.mtgcardsmith.com/discussion/225/mechanic-encyclopedia-for-all/p1

    I think Linger needs a counter:

    Linger (If this creature would be destroyed, if it has no lingering counter on it, put a lingering counter on it and tap it instead. As long as it has a lingering counter on it, it has "This creature doesn't untap on its controller's untap step".)

    Something like that. :X
  • edited June 2016
    I had an idea:

    Barricade X (This permanent enters play with X charge counters on it. Whenever (designated subject) would recieve damage, remove charge counters from this permanent equal to that damage (or all of them if it has fewer counters than that), then prevent damage equal to the number of counters removed.)

    The idea behind this is to represent force fields, shields, and other protective devices. The designated subject could be the controller (i.e. a player), a creature, a planeswalker, all of the controller's creatures, all of the controller's planeswalkers, or some combination of the controller and his/her creatures and planeswalkers. Some barricades would be strictly temporary and would be sacrificed upon running out of charge counters, while others would include a recharge mechanism. Of course, barricades would be helpless to stop stuff that doesn't count as damage, like straight-up life loss, putting -1/-1 counters on creatures, and removing counters from planeswalkers (though they could stop sources of those that do count as damage, like creatures with wither/infect). Also, barricades can't stop damage in excess of what they have sufficient charge counters to deal with, so a barricade with 1 charge counter won't (completely) nullify, say, a Lightning Bolt. Barricades would exist primarily as a white and artifact thing, I believe.
  • @Luigifan I like it! I also like the potential with spells, etc, where a sorcery or other creature could potentially give a player/creature "Barricade X." It feels pretty seamless to me.

    So essentially Barricade is a sort of "toughness buff" that depletes before combat damage actually assigns, and it also does not regenerate on its own?
  • edited June 2016
    Throwing another one out:

    Suppress (During your combat phase, you may have this creature fight target tapped creature instead of attacking. Tap this creature if you do so. It gains first strike.)

    This is an ability in League of Legends (had it in mind from the non-MtG mechanics contest)

    The idea is that this creature can essentially kill off tapped creatures instead of attacking. They still have an opportunity to block, but at a severe disadvantage. They also cannot choose blockers.

    Thoughts on wording?
  • @mintyfreshmana Non-regenerating toughness buff? Well, if you want to be pedantic, yes, that's more or less how barricade works.

    Also, for your own mechanic, the first strike keyword doesn't work while creatures are fighting, as the damage they deal doesn't count as combat damage. And how are creatures with suppress at a disadvantage when blocking, and if it only works during your combat phase, how do they have the opportunity to block in the first place?
  • @Luigifan this has been worked out with the help of @Cryptonight, definition has been formed to the following:

    Suppress (Whenever this creature attacks, you may remove it from combat. If you do, it deals damage equal to its power to a tapped creature defending player controls.)
  • edited June 2016
    @Luigifan

    I'm not sure how/where "Barricade" fits into all of this... OH, you mean as a substitute for Linger?

    Anyway, I think "Barricade" sounds more like a combat mechanic, plus something similar already exsits:

    http://magiccards.info/query?q=Fylgja&v=card&s=cname

    If you want to pursue your own mechanic, I would expand on that one revolving around "Healing" counters.
  • @Cryptonight I believe Barricade was posted as another idea, which leads me to think this thread should/could rollover into a mechanics feedback thread, if one doesn't already exist?
  • I'm interested in opinions on this multiplayer mechanic, with some examples below.

    Sellsword N (When this creature comes into play, target opponent gains control of it. It can't attack its owner or block during its owner's turn. At any time, this creature's owner may pay N and gain control of it.)

    http://mtgcardsmith.com/view/weathered-mercenary?list=user
    http://mtgcardsmith.com/view/determined-messenger?list=user
    http://mtgcardsmith.com/view/dualist-duelist?list=user
    http://mtgcardsmith.com/view/conquering-surveyor?list=user
  • @falloutimperial That's really cool! Fun mechanic for EDH, or Two-Headed. Feels like a creature version of Surge.
This discussion has been closed.