Super thanks! And yes I missed the part were you said it was going to be on two blocks ^^ So it will be all the ally-coloured guilds in one set and all the enemy-coloured one in the other? Or all 10 guilds mixed in each set?
Convict — While it's a bit weird to put an ability name on something as essential to the game as blocking, it pushes towards Azorius gameplay in an original and efficient way ^^
Malfunction — There seems to be a slight issue with this one, when does this trigger? Is it "Whenever you cast an instant or sorcery spell" or is it "At the beginning of your end step, if you cast an instant or sorcery spells this turn" for instance?
Lifebond — Interesting and flavourful design though a little bit too parasitic maybe. It's sad that any non-Lifebond creature you put in your deck doesn't synergize with the Selesnya mechanic. Maybe use a creature type instead? Or even "When this creature enters the battlefield, [EFFECT] for each [its creature type] you control" maybe?
Assault — Works perfectly fine, but having each creature trigger on a separate number risks to be brain-melting. Also, to help differenciate it from Formidable here is another version as an example you could consider: "Whenever this creature attacks, if the total power of attacking creatures is 7 or more, EFFECT.
Overall, I think you did an amazing job at finding simple mechanics that really capture the essence of the guilds so far. Don't forget to add a mix of keyword ability with your ability words as well
@ningyounk I've heard people compare Assault to Formidable, and while I do see how the two are similar, they are used in different ways. Formidable can trigger at practically any time with all of your creatures, and only with the number eight. Assault only triggers at the start of your combat, only with attacking creatures, and with multiple numbers between 4 and 30.
I should have specified that Malfunction only triggers when you cast instants or sorceries.
@SpiritDragon I had something similar for the Simic. Basically, you would pay mana and sac the creature to pump all of your creatures with a +1/+1 counter and/or an ability. I should probably put that back up. I don't remember why I deleted it...
Going back to invest: Invest X: This creature enters the battlefield with X investment counters on it. When it enters the battlefield you lose X life. At the beginning of your upkeep put an investment counter on this creature. At any time during your turn you may remove all investment counters from this creature to gain X life where X is the number of investment counters removed in this way.
@SpiritDragon The reason why I don't want to use either of those is that they're other people's abilities. Someone else created Invest, and I would rather not use something that would seem too similar to it. WotC created both Hellbent and Unleash, Hellbent was almost universally disliked, Unleash leaves little to no design space, and I would rather make something original than create an amalgamation of two preexisting abilities.
Also could you please tell me if you need any land art. I want to learn how to draw and I figure I could practice with that. I could submit it if it was any good
@SpiritDragon As long as it's not stick-figures and pixelart, you'll be fine. Just send me the drawings and which guild hall it is, and I'll make a card out of it.
I have settled on an Orzhov mechanic. I think that two life is roughly equal to a 1/1 flier, but I'm open to discussion about it. It's not final yet, but I think I've worked it out for the most part. Any thoughts?
@NokiSkaur It depends on your implementation. But if you can post some details, I can determine if it's balanced.
Keep in mind recurable token generators cost two mana to prevent infinite combos from being easy to occur and typically need to use colored mana as well.
@modnation675@ningyounk Con--When this creature enters the battlefield, target opponent gains 4 life. When this creature leaves the battlefield, you may create X 1/1 white and black Spirit creature tokens with flying where X is the n umber of living opponents. If you don't, each opponent loses 2 life.
I should probably find a way to make it shorter, but the concept is still there.
@NokiSkaur There are A LOT of different effects for a single keyword. I'm pretty sure this fills a whole rules box by itself In my opinion this is way too complex to be a keyworded mechanic.
@NokiSkaur Don't be affraid to start over with this one ^^
Here are multiple ideas to help you with Orzhov:
Whenever you gain life, you may pay {W/B}. If you do, create a white and black 1/1 Spirit creature token with flying. --> For Cleric gameplay.
Whenever a nontoken creature you control dies, create a black and white 1/1 Spirit creature token with flying unless target opponent pays 2 life. --> For Aristocrat gameplay.
Whenever this creature enters or leaves the battlefield, target opponent loses 1 life and you gain 1 life. --> For blinking gameplay.
Also, if the theme is the "Fall of Ravnica", why not trying to turn the guilds mechanics on their heads instead?
Here are three examples:
Selesnya finally putting their secret scheme into motion: Offering — {cost}, Sacrifice a token creature: EFFECT
Azorius going from preventing people from attacking to daring them from even trying: Scornful — {cost}: Choose a target creature an opponent controls. If it doesn't attack this turn, EFFECT. Active this ability only at the beginning of that creature's controller's combat phase.
Orzhov finally deciding to make good use of all this extorsion money: Corrupt — {cost}, pay N life, have target oponent gain N life: EFFECT
@SpiritDragon Some guilds will have new leaders, others won't. Isperia is still the Azorius leader, Niv-Mizzet is still the Izzet leader, and Obzedat is still the Orzhov leader. Everyone else has a new leader, usually that guild's champion in Dragon's Maze.
@ningyounk That would be a good idea, but the story I wrote is based on all of the guilds abusing their usual nature. Airbus is being attacked by both the Dimir and the Orzhov from the inside, and their excessive laws are forcing them to stay on the defensive, thus, the Convict mechanic give rewards for blocking. The Boros are encouraged to start attacking heavier, not just more. Their nature is being exploited, not changed.
I have a Golgari mechanic. Decompose X: When this creature dies, exile it from your graveyard and create a token copy of it with X -1/-1 counters on it.
Orzhov mechanic--Ethereal When this creature enters the battlefield, create a 1/2 white spirit creature tokens with lifelink. When this creature leaves the battlefield, create a 2/1 black spirit creature tokens with flying.
Comments
It's just been updated.
Again, I am putting Jace, Tezzeret, and Domri Rade in Fall of Ravnica, and I'm putting Chandra in City of Ruin along with an unnamed planeswalker.
Convict — While it's a bit weird to put an ability name on something as essential to the game as blocking, it pushes towards Azorius gameplay in an original and efficient way ^^
Malfunction — There seems to be a slight issue with this one, when does this trigger? Is it "Whenever you cast an instant or sorcery spell" or is it "At the beginning of your end step, if you cast an instant or sorcery spells this turn" for instance?
Lifebond — Interesting and flavourful design though a little bit too parasitic maybe. It's sad that any non-Lifebond creature you put in your deck doesn't synergize with the Selesnya mechanic. Maybe use a creature type instead? Or even "When this creature enters the battlefield, [EFFECT] for each [its creature type] you control" maybe?
Assault — Works perfectly fine, but having each creature trigger on a separate number risks to be brain-melting. Also, to help differenciate it from Formidable here is another version as an example you could consider: "Whenever this creature attacks, if the total power of attacking creatures is 7 or more, EFFECT.
Overall, I think you did an amazing job at finding simple mechanics that really capture the essence of the guilds so far. Don't forget to add a mix of keyword ability with your ability words as well
I've heard people compare Assault to Formidable, and while I do see how the two are similar, they are used in different ways. Formidable can trigger at practically any time with all of your creatures, and only with the number eight. Assault only triggers at the start of your combat, only with attacking creatures, and with multiple numbers between 4 and 30.
I should have specified that Malfunction only triggers when you cast instants or sorceries.
Mutate X: this creature gets -X/-X until end of turn, put X +1/+1 counters on that creature
I had something similar for the Simic. Basically, you would pay mana and sac the creature to pump all of your creatures with a +1/+1 counter and/or an ability. I should probably put that back up. I don't remember why I deleted it...
Invest X: This creature enters the battlefield with X investment counters on it. When it enters the battlefield you lose X life. At the beginning of your upkeep put an investment counter on this creature. At any time during your turn you may remove all investment counters from this creature to gain X life where X is the number of investment counters removed in this way.
The reason why I don't want to use either of those is that they're other people's abilities. Someone else created Invest, and I would rather not use something that would seem too similar to it. WotC created both Hellbent and Unleash, Hellbent was almost universally disliked, Unleash leaves little to no design space, and I would rather make something original than create an amalgamation of two preexisting abilities.
Also could you please tell me if you need any land art. I want to learn how to draw and I figure I could practice with that. I could submit it if it was any good
If you can do art for the guildhalls, that would be nice. I already have art for New Prahv, but the other nine are empty right now.
As long as it's not stick-figures and pixelart, you'll be fine. Just send me the drawings and which guild hall it is, and I'll make a card out of it.
Any thoughts?
It depends on your implementation. But if you can post some details, I can determine if it's balanced.
Keep in mind recurable token generators cost two mana to prevent infinite combos from being easy to occur and typically need to use colored mana as well.
Con--When this creature enters the battlefield, target opponent gains 4 life. When this creature leaves the battlefield, you may create X 1/1 white and black Spirit creature tokens with flying where X is the n umber of living opponents. If you don't, each opponent loses 2 life.
I should probably find a way to make it shorter, but the concept is still there.
Seems interesting. Although, a bit awkward depending on how many opponents there are.
Definitely true. I just couldn't see a way to revise it without completely changing it.
Enforcing the laws of the corrupted Azorius, hunting the Golgari, and causing more chaos than whatever they were trying to stop.
Here are multiple ideas to help you with Orzhov:
Whenever you gain life, you may pay {W/B}. If you do, create a white and black 1/1 Spirit creature token with flying.
--> For Cleric gameplay.
Whenever a nontoken creature you control dies, create a black and white 1/1 Spirit creature token with flying unless target opponent pays 2 life.
--> For Aristocrat gameplay.
Whenever this creature enters or leaves the battlefield, target opponent loses 1 life and you gain 1 life.
--> For blinking gameplay.
Here are three examples:
Selesnya finally putting their secret scheme into motion:
Offering — {cost}, Sacrifice a token creature: EFFECT
Azorius going from preventing people from attacking to daring them from even trying:
Scornful — {cost}: Choose a target creature an opponent controls. If it doesn't attack this turn, EFFECT. Active this ability only at the beginning of that creature's controller's combat phase.
Orzhov finally deciding to make good use of all this extorsion money:
Corrupt — {cost}, pay N life, have target oponent gain N life: EFFECT
will there be someone who replaces Isperia?
Some guilds will have new leaders, others won't. Isperia is still the Azorius leader, Niv-Mizzet is still the Izzet leader, and Obzedat is still the Orzhov leader. Everyone else has a new leader, usually that guild's champion in Dragon's Maze.
@ningyounk
That would be a good idea, but the story I wrote is based on all of the guilds abusing their usual nature. Airbus is being attacked by both the Dimir and the Orzhov from the inside, and their excessive laws are forcing them to stay on the defensive, thus, the Convict mechanic give rewards for blocking. The Boros are encouraged to start attacking heavier, not just more. Their nature is being exploited, not changed.
Decompose X: When this creature dies, exile it from your graveyard and create a token copy of it with X -1/-1 counters on it.
When this creature enters the battlefield, create a 1/2 white spirit creature tokens with lifelink. When this creature leaves the battlefield, create a 2/1 black spirit creature tokens with flying.
Sentence complete