As a part of a set representing our ongoing d&d campaign, I have made a lot of Equipment and other artifact cards representing the adventuring gear and magic items that dungeoneers would use. That’s not exactly the same thing, but maybe it would help.
Here is a recent concept of a Land - Dungeon. Not all the rulings are on the card, but I think when the players understand what a Dungeon is then it would be just like an older player learning what a Planeswalker is.
I like the idea that any player can attack it. In play, a dungeon has a difficult early-game aspect; as playing it wont give you any mana. Also in the early game attacking it means you aren't attacking your opponent and it can kill weaker creatures.
The player who plays it can defend it so it is very likely that the owner of the card will defeat the dungeon, I think that is fair since having it in your deck you would want it to work for you. I think it works and I wish I could test it in a game.
I had another thought about how to play these. Maybe when they are played they can be dropped down as a neutral card, so any player can use their creatures to defend it. I think this would allow Dungeons to have more of an award for defeating it. The player who has the Dungeon in his hand before it is played still has a lot of power on when they will play it. Just when it hits the battle field it is neutral. Just a thought. I was contemplating this because I was thinking on how I can make artifacts that pair up as loot for defeating a dungeon.
What do you think? I made like three mechanics with explanations on this one card, but if Dungeons was a well established card mechanic then in the future a card can say:
Dungeon
Prize: - unique to the dungeon. I was thinking of doing,"Artifact Search" but too much for one card. I don't think it would fit.
Specific Land Search
Any critique please let me know. If it is good I will use this format and re-make the other lands.
In the end I decided to remove the, "Defended by any player" Aspect because the reward of putting this into your deck didn't justify the risk.
@Hinges, you could make it into a kind of new format, where dungeons are their own card type, and any player can put any number of dungeons into a separate 'dungeon' pile, and at the start of the game or when the last dungeon is defeated, then a new dungeon is revealed. You could still have any player being able to defend it, and that way nobody has to use a land drop to play a dungeon.
@Hinges has seen my dungeon. @Kingwatherton But I'll put it here so you can see it too.
In this version, the prize for someone playing it is that they can tutor for a land once it's defeated. In this version, they can tutor for a forest.
The victor is whoever defeats it - it could be the person who played it or someone else.
In my opinion, Dungeon lands should be placed in the "red area" where creatures go to attack other players and planeswalkers. They are owned and controlled by the person who played them, but they can be attacked and defended by any player's creatures.
Comments
and this is the boss on the back:
Here is a recent concept of a Land - Dungeon. Not all the rulings are on the card, but I think when the players understand what a Dungeon is then it would be just like an older player learning what a Planeswalker is.
The player who plays it can defend it so it is very likely that the owner of the card will defeat the dungeon, I think that is fair since having it in your deck you would want it to work for you. I think it works and I wish I could test it in a game.
with the right "There" in the flavor text
What do you think? I made like three mechanics with explanations on this one card, but if Dungeons was a well established card mechanic then in the future a card can say:
Dungeon
Prize: - unique to the dungeon. I was thinking of doing,"Artifact Search" but too much for one card. I don't think it would fit.
Specific Land Search
Any critique please let me know. If it is good I will use this format and re-make the other lands.
In the end I decided to remove the, "Defended by any player" Aspect because the reward of putting this into your deck didn't justify the risk.
You could still have any player being able to defend it, and that way nobody has to use a land drop to play a dungeon.
In this version, the prize for someone playing it is that they can tutor for a land once it's defeated. In this version, they can tutor for a forest.
The victor is whoever defeats it - it could be the person who played it or someone else.
In my opinion, Dungeon lands should be placed in the "red area" where creatures go to attack other players and planeswalkers. They are owned and controlled by the person who played them, but they can be attacked and defended by any player's creatures.