I'm trying to make a Pokémon themed set, and one of the main mechanics is, of course, evolving Pokémon. The first bit of the ability I have sorted out.
Evolve <name>—<cost> (You may pay <cost> and sacrifice a creature named <name> rather than pay this card's mana cost.)
But there's another mechanic I want to mesh in here. Another theme is the Pokémon gaining experience as they fight, in the form of +1/+1 counters. I want to have those counters transfer to the new Pokémon from the old so that you aren't losing progress (and it doesn't make sense flavor-wise not to). Currently I have this.
Evolve <name>—<cost> (You may pay <cost> and sacrifice a creature named <name> rather than pay this card's mana cost. If you do, move all +1/+1 counters from the sacrificed creature onto this creature.)
But I feel like once the creature is sacrificed, its counters would cease to exist. Does my wording work, or should I do something else?
You can certainly refer to counters that are on dead creatures. See modular for an example here.
What is ambiguous, however, is the timing of when the counters are placed. Does an Ivysaur enter with Bulbasaur's counters already there? Or is it a triggered ability? If it's the former, then the reminder text should say "If you do, this creature enters the battlefield with a number of +1/+1 counters equal to the number of counters that were on Bulbasaur" or something like that.
Private Mod Note
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How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
I've seen other pokemon sets doing evolve as a more direct upgrade of a creature (similar to the way the pokemon tcg works). Something like:
Evolve <name>—<cost> (You may cast this card on a <name> you control for its evolve cost. If you do, that creature becomes this card.)
It would still be the same creature, so (if you already controlled it since the beginning of the turn) it could attack this turn. It also keeps any Auras and Equipment attached to it (which might be good or bad). How this interacts with removal aimed at the original creature in response to the evolution spell remains to be determined. I don't remember the specifics of the other sets.
Hmm. Well, that seems somewhat superior to the one I have in a couple of ways.
1) It's more concise. As-is, mine takes up an entire card with reminder text.
2) The pseudo-haste effect is quite relevant.
However, I think I would want auras and equipment to fall off. How could I do this?
Edit: How's this: (You may cast this card on a <name> you control for its evolve cost. If you do, unattach all auras and equipment attached to that creature and that creature becomes this card.)
Evolve <name>—<cost> (You may pay <cost> and sacrifice a creature named <name> rather than pay this card's mana cost.)
But there's another mechanic I want to mesh in here. Another theme is the Pokémon gaining experience as they fight, in the form of +1/+1 counters. I want to have those counters transfer to the new Pokémon from the old so that you aren't losing progress (and it doesn't make sense flavor-wise not to). Currently I have this.
Evolve <name>—<cost> (You may pay <cost> and sacrifice a creature named <name> rather than pay this card's mana cost. If you do, move all +1/+1 counters from the sacrificed creature onto this creature.)
But I feel like once the creature is sacrificed, its counters would cease to exist. Does my wording work, or should I do something else?
What is ambiguous, however, is the timing of when the counters are placed. Does an Ivysaur enter with Bulbasaur's counters already there? Or is it a triggered ability? If it's the former, then the reminder text should say "If you do, this creature enters the battlefield with a number of +1/+1 counters equal to the number of counters that were on Bulbasaur" or something like that.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Evolve <name>—<cost> (You may cast this card on a <name> you control for its evolve cost. If you do, that creature becomes this card.)
It would still be the same creature, so (if you already controlled it since the beginning of the turn) it could attack this turn. It also keeps any Auras and Equipment attached to it (which might be good or bad). How this interacts with removal aimed at the original creature in response to the evolution spell remains to be determined. I don't remember the specifics of the other sets.
1) It's more concise. As-is, mine takes up an entire card with reminder text.
2) The pseudo-haste effect is quite relevant.
However, I think I would want auras and equipment to fall off. How could I do this?
Edit: How's this: (You may cast this card on a <name> you control for its evolve cost. If you do, unattach all auras and equipment attached to that creature and that creature becomes this card.)