Wargame is my project name for a large custom set and for its corresponding block; Endgame is the project name for the accompanying small set portion of the block. It can be drafted WGMx3 or EGM-WGM-WGM.
Design Goal: In WGM, give players a feeling of having more resources at their command; and in EGM, give them a feeling of responsibility for managing those resources. Wargame is "victory at any cost" and Endgame is "survive all the incurred costs of the war." Flavor: Still figuring this out, but Wargame is meant to be evoke a global war such as World War II in a slightly industrial fantasy setting, while Endgame is meant to be the post-apocalyptic remains of that war. Wargame Mechanics: Horde, Wield, Deplete, [i]Kicker[/i]
Horde
Whenever this creature attacks, put a 1/1 colorless Warrior creature token onto the battlefield tapped and attacking. Exile it at end of combat.
Red Horde1R
Creature (C)
Haste, Horde
1/1
Wield
Wield N [i](When this creature enters the battlefield, exile the top N cards of your library with this creature.)[/i]
Blue Wield2U
Creature (C)
Wield 3
Whenever ~ deals combat damage to an opponent, you may put a card exiled with ~ into your hand.
1/3
Black Wield2B
Creature (C)
Flying, Wield 3 T, Put a card exiled with ~ into your graveyard: Target player loses 2 life.
0/3
Deplete
Deplete N [i](As you cast this spell you may put a depletion counter on N number of lands you control without depletion counters. Lands with depletion counters lose all subtypes and abilities and gain "T: Add 1 to your mana pool.")
Green Depletion Ramp2G
Sorcery (C)
Deplete 3
Search your library for a basic land and put it onto the battlefield tapped, then shuffle. If the depletion cost was paid, search your library for two basic lands and put them onto the battlefield tapped instead.
Endgame Mechanics: Scarcity, Wield, Conservation
Update Log
4/28/2015 - Thread created; will elaborate more on mechanics in the days to come
Well, the Design Goal is nice, but I don't really get how Deplete can help with that, since it basically manascrews you. Maybe make the bonus even greater for such a harsh cost? Also, will there be land destruction? Leaving an opponent with depleted lands can end a game.
Wield will be hard to play, since you have to remember all the different piles and who they belong too. Also, it creates a horrible feel bad moment if your creature gets destroyed or bounced, since you milled yourself without a chance to get the cards back. The Blue Wield creature for example really f*s you up if it dies in combat.
Horde is nice, but might be a bit overpwered. Depends if you will have Tribal Support, world enchanments or a lot of ETB-triggers.
@Gustostueckerl.
Agree that Deplete should definitely on be for you. Exiling a bunch of cards isn't really that bad, what's so feel bad about it? The logistical issue can be solved by stacking pretty easily. On this note, the wording for Weld would be better as:
Wield N (When this creature enters the battlefield, exile the top N cards of your library Welded with this creature.)
Where 'Welded' is used like the Cipher 'encoded' for clarity and flavour.
Also agree that Horde could have development issues, but that shouldn't be a problem as long as the risks are kept in mind. 'Horde' is also a bit of a weird name for this set concept. 'Recruit' or 'strike' or something would be more thematically suitable.
Suggestion: Think carefully about what associations your themes can draw from and what sort of expectations people might have that you can play off of.
Agree that Deplete should definitely on be for you.
Ahhh, pardon? Sorry, don't get it.
Exiling a bunch of cards isn't really that bad, what's so feel bad about it? The logistical issue can be solved by stacking pretty easily.
Well, it's feel bad since you lose those cards. If they would have been payment for a above average creature, ok, but for a generic creature it's really risky. Unless there will be a way to get an exiled card back of course.
@Gustostueckerl.
Should say 'only for you' as in, you shouldn't be able to deplete opposing lands, at least, not more than a few higher rarity ways.
Exiling the top cards is only disadvantageous in a situational or late game sense, it can sometimes result in BETTER draws. Yes, it can be a little bit feel-bad, but that can be a good thing, as players want to fail sometimes in order to make their successes feel like an accomplishment. I could be wrong, but I think players in general will be OK with losing a few cards from the top. Newer players will overvalue the drawback, just as they overvalue life gain, but that can be a positive learning experience of 'you thought this was bad but now you realise how awesome it really is'!
In order to make that mechanic look better to newer players, you can always have the cards be put back into your library on the bottom or through shuffling if newer player reception is particularly bad.
Should say 'only for you' as in, you shouldn't be able to deplete opposing lands, at least, not more than a few higher rarity ways.
Ah yes, of course. I meant that Depletion can really hurt you if land destruction is available. Just get rid of coloured mana lands and win the game. Even faster than with traditional LD Decks since you can ignore depleted lands.
Exiling the top cards is only disadvantageous in a situational or late game sense, it can sometimes result in BETTER draws. Yes, it can be a little bit feel-bad, but that can be a good thing, as players want to fail sometimes in order to make their successes feel like an accomplishment. I could be wrong, but I think players in general will be OK with losing a few cards from the top. Newer players will overvalue the drawback, just as they overvalue life gain, but that can be a positive learning experience of 'you thought this was bad but now you realise how awesome it really is'!
If it would be part of the cost to gain an awesome creature, sure. But since it's part of the effect you can't really give too high of a bonus. Players will be ok with losing a few cards, sure, but imagine losing that example creature twice. Already 6 cards down, and that was just using that ability twice. Not a problem in a normal game, but possibly backbreaking in limited.
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Design Goal: In WGM, give players a feeling of having more resources at their command; and in EGM, give them a feeling of responsibility for managing those resources. Wargame is "victory at any cost" and Endgame is "survive all the incurred costs of the war."
Flavor: Still figuring this out, but Wargame is meant to be evoke a global war such as World War II in a slightly industrial fantasy setting, while Endgame is meant to be the post-apocalyptic remains of that war.
Wargame Mechanics: Horde, Wield, Deplete, [i]Kicker[/i]
Horde
Wield
Deplete
Update Log
4/28/2015 - Thread created; will elaborate more on mechanics in the days to come
Wield will be hard to play, since you have to remember all the different piles and who they belong too. Also, it creates a horrible feel bad moment if your creature gets destroyed or bounced, since you milled yourself without a chance to get the cards back. The Blue Wield creature for example really f*s you up if it dies in combat.
Horde is nice, but might be a bit overpwered. Depends if you will have Tribal Support, world enchanments or a lot of ETB-triggers.
Agree that Deplete should definitely on be for you. Exiling a bunch of cards isn't really that bad, what's so feel bad about it? The logistical issue can be solved by stacking pretty easily. On this note, the wording for Weld would be better as:
Wield N (When this creature enters the battlefield, exile the top N cards of your library Welded with this creature.)
Where 'Welded' is used like the Cipher 'encoded' for clarity and flavour.
Also agree that Horde could have development issues, but that shouldn't be a problem as long as the risks are kept in mind. 'Horde' is also a bit of a weird name for this set concept. 'Recruit' or 'strike' or something would be more thematically suitable.
@zarepath.
Returning mechanics to consider: Modular, Fortification, Delve (second set?), Persist (second set?), Living Weapon, Scavenge (second set?), Evolve (second set?)
Suggestion: Think carefully about what associations your themes can draw from and what sort of expectations people might have that you can play off of.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Ahhh, pardon? Sorry, don't get it.
Well, it's feel bad since you lose those cards. If they would have been payment for a above average creature, ok, but for a generic creature it's really risky. Unless there will be a way to get an exiled card back of course.
Should say 'only for you' as in, you shouldn't be able to deplete opposing lands, at least, not more than a few higher rarity ways.
Exiling the top cards is only disadvantageous in a situational or late game sense, it can sometimes result in BETTER draws. Yes, it can be a little bit feel-bad, but that can be a good thing, as players want to fail sometimes in order to make their successes feel like an accomplishment. I could be wrong, but I think players in general will be OK with losing a few cards from the top. Newer players will overvalue the drawback, just as they overvalue life gain, but that can be a positive learning experience of 'you thought this was bad but now you realise how awesome it really is'!
In order to make that mechanic look better to newer players, you can always have the cards be put back into your library on the bottom or through shuffling if newer player reception is particularly bad.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Ah yes, of course. I meant that Depletion can really hurt you if land destruction is available. Just get rid of coloured mana lands and win the game. Even faster than with traditional LD Decks since you can ignore depleted lands.
If it would be part of the cost to gain an awesome creature, sure. But since it's part of the effect you can't really give too high of a bonus. Players will be ok with losing a few cards, sure, but imagine losing that example creature twice. Already 6 cards down, and that was just using that ability twice. Not a problem in a normal game, but possibly backbreaking in limited.