Hey guys, so, I'm trying to come up with some mechanics for my set, like Kamigawa and Theros before it, it's an "Enchantment Matters" set, with a lot of various enchantment effects, ranging from Seals to Masks, to a new type of Aura called a Spark, which turns the enchanted target into a Planeswalker.
Thematically, the set is stylized like a Studio Ghibli film and takes elements of traditional Animism, with the core idea that when things get older, they get more powerful, with things living for thousands of years becoming the equivalent of gods.
Because of this, I'm thinking of either including the Level Up, Evolve, or Outlast mechanic, however, I'm hesitant to use +1/+1 counters, because I'm thinking of bringing back Kobolds as a race, and make them interesting this time by giving them a Gemstone Counter resource that can be spent to give them abilities. The idea is they can Tap to put a counter on any creature you control and spend a counter on themselves to give a mass pump to all Kobolds, but only for a turn.
The idea is a pseudo-Sliver idea that's a lot less broken and makes Kobolds an interesting Tribal race. However, it's bad to have multiple counters in the same set, so I can't use both +1/+1 counters and gemstones, and I think giving Kobolds both +1/+1 counters and mass pumps are way too powerful for an entire race of creatures. Again, I'm not looking to make Slivers all over again.
Perhaps some kind of sacrifice effect, but it needs to both be thematic and creative. Perhaps Gold? Include Gold as an overall mechanic, give Kobolds the ability to make Gold, and give them triggers from sacrificing Gold? maybe a mechanic like Investigate that makes Gold tokens, streamlining it so it doesn't become a mouthful every time Gold is used? This seems like a good "counter" .
Now, in addition to my Growth keyword and my resource mechanic, I'm thinking of a keyword called "Flux". Flux says "If 3 or more spells have been cast this turn, [effect]". Originally Flux was malleable, and would look more like "Flux [#] -- If [#] or more spells have been cast this turn, [effect]", but I think that like Kicker, this might be TOO flexible, so it might be better to fix it to a single number, and 3 felt like a good number. Though I might drop it to 2 if it feels better. cards with Flux get a more powerful effect if Flux is triggered.
Not sure what else my other two keywords should be. I'm thinking of something built around killing your own creatures to represent the fanatical cultists killing each other over ultimate power, but I'm unsure, especially since Emerge showed up and kind of stole the best way to do it.
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Thematically, the set is stylized like a Studio Ghibli film and takes elements of traditional Animism, with the core idea that when things get older, they get more powerful, with things living for thousands of years becoming the equivalent of gods.
Because of this, I'm thinking of either including the Level Up, Evolve, or Outlast mechanic, however, I'm hesitant to use +1/+1 counters, because I'm thinking of bringing back Kobolds as a race, and make them interesting this time by giving them a Gemstone Counter resource that can be spent to give them abilities. The idea is they can Tap to put a counter on any creature you control and spend a counter on themselves to give a mass pump to all Kobolds, but only for a turn.
The idea is a pseudo-Sliver idea that's a lot less broken and makes Kobolds an interesting Tribal race. However, it's bad to have multiple counters in the same set, so I can't use both +1/+1 counters and gemstones, and I think giving Kobolds both +1/+1 counters and mass pumps are way too powerful for an entire race of creatures. Again, I'm not looking to make Slivers all over again.
Perhaps some kind of sacrifice effect, but it needs to both be thematic and creative. Perhaps Gold? Include Gold as an overall mechanic, give Kobolds the ability to make Gold, and give them triggers from sacrificing Gold? maybe a mechanic like Investigate that makes Gold tokens, streamlining it so it doesn't become a mouthful every time Gold is used? This seems like a good "counter" .
Now, in addition to my Growth keyword and my resource mechanic, I'm thinking of a keyword called "Flux". Flux says "If 3 or more spells have been cast this turn, [effect]". Originally Flux was malleable, and would look more like "Flux [#] -- If [#] or more spells have been cast this turn, [effect]", but I think that like Kicker, this might be TOO flexible, so it might be better to fix it to a single number, and 3 felt like a good number. Though I might drop it to 2 if it feels better. cards with Flux get a more powerful effect if Flux is triggered.
Not sure what else my other two keywords should be. I'm thinking of something built around killing your own creatures to represent the fanatical cultists killing each other over ultimate power, but I'm unsure, especially since Emerge showed up and kind of stole the best way to do it.