I was considering a 5-color cycle of tutors, and one of my possible plans was to make a set of tutors that search for a specific word. Here's what I came up with:
Gravecalling - 2B
Sorcery
Search your library for a card with the word “Grave” on it, reveal that card, and put it into your hand.
The others are worded the same but with a different word, so I will shorten them up. Its worth noting that I intended you to be able to find the card even if the word found is contained in another word: "Grave" finding "Graveyard".
Lifecalling - 2W
"Life"
Tidecalling - 2U
"Tap"
Flamecalling - 2R
"Damage"
Heartcalling - 2G
"Creature"
I'm really having some doubts about some of these though. I feel the Blue, White, and Black ones are probably fine, but the Red and Green ones might be pretty overpowered. Would you agree, and if so, any suggestions for other words?
In addition, does it bother you that this could search Flavor Text? Would you prefer this mechanic if it did not search flavor text (perhaps by forbidding it in reminder text or something)?
Lastly, is this "word specific" mechanic something you would like? Are there any other ways you would want to use it?
You could do like a tier thing. Give each color three words so you can balance each color out.
White - Life, Artifact, Enchantment - This is probably the weakest, white is kinda tricky.
Green - Creature, Search, Graveyard - Pretty solid. Creature is a really powerful and graveyard is good too, search is kinda the weakest link.
Red - Damage, Random, Land - Damage and land are the strong suits, random being the weak one.
Black - Lose, Destroy, Discard - Probably the best. The antithesis of white.
Blue - Draw, Tap/Untap, Return - Pretty solid as well. Draw is actually probably the weakest as its tutoring for a 'draw' card is a little redundant, but whatever.
Gravecalling - 2B
Sorcery
Search your library for a card with the word “Grave” on it, reveal that card, and put it into your hand.
This is an interesting idea, previously only done with the "change the text of" spells and some Un- cards. It could probably work in real Magic, though. I also like the idea of having more than one option
Gravecalling :2mana::symb:
Sorcery
Search your library for a card that has the word "graveyard," "lose," or "discard" in its text box, reveal that card, and put it into your hand. Then shuffle your library.
In addition, does it bother you that this could search Flavor Text? Would you prefer this mechanic if it did not search flavor text (perhaps by forbidding it in reminder text or something)?
I think all italicized text is "off-limits" (except in Un- land) and doesn't count in game terms.
The problem with such cards that that they will not translate well.
For example, the tap symbol was originally a "T". However, in other languages (portugese, I think), it translates to an "S", and thus the tap symbol had to be changed into arrows it now is. Some languages do not have a word-for-word translation, and some change in the context of use, or do not share the root word.
Let's take a hypothetical Tagalog version of the game for Gravecalling.
"Grave" in Tagalog is libingan. However, "graveyard" is sementeryo.
Thus, gravecalling cannot find a card with the word gravayard in Tagalog.
You can argue, "well, players will have to use the english translation of their cards!". This imposes undue pressure and confusion on players on players not playing english cards. Players already have to know their english names and their effects. Knowing _exact_ english wording in every card is too much.
That valid point aside, I do like this idea and wish it could be made to work with foreign translations. I had designed a couple red cards that gave you bonuses when you played a card with the word "damage" in it, and also a white instant that could counter a spell with the word "damage" in it. Guess those wouldn't work either...
The translation problem shouldn't come up as long as you can't search for words "within" other words, right? So, searching for "grave" would not find "graveyard", since "graveyard" is not the same word as "grave." Searching for whole words that are mechanical terms, like "damage" and "search" should be consistent in other languages, I would think, since the same word should be used every time to refer to a specific mechanical term.
The translation problem shouldn't come up as long as you can't search for words "within" other words, right? So, searching for "grave" would not find "graveyard", since "graveyard" is not the same word as "grave." Searching for whole words that are mechanical terms, like "damage" and "search" should be consistent in other languages, I would think, since the same word should be used every time to refer to a specific mechanical term.
You're right that looking for "grave" shouldn't find "graveyard". But that doesn't eliminate the problem. Energy Tap in German is "Energieanzapfung", while "tap" is "tappe".
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You're right that looking for "grave" shouldn't find "graveyard". But that doesn't eliminate the problem. Energy Tap in German is "Energieanzapfung", while "tap" is "tappe".
You gave a poor example, as Energy Tap contains the word "tap" anyway. The only card I can find that has the word "tap" in its name and not in its text box is Juxtapose, which I honestly don't think will be a big issue.
So, to make these work smoothly in other languages, the following things need to be true about searching for words:
1. Search only for words with rules meaning.
2. You cannot find a card if the word you are searching for is part of another word (like "tap" in Coretapper).
That's a very good point that I hadn't even considered Mondu, but I agree completely.
I suppose that in order to fix that particular problem, it would have to be changed to words with rules meaning, and its greatly simplifies things to forbid flavor text. Also, finding words used as parts of other words would be right out, although finding the plural form of a word probably wouldn't be that difficult to understand in most languages.
Does the problem that comes up with Energy Tap come up often? It seems odd that wizards would translate two words into one word.
Gravecalling could be changed to "Graveyard"
Tidecalling could be changed to "Tap" or "Untap".
You gave a poor example, as Energy Tap contains the word "tap" anyway. The only card I can find that has the word "tap" in its name and not in its text box is Juxtapose, which I honestly don't think will be a big issue.
So, to make these work smoothly in other languages, the following things need to be true about searching for words:
1. Search only for words with rules meaning.
2. You cannot find a card if the word you are searching for is part of another word (like "tap" in Coretapper).
3. Never print a card that uses a word with a rules meaning in its name but not in its text box.
I was considering a 5-color cycle of tutors, and one of my possible plans was to make a set of tutors that search for a specific word. Here's what I came up with: Gravecalling - 2B
Sorcery
Search your library for a card with the word “Grave” on it, reveal that card, and put it into your hand.
The others are worded the same but with a different word, so I will shorten them up. Its worth noting that I intended you to be able to find the card even if the word found is contained in another word: "Grave" finding "Graveyard".
Lifecalling - 2W
"Life"
Tidecalling - 2U
"Tap"
Flamecalling - 2R
"Damage"
Heartcalling - 2G
"Creature"
I'm really having some doubts about some of these though. I feel the Blue, White, and Black ones are probably fine, but the Red and Green ones might be pretty overpowered. Would you agree, and if so, any suggestions for other words?
In addition, does it bother you that this could search Flavor Text? Would you prefer this mechanic if it did not search flavor text (perhaps by forbidding it in reminder text or something)?
Lastly, is this "word specific" mechanic something you would like? Are there any other ways you would want to use it?
It should only look at full words in the rules text in the text box (although somehow not care about pluralization :-/). If possible, it should not look at card names, card types, or flavor text.
So Gravecalling's search for "grave" would turn up six cards ... It should obviously instead search for the intended word of "graveyard".
Tidecalling's search for "tap" would bring back only the word "tap" and not the tap symbol "T".
You could do like a tier thing. Give each color three words so you can balance each color out.
White - Life, Artifact, Enchantment - This is probably the weakest, white is kinda tricky.
Green - Creature, Search, Graveyard - Pretty solid. Creature is a really powerful and graveyard is good too, search is kinda the weakest link.
Red - Damage, Random, Land - Damage and land are the strong suits, random being the weak one.
Black - Lose, Destroy, Discard - Probably the best. The antithesis of white.
Blue - Draw, Tap/Untap, Return - Pretty solid as well. Draw is actually probably the weakest as its tutoring for a 'draw' card is a little redundant, but whatever.
I like this idea here. The multiple choices make it into a "charm search".
The limitation to make it not search the card type line is important here so that the white one is not a suped-up Idyllic Tutor+Fabricate. Instead it is searching for cards that care about artifacts and enchantments like Mine Excavation or Austere Command.
The other problem no one has mentioned is that card wordings change too. It's generally a bad idea to create a mechanic that needs special attention every single time you errata anything. It's a nice idea but I think gets ruined by practical application.
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The other problem no one has mentioned is that card wordings change too. It's generally a bad idea to create a mechanic that needs special attention every single time you errata anything. It's a nice idea but I think gets ruined by practical application.
Well, I think technically it would ignore errata since it looks for printed text instead of the Oracle effect (?). But it would be quite difficult in practice, yeah, so that's why "printed value" effects are Un- land only.
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Gravecalling - 2B
Sorcery
Search your library for a card with the word “Grave” on it, reveal that card, and put it into your hand.
The others are worded the same but with a different word, so I will shorten them up. Its worth noting that I intended you to be able to find the card even if the word found is contained in another word: "Grave" finding "Graveyard".
Lifecalling - 2W
"Life"
Tidecalling - 2U
"Tap"
Flamecalling - 2R
"Damage"
Heartcalling - 2G
"Creature"
I'm really having some doubts about some of these though. I feel the Blue, White, and Black ones are probably fine, but the Red and Green ones might be pretty overpowered. Would you agree, and if so, any suggestions for other words?
In addition, does it bother you that this could search Flavor Text? Would you prefer this mechanic if it did not search flavor text (perhaps by forbidding it in reminder text or something)?
Lastly, is this "word specific" mechanic something you would like? Are there any other ways you would want to use it?
White - Life, Artifact, Enchantment - This is probably the weakest, white is kinda tricky.
Green - Creature, Search, Graveyard - Pretty solid. Creature is a really powerful and graveyard is good too, search is kinda the weakest link.
Red - Damage, Random, Land - Damage and land are the strong suits, random being the weak one.
Black - Lose, Destroy, Discard - Probably the best. The antithesis of white.
Blue - Draw, Tap/Untap, Return - Pretty solid as well. Draw is actually probably the weakest as its tutoring for a 'draw' card is a little redundant, but whatever.
This is an interesting idea, previously only done with the "change the text of" spells and some Un- cards. It could probably work in real Magic, though. I also like the idea of having more than one option
Gravecalling :2mana::symb:
Sorcery
Search your library for a card that has the word "graveyard," "lose," or "discard" in its text box, reveal that card, and put it into your hand. Then shuffle your library.
I think all italicized text is "off-limits" (except in Un- land) and doesn't count in game terms.
I don't know if Wizards would ever do it, but it could be fun in a "words matter" theme set, with lots of "name a card/choose a word" effects.
Very Well Then I Contradict Myself.
For example, the tap symbol was originally a "T". However, in other languages (portugese, I think), it translates to an "S", and thus the tap symbol had to be changed into arrows it now is. Some languages do not have a word-for-word translation, and some change in the context of use, or do not share the root word.
Let's take a hypothetical Tagalog version of the game for Gravecalling.
"Grave" in Tagalog is libingan. However, "graveyard" is sementeryo.
Thus, gravecalling cannot find a card with the word gravayard in Tagalog.
You can argue, "well, players will have to use the english translation of their cards!". This imposes undue pressure and confusion on players on players not playing english cards. Players already have to know their english names and their effects. Knowing _exact_ english wording in every card is too much.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
That valid point aside, I do like this idea and wish it could be made to work with foreign translations. I had designed a couple red cards that gave you bonuses when you played a card with the word "damage" in it, and also a white instant that could counter a spell with the word "damage" in it. Guess those wouldn't work either...
R Citizen Cane (Feldon of the Third Path)
You're right that looking for "grave" shouldn't find "graveyard". But that doesn't eliminate the problem. Energy Tap in German is "Energieanzapfung", while "tap" is "tappe".
candidus inperti; si nil, his utere mecum.
You gave a poor example, as Energy Tap contains the word "tap" anyway. The only card I can find that has the word "tap" in its name and not in its text box is Juxtapose, which I honestly don't think will be a big issue.
So, to make these work smoothly in other languages, the following things need to be true about searching for words:
1. Search only for words with rules meaning.
2. You cannot find a card if the word you are searching for is part of another word (like "tap" in Coretapper).
R Citizen Cane (Feldon of the Third Path)
I suppose that in order to fix that particular problem, it would have to be changed to words with rules meaning, and its greatly simplifies things to forbid flavor text. Also, finding words used as parts of other words would be right out, although finding the plural form of a word probably wouldn't be that difficult to understand in most languages.
Does the problem that comes up with Energy Tap come up often? It seems odd that wizards would translate two words into one word.
Gravecalling could be changed to "Graveyard"
Tidecalling could be changed to "Tap" or "Untap".
3. Never print a card that uses a word with a rules meaning in its name but not in its text box.
Whoops.
candidus inperti; si nil, his utere mecum.
It should only look at full words in the rules text in the text box (although somehow not care about pluralization :-/). If possible, it should not look at card names, card types, or flavor text.
So Gravecalling's search for "grave" would turn up six cards ... It should obviously instead search for the intended word of "graveyard".
Tidecalling's search for "tap" would bring back only the word "tap" and not the tap symbol "T".
I like this idea here. The multiple choices make it into a "charm search".
The limitation to make it not search the card type line is important here so that the white one is not a suped-up Idyllic Tutor+Fabricate. Instead it is searching for cards that care about artifacts and enchantments like Mine Excavation or Austere Command.
Current New Favorite Person™: Mallory Archer
She knows why.
Well, I think technically it would ignore errata since it looks for printed text instead of the Oracle effect (?). But it would be quite difficult in practice, yeah, so that's why "printed value" effects are Un- land only.
Very Well Then I Contradict Myself.