So we've had Modular, we've had Sunburst, and we've had Graft. We've had that Phantom mechanic (see Phantom Tiger), and that Clockwork mechanic (see Clockwork Condor). This new ability combines these ideas with that of Fading and Vanishing. Tell me what you think!
Ps - name of it in progress
Corrode X - (This creature comes into play with X +1/+1 counters on it. At the beginning of your upkeep, remove a +1/+1 counter from this creature.)
Grizzled Veteran - 1WW Creature - Human Soldier {C}
Corrode 4
As long as ~ has at least three +1/+1 counters on it, ~ has first strike.
As long as ~ has at least two +1/+1 counters on it, ~ has vigilance.
0 / 0
Rotcorpse - 1B Creature - Zombie Warrior {U}
Corrode 3
As long as ~ has at least one +1/+1 counters on it, if ~ would be destroyed, regenerate it.
0 / 0
Heiron's Vanguard - 3RG Creature - Elemental Berserker {R}
Corrode 5
As long as ~ has at least five +1/+1 counters on it, ~ has trample and haste.
Whenever ~ deals combat damage to a player, put a +1/+1 counter on it.
0 / 0
and a mythic...
Yddra, Goddess of Wisdom - UUU Legendary Creature - Avatar {M}
Corrode 3
As long as ~ has exactly three +1/+1 counters on it, ~ has, "your opponent skips their draw step."
As long as ~ has exactly two +1/+1 counters on it, ~ has, "your opponent skips their draw step and combat phase."
As long as ~ has exactly one +1/+1 counter on it, ~ has, "your opponent skips their draw step, combat phase, and main phase."
0 / 0
Thoughts? They may not be super balanced, but thoughts on the mechanic?
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(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
How did curiosity kill a cat? (W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
Mechanic - I like this. It's a natural progression for +1/+1 counters, and I feel it works better and looks nicer than adding -1/-1 counters instead. The interesting this is that, like the Phantom ability, if this creature gets +2/+X from another source it stays alive, and the ability just keeps triggering each turn.
Grizzled Veteran - This card doesn't feel very white to me. I'd prefer if the creature was already 0/1 or bigger, so that you would be left with a small creature after it's corroded away its counters. Dunno, maybe I'm just being precious. Balanced card though.
Rotcorpse - Quite good.
Heiron's Vanguard - I like the spin on "attacks each turn if able". Solid.
Yddra - The wording needs a fix. Firstly, this card should refer to multiple opponents, not just one. Secondly, you don't need to grant Yddra that extra ability as it's already there, just awaiting a specific condition. Lastly, you get two main phases per turn, and I'm guessing you mean both? My suggested templating:
As long as Yddra has exactly three +1/+1 counters on it, each opponent skips their draw step.
As long as Yddra has exactly two +1/+1 counters on it, each opponent skips their draw step and combat phase.
As long as Yddra has exactly one +1/+1 counter on it, each opponent skips their draw step, combat phase, and each main phase during their turns."
Her mana cost is also too good. You are shutting a player out of three draws, two combat phases and the ability to cast the majority of their spells in one turn, all from turn 3 onwards. She should cost at least 3UUU in my opinion.
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
I didn't even notice how overpowered Yddra is... Whoops hah. Yeah, adding three to the mana cost would probably be the bare minimum, if not changing her completely. But this was more about showcasing the mechanic than the actual power, any other comments? A few more cards -
Scut Muzzler - 2RR Creature - Goblin Berserker {U}
Corrode 1, Haste
Whenever ~ attacks, put two +1/+1 counters on it.
0 / 0
Gladewind Barracks - XU Creature - Wall {R}
Corrode X, Defender
Whenever a +1/+1 counter is removed from ~, draw a card.
0 / 2
Lunar Tide - 2WG Enchantment {M}
When ~ enters the battlefield, each player distributes 10 +1/+1 counters among creatures that player controls.
Each creature is 0 / 0 and has Corrode.
Thoughts?
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(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
How did curiosity kill a cat? (W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
It's perfectly fine as an ability, though it arguably veers into Vanishing's/Fading's piece of the "I go away after this long" scheme of things. I would use this mechanic for black/red cards primarily, where you can say one is literally falling apart, and the other just exhausts himself to death flavorwise.
There is a slight issue I have, which is mostly a playtesting thing, and that would be that it seems if you want to get any mileage out of these creatures (for Limited anyway), they'd have to be be drawback type creatures for the most part.
Gladewind Barracks - XU Creature - Wall {R}
Corrode X, Defender
Whenever a +1/+1 counter is removed from ~, draw a card.
0 / 2
This could be too good, especially when not used as a blocker. I mean, it can be a cantrip chump blocker for two mana, 3 mana gets you 2 cards and a chump, etc. The only bad play here is casting it for one mana.
The idea of having nonartifact creatures corrode is kinda morbid.
The name is weird, probably should be changed. I like the the black one that regenerates, but I'm not so much a fan of the word "corrode". Here's how I'd do that one:
Rotcorpse 1B
Creature - Zombie Warrior
~ enters the battlefield with 2 +1/+1 counters.
When ~ would be destroyed, regenerate it and remove a +1/+1 counter from it.
0/0
Ps - name of it in progress
Corrode X - (This creature comes into play with X +1/+1 counters on it. At the beginning of your upkeep, remove a +1/+1 counter from this creature.)
Grizzled Veteran - 1WW
Creature - Human Soldier {C}
Corrode 4
As long as ~ has at least three +1/+1 counters on it, ~ has first strike.
As long as ~ has at least two +1/+1 counters on it, ~ has vigilance.
0 / 0
Rotcorpse - 1B
Creature - Zombie Warrior {U}
Corrode 3
As long as ~ has at least one +1/+1 counters on it, if ~ would be destroyed, regenerate it.
0 / 0
Heiron's Vanguard - 3RG
Creature - Elemental Berserker {R}
Corrode 5
As long as ~ has at least five +1/+1 counters on it, ~ has trample and haste.
Whenever ~ deals combat damage to a player, put a +1/+1 counter on it.
0 / 0
and a mythic...
Yddra, Goddess of Wisdom - UUU
Legendary Creature - Avatar {M}
Corrode 3
As long as ~ has exactly three +1/+1 counters on it, ~ has, "your opponent skips their draw step."
As long as ~ has exactly two +1/+1 counters on it, ~ has, "your opponent skips their draw step and combat phase."
As long as ~ has exactly one +1/+1 counter on it, ~ has, "your opponent skips their draw step, combat phase, and main phase."
0 / 0
Thoughts? They may not be super balanced, but thoughts on the mechanic?
(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
How did curiosity kill a cat?
(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
Grizzled Veteran - This card doesn't feel very white to me. I'd prefer if the creature was already 0/1 or bigger, so that you would be left with a small creature after it's corroded away its counters. Dunno, maybe I'm just being precious. Balanced card though.
Rotcorpse - Quite good.
Heiron's Vanguard - I like the spin on "attacks each turn if able". Solid.
Yddra - The wording needs a fix. Firstly, this card should refer to multiple opponents, not just one. Secondly, you don't need to grant Yddra that extra ability as it's already there, just awaiting a specific condition. Lastly, you get two main phases per turn, and I'm guessing you mean both? My suggested templating:
As long as Yddra has exactly three +1/+1 counters on it, each opponent skips their draw step.
As long as Yddra has exactly two +1/+1 counters on it, each opponent skips their draw step and combat phase.
As long as Yddra has exactly one +1/+1 counter on it, each opponent skips their draw step, combat phase, and each main phase during their turns."
Her mana cost is also too good. You are shutting a player out of three draws, two combat phases and the ability to cast the majority of their spells in one turn, all from turn 3 onwards. She should cost at least 3UUU in my opinion.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Jitt Sapblade - 1WB
Creature - Zombie Soldier {C}
Corrode 3, Wither
0 / 0
Scut Muzzler - 2RR
Creature - Goblin Berserker {U}
Corrode 1, Haste
Whenever ~ attacks, put two +1/+1 counters on it.
0 / 0
Gladewind Barracks - XU
Creature - Wall {R}
Corrode X, Defender
Whenever a +1/+1 counter is removed from ~, draw a card.
0 / 2
Lunar Tide - 2WG
Enchantment {M}
When ~ enters the battlefield, each player distributes 10 +1/+1 counters among creatures that player controls.
Each creature is 0 / 0 and has Corrode.
Thoughts?
(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
How did curiosity kill a cat?
(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)(W/R)
There is a slight issue I have, which is mostly a playtesting thing, and that would be that it seems if you want to get any mileage out of these creatures (for Limited anyway), they'd have to be be drawback type creatures for the most part.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Maybe Shrink? Dwindle?
This could be too good, especially when not used as a blocker. I mean, it can be a cantrip chump blocker for two mana, 3 mana gets you 2 cards and a chump, etc. The only bad play here is casting it for one mana.
The name is weird, probably should be changed. I like the the black one that regenerates, but I'm not so much a fan of the word "corrode". Here's how I'd do that one:
Rotcorpse 1B
Creature - Zombie Warrior
~ enters the battlefield with 2 +1/+1 counters.
When ~ would be destroyed, regenerate it and remove a +1/+1 counter from it.
0/0
Sadly though this is just Phantom Nomad in black.