Would you like me to remove it from the mechanics credits? Its simply that I wasn't able to find a previous example of that mechanic and I'm pretty sure I suggested Justice for Tesla based on your version.
In suvnica, was proposed here. I don't mind credit for giving it wider visibility; I just wouldn't like the thread to give the impression I'm using it in the final version
Would you like me to remove it from the mechanics credits? Its simply that I wasn't able to find a previous example of that mechanic and I'm pretty sure I suggested Justice for Tesla based on your version.
In suvnica, was proposed here. I don't mind credit for giving it wider visibility; I just wouldn't like the thread to give the impression I'm using it in the final version
No problem, I'll say it was used in Suvnica Early Design. Making it clearer.
Though I'd love to hear any design restrictions or playtest feedback about any mechanic that anyone has experience with. As that makes it more likely to make the new curated list.
Since this is meant to be a curated list, here are some templating suggestions for some of those mechanics with some other comments:
The Colonization mehanic is also seen in Ber_F's (Ostrololo on /r/custommagic) egypt set Ankheret under the name Exploration. In this set, the land threshold is five instead of three.
Here is my suggestion for a cleaner Eternal reminder text: Eternal [COST] (If you cast this spell for [COST], change its text by removing all instances of "until end of turn" and exile it engraved to its target.)
The "If you cast this spell for [COST]" wording is based on Awaken, which is the most recent precedent for a similar ability.
Removes the "Influencing" wording that's not the best IMO.
Puts the "Engraved" word after the main effect, which is that the spell doesn't end at end of turn.
It would, of course, require some rules about defininf "Engraved", like "encoded" for cipher.
Cards with that ability would probably require a special card frame because they would be faced with a similar problem as cards with Jinx in Kazundoo. To represend a card with eternal that's Influencing (or engraved) to a creature, the player would probably put it behind the creature as if it were an enchantment. The fact that the card is in another zone would be easy to forget if the card doesn't have a special card frame to let the players know that there is something werd going on here.
Is there a reason why Supplicate doesn't have the "Your creatures can help cast this spell" reminder text of Convoke? I'm not a fan of that reminder text, but I'm a fan of uniformity.
Hostility — Whenever you cast a spell that targets a one or more creatures you don’t control, [EFFECT]
I'd change it that way only to avoid confusion about what's happening with spells that have multiple targets. ("Hey, the texts says "a creature", but my spell targets "two creatures", so your hostility doesn't trigger!!")
This problem doesn't appear with Heroic because the text specifies the name of the card that has Heroic, avoiding such confusion.
Some small details about Arm: (Put a colorless Equipment artifact token named Weapon onto the battlefield with "Equip 2" and “Equipped creature gets +1/+1” attached to this/those creature(s).)
"Equip 2" takes a capital E, quotation marks and an appropriate 2 symbol
I'd put what the equipment do before saying they're attached to the creatures, it's more elegant this way IMO.
Here is a cleaner Foreshadow wording suggestion: Foreshadow [COST] ([COST]: Play with this card revealed as long as it's in your hand. You can’t cast it this turn. Foreshadow only as a sorcery.)
Rebirth [COST]([COST]: Return this card from your graveyard to the battlefield with a +1/+1 counter on it. If this dies with a +1/+1 counter on it, exile it instead. Rebirth only as a sorcery.)
Nightmare: I'm really not a fan of the name here. If anyone a a better suggestion... Almost anything would be better than "Nightmare" for this mechanic IMO. I know that names aren't a big concern here, but... I mean, Nightmare for an enchantment related mechanic would only work in a set with HUGE flavor explaining it.
Revolution (T, Tap two other untapped creatures you control: Transform all creatures with revolution you control. Revolt only as a sorcery.)
The "other" isn't necessary here since you tap the creature with revolution as part of the cost. See Crackleburr, for example.
[Type] charged (You may tap an untapped [Type] you control as you cast this spell.)
The "Spell" here is based on the current Kicker wording.
Charge attack (T: At the beginning of your next upkeep, this creature gets +2/+2 until end of turn. Charge only as a sorcery.)
No capital A on attack
I would rather immediately put Charge attack N on the Encyclopedia since it's more generic. Remember, they began with Scry 2 but Scry became more than only 2 later on.
Overwhelm — Whenever CARDNAME attacks and any of your attacking creatures aren’t blocked, [EFFECT]
The current wording is somehow confusing. I suggest something like: Overwhelm — Whenever CARDNAME attacks and an attacking creature isn't blocked, [EFFECT]
Pretty similar, but I think it's cleaner this way. Let me know if I'm wrong.
Retort [COST] (You may cast this SPELL for its retort cost if a creature is attacking you.)
Based on the wording of Dash, Evoke and other abilities with "You may cast this spell for [...]"
I'll let you know if I find anything else.
This custom encyclopedia project is great IMO and it's a great step towards gathering all the Custom MtG information in one place. I haven't forgotten my Hidden Grimoire project, which will have to be continued someday.
In the entry for arm, there shouldn't be quotes around "Equip 2", it shouldn't be capitalized, and the equip ability should come after the other ability. See Nahiri, the Lithomancer. A closing parenthesis is also missing in the reminder text.
Arm (Put a colorless Equipment artifact token named Weapon onto the battlefield with “Equipped creature gets +1/+1” and equip 2 and attached to this/those creature(s).)
Mobilize 1 — W(W, Discard this card: Put a 1/1 white Soldier creature token onto the battlefield. Mobilize only as a sorcery.)
Can appear on any card type.
Urban Tactics (Common) 1W
Instant
Prevent all combat damage that would be dealt this turn.
Mobilize 2 — 2W(2W, Discard this card: Put two 1/1 white Soldier creature tokens onto the battlefield. Mobilize only as a sorcery.)
Used in: Secret Infiltrator’s set I can't remember. Tags:
-------------------------
… land erupts. (It becomes a 3/3 Elemental creature with haste until end of turn. It’s still a land.)
Can appear on any card type.
Violent Expanse (Common) 2G
Sorcery
Search your library for a basic land card, put that card onto the battlefield, then shuffle your library. That land erupts. (It becomes a 3/3 Elemental creature with haste until end of turn. It’s still a land.)
Pack (When this creature enters the battlefield, you may search your library for another creature with the same name, reveal it, and put it into your hand. If you do, shuffle your library.)
Notes: Creature specific.
Example:
Wild Howler 2G
Creature - Wolf (C)
Pack (When this creature enters the battlefield, you may search your library for another creature with the same name, reveal it, and put it into your hand. If you do, shuffle your library.)
2/2
Enlist [creature type] [n] (Whenever this creature deals combat damage to a player, you may put a [creature type] card with converted mana cost of [n] or less from your hand onto the battlefield tapped.)
Notes: Creature specific - Tribal.
Example:
Frontline Recruiter 1WW - Uncommon
Creature - Human Soldier
Enlist Soldier 2 (Whenever this creature deals combat damage to a player, you may put a Soldier creature card with converted mana cost of 2 or less from your hand onto the battlefield tapped.)
2/2
Tactician (This creature may attack or block while tapped.)
Notes: Creature specific
Example:
Evasive Horsemaster 2W - Common
Creature - Human Knight
Tactician (This creature may attack or block while tapped.)
Evasive Horsemaster gets +0/+1 as long as it’s untapped.
2/2
Infiltrate - Whenever [this creature] attacks and isn't blocked, [effect].
Notes: Creature specific.
Example:
Latchkey Hypnotist 2U - Common
Creature - Human Wizard
Infiltrate — Whenever Latchkey Hypnotist attacks and isn’t blocked, tap target nonland permanent an opponent controls. That permanent doesn’t untap during its controller’s next untap step.
2/2
Assailant (Creatures blocking this creature get -1/-1/) - Now, I want to clarify that this -1/-1 only applies to a creature as long as it's blocking. Once combat is over, and the creature is still alive, it would no longer get the -1/-1. I love Flanking and wanted to design something similar. I wasn't sure if it would be too powerful to say -1/-1 until end of turn.
Notes: Creature specific
Example:
Fellblade Slicer 2B - Common
Creature - Human Knight
Assailant (Creatures blocking this creature get -1/-1.)
2/1
[ability name] - Whenever a nontoken creature with power [n] or grater enters the battlefield under your control, [effect]. - I based this on cards such as Kavu Lair, Where Ancients Tread, and Elemental Bond.
Notes: Any card type.
Example:
Rotbirthing BG - Uncommon
Enchantment
[ability name] — Whenever a nontoken creature with power 3 or greater enters the battlefield under your control, put a 2/2 black and green Graveborn creature token onto the battlefield.
[ability name] - [this creature] has [ability] as long as you control a creature token. - This would primarily be in white/green.
Notes: Creature specific
Example:
Rhox Captain 2GW - Uncommon
Trample
[ability name] — Rhox Captain has vigilance as long as you control a creature token.
3/4
Plunder (Whenever this creature deals combat damage to a player, you may exile target card from that player's graveyard.)
Researcher's Agent2U
Creature - Human Rogue
Plunder (Whenever this creature deals combat damage to a player, you may exile target card from that player's graveyard.)
Whenever ~ plunders a graveyard, you may draw a card.
1/3
Private Mod Note
():
Rollback Post to RevisionRollBack
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Divert, Stun, Pack, Enlist and [ability name](the power greater one) are all far too narrow. Fine for an individual design or two but not a mechanic.
Tactician and Infiltrate are too broad, it would be like keywording "Enter the battlefield." , not very useful.
The "Token Matters" is a niche possibility ifor a mechanic in the right type of set.
The "fixed" Flanking is also interesting enough if I can make the wording clearer.
I suggest giving a listen to our "What makes a good mechanic" podcast [pt1] [pt2]
Thanks for the suggestions
Although I share your opinions with some of the mechanics, I disagree with the others.
- Divert isn't narrow at all. It promotes certain deck strategies, is relevant in many games, and works more effectively in multiples.
- Stun is best suited for a "novelty keyword", where the only real thing preventing it from being a keyword is its relative narrowness.
- I can only really see pack working in a set that cares specifically about card names as an overall mechanical theme, but otherwise it doesn't really work out very well in the limited half of things.
- Enlist, in addition to being a "novelty keyword", also has power level concerns.
- Tactician isn't broad at all. In fact, it modifies the rules for combat in a way that having to explain it without using the keyword as reference becomes a pain. It's not as broad as you make it out to be.
- Infiltrate, on the other hand, is definitely too broad.
- I question the need for a fixed flanking in the first place, but as far as the wording of assailant goes, the following would probably work:
Assailant (Creatures blocking this creature get -1/-1 while in combat.)
[ability name] - Whenever a nontoken creature with power [n] or grater enters the battlefield under your control, [effect]. - I based this on cards such as Kavu Lair, Where Ancients Tread, and Elemental Bond.
This ability word seems a bit "uninspired", only because ferocious, formidable, and the unnamed Naya mechanic all already exist. The way this ability word's template works really only allows it to have the one uniform trigger condition. Entering-the-battlefield is already fixed into the templating, so the only parameter that can really be changed is the value of n. But varying the value of n between cards lowers the uniformity of the ability word between cards. And since the value of n ideally wouldn't be changing anyway, you might as well use ferocious, which also has the benefit of not being tied strictly to entering the battlefield.
[ability name] - [this creature] has [ability] as long as you control a creature token. - This would primarily be in white/green.
I don't see any problems with this.
Private Mod Note
():
Rollback Post to RevisionRollBack
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
]- Divert isn't narrow at all. It promotes certain deck strategies, is relevant in many games, and works more effectively in multiples.
The uses for the effect isn't narrow unlike some of the other mechanics but the number of designs you can create in a set certainly is. It has power level concerns and everything turning into Golbin Heelcutters won't make for a good enviroment.
- Tactician isn't broad at all. In fact, it modifies the rules for combat in a way that having to explain it without using the keyword as reference becomes a pain. It's not as broad as you make it out to be.
Your right that was a typo on my end, was meant to be in the "too narrow" category.
- Infiltrate, on the other hand, is definitely too broad.
Totally agree.
[ability name] - [this creature] has [ability] as long as you control a creature token. - This would primarily be in white/green.
I don't see any problems with this.
Neither do I as I mentioned other than requiring a sightly niche environment. Which is fine but worth noting.
Of the mechanics I'll probably end up adding the "token matters" ability and the modified flanking.
Here are some more I've been working on.
Though some of these are not mine and were designed by others.
Hubris — , Exile [this]: [Effect or ability]. -- This one is not my design.
Meant for an Alchemy themed set. Hubris is man going beyond his bounds. The keyword is only for Human creatures.
Logic Seeker 1UU
Creature - Human Wizard (C)
Defender
When Logic Seeker enters the battlefield, scry 2. Hubris — , Exile Logic Seeker: Draw a card.
1/2
Imbue [cost] (As you cast a spell, you may pay [cost] and discard this card from your hand. If you do, add this card’s effects to that spell.) -- Again, another that's not mine.
This ability is a different take on Splice onto Arcane and Surge. The cost of Imbue will most likely always be less than the actual mana cost of the spell.
Runebreak 1G (C)
Destroy target artifact or enchantment.
Imbue G (As you cast a spell, you may pay G and discard this card from your hand. If you do, add this card’s effects to that spell.)
Transmogrify [cost] (You may cast this spell for its transmogrify cost. If you do, it enters the battlefield transformed.) -- Last one that's not mine.
This is a variant of transform based on split cards. You can either cast the spell as one side or have it enter transformed.
Shell Shock R (C)
Sorcery
Up to two target creatures can’t block this turn.
Transmogrify 2R (You may cast this spell for its transmogrify cost. If you do, it enters the battlefield transformed.)
///////////////
Shocklasher R Creature - Elemental
Menace
2/2
Berserk {cost} – Whenever this creature attacks, you may pay {cost} and double it's power. If you do, sacrifice it at the end of turn. You may only activate this ability once each turn.
Based on the classic card Berserk. Used in my custom set Tales of Cahdaria for Jund colors.
Ballistic Hydra XG
Creature - Hydra (R)
Ballistic Hydra enters the battlefield with X +1/+1 counters.
Berserk 2GG (Whenever this creature attacks you may pay 2GG. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
0/0
Alpha – Whenever {this} attacks, choose a creature your opponent controls that could block this. If it doesn’t, [effect or ability]
Based on Provoke. Used in my custom set Tales of Cahdaria for Naya colors.
Fierce Pyreform 4R
Creature - Elemental (C)
When Fierce Pyreform dies, it deals 1 damage to target creature or player. Alpha — Whenever Fierce Pyreform attacks, choose a creature your opponent controls that could block this. If it doesn’t, Fierce Pyreform gets +1/+0 until end of combat.
4/1
Valor - Whenever {this creature} blocks alone, [effect].
Blocking matters mechanic. Used in my custom set Tales of Cahdaria for Bant colors.
Delvari Troopers 2G
Creature - Elf Warrior Valor — Whenever Delvari Troopers blocks alone, it gains deathtouch until end of turn.
2/2
[land type] heart — As long as you control a [land type], [effect or ability].
The Kird Ape ability. Used in my custom block, in all colors.
Hearth Vandal 3R
Creature - Devil
Whenever Hearth Vandal attacks, you may destroy target artifact. Islandheart — As long as you control an Island, Hearth Vandal can’t be blocked.
3/2
Sharing with you a new keyword (or is this action word/ability word like Fight and die?):
Scrutinize X = This creature may block X creatures as though X creatures had no abilities.
Example:
Serfhunter Bladesman1W
Creature - Human Warrior (U)
Scrutinizes creature tokens. (This creature can block creature tokens as though they had no abilities)
Whenever Serfhunter Bladesman blocks or becomes blocked by a creature token, that creature token becomes a 0/1 creature with no abilities until end of turn. "What makes you think you are worthy of challenging me?"
2/2
The main rule with scrutinize is that if a creature scrutinizes some other creatures (like scrutinizes land creatures, creatures that are equipped or enchanted, creatures with toughness 1 etc), during the declare blocker step, the creature with scrutinize ability treats all creatures it scrutinizes as that they are vanilla creatures. This means all combat abilities such as flying, shadow, skulk, protection etc are ignored by the scrutinizing creature. Other non-scrutinizing creatures still treat those abilities as active. So example, for the card above, this creature and this creature alone treats Dragonmaster Outcast's dragon tokens as 5/5 vanilla creatures, thus he can block those dragons regardless of whether he has flying or not, but your other creatures still treat those tokens as 5/5 creatures with flying, so they still need flying or reach to block them.
Also, scrutinize doesn't mean that the creature immediately is able to block multiple creatures. Scrutinize merely allows the owner of the ability to ignore evasion, but not swarm.
A special note on protection: This ability disable the "Blocking" part of protection ability, however, any damage the scrutinizing creature would deal to the creature with protection from the scrutinizing creature will still be prevented. This of it as though the blocked creature immediately auto-casts protection when it gets blocked by the scrutinizing creature.
Adapt - Whenever this creature blocks or becomes blocked by another creature, you may have this creature gain all abilities of the other.
Sterilize - Whenever this creature blocks or becomes blocked by another creature, that creature loses all abilities.
Extract - Whenever this creature blocks or becomes blocked by another creature, you may cast a copy of an activated or triggered ability that creature possesses for no cost. You may cast it as an instant and choose targets for it.
Consume - Whenever another creature dies as a result of combat with this creature, you may place a number of +1/+1 counters on this creature equal to the other creature's power.
Mutate - Whenever a creature enters the battlefield with greater power or toughness than this creature, you may place a +1/+1 counter on this creature. (similar to Evolve, but for all players)
I'm working on a private (meaning not as Wiki) Custom Keyword Listing. If you want something compacting all the previous Keywords from this Thread (04/12/2017), I share you roughly the attached picture. Obviously I made some personnal choices.
Is this available as a file that is easily readable by an application e. g. csv etc.? This would cut out some of my own work I'm putting into creating a library/tool for quick inclusion into other applications e. g. Magic Set Editor.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Just posted this keyword in the custom card thread.
Tactical(This creature can't be blocked if defending player has fewer cards in hand than you.)
It may not be the best keyword, seeing that it does screw up the same way Kamigawa's wisdom mechanic (having lots of cards in hand) did by punishing your for playing cards, but I dunno....
I recently invented some new mechanics meant only for white spells.
Ideal (You may cast this spell from your graveyard or top of your library if it is revealed. If you do, exile it instead of putting it into your graveyard.) The point is that ideals/ideas don't day and are omnipresent so you could cast a spell almost from anywhere.
Virtue (As you cast this spell, if you have more life than target opponent, you may copy this spell. You may choose new targets for the copy.) Opposite of what black color does in a sense that it pays life for getting something like card advantage (Dark Confidant orPhyrexian Arena). Virtue rewards player for keeping his life high and not trading it for other stuff.
Aspiration (As you cast this spell, if you have less life than target opponent, you may copy this spell as it resolves and cast it immediately without paying it's mana cost.)
I have three ideas that have the slight issue of adding to board complexity.
Backstrike: if defending creature doesn't have it, attacking creature deals 1 damage to it. It could be 2 damage by adding color hate, a white creature being blocked by a creature that is both black and red. I wouldt restrict the color hate to bicolor because there are just too many small creatures across all colors, meaning that 2 damage against monocolored creatures seems too much.
Stone Skin: when this creature blocks, it gets +0/+1 until end of turn. Maybe +0/+2. It's not damage prevention or protection and it's restricted to combat cases. I thought about being target of a spell or ability, but it would be meaningless against all "destroy" effects.
Last Stand: it's the opposite of Exalted. Whenever a creature you control blocks alone, it gets +1/+1 until end of turn.
In suvnica, was proposed here. I don't mind credit for giving it wider visibility; I just wouldn't like the thread to give the impression I'm using it in the final version
No problem, I'll say it was used in Suvnica Early Design. Making it clearer.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Note they are on the TO DO list.
Though I'd love to hear any design restrictions or playtest feedback about any mechanic that anyone has experience with. As that makes it more likely to make the new curated list.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
I'll let you know if I find anything else.
This custom encyclopedia project is great IMO and it's a great step towards gathering all the Custom MtG information in one place. I haven't forgotten my Hidden Grimoire project, which will have to be continued someday.
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
Hopefully I should have a chance to be more active as my paid work draws to a close.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Thanks, changing.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Mobilize 1 — W (W, Discard this card: Put a 1/1 white Soldier creature token onto the battlefield. Mobilize only as a sorcery.)
Urban Tactics (Common)
1W
Instant
Prevent all combat damage that would be dealt this turn.
Mobilize 2 — 2W (2W, Discard this card: Put two 1/1 white Soldier creature tokens onto the battlefield. Mobilize only as a sorcery.)
Tags:
-------------------------
… land erupts. (It becomes a 3/3 Elemental creature with haste until end of turn. It’s still a land.)
Violent Expanse (Common)
2G
Sorcery
Search your library for a basic land card, put that card onto the battlefield, then shuffle your library. That land erupts. (It becomes a 3/3 Elemental creature with haste until end of turn. It’s still a land.)
Tags:
Divert (Whenever this creature attacks, tap target creature an opponent controls.)
Notes: Creature specific.
Stun (Whenever this creature deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
Notes: Creature specific.
Pack (When this creature enters the battlefield, you may search your library for another creature with the same name, reveal it, and put it into your hand. If you do, shuffle your library.)
Notes: Creature specific.
Wild Howler 2G
Creature - Wolf (C)
Pack (When this creature enters the battlefield, you may search your library for another creature with the same name, reveal it, and put it into your hand. If you do, shuffle your library.)
2/2
Enlist [creature type] [n] (Whenever this creature deals combat damage to a player, you may put a [creature type] card with converted mana cost of [n] or less from your hand onto the battlefield tapped.)
Notes: Creature specific - Tribal.
Frontline Recruiter 1WW - Uncommon
Creature - Human Soldier
Enlist Soldier 2 (Whenever this creature deals combat damage to a player, you may put a Soldier creature card with converted mana cost of 2 or less from your hand onto the battlefield tapped.)
2/2
Tactician (This creature may attack or block while tapped.)
Notes: Creature specific
Evasive Horsemaster 2W - Common
Creature - Human Knight
Tactician (This creature may attack or block while tapped.)
Evasive Horsemaster gets +0/+1 as long as it’s untapped.
2/2
Infiltrate - Whenever [this creature] attacks and isn't blocked, [effect].
Notes: Creature specific.
Latchkey Hypnotist 2U - Common
Creature - Human Wizard
Infiltrate — Whenever Latchkey Hypnotist attacks and isn’t blocked, tap target nonland permanent an opponent controls. That permanent doesn’t untap during its controller’s next untap step.
2/2
Assailant (Creatures blocking this creature get -1/-1/) - Now, I want to clarify that this -1/-1 only applies to a creature as long as it's blocking. Once combat is over, and the creature is still alive, it would no longer get the -1/-1. I love Flanking and wanted to design something similar. I wasn't sure if it would be too powerful to say -1/-1 until end of turn.
Notes: Creature specific
Fellblade Slicer 2B - Common
Creature - Human Knight
Assailant (Creatures blocking this creature get -1/-1.)
2/1
[ability name] - Whenever a nontoken creature with power [n] or grater enters the battlefield under your control, [effect]. - I based this on cards such as Kavu Lair, Where Ancients Tread, and Elemental Bond.
Notes: Any card type.
Rotbirthing BG - Uncommon
Enchantment
[ability name] — Whenever a nontoken creature with power 3 or greater enters the battlefield under your control, put a 2/2 black and green Graveborn creature token onto the battlefield.
[ability name] - [this creature] has [ability] as long as you control a creature token. - This would primarily be in white/green.
Notes: Creature specific
Rhox Captain 2GW - Uncommon
Trample
[ability name] — Rhox Captain has vigilance as long as you control a creature token.
3/4
Questions, comments, concerns, constructive criticisms, conundrums?
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Creature - Human Rogue
Plunder (Whenever this creature deals combat damage to a player, you may exile target card from that player's graveyard.)
Whenever ~ plunders a graveyard, you may draw a card.
1/3
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Tactician and Infiltrate are too broad, it would be like keywording "Enter the battlefield." , not very useful.
The "Token Matters" is a niche possibility ifor a mechanic in the right type of set.
The "fixed" Flanking is also interesting enough if I can make the wording clearer.
I suggest giving a listen to our "What makes a good mechanic" podcast [pt1] [pt2]
Thanks for the suggestions
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Although I share your opinions with some of the mechanics, I disagree with the others.
- Divert isn't narrow at all. It promotes certain deck strategies, is relevant in many games, and works more effectively in multiples.
- Stun is best suited for a "novelty keyword", where the only real thing preventing it from being a keyword is its relative narrowness.
- I can only really see pack working in a set that cares specifically about card names as an overall mechanical theme, but otherwise it doesn't really work out very well in the limited half of things.
- Enlist, in addition to being a "novelty keyword", also has power level concerns.
- Tactician isn't broad at all. In fact, it modifies the rules for combat in a way that having to explain it without using the keyword as reference becomes a pain. It's not as broad as you make it out to be.
- Infiltrate, on the other hand, is definitely too broad.
- I question the need for a fixed flanking in the first place, but as far as the wording of assailant goes, the following would probably work:
Assailant (Creatures blocking this creature get -1/-1 while in combat.)
This ability word seems a bit "uninspired", only because ferocious, formidable, and the unnamed Naya mechanic all already exist. The way this ability word's template works really only allows it to have the one uniform trigger condition. Entering-the-battlefield is already fixed into the templating, so the only parameter that can really be changed is the value of n. But varying the value of n between cards lowers the uniformity of the ability word between cards. And since the value of n ideally wouldn't be changing anyway, you might as well use ferocious, which also has the benefit of not being tied strictly to entering the battlefield.
I don't see any problems with this.
[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
The uses for the effect isn't narrow unlike some of the other mechanics but the number of designs you can create in a set certainly is. It has power level concerns and everything turning into Golbin Heelcutters won't make for a good enviroment.
Your right that was a typo on my end, was meant to be in the "too narrow" category.
Totally agree.
Neither do I as I mentioned other than requiring a sightly niche environment. Which is fine but worth noting.
Of the mechanics I'll probably end up adding the "token matters" ability and the modified flanking.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Though some of these are not mine and were designed by others.
Hubris — , Exile [this]: [Effect or ability]. -- This one is not my design.
Logic Seeker 1UU
Creature - Human Wizard (C)
Defender
When Logic Seeker enters the battlefield, scry 2.
Hubris — , Exile Logic Seeker: Draw a card.
1/2
Imbue [cost] (As you cast a spell, you may pay [cost] and discard this card from your hand. If you do, add this card’s effects to that spell.) -- Again, another that's not mine.
Runebreak 1G (C)
Destroy target artifact or enchantment.
Imbue G (As you cast a spell, you may pay G and discard this card from your hand. If you do, add this card’s effects to that spell.)
Transmogrify [cost] (You may cast this spell for its transmogrify cost. If you do, it enters the battlefield transformed.) -- Last one that's not mine.
Shell Shock R (C)
Sorcery
Up to two target creatures can’t block this turn.
Transmogrify 2R (You may cast this spell for its transmogrify cost. If you do, it enters the battlefield transformed.)
///////////////
Shocklasher
R Creature - Elemental
Menace
2/2
Berserk {cost} – Whenever this creature attacks, you may pay {cost} and double it's power. If you do, sacrifice it at the end of turn. You may only activate this ability once each turn.
Ballistic Hydra XG
Creature - Hydra (R)
Ballistic Hydra enters the battlefield with X +1/+1 counters.
Berserk 2GG (Whenever this creature attacks you may pay 2GG. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
0/0
Alpha – Whenever {this} attacks, choose a creature your opponent controls that could block this. If it doesn’t, [effect or ability]
Fierce Pyreform 4R
Creature - Elemental (C)
When Fierce Pyreform dies, it deals 1 damage to target creature or player.
Alpha — Whenever Fierce Pyreform attacks, choose a creature your opponent controls that could block this. If it doesn’t, Fierce Pyreform gets +1/+0 until end of combat.
4/1
Valor - Whenever {this creature} blocks alone, [effect].
Delvari Troopers 2G
Creature - Elf Warrior
Valor — Whenever Delvari Troopers blocks alone, it gains deathtouch until end of turn.
2/2
[land type] heart — As long as you control a [land type], [effect or ability].
Hearth Vandal 3R
Creature - Devil
Whenever Hearth Vandal attacks, you may destroy target artifact.
Islandheart — As long as you control an Island, Hearth Vandal can’t be blocked.
3/2
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Scrutinize X = This creature may block X creatures as though X creatures had no abilities.
Example:
Serfhunter Bladesman 1W
Creature - Human Warrior (U)
Scrutinizes creature tokens. (This creature can block creature tokens as though they had no abilities)
Whenever Serfhunter Bladesman blocks or becomes blocked by a creature token, that creature token becomes a 0/1 creature with no abilities until end of turn.
"What makes you think you are worthy of challenging me?"
2/2
The main rule with scrutinize is that if a creature scrutinizes some other creatures (like scrutinizes land creatures, creatures that are equipped or enchanted, creatures with toughness 1 etc), during the declare blocker step, the creature with scrutinize ability treats all creatures it scrutinizes as that they are vanilla creatures. This means all combat abilities such as flying, shadow, skulk, protection etc are ignored by the scrutinizing creature. Other non-scrutinizing creatures still treat those abilities as active. So example, for the card above, this creature and this creature alone treats Dragonmaster Outcast's dragon tokens as 5/5 vanilla creatures, thus he can block those dragons regardless of whether he has flying or not, but your other creatures still treat those tokens as 5/5 creatures with flying, so they still need flying or reach to block them.
Also, scrutinize doesn't mean that the creature immediately is able to block multiple creatures. Scrutinize merely allows the owner of the ability to ignore evasion, but not swarm.
A special note on protection: This ability disable the "Blocking" part of protection ability, however, any damage the scrutinizing creature would deal to the creature with protection from the scrutinizing creature will still be prevented. This of it as though the blocked creature immediately auto-casts protection when it gets blocked by the scrutinizing creature.
Sterilize - Whenever this creature blocks or becomes blocked by another creature, that creature loses all abilities.
Extract - Whenever this creature blocks or becomes blocked by another creature, you may cast a copy of an activated or triggered ability that creature possesses for no cost. You may cast it as an instant and choose targets for it.
Consume - Whenever another creature dies as a result of combat with this creature, you may place a number of +1/+1 counters on this creature equal to the other creature's power.
Mutate - Whenever a creature enters the battlefield with greater power or toughness than this creature, you may place a +1/+1 counter on this creature. (similar to Evolve, but for all players)
Is this available as a file that is easily readable by an application e. g. csv etc.? This would cut out some of my own work I'm putting into creating a library/tool for quick inclusion into other applications e. g. Magic Set Editor.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Tactical (This creature can't be blocked if defending player has fewer cards in hand than you.)
It may not be the best keyword, seeing that it does screw up the same way Kamigawa's wisdom mechanic (having lots of cards in hand) did by punishing your for playing cards, but I dunno....
Ideal (You may cast this spell from your graveyard or top of your library if it is revealed. If you do, exile it instead of putting it into your graveyard.)
The point is that ideals/ideas don't day and are omnipresent so you could cast a spell almost from anywhere.
Virtue (As you cast this spell, if you have more life than target opponent, you may copy this spell. You may choose new targets for the copy.)
Opposite of what black color does in a sense that it pays life for getting something like card advantage (Dark Confidant or Phyrexian Arena). Virtue rewards player for keeping his life high and not trading it for other stuff.
Aspiration (As you cast this spell, if you have less life than target opponent, you may copy this spell as it resolves and cast it immediately without paying it's mana cost.)
Backstrike: if defending creature doesn't have it, attacking creature deals 1 damage to it. It could be 2 damage by adding color hate, a white creature being blocked by a creature that is both black and red. I wouldt restrict the color hate to bicolor because there are just too many small creatures across all colors, meaning that 2 damage against monocolored creatures seems too much.
Stone Skin: when this creature blocks, it gets +0/+1 until end of turn. Maybe +0/+2. It's not damage prevention or protection and it's restricted to combat cases. I thought about being target of a spell or ability, but it would be meaningless against all "destroy" effects.
Last Stand: it's the opposite of Exalted. Whenever a creature you control blocks alone, it gets +1/+1 until end of turn.