I'm making a simplified version of Magic and I'm trying to keep the comprehensive rules to about 10 pages. One thing that I've done is to eliminate the Enchantment and Artifact cards types (partially replaced by the new Rules type).
I tried searching for Necropotence in land form but couldn't find any threads.
Here is what I have so far:
Name: Necropolis
Type: Land
Speed: Start of turn.
Initial Counters: 0
Power|Toughness: n/a
Enters the battlefield: Tapped
Cost: n/a
Unmorph: n/a
Text line 1: do not draw cards between turns.
Text line 2: B,T, pay x life->draw x cards.
Obviously that is waaaay too powerful.
I can think of one modification, doubling the life payment. However that doesn't fix the problem of it being a one-time thing. People will just spend a bunch of life and be done with it, then it just sits around for a few turns while the game ends.
Here's another idea for the draw ability:
B, T -> draw any number of cards, then lose life equal to the number of cards in your hand.
That seems... ok? What I like about this is that you aren't going to want play this card in the early game.
Notice that my new card frames have an initial counters indicator, so having this card start with counters would be easy.
I think that a Necropotence land can be done, given that this is in a controlled environment. There won't be moxes or even dark rituals. Also the format will basically be sealed deck.
Let's say that I go with the second version, where you lose life based on how many cards you have in your hand.
So let's say that you drop this thing first turn and second turn you drop a swamp and go for broke. I'm having people start at 8 and draw at the end of the turn, so the player has 7 when he activates the necro land. He wants to end with 1 life so he draws 12 cards. Now he is at 1 life and has 19 cards in hand. He has a great hand but he only has one mana-producing land on the table. Meanwhile his opponent has two mana-producing lands and maybe a creature. I could see this game going either way. The necro player is holding half of his deck (no maximum hand size) but he has to get lucky to survive. A direct damage spell or haste creature and he dies. He's going to struggle.
Ok now let's say that the game has been back and forth, pretty even up until this point. The player drops the necro land and next turn he untaps and grabs a half dozen cards. Now he has a huge advantage but he is low on life and he isn't drawing cards anymore. With Necropotence he could decide that he wants to pay for a few more cards. With this necro land he could do the same but he has to pay life for all of the cards that he still has in his hand. So yes, it is repeatable but it is generally unwise to repeat using it too soon.
Hmm.... what I like about Necropotence is that every turn you make a choice on how many cards you want/need. With this card you're probably drawing a lot more up front and not refilling as often.
So I'm not sure where to go with this next.
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I tried searching for Necropotence in land form but couldn't find any threads.
Here is what I have so far:
Name: Necropolis
Type: Land
Speed: Start of turn.
Initial Counters: 0
Power|Toughness: n/a
Enters the battlefield: Tapped
Cost: n/a
Unmorph: n/a
Text line 1: do not draw cards between turns.
Text line 2: B,T, pay x life->draw x cards.
Obviously that is waaaay too powerful.
I can think of one modification, doubling the life payment. However that doesn't fix the problem of it being a one-time thing. People will just spend a bunch of life and be done with it, then it just sits around for a few turns while the game ends.
Here's another idea for the draw ability:
B, T -> draw any number of cards, then lose life equal to the number of cards in your hand.
That seems... ok? What I like about this is that you aren't going to want play this card in the early game.
Notice that my new card frames have an initial counters indicator, so having this card start with counters would be easy.
I think that a Necropotence land can be done, given that this is in a controlled environment. There won't be moxes or even dark rituals. Also the format will basically be sealed deck.
Let's say that I go with the second version, where you lose life based on how many cards you have in your hand.
So let's say that you drop this thing first turn and second turn you drop a swamp and go for broke. I'm having people start at 8 and draw at the end of the turn, so the player has 7 when he activates the necro land. He wants to end with 1 life so he draws 12 cards. Now he is at 1 life and has 19 cards in hand. He has a great hand but he only has one mana-producing land on the table. Meanwhile his opponent has two mana-producing lands and maybe a creature. I could see this game going either way. The necro player is holding half of his deck (no maximum hand size) but he has to get lucky to survive. A direct damage spell or haste creature and he dies. He's going to struggle.
Ok now let's say that the game has been back and forth, pretty even up until this point. The player drops the necro land and next turn he untaps and grabs a half dozen cards. Now he has a huge advantage but he is low on life and he isn't drawing cards anymore. With Necropotence he could decide that he wants to pay for a few more cards. With this necro land he could do the same but he has to pay life for all of the cards that he still has in his hand. So yes, it is repeatable but it is generally unwise to repeat using it too soon.
Hmm.... what I like about Necropotence is that every turn you make a choice on how many cards you want/need. With this card you're probably drawing a lot more up front and not refilling as often.
So I'm not sure where to go with this next.