Angel of Fury (Common) 4R
Creature — Angel
4/1
Flying Supply — If you control a tapped creature, you may cast Angel of Fury as though it had flash.
Heroic Inspiration (Common) Boros R
Instant Supply — If you control a tapped creature, target attacking or blocking creature gets +3/+3 until end of turn.
Support Troops (Common) 2WW
Creature — Human Soldier
3/3 Supply — When Support Troops enters the battlefield, if you control a tapped creature, put a +1/+1 counter on target creature.
Help from Above (Common) W
Instant
Prevent the next 5 damage that would be dealt to target creature this turn. Supply — If you control a tapped creature, draw a card.
Brute Squad (Uncommon) 4RR
Creature — Giant
4/4 Supply — When Brute Squad enters the battlefield, if you control a tapped creature, create a 4/4 red Giant creature token.
Battle Harden (Uncommon) 3W
Enchantment — Aura
Enchant creature
Enchanted creature has indestructible. Supply — When Battle Harden enters the battlefield, if you control a tapped creature, put two +1/+1 counters on enchanted creature.
Fire From Above (Rare) 1RR
Sorcery
Fire From Above deals 2 damage to each creature without flying. Supply — If you control a tapped creature, Fire From Above deals 1 damage to each creature without flying your opponents control.
Luminary of Hope (Rare) 5WW
Creature — Angel
5/5
Flying Supply — At the beginning of your end step, if you control a tapped creature, you gain life equal to its toughness. (If you control more than one tapped creature, choose one.)
Trench Warfare (Common) Boros 3R
Sorcery
Destroy target land. Supply — If you control a tapped creature, untap two lands you control.
Since this is Boros, I imagine this mechanic will just function like raid in most cases.
Thanks guys. I think, on its surface, Supply looks more like Raid than it actually is. I don't think it needs to check for more than one tapped creature because, unlike Raid, it requires you to control a tapped creature after combat (excepting the instant speed cards). I think that this characteristic of the mechanic will inherently encourage attacks of opportunity (with a single creature) and attacks with multiple creatures in the hopes that at least one will survive combat. It also functions off of creatures with activated abilities that have T in their activation costs. Plus, Angel of Fury and the instants with Supply have a defensive mode that Raid is incapable of. So I think Supply is a "smarter" version of Raid in that it requires more thought/set-up, thereby making it feel more tactical in application and therefore more Boros. So I believe it will play differently enough from Raid to be its own mechanic. In theory.
I like this a lot, but I agree with others that the teamwork feel of Boros works better with a condition of two tapped creatures, and it pushes players more towards a unique deckbuild, focusing on resilient creatures and utility tap-as-cost creatures. The problem of "a single mana dork turns on Supply until removed" is a big problem; requiring two tapped creatures makes it harder to get away with boards like that.
However, definitely playtest it to see whether that's actually problematic or not. It's better to test it at one tapped creature than two, for the reasons of fragility that you mentioned; it's tougher to keep attacking creatures alive post-combat.
All together, I think this is a really great take on Raid with more than enough difference to be worth it. I definitely agree with all of your points. Another big one is that you can tap pre-combat and use Supply effects pre-combat to help combat; Raid struggled with design space due to that constraint, if I remember correctly.
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Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Since this is Boros, I imagine this mechanic will just function like raid in most cases.
Thanks guys. I think, on its surface, Supply looks more like Raid than it actually is. I don't think it needs to check for more than one tapped creature because, unlike Raid, it requires you to control a tapped creature after combat (excepting the instant speed cards). I think that this characteristic of the mechanic will inherently encourage attacks of opportunity (with a single creature) and attacks with multiple creatures in the hopes that at least one will survive combat. It also functions off of creatures with activated abilities that have T in their activation costs. Plus, Angel of Fury and the instants with Supply have a defensive mode that Raid is incapable of. So I think Supply is a "smarter" version of Raid in that it requires more thought/set-up, thereby making it feel more tactical in application and therefore more Boros. So I believe it will play differently enough from Raid to be its own mechanic. In theory.
Ah. I didn't notice there was a large functional change between the mechanics (i.e. needing to still control the tapped creature). I did realize that it would interact with T abilities, but my "Since this is Boros" comment was my way of saying that I expected Boros/RW to be all about attacking and thus not have those types of dudes. Considering what you just said, I imagine you have this angle covered, but here's some T designs that also play up the "teamwork" feel:
Broadshield Cohort 2W
Creature- Human Soldier T: Target creature gets +0/+3 and can block an additional creature this turn.
0/3
Needlesword Cohort 1R
Creature- Goblin Soldier T: Target creature gets +1/+0 and gains menace until end of turn.
1/2
Battlefield Blacksmith W
Creature- Human Soldier T: Put a +1/+1 counter on target creature that does not have any +1/+1 counters on it. Activate this ability only any time you could cast a sorcery.
1/1
(I just thought of these, so the numbers and effects are probably off.)
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4R
Creature — Angel
4/1
Flying
Supply — If you control a tapped creature, you may cast Angel of Fury as though it had flash.
Heroic Inspiration (Common) Boros
R
Instant
Supply — If you control a tapped creature, target attacking or blocking creature gets +3/+3 until end of turn.
Support Troops (Common)
2WW
Creature — Human Soldier
3/3
Supply — When Support Troops enters the battlefield, if you control a tapped creature, put a +1/+1 counter on target creature.
Help from Above (Common)
W
Instant
Prevent the next 5 damage that would be dealt to target creature this turn.
Supply — If you control a tapped creature, draw a card.
Brute Squad (Uncommon)
4RR
Creature — Giant
4/4
Supply — When Brute Squad enters the battlefield, if you control a tapped creature, create a 4/4 red Giant creature token.
Battle Harden (Uncommon)
3W
Enchantment — Aura
Enchant creature
Enchanted creature has indestructible.
Supply — When Battle Harden enters the battlefield, if you control a tapped creature, put two +1/+1 counters on enchanted creature.
Fire From Above (Rare)
1RR
Sorcery
Fire From Above deals 2 damage to each creature without flying.
Supply — If you control a tapped creature, Fire From Above deals 1 damage to each creature without flying your opponents control.
Luminary of Hope (Rare)
5WW
Creature — Angel
5/5
Flying
Supply — At the beginning of your end step, if you control a tapped creature, you gain life equal to its toughness. (If you control more than one tapped creature, choose one.)
Trench Warfare (Common) Boros
3R
Sorcery
Destroy target land.
Supply — If you control a tapped creature, untap two lands you control.
Thanks guys. I think, on its surface, Supply looks more like Raid than it actually is. I don't think it needs to check for more than one tapped creature because, unlike Raid, it requires you to control a tapped creature after combat (excepting the instant speed cards). I think that this characteristic of the mechanic will inherently encourage attacks of opportunity (with a single creature) and attacks with multiple creatures in the hopes that at least one will survive combat. It also functions off of creatures with activated abilities that have T in their activation costs. Plus, Angel of Fury and the instants with Supply have a defensive mode that Raid is incapable of. So I think Supply is a "smarter" version of Raid in that it requires more thought/set-up, thereby making it feel more tactical in application and therefore more Boros. So I believe it will play differently enough from Raid to be its own mechanic. In theory.
However, definitely playtest it to see whether that's actually problematic or not. It's better to test it at one tapped creature than two, for the reasons of fragility that you mentioned; it's tougher to keep attacking creatures alive post-combat.
All together, I think this is a really great take on Raid with more than enough difference to be worth it. I definitely agree with all of your points. Another big one is that you can tap pre-combat and use Supply effects pre-combat to help combat; Raid struggled with design space due to that constraint, if I remember correctly.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Ah. I didn't notice there was a large functional change between the mechanics (i.e. needing to still control the tapped creature). I did realize that it would interact with T abilities, but my "Since this is Boros" comment was my way of saying that I expected Boros/RW to be all about attacking and thus not have those types of dudes. Considering what you just said, I imagine you have this angle covered, but here's some T designs that also play up the "teamwork" feel:
Broadshield Cohort
2W
Creature- Human Soldier
T: Target creature gets +0/+3 and can block an additional creature this turn.
0/3
Needlesword Cohort
1R
Creature- Goblin Soldier
T: Target creature gets +1/+0 and gains menace until end of turn.
1/2
Battlefield Blacksmith
W
Creature- Human Soldier
T: Put a +1/+1 counter on target creature that does not have any +1/+1 counters on it. Activate this ability only any time you could cast a sorcery.
1/1
(I just thought of these, so the numbers and effects are probably off.)