This is a mechanic inspired by heist movies. These creatures appear to be simple vanilla (or french vanilla) creatures, but they are actually trying to swindle your opponent. When they enter the battlefield, the Con ability triggers and you exile one of the top two cards of your library face down. Choose wisely, because this card represents the secret instructions for your creature. If it's a land card, the creature is tasked to provide a quick distraction for the main caper. Otherwise, the creature takes center stage.
Hangar Schemer1U
Creature - Human Rogue
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.) 3U, Turn Hangar Schemer's con face up: Transform Hangar Schemer.
1/3
-- Wing Hijacker
Creature - Human Pilot
Flying
Feint - Draw a card. (If this transforms by turning a land card, trigger this feint and transform it back.)
3/3
For example, you play Hangar Schemer as a 1/3 for 1U with a little card selection (a Con trigger is a little better than Scry 1 just by itself.)
Later on, the Hangar Schemer may turn into Wing Hijacker, a 3/3 flier, or stay 1/3 and have you draw a card. You know what it will be, but your opponent can only guess. (You may have been forced to pick between two lands, or two spells, though.)
Eager Bandit2R
Creature - Human Rogue
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.)
Haste 2RR, Turn Eager Bandit's con face up: Transform Eager Bandit.
2/2
-- Demolition Expert
Creature - Human Shaman
Double Strike
Feint - This creature deals 3 damage to target creature or planeswalker.
(If this transforms by turning a land card, trigger this feint and transform it back.)
3/3
Seed FinderG
Creature - Elf Scout
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.) 3G, Turn Seed Finder's con face up: Transform Seed Finder.
1/2
-- Master Sprouter
Creature - Elf Druid
Trample
Feint - Search your library for up to two basic land cards and put them into your hand. Shuffle your library afterwards.
4/4
Planted Guard1W
Creature - Human Soldier
Con (When this enters the battlefield, look at the top cards of your library and exile one of them face down.) 4W, Turn Planted Guard's con face up: Transform Planted Guard.
2/2
-- Lightsword Disciple
Creature - Human Cleric
Lifelink
Feint - Destroy target attacking or blocking creature. (If this transforms by turning a land card, trigger this feint and transform it back.)
3/4
Street Informant1B
Creature - Human Advisor
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.) 2BB, Turn Street Informant's con face up: Transform Street Informant.
2/1
-- Hex Warlock
Creature - Human Wizard
Deathtouch
Feint - Each opponent sacrifices a creature. (If this transforms by turning a land card, trigger this feint and transform it back.)
2/4
A note on the rules: The feint ability is a replacement that modifies the transform action on resolution. This means that the activated ability resolves by transforming the creature and immediately transforming it back (if the con is a land.) This resolution caused a trigger (the feint) which now must be put on the stack.
This seems... cool, but completely not NWO. Like, not in a 'Rosewater-ruined-Magic' way, but in a 'Beginners-just-give-up' sort of way. You'll use up a lot of complexity budget on them, and I'm not sure if there's a sufficiently simple way of using the mechanic on a common.
For one thing, most opponents won't feel any tension with this mechanic unless you let them look at the bottom side for free so they know what they're dealing with. Most people don't memorize all the undersides.
For another, is Feint meant to be repeatable? I think this would be alot more fun, and a lot more balanced, if you only get it once (otherwise, I would say these are all way, way, way too much as repeatable removal or card draw). Plus, it fits the flavor -- the distraction only works once.
Also, the flavor really suggests doing this to surprise someone with a distraction or revealing their abilities. To that end, I'd make at least a few other cards have combat tricks as their Feint ability. (Nt a knock on these cards, just something else to do.)
Other than that, I love the ability! These are super flavorful.
Private Mod Note
():
Rollback Post to RevisionRollBack
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
I'm glad you like them! Yes, they are complex, but most sets have an element 'more complex than average' nowadays, so what is the real average, I wonder? -Answer: it's the average of Bestow, Morph, Manifest, Devoid + Colorless costs, Meld, Vehicles + Energy, Aftermath. I see a cycle of these occupying the aftermath space: 5 rares + 5 uncommon, in two sets. Maybe +2 legendary swindlers.
About letting the opponent "look at the bottom side for free", double face cards are open information, so players are always allowed to look at both sides (you didn't see people memorizing the DFC set in innistrad.)
About repeating Feint, no. You can't turn a card face up unless it's face down.
I played around with feints that granted combat tricks for the creature, so they would get a big temporary boost, or a permanent small boost. But I think I'd prefer to spend these cards on modes that are more different from each other. With temporary/permanent, the con is always a combat trick, so there is no minigame to swindle the opponent, the creature just can get X/Y bigger, future turns are just an afterthought. But there are ways around this:
Window Cleaner2U
Creature
Con 2U, Turn this creature's con face up: Transform this.
2/2
-- Master Lockpicker
Master Lockpicker can't be blocked.
Feint - This gets +0/+2 and flying until end of turn.
2/2
Alley Thug2B
Creature
Con 2B, Turn this creature's con face up: Transform this.
3/1
-- Alley Wallbreaker
Indestructible. Alley Wallbreaker cant' block.
Feint - This gains +2/+2 and trample until end of turn.
3/1
I think the interesting design space of this ability may be more limited than you think, but I'll talk formatting first.
I think you are better of with the "if its not text" on the front. Something like this:
Alley Thug 2B
Creature
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.)
2B, Turn this creature's Con face up: If the Con is a non-land card, transform Alley Thug. Otherwise, Alley Thug gets +2/+2 and gains trample until end of turn.
This removes the need for extra transforming, shenanigans of instant speed effects while the other side is up, etc. It also makes the effect more readily referenced.
The challenge is you want effects where one is good when the opponent blocks and one is good where the opponent didn't block, otherwise there's no tension. Without that, you just always trigger the "feint" when its good for you.
Good when blocked: Pumps, "regenerates", first strike
Good when unblocked: Saboteur effects
Ironically, the variety of the latter is greater than the variety of the former.
So, here's a modification of the above:
Alley Thug 2B
Creature
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.)
2B, Turn this creature's Con face up: If the Con is a non-land card, transform Alley Thug. Otherwise, gains indestructible and trample until the end of turn.
3/1
--
Alley Wallbreaker
5/3
This way, if you "conned" them correctly, you can punish their block by saving your creature and maybe pushing some damage or, if they didn't block, by perma-pumping your creature.
Does this need to transform? Could it not be this:
COST, Turn this creature's Con face up: If the Con is a land card, TRIGGER EFFECT. Otherwise, put N +1/+1 counter(s) on CARDNAME and it gains KEYWORD(s). (Indefinitely.)
Transform is flavorful and useful in many contexts, but I'm not sold on it here. I think this is a mechanic that can be done Renown / Monstrosity style, with Anavolver style reminders for keywords. It also reduces your complexity considerably... but it is quite wordy. I'm assuming this is going to be complex no matter the implementation, though.
Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
To post a comment, please login or register a new account.
Hangar Schemer 1U
Creature - Human Rogue
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.)
3U, Turn Hangar Schemer's con face up: Transform Hangar Schemer.
1/3
--
Wing Hijacker
Creature - Human Pilot
Flying
Feint - Draw a card. (If this transforms by turning a land card, trigger this feint and transform it back.)
3/3
For example, you play Hangar Schemer as a 1/3 for 1U with a little card selection (a Con trigger is a little better than Scry 1 just by itself.)
Later on, the Hangar Schemer may turn into Wing Hijacker, a 3/3 flier, or stay 1/3 and have you draw a card. You know what it will be, but your opponent can only guess. (You may have been forced to pick between two lands, or two spells, though.)
Eager Bandit 2R
Creature - Human Rogue
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.)
Haste
2RR, Turn Eager Bandit's con face up: Transform Eager Bandit.
2/2
--
Demolition Expert
Creature - Human Shaman
Double Strike
Feint - This creature deals 3 damage to target creature or planeswalker.
(If this transforms by turning a land card, trigger this feint and transform it back.)
3/3
Seed Finder G
Creature - Elf Scout
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.)
3G, Turn Seed Finder's con face up: Transform Seed Finder.
1/2
--
Master Sprouter
Creature - Elf Druid
Trample
Feint - Search your library for up to two basic land cards and put them into your hand. Shuffle your library afterwards.
4/4
Planted Guard 1W
Creature - Human Soldier
Con (When this enters the battlefield, look at the top cards of your library and exile one of them face down.)
4W, Turn Planted Guard's con face up: Transform Planted Guard.
2/2
--
Lightsword Disciple
Creature - Human Cleric
Lifelink
Feint - Destroy target attacking or blocking creature. (If this transforms by turning a land card, trigger this feint and transform it back.)
3/4
Street Informant 1B
Creature - Human Advisor
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.)
2BB, Turn Street Informant's con face up: Transform Street Informant.
2/1
--
Hex Warlock
Creature - Human Wizard
Deathtouch
Feint - Each opponent sacrifices a creature. (If this transforms by turning a land card, trigger this feint and transform it back.)
2/4
A note on the rules: The feint ability is a replacement that modifies the transform action on resolution. This means that the activated ability resolves by transforming the creature and immediately transforming it back (if the con is a land.) This resolution caused a trigger (the feint) which now must be put on the stack.
For one thing, most opponents won't feel any tension with this mechanic unless you let them look at the bottom side for free so they know what they're dealing with. Most people don't memorize all the undersides.
For another, is Feint meant to be repeatable? I think this would be alot more fun, and a lot more balanced, if you only get it once (otherwise, I would say these are all way, way, way too much as repeatable removal or card draw). Plus, it fits the flavor -- the distraction only works once.
Also, the flavor really suggests doing this to surprise someone with a distraction or revealing their abilities. To that end, I'd make at least a few other cards have combat tricks as their Feint ability. (Nt a knock on these cards, just something else to do.)
Other than that, I love the ability! These are super flavorful.
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
About letting the opponent "look at the bottom side for free", double face cards are open information, so players are always allowed to look at both sides (you didn't see people memorizing the DFC set in innistrad.)
About repeating Feint, no. You can't turn a card face up unless it's face down.
I played around with feints that granted combat tricks for the creature, so they would get a big temporary boost, or a permanent small boost. But I think I'd prefer to spend these cards on modes that are more different from each other. With temporary/permanent, the con is always a combat trick, so there is no minigame to swindle the opponent, the creature just can get X/Y bigger, future turns are just an afterthought. But there are ways around this:
Window Cleaner 2U
Creature
Con
2U, Turn this creature's con face up: Transform this.
2/2
--
Master Lockpicker
Master Lockpicker can't be blocked.
Feint - This gets +0/+2 and flying until end of turn.
2/2
Alley Thug 2B
Creature
Con
2B, Turn this creature's con face up: Transform this.
3/1
--
Alley Wallbreaker
Indestructible. Alley Wallbreaker cant' block.
Feint - This gains +2/+2 and trample until end of turn.
3/1
I think you are better of with the "if its not text" on the front. Something like this:
Alley Thug 2B
Creature
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.)
2B, Turn this creature's Con face up: If the Con is a non-land card, transform Alley Thug. Otherwise, Alley Thug gets +2/+2 and gains trample until end of turn.
3/1
--
Alley Wallbreaker
Indestructible. Alley Wallbreaker cant' block.
3/1
This removes the need for extra transforming, shenanigans of instant speed effects while the other side is up, etc. It also makes the effect more readily referenced.
The challenge is you want effects where one is good when the opponent blocks and one is good where the opponent didn't block, otherwise there's no tension. Without that, you just always trigger the "feint" when its good for you.
Good when blocked: Pumps, "regenerates", first strike
Good when unblocked: Saboteur effects
Ironically, the variety of the latter is greater than the variety of the former.
So, here's a modification of the above:
Alley Thug 2B
Creature
Con (When this enters the battlefield, look at the top two cards of your library and exile one of them face down.)
2B, Turn this creature's Con face up: If the Con is a non-land card, transform Alley Thug. Otherwise, gains indestructible and trample until the end of turn.
3/1
--
Alley Wallbreaker
5/3
This way, if you "conned" them correctly, you can punish their block by saving your creature and maybe pushing some damage or, if they didn't block, by perma-pumping your creature.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
COST, Turn this creature's Con face up: If the Con is a land card, TRIGGER EFFECT. Otherwise, put N +1/+1 counter(s) on CARDNAME and it gains KEYWORD(s). (Indefinitely.)
Transform is flavorful and useful in many contexts, but I'm not sold on it here. I think this is a mechanic that can be done Renown / Monstrosity style, with Anavolver style reminders for keywords. It also reduces your complexity considerably... but it is quite wordy. I'm assuming this is going to be complex no matter the implementation, though.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!