So I really like Enter the Gungeon and thought up a few mechanics to go with a set of MTG during one of my many moments of staring into space in the shower. These mechanics make more sense in a Gungeon setting than MTG but I felt like I just needed to get them out...
Bullet Kin 1R
Creature -> Gundead
Jammed 2 (You may jam this creature as you cast it by removing 2 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead) Neither dead nor alive, they only see one thing...ammo.
2/2
Ashen Bullet Kin 1B
Creature -> Gundead
Multikicker 1B
Put a Curse Counter on target opponent for each time Ashen Bullet Kin's Multikicker cost was paid.
2/2
Mutant Bullet Kin 1U
Jammed 3 (You may jam this creature as you cast it by removing 3 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Mutant Bullet Kin is jammed, creatures your opponent controls get -1/-0
2/2
Shotgun Kin 2R
Creature -> Gundead
Jammed 2 (You may jam this creature as you cast it by removing 2 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Shotgun Kin dies, if it wasn't jammed, it deals 2 damage to target creature or player.
3/2
Sniper Kin 1RU
Creature -> Gundead
Flash, First Strike
Kicker 1U
When Sniper Kin is kicked, counter target creature spell. First to Fire, First to Win
3/1
Spent 1B
Creature -> Gundead Zombie
When Spent dies, target opponent gains a Curse Counter.
2/1
Shroomer 1RR
Creature -> Gundead
Jammed 3 (You may jam this creature as you cast it by removing 3 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Shroomer is blocked, it deals its combat damage to another creature your opponent controls. Accuracy isn't usually an issue if it still hits something.
3/2
Gunsinger 1BB
Creature -> Human Wizard
As long as Gunsinger is on the battlefield, target Gundead is Jammed.
1/1
Gatling Gull, Rapid Fire Raptor 2UR
Legendary Creature -> Bird Archer
Whenever you pay a Kicker cost, Gatling Gull, Rapid Fire Raptor deals 1 damage to target creature or player.
Whenever you pay a Multikicker cost, Gatling Gull, Rapid Fire Raptor deals 1 damage to target creature or player for each time that Multikicker cost was paid. U,T: The next non-creature spell you cast has 'Kicker 0: Draw a card' SQUAWK!
3/4
Gorgun, Accursed Gunwitch 1RBU
Legendary Creature -> Gorgon
Double Strike
Equipment Cards your opponent controls have no abilities. Beware the Gunwitch...whose stare can turn your trigger finger into stone.
2/5
Cursed Bullets 2B
Artifact -> Equipment
Equipped creature gets +X/+X where X is the number of Curse Counters the creature's controller has.
When Cursed Bullets are equip to a creature, it's controller gets a Curse Counter.
Equip 2 Scary!
Casy's Bat UR
Artifact -> Equipment T: All spells or ability targeting the equipped creature now target another creature.
Whenever Casey's Bat is equipped, it's controller gains a Curse Counter.
Equip: 3
Vulcan Cannon 2RR
Legendary Artifact -> Equipment
Equipped creature gets -1/-0 and Triple Strike (Creatures with Triple Strike deal damage during the First Strike damage step, during the Damage step and after the Damage Step.)
Equip: RR Boundless Slaughter!
Casy's bat -- which creature is now targetted? Who gets to decide? What happens if it's the only creature in the battlefield. Depending on the answers, you might as well just say "equipped creature gains hexproof until end of turn", because that's how it boils down to.
Triple strike -- ugh, triple strike.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Yeah, I worded that really badly. Basically, it has a built in Swerve if it's targeted.
And yes, Triple Strike. I don't really think Double Strike would really work on what is basically a Gatling Gun. Nor would copy and pasting Gatling Gull's ability to it.
Out of all the cards featured here, a total of two cards work in the rules of Magic. Here are the main issues with these cards:
1) The jammed mechanic isn't worded correctly. You can't combine triggered abilities and replacement effects. They are mutually exclusive. "Double power", "double toughness", and "double converted mana cost" don't mean anything.
2) Many of the cards that ask for targets have no actual point in time where targets can be chosen. As a result, all text that requires targeting on those cards is effectively useless.
3) Kicker's (and multikicker's) linked abilities don't do anything on the majority of these cards.
4) The phrase "is jammed" doesn't mean anything.
5) Casy's Bat doesn't work properly in that it doesn't account for objects with multiple targets, where only one of which is the equipped creature. It needs a rework.
6) There's no such thing as "your opponent" in Magic.
7) Triple strike. Triple strike simply doesn't work without a insanely massive rules overhaul, which isn't worth it with what you're trying to do.
Also, while not really something that doesn't work in the rules, all multikicker costs are also kicker costs for the purposes of Gatling Gull.
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
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Bullet Kin
1R
Creature -> Gundead
Jammed 2 (You may jam this creature as you cast it by removing 2 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
Neither dead nor alive, they only see one thing...ammo.
2/2
Ashen Bullet Kin
1B
Creature -> Gundead
Multikicker 1B
Put a Curse Counter on target opponent for each time Ashen Bullet Kin's Multikicker cost was paid.
2/2
Mutant Bullet Kin
1U
Jammed 3 (You may jam this creature as you cast it by removing 3 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Mutant Bullet Kin is jammed, creatures your opponent controls get -1/-0
2/2
Shotgun Kin
2R
Creature -> Gundead
Jammed 2 (You may jam this creature as you cast it by removing 2 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Shotgun Kin dies, if it wasn't jammed, it deals 2 damage to target creature or player.
3/2
Sniper Kin
1RU
Creature -> Gundead
Flash, First Strike
Kicker 1U
When Sniper Kin is kicked, counter target creature spell.
First to Fire, First to Win
3/1
Spent
1B
Creature -> Gundead Zombie
When Spent dies, target opponent gains a Curse Counter.
2/1
Shroomer
1RR
Creature -> Gundead
Jammed 3 (You may jam this creature as you cast it by removing 3 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Shroomer is blocked, it deals its combat damage to another creature your opponent controls.
Accuracy isn't usually an issue if it still hits something.
3/2
Gunsinger
1BB
Creature -> Human Wizard
As long as Gunsinger is on the battlefield, target Gundead is Jammed.
1/1
Gatling Gull, Rapid Fire Raptor
2UR
Legendary Creature -> Bird Archer
Whenever you pay a Kicker cost, Gatling Gull, Rapid Fire Raptor deals 1 damage to target creature or player.
Whenever you pay a Multikicker cost, Gatling Gull, Rapid Fire Raptor deals 1 damage to target creature or player for each time that Multikicker cost was paid.
U,T: The next non-creature spell you cast has 'Kicker 0: Draw a card'
SQUAWK!
3/4
Gorgun, Accursed Gunwitch
1RBU
Legendary Creature -> Gorgon
Double Strike
Equipment Cards your opponent controls have no abilities.
Beware the Gunwitch...whose stare can turn your trigger finger into stone.
2/5
Cursed Bullets
2B
Artifact -> Equipment
Equipped creature gets +X/+X where X is the number of Curse Counters the creature's controller has.
When Cursed Bullets are equip to a creature, it's controller gets a Curse Counter.
Equip 2
Scary!
Casy's Bat
UR
Artifact -> Equipment
T: All spells or ability targeting the equipped creature now target another creature.
Whenever Casey's Bat is equipped, it's controller gains a Curse Counter.
Equip: 3
Vulcan Cannon
2RR
Legendary Artifact -> Equipment
Equipped creature gets -1/-0 and Triple Strike (Creatures with Triple Strike deal damage during the First Strike damage step, during the Damage step and after the Damage Step.)
Equip: RR
Boundless Slaughter!
Triple strike -- ugh, triple strike.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
And yes, Triple Strike. I don't really think Double Strike would really work on what is basically a Gatling Gun. Nor would copy and pasting Gatling Gull's ability to it.
1) The jammed mechanic isn't worded correctly. You can't combine triggered abilities and replacement effects. They are mutually exclusive. "Double power", "double toughness", and "double converted mana cost" don't mean anything.
2) Many of the cards that ask for targets have no actual point in time where targets can be chosen. As a result, all text that requires targeting on those cards is effectively useless.
3) Kicker's (and multikicker's) linked abilities don't do anything on the majority of these cards.
4) The phrase "is jammed" doesn't mean anything.
5) Casy's Bat doesn't work properly in that it doesn't account for objects with multiple targets, where only one of which is the equipped creature. It needs a rework.
6) There's no such thing as "your opponent" in Magic.
7) Triple strike. Triple strike simply doesn't work without a insanely massive rules overhaul, which isn't worth it with what you're trying to do.
Also, while not really something that doesn't work in the rules, all multikicker costs are also kicker costs for the purposes of Gatling Gull.
[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