I've posted this idea before, but I've refined it this time, and I think this is the best version yet:
Shining Sword3
Artifact - Weapon
Wield (You can become an attacker by tapping this Weapon. Wield only up to one weapon each combat.)
Whenever you attack with Shining Sword, tap target creature.
While wielding Shining Sword, you get +3 power.
Deadly Dagger2
Artifact - Weapon
Dual wield (You can become an attacker by tapping up to two Weapons each combat if both have dual wield.)
Whenever you attack with Deadly Dagger, choose one-
-You gain first strike until end of turn.
-You gain deathtouch until end of turn.
While wielding Deadly Dagger, you get +2 power.
My previous versions didn't have very clear reminder text. This version is the most explicit in conveying that YOU the player are the one attacking.
I also removed the ability to block, because I would need weapons to either tap or be untapped to block, and even then, leaving up a weapon is always a better play than not, because you'll always be able to deal some damage to an attacking creature while only taking the damage you would've taken from the attacker anyway.
As for the power bonus, I was kind of stuck on how to template that in a way that lined up with +N/+N effects while also not implying you gain or lose any toughness. I decided that the best way to do that was to simply spell out "+N power," leaving no room for misinterpretation.
The main mechanical advantage to using Weapons is to be able to get into combat without the risk of losing the attacker. In exchange, you risk losing life from a blocker. The main purpose of Weapons is to immerse the player in the action of the game even more than ever before, literally putting them into combat. It's also super flavorful to allow the player to literally wield cool weapons. I always thought that was a flavor miss for Equipment.
Anyway, what do you guys think? Are there any glaring issues I've overlooked? Would you change anything? Any concerns about how this will play?
So, this is basically designed to be a Magic equivalent to the weapon mechanics of Hearthstone and Eternal, but the big difference here is that your weapons don't have any sort of toughness equivalent, a key balancing knob in the other two games. Of course, Magic's combat rules make it harder for this kind of mechanic to inherently generate card advantage, but interactivity is still my main concern for this mechanic.
You try extremely hard to enforce the flavor that the player is attacking, but ultimately the true identity of this mechanic is that of noncreature artifacts that can't be destroyed with damage yet can attack anyways. The only way to interact with an attacking player is some form of dedicated artifact hate, whether that be removing or tapping. Other than casting cost, having the only other costs be trivial, i.e. in life, also removes one of the key balancing factors of equipment without a truly meaningful downside. Wield isn't even a proper activated ability, which neuters an entire class of artifact hate, and its current wording lets players attack outside of the declare attackers step (pretty sure that isn't intended). The dearth of meaningful ways to tune these cards' power levels coupled with the extremely low level of interactivity make this mechanic very dangerous indeed.
To be quite frank, the glaring issue of noninteroperability with Equipment (which fill exactly the same flavor space) should put this idea right in the ground. To say nothing of the clunkiness of dual wield.
Anyway, what do you guys think? Are there any glaring issues I've overlooked? Would you change anything? Any concerns about how this will play?
Where to start...
1. What happens if 'you' attack and the artifact is destroyed in response?
2. Planeswalkers (and now gods) turn themselves into creatures to attack: i'm not sure a noncreature can attack even when given stats.
3. If there were to be multiple combat phases, how many times could you attack?
4. i can't tell if wield stays 'equipped' once you have activated the effect, so does that mean creatures that hit your face will take damage?
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
Shining Sword 3
Artifact - Weapon
Wield (You can become an attacker by tapping this Weapon. Wield only up to one weapon each combat.)
Whenever you attack with Shining Sword, tap target creature.
While wielding Shining Sword, you get +3 power.
Deadly Dagger 2
Artifact - Weapon
Dual wield (You can become an attacker by tapping up to two Weapons each combat if both have dual wield.)
Whenever you attack with Deadly Dagger, choose one-
-You gain first strike until end of turn.
-You gain deathtouch until end of turn.
While wielding Deadly Dagger, you get +2 power.
My previous versions didn't have very clear reminder text. This version is the most explicit in conveying that YOU the player are the one attacking.
I also removed the ability to block, because I would need weapons to either tap or be untapped to block, and even then, leaving up a weapon is always a better play than not, because you'll always be able to deal some damage to an attacking creature while only taking the damage you would've taken from the attacker anyway.
As for the power bonus, I was kind of stuck on how to template that in a way that lined up with +N/+N effects while also not implying you gain or lose any toughness. I decided that the best way to do that was to simply spell out "+N power," leaving no room for misinterpretation.
The main mechanical advantage to using Weapons is to be able to get into combat without the risk of losing the attacker. In exchange, you risk losing life from a blocker. The main purpose of Weapons is to immerse the player in the action of the game even more than ever before, literally putting them into combat. It's also super flavorful to allow the player to literally wield cool weapons. I always thought that was a flavor miss for Equipment.
Anyway, what do you guys think? Are there any glaring issues I've overlooked? Would you change anything? Any concerns about how this will play?
You try extremely hard to enforce the flavor that the player is attacking, but ultimately the true identity of this mechanic is that of noncreature artifacts that can't be destroyed with damage yet can attack anyways. The only way to interact with an attacking player is some form of dedicated artifact hate, whether that be removing or tapping. Other than casting cost, having the only other costs be trivial, i.e. in life, also removes one of the key balancing factors of equipment without a truly meaningful downside. Wield isn't even a proper activated ability, which neuters an entire class of artifact hate, and its current wording lets players attack outside of the declare attackers step (pretty sure that isn't intended). The dearth of meaningful ways to tune these cards' power levels coupled with the extremely low level of interactivity make this mechanic very dangerous indeed.
1. What happens if 'you' attack and the artifact is destroyed in response?
2. Planeswalkers (and now gods) turn themselves into creatures to attack: i'm not sure a noncreature can attack even when given stats.
3. If there were to be multiple combat phases, how many times could you attack?
4. i can't tell if wield stays 'equipped' once you have activated the effect, so does that mean creatures that hit your face will take damage?
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse