I was recently considering the design of a "creatureless" set (which seems to be a relatively common pipe dream) and I wanted to share a couple of mechanics that I designed (and their intended utilization) to see if there are any immediate problems (whether in the context of the set or in outside contexts).
The Two Keyworded Action Words Are: Charge: If it is your turn and no (other) spells have been cast this turn, you gain one charge counter, then each player with 10 or more charge counters wins the game. Drain X: Move up to X counters of any type from target opponent to yoruself, then each player with 10 or more charge counters wins the game.
Rationale:
If one wants there to be a spellslinger based win condition, the existing mechanics of MTG are ill-equipped to handle the situation. While it is possible to give dimir mill, selesnya tokens, and red some burn spells, this isn't a strong enough of a base to really base an entire set on. Instead, I looked to incorporate a mechanics that could be shared among all colors and I ended up with something that feels like a hybrid of energy and infect.
The first clause of the charge mechanic is very important to its balance. One of the hardest parts of designing a spell-based win condition is that only one color can directly interact with the stack. If getting a win was as simple as racing to resolve 10 spells, most opponents would have no way to interact... other than racing harder. The first clause A) allows any color to "interfere" with charge by casting instant-speed spells, B) slows down spell-based victories (only your first charge spell each turn has any chance of giving a counter) so opponents can't just "storm out", and C) encourages the use of of permanent-based effects (as multiple could be triggered/activated in a single round), increasing opportunities for interaction.
Unlike the energy mechanic, the drain mechanic gives a built-in capacity to slow opponents down (and to steal energy/experience counters...). Rather than simply removing those counters and slowing the game down, however, the fact that you gain those counters means that the game is still being pushed forward.
Intended utilization
While there will be the usual as-fan of indirect "creatures" (artifacts and enchantments that animate themselves, the return of the awaken ability, creature tokens, spell-morph), there will be an equivalent as-fan for charge and/or drain (meaning that many psuedo-creatures will also charge/drain and that this effect will be relatively ubiquitous for use in drafts).
These action words will appear on both permanents and spells.
When used on permanents, these abilities will be one-time triggers or will be recurring activated/triggered abilities that generally have a notable mana cost.
When used on spells, some spells will have "Charge, then Charge again" and drain values will reach up to "Drain 3". On permanents, you will only charge once at a time or reach Drain 1.
Some spells or activated abilities will remove one or two charge counters from yourself as a cost, though there will be no effects that give you effects based on the number of counters you remove (no harnessed lightning effects here).
Some spells or permanents may have additional benefits when you have over a certain number of charge counters (meaning that you can still gain some benefit even if you deck doesn't pack enough charging to "seal the deal"
There will be a decent as-fan of instant-speed effects to mess with charge.
Sample Cards
Silent Sentry
Artifact (C)
Remove a charge counter from yourself: Silent Sentry becomes a 2/4 golem creature with Vigilance until end of turn.
, Charge
Widened Vision
Sorcery (U)
You may remove a charge counter from yourself. If you do, scry 3. Otherwise, charge.
Draw a card.
Siphon Essence
Sorcery (U)
Target opponent loses 3 life and discards a card.
You gain 3 life a draw a card
Drain 3
Reckless Tinkering
Instant (U)
Charge, then Charge again.
At the beginning of the next end step, Reckless Tinkering deals 4 damage to each opponent who cast a spell this turn.
My big Questions
While I feel that it was inevitable to some degree, I cannot deny that these effects are parasitic in nature. While I feel that an absurdly large as-fan (again, you'd get as many charge/drain cards in an average pack of this set as you'd find creatures in a pack from another set) will make things feel all right in a limited environment, I'm not sure if this would feel too disruptive in other settings (I can imagine a standard environment where a top-level deck only uses cards from one standard-legal set, for example).
I don't have an accurate sense of whether this effect feels too "oppressive"/inevitable. If a player focuses exclusively on the charge plan and isn't disrupted at all, I imagine that the game would close out by turn 7-10, which seems fine (or even a bit slow). I do worry that the inevitability may "feel" a bit too stressful, however (imagine playing a deck where every nonland permanent was a more vulnerable/inefficient darksteel reactor... except they share counters and only need half as many).
If you see other problems with this effect, feel free to let me know.
Looking at what you have so far one obvious concern arises. You shouldn’t be able to charge on an opponent’s turn. There are a few reasons but the main Problem is exemplified in Reckless Tinkering. You cast this on turn 3 during your opponent’s upkeep. You have now charged twice and if your opponent doesn’t skip their turn they take 4 damage. While the damage is harsh this highlights that instant speed charge is absurd because they not only allow you to double charge by charging on your turn and the opponents but they are also fundamentally counter spells.
This is an interesting solution to the "Creatureless set" dilemma. I need to dive deeper into the cards, but it almost feels like creating a different game in some respects rather than an extension of Magic. Not in a bad way, mind you, just different.
The previous poster is right that you casting a spell shouldn't prevent an opponent from charging, or else charging should only happen at sorcery speed. Just make charge "If YOU have cast no other spellss this turn..."
Casting a spell to prevent your opponent from charging is a pretty major part of the design. As I mentioned in the OP, one problem of having a spell-based win-con is that only blue decks can work with it. I put the restriction on so that an opponent playing a red or green deck can respond to my charge spell with an instant speed spell to stop me from gaining charge counters that turn. With that said, I definitely agree that you should not be able to charge on an opponent's turn. Will start the charge ability with "If it is your turn and..."
The issue with that is a player always has priority first on their own turn, so it forces a player to cast a charge instant at the beginning of their own upkeep to keep the opponent from doing so, because as soon as the opponent puts an instant on the stack, it negates whatever Charge you were going to play that turn.
Its really going to need testing to see how to balance that play pattern
That change makes it better, charge focused decks don't have a free roll but you can't play a flash charge deck though you will want to be concerned about the number of instants that lead to a game win that are in the set. If a flash deck is viable it shuts down this mechanic hard. You also should start with proliferate as a set mechanic. If your mechanic is broken with proliferate you want to know early so you can consider if its a problem or if it's fine.
While it's fine I just wonder if it would bring back the feeling of the infect era. I rather hated the game while that was in standard or even drafting at that time. If it has a different and good feel to it then by all means.
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I was recently considering the design of a "creatureless" set (which seems to be a relatively common pipe dream) and I wanted to share a couple of mechanics that I designed (and their intended utilization) to see if there are any immediate problems (whether in the context of the set or in outside contexts).
The Two Keyworded Action Words Are:
Charge: If it is your turn and no (other) spells have been cast this turn, you gain one charge counter, then each player with 10 or more charge counters wins the game.
Drain X: Move up to X counters of any type from target opponent to yoruself, then each player with 10 or more charge counters wins the game.
Rationale:
Intended utilization
Sample Cards
Silent Sentry
Artifact (C)
Remove a charge counter from yourself: Silent Sentry becomes a 2/4 golem creature with Vigilance until end of turn.
, Charge
Widened Vision
Sorcery (U)
You may remove a charge counter from yourself. If you do, scry 3. Otherwise, charge.
Draw a card.
Siphon Essence
Sorcery (U)
Target opponent loses 3 life and discards a card.
You gain 3 life a draw a card
Drain 3
Reckless Tinkering
Instant (U)
Charge, then Charge again.
At the beginning of the next end step, Reckless Tinkering deals 4 damage to each opponent who cast a spell this turn.
My big Questions
If you see other problems with this effect, feel free to let me know.
The previous poster is right that you casting a spell shouldn't prevent an opponent from charging, or else charging should only happen at sorcery speed. Just make charge "If YOU have cast no other spellss this turn..."
Thank you a ton for your input.
Its really going to need testing to see how to balance that play pattern