Been toying with a comic book, superhero type set, and wasn't sure if this was valid design space.
The Self Righteous Badguy 3WW
Creature - Human Noble (R)
Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, exile target creature an opponent controls until The Self Righteous Badguy leaves the battlefield.
4/4
The Evil Genius 1UU
Legendary Creature - Vedalken Artificer (R)
Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, scry 1. If you control 2 or more artifacts, draw a card instead.
2/3
The Really Badguy 2BB
Legendary Creature - Human Warlock (R)
Menace
Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, each opponent discards a card.
4/3
The Rage-aholic RR
Legendary Creature - Orc Barbarian (R)
Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, creatures you control gain haste until end of turn. If this ability has triggered three or more times this turn, creatures you control gain doublestrike until end of turn as well.
2/2
The Hippie Baddie 4GG
Legendary Creature - Human Druid (R)
Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, create a 4/4 green avatar creature token.
6/5
Its viable and interesting design space. Though like most mechanics you want to limit it certain colors. For which that's a big question but green is probably a bad color for it simply due to lack of viable methods ot triggering it.
Its viable and interesting design space. Though like most mechanics you want to limit it certain colors. For which that's a big question but green is probably a bad color for it simply due to lack of viable methods ot triggering it.
I was thinking about focusing it in Grixis colors, and having GW only get it to fill cycles.
Edit - Green does get Naturalize effects, Plummet effects, fight, and even pump spells in a pinch. Still, I am probably giving villainous mostly to Grixis, and keeping Heroic mostly in Naya.
The challenge with this mechanic vs Heroic is that it doesn't encourage much variation in play patterns. More often than not, you're already gaining an advantage by targeting your opponents/their permanents because you're using removal to do so, so this is "extra bonus". Heroic encouraged play of things like auras and multi target spells on specific creatures where this rewards you for something you already wanted to do anyway, making it more akin to landfall than heroic. That's not to say it can't work as a mechanic, just that the environment it is in will determine a lot about it.
The biggest strike against this is its over broadness. Heroic only affected the creature with heroic, where this triggers with targeting your opponent or anything they control. I'd hone it in to either be an opponent or an opponents creatures, so that it can be more focused and will be easier build effects around.
The challenge with this mechanic vs Heroic is that it doesn't encourage much variation in play patterns. More often than not, you're already gaining an advantage by targeting your opponents/their permanents because you're using removal to do so, so this is "extra bonus". Heroic encouraged play of things like auras and multi target spells on specific creatures where this rewards you for something you already wanted to do anyway, making it more akin to landfall than heroic. That's not to say it can't work as a mechanic, just that the environment it is in will determine a lot about it.
The biggest strike against this is its over broadness. Heroic only affected the creature with heroic, where this triggers with targeting your opponent or anything they control. I'd hone it in to either be an opponent or an opponents creatures, so that it can be more focused and will be easier build effects around.
I was thinking I could also narrow the output of the effect. Less buffs/ boons, keep it strictly things that harm the opponent. I also think it plays better when, over all, it isn't as aggressively costed as Heroic, since all of the villains can trigger off ofna single spell.
Limiting it to only targeting an opponent or their creatures really drops the number of things it can trigger off of for limited. I could test all three, but I amnot sure I can put enough support in limited for it and heroic.
I do kind of like how Heroic requires one to put more effort and risk in than Villainous. Villains always take the easy way, instead of the right way.
If you presented this to me as the lead of development, I would try to explain to you how much extra domain influence this has over Heroic, as it combos with removal spells, and essentially doubles their power-level. The measures of domain influence for removal spells are already maxed-out.
There's simply no way to do this within reasonable conventions.
It's not really creative either, as the interactivity is so bland. You're definitely going to want to go back to square one and start again.
If you presented this to me as the lead of development, I would try to explain to you how much extra domain influence this has over Heroic, as it combos with removal spells, and essentially doubles their power-level. The measures of domain influence for removal spells are already maxed-out.
There's simply no way to do this within reasonable conventions.
It's not really creative either, as the interactivity is so bland. You're definitely going to want to go back to square one and start again.
If you presented this to me as the lead of development, I would try to explain to you how much extra domain influence this has over Heroic, as it combos with removal spells, and essentially doubles their power-level. The measures of domain influence for removal spells are already maxed-out.
There's simply no way to do this within reasonable conventions.
It's not really creative either, as the interactivity is so bland. You're definitely going to want to go back to square one and start again.
I wouldn't ask you, no worries.
Don't say that, because the context was, "If you brought this to me as the lead of development.".
If you presented this to me as the lead of development, I would try to explain to you how much extra domain influence this has over Heroic, as it combos with removal spells, and essentially doubles their power-level. The measures of domain influence for removal spells are already maxed-out.
There's simply no way to do this within reasonable conventions.
It's not really creative either, as the interactivity is so bland. You're definitely going to want to go back to square one and start again.
I wouldn't ask you, no worries.
Don't say that, because the context was, "If you brought this to me as the lead of development.".
You wouldn't have a choice to ask me.
Life is all about choice. I'd probably just go above your head, point out that you design the worst cards (even by amateur standards), and that you actively dislike the game and the company that makes it.
But sure, let's pretend your hypothetical, or anything else you've ever typed here, means anything.
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The Self Righteous Badguy 3WW
Creature - Human Noble (R)
Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, exile target creature an opponent controls until The Self Righteous Badguy leaves the battlefield.
4/4
The Evil Genius 1UU
Legendary Creature - Vedalken Artificer (R)
Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, scry 1. If you control 2 or more artifacts, draw a card instead.
2/3
The Really Badguy 2BB
Legendary Creature - Human Warlock (R)
Menace
Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, each opponent discards a card.
4/3
The Rage-aholic RR
Legendary Creature - Orc Barbarian (R)
Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, creatures you control gain haste until end of turn. If this ability has triggered three or more times this turn, creatures you control gain doublestrike until end of turn as well.
2/2
The Hippie Baddie 4GG
Legendary Creature - Human Druid (R)
Villainous - Whenever you cast a spell that targets one or more opponents and/ or permanents controlled by an opponent, create a 4/4 green avatar creature token.
6/5
I was thinking about focusing it in Grixis colors, and having GW only get it to fill cycles.
Edit - Green does get Naturalize effects, Plummet effects, fight, and even pump spells in a pinch. Still, I am probably giving villainous mostly to Grixis, and keeping Heroic mostly in Naya.
The biggest strike against this is its over broadness. Heroic only affected the creature with heroic, where this triggers with targeting your opponent or anything they control. I'd hone it in to either be an opponent or an opponents creatures, so that it can be more focused and will be easier build effects around.
I was thinking I could also narrow the output of the effect. Less buffs/ boons, keep it strictly things that harm the opponent. I also think it plays better when, over all, it isn't as aggressively costed as Heroic, since all of the villains can trigger off ofna single spell.
Limiting it to only targeting an opponent or their creatures really drops the number of things it can trigger off of for limited. I could test all three, but I amnot sure I can put enough support in limited for it and heroic.
I do kind of like how Heroic requires one to put more effort and risk in than Villainous. Villains always take the easy way, instead of the right way.
There's simply no way to do this within reasonable conventions.
It's not really creative either, as the interactivity is so bland. You're definitely going to want to go back to square one and start again.
I wouldn't ask you, no worries.
Don't say that, because the context was, "If you brought this to me as the lead of development.".
You wouldn't have a choice to ask me.
Life is all about choice. I'd probably just go above your head, point out that you design the worst cards (even by amateur standards), and that you actively dislike the game and the company that makes it.
But sure, let's pretend your hypothetical, or anything else you've ever typed here, means anything.