Crystalglow Maze1UR
Dungeon
Structure 7 (this enters with 7 floor counters on it. As you cast a creature spell, and after your draw step, remove a counter.)
5) Create a 2/3 blue Elemental creature token.
3) Draw a card, then discard a card.
0) Transform Crystalglow Maze.
-- Crystalforge Sword
Artifact Equipment
When Crystalforge Sword transforms, attach it to target creature you control.
Equipped creature has +2/+3 and Ward 3.
Whenever equipped creature attacks, you may draw a card, then discard a card.
Equip 3
Trying out a design for the "Dungeon cards" that are confirmed for Adventures in the Forgotten Realms.
Super inspired by Sagas, of course, down to the wording.
These would be heavier on the final payoff, like Suspend Cards, as the coolest reward is at the end of the maze.
For the trigger, I wanted something explorer-related, so that meant creatures, but I didn't want to tie it down to creatures surviving, attacking, or tapping, because control nullifies all that. It's not like I hate control, but I think counters, removal, and specially mass removal, should be quite strong against creatures, but shouldn't have the byproduct of nullifying strategies that are creature-synergistic.
So my goal here is making a card type that is aggressively weaker than another creature to attack with, but synergizes with creature spells while providing resilience against control.
I personally think they will be a permanent with “health” like a planeswalker that you have to attack with your own creatures (or maybe something closer to crew where you just tap creatures to go adventuring).
I feel like, for structure, attacking with one or more creatures would be a more flavorful trigger than casting a creature, and it gives an interesting tension in situations where it might be worth it to attack into a sub-par trade to get a trigger off the dungeon.
I thought about making them trigger on attacks (and some variations like tapping), but decks can have so much trouble keeping a single creature alive. I want creatures to explore dungeons, but not keep dungeons worthless just because you are playing against control. So creatures explore during "training", ie Casting. But, if a creature wants to keep exploring, that's cool as well...
(also, changed Structure to Plunder and made dungeons into mana sinks.)
Maraunder's CaveWR
Dungeon
Plunder 5 (this enters the battlefield with 5 floor counters on it. Remove a floor counter by casting a creature spell or paying 2 as a sorcery.)
4) Create a 2/2 white Human Noble creature token.
2) Create two Treasure tokens.
0) Draw a card. Maraunder's Cave gains: "Sacrifice this: Creatures you control get +2/+0 until end of turn."
Delving Knight2W
Creature - Human Knight
Whenever Delving Knight attacks, you may remove a floor counter from a dungeon you control.
3/2
Torch Shaman3R
Creature - Dwarf Shaman
The first time you pay mana to remove a floor counter on your turn, it costs 1 less.
3/4
The on cast feels off, though it could be a byproduct of this specific design as you can't equip the creature that "finished" the dungeon.
I think going for "Whenever you draw a card or tap a creature remove a counter" gives a better feel and play as it allows "you" to "explore" the dungeon.
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Dungeon
Structure 7 (this enters with 7 floor counters on it. As you cast a creature spell, and after your draw step, remove a counter.)
5) Create a 2/3 blue Elemental creature token.
3) Draw a card, then discard a card.
0) Transform Crystalglow Maze.
--
Crystalforge Sword
Artifact Equipment
When Crystalforge Sword transforms, attach it to target creature you control.
Equipped creature has +2/+3 and Ward 3.
Whenever equipped creature attacks, you may draw a card, then discard a card.
Equip 3
Trying out a design for the "Dungeon cards" that are confirmed for Adventures in the Forgotten Realms.
Super inspired by Sagas, of course, down to the wording.
These would be heavier on the final payoff, like Suspend Cards, as the coolest reward is at the end of the maze.
For the trigger, I wanted something explorer-related, so that meant creatures, but I didn't want to tie it down to creatures surviving, attacking, or tapping, because control nullifies all that. It's not like I hate control, but I think counters, removal, and specially mass removal, should be quite strong against creatures, but shouldn't have the byproduct of nullifying strategies that are creature-synergistic.
So my goal here is making a card type that is aggressively weaker than another creature to attack with, but synergizes with creature spells while providing resilience against control.
I personally think they will be a permanent with “health” like a planeswalker that you have to attack with your own creatures (or maybe something closer to crew where you just tap creatures to go adventuring).
(also, changed Structure to Plunder and made dungeons into mana sinks.)
Maraunder's Cave WR
Dungeon
Plunder 5 (this enters the battlefield with 5 floor counters on it. Remove a floor counter by casting a creature spell or paying 2 as a sorcery.)
4) Create a 2/2 white Human Noble creature token.
2) Create two Treasure tokens.
0) Draw a card. Maraunder's Cave gains: "Sacrifice this: Creatures you control get +2/+0 until end of turn."
Delving Knight 2W
Creature - Human Knight
Whenever Delving Knight attacks, you may remove a floor counter from a dungeon you control.
3/2
Torch Shaman 3R
Creature - Dwarf Shaman
The first time you pay mana to remove a floor counter on your turn, it costs 1 less.
3/4
I think going for "Whenever you draw a card or tap a creature remove a counter" gives a better feel and play as it allows "you" to "explore" the dungeon.