I was going over the Ascendo keyword concept from awhile back, and I realize that Saga has obsoleted it entirely, and in much greater style. I decided to go back to the drawing board on this anyways, and had an idea on how to adapt the overhead concept into something almost new, but definitely interesting. Without further adue, here's the absolute original concept that I had.
Armada (Treat this creature's identity as the total number of creatures you control with the same name as it. A deck can have any number of this card in it.)
From here, it would take on a template like Level Up. After sketching it out like that, I realized there would be an immediate problem with maintaining the suspense and power as the card ascends. From there, I reworked the keyword as:
Armada (Scale this creature's identity with the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
With the function, the card intends to retain its original abilities while adding onto them respectively as it scales. Base power and toughness is replaced where denoted, but abilities remain and stack. From here I began to ponder if this would be better to extend the keyword to tribal entirely. Obviously, it gains versatility but we have to levy this against how easily abused it is. This concerns me still for this option. I had layed out a {I - II - III+} scale for the Self Named Armada—then a {I - II~III - IV+} for the Full Tribal Armada.
Armada (Scale this creature's identity with the total number of creatures you control that share a creature type with it.)
Obviously, due to abuse potential with Thrumming Stone, unlimited copies of Armada cards wouldn't be best for anyone. While just doubling the base number should provide plenty of healthy flex in every direction.
Here are the original five concepts I drafted to elaborate the potential I envisioned:
The Heartless BirdsUU Creature — Bird
Armada (Scale this creature's identity with the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
[I] Flying
[II] The Heartless Birds' power and toughness are each equal to the number of creatures you control named The Heartless Birds.
[III+] Lifelink
1/2
Yes, those birds. The ones from the movie.
The Ravenous WurmsGG Creature — Wurm
Armada (Scale this creature's identity with the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
[I] Trample
[II] Haste
[III+] G : Regenerate The Ravenous Wurms. [4/4]
3/1
Yes, those worms. The ones from Pink Floyd. Just follow them.
The Heroic WarriorsWW Creature — Human Warrior
Armada (Scale this creature's identity with the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
[I] Reach
[II] Exalted
[III+] You control how creatures block The Heroic Warriors. [2/5]
2/2
The Eternal FlamesRR Creature — Elemental
Armada (Scale this creature's identity with the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
[I] When The Eternal Flames dies, it deals 1 damage to any target.
[II] Wither
[III+] : The Eternal Flames fights target creature. [6/1]
2/1
I originally thought for that last one to be {Haste, protection from instants}; which although would be great, and fits incredibly well, I fear has proven itself to be too toxic.
The Voracious DeadBB Creature — Zombie
Armada (Scale this creature's identity as the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
[I] The Voracious Dead can't block.
[II] : Return target Zombie card from your graveyard to your hand. [3/2]
[III+] When The Voracious Dead attacks, you may have each player sacrifice a permanent. [4/2]
2/2
This is actually a neat design concept. I don't know if linking it to copies of the same card and the 8 limit is a good idea. Might name costing difficult. But the concept of scaling off a game state seems like reasonable design space.
Alternatives are tribal, color, creatures in general. Though anything trackable such as +1/+1 counters could be a unit to scale against. Tribal is probably best, then you can build a race/class identity in the set. Also rarity won't be a factor once you start looking beyond copies.
One of the levied aspect against the Full Tribal Armada is that Tribal effects will still be shared, but it preserves challenge that these don't scale off just any creature, and only creatures with the same name. This would include creating copies of those creatures; Heat Shimmer, Glasspool Mimic; Mirrorweave.
There wouldn't begin to be space for this on a single card. It would require something like a dungeon card as the scaling model. Then for the main card something unique and dynamic like a semi-full art card with a small text box for the Armada ability. I has further conceptualized that Armada could become a new supertype. That's probably not necessary though.
I had not, but those archtypes are always retrospective to push the envelope.
Usually for me, it's usually to do something new, yet reminiscent to things of old maybe. Redemption sometimes, as it's sad when interactive things like that don't pick up or don't work out. Such a waste.
I was going to mention something similar to Rosy for her Innitrad remastered set. Where there's the presence of heavy protection, or color-important effects Incite // Singe styled cards become a key-in for combat tricks and other fun things (like overclocked anti-color spells—such as 4 damage to target non-red creature for one). It would also provoke the new Disarm rework that I did. But I think at that point, you're probably just going to want to make a new set.
The concept is interesting, but the power level is way too high, especially with 8 in the deck. With 3 "The warriors", for instance, you attack with a 5/5 and choose to to have none of their creatures block on turn 3. The Wurms is even worse, because I could play three and attack for 12 on turn 2.
If these scaled to a little higher numbers of creatures and/or increased base cost they'd be mostly fine, except Lifelink isn't a blue ability so that would need to change.
If you notice that clause is split into two portions to provide selection of blocking or not.
The Warriors only has the 'how creatures block' portion, which would mean the player gets to declare their blocker numbers, then you get to assign them.
Mind that these are only drafts, intended as reference.
The reason you have to include both parts is that blocks aren’t checked for legality until after they are all declared, and if they are illegal the game state resets to the start of the declares blockers step, meaning that if you want your opponent to choose a different number of blockers, just declare an illegal blocks to make them start over.
You could make an effect that works like you want it to without causing potential abuse, but the wording would be much more complicated.
It has to do with the fact that each blocker is declared individually before moving to the next, rather than “I’m going to block with x creatures and here is where they are blocking.” Because some blocking is dependent on what other creatures are doing or other considerations, legality isn’t checked until all the blocks are done being declared.
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Armada (Treat this creature's identity as the total number of creatures you control with the same name as it. A deck can have any number of this card in it.)
From here, it would take on a template like Level Up. After sketching it out like that, I realized there would be an immediate problem with maintaining the suspense and power as the card ascends. From there, I reworked the keyword as:
With the function, the card intends to retain its original abilities while adding onto them respectively as it scales. Base power and toughness is replaced where denoted, but abilities remain and stack. From here I began to ponder if this would be better to extend the keyword to tribal entirely. Obviously, it gains versatility but we have to levy this against how easily abused it is. This concerns me still for this option. I had layed out a {I - II - III+} scale for the Self Named Armada—then a {I - II~III - IV+} for the Full Tribal Armada.
Obviously, due to abuse potential with Thrumming Stone, unlimited copies of Armada cards wouldn't be best for anyone. While just doubling the base number should provide plenty of healthy flex in every direction.
Here are the original five concepts I drafted to elaborate the potential I envisioned:
The Heartless Birds UU
Creature — Bird
Armada (Scale this creature's identity with the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
[I] Flying
[II] The Heartless Birds' power and toughness are each equal to the number of creatures you control named The Heartless Birds.
[III+] Lifelink
1/2
Yes, those birds. The ones from the movie.
The Ravenous Wurms GG
Creature — Wurm
Armada (Scale this creature's identity with the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
[I] Trample
[II] Haste
[III+] G : Regenerate The Ravenous Wurms. [4/4]
3/1
Yes, those worms. The ones from Pink Floyd. Just follow them.
The Heroic Warriors WW
Creature — Human Warrior
Armada (Scale this creature's identity with the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
[I] Reach
[II] Exalted
[III+] You control how creatures block The Heroic Warriors. [2/5]
2/2
The Eternal Flames RR
Creature — Elemental
Armada (Scale this creature's identity with the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
[I] When The Eternal Flames dies, it deals 1 damage to any target.
[II] Wither
[III+] : The Eternal Flames fights target creature. [6/1]
2/1
I originally thought for that last one to be {Haste, protection from instants}; which although would be great, and fits incredibly well, I fear has proven itself to be too toxic.
The Voracious Dead BB
Creature — Zombie
Armada (Scale this creature's identity as the total number of creatures you control with the same name as it. A deck may have up to eight copies of this card in it.)
[I] The Voracious Dead can't block.
[II] : Return target Zombie card from your graveyard to your hand. [3/2]
[III+] When The Voracious Dead attacks, you may have each player sacrifice a permanent. [4/2]
2/2
Alternatives are tribal, color, creatures in general. Though anything trackable such as +1/+1 counters could be a unit to scale against. Tribal is probably best, then you can build a race/class identity in the set. Also rarity won't be a factor once you start looking beyond copies.
Black gets a 2/2 that can't block for 2 mana.
Seems fair.
There wouldn't begin to be space for this on a single card. It would require something like a dungeon card as the scaling model. Then for the main card something unique and dynamic like a semi-full art card with a small text box for the Armada ability. I has further conceptualized that Armada could become a new supertype. That's probably not necessary though.
Usually for me, it's usually to do something new, yet reminiscent to things of old maybe. Redemption sometimes, as it's sad when interactive things like that don't pick up or don't work out. Such a waste.
I was going to mention something similar to Rosy for her Innitrad remastered set. Where there's the presence of heavy protection, or color-important effects Incite // Singe styled cards become a key-in for combat tricks and other fun things (like overclocked anti-color spells—such as 4 damage to target non-red creature for one). It would also provoke the new Disarm rework that I did. But I think at that point, you're probably just going to want to make a new set.
If these scaled to a little higher numbers of creatures and/or increased base cost they'd be mostly fine, except Lifelink isn't a blue ability so that would need to change.
A remastered set is, by definition, reprints only.
If you notice that clause is split into two portions to provide selection of blocking or not.
The Warriors only has the 'how creatures block' portion, which would mean the player gets to declare their blocker numbers, then you get to assign them.
Mind that these are only drafts, intended as reference.
Blocking Rules: https://mtg.fandom.com/wiki/Declare_blockers_step
The reason you have to include both parts is that blocks aren’t checked for legality until after they are all declared, and if they are illegal the game state resets to the start of the declares blockers step, meaning that if you want your opponent to choose a different number of blockers, just declare an illegal blocks to make them start over.
You could make an effect that works like you want it to without causing potential abuse, but the wording would be much more complicated.
Because this only makes sense when other effects change the legality of blocking ex-post-facto.
In summary, if an effect allows a player to choose how creatures block, all their acknowledged selections must be legal blocks.