"Wild West" will never be theme for an expansion because it's too saturated in cultural milieu. but
Renegade SharpshooterRW
Creature - Human Rebel (R)
Vigilance
Prevent all combat damage that would be dealt to Renegade Sharpshooter by creatures with first strike. t: Renegade Sharpshooter deals 1 damage to target attacking creature.
2/2
Pistols at Dawn2RR Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
Pistols at Dawn deals 4 damage to the player who lost the standoff.
Last Stand2WW Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
If you win this standoff, you gain 8 life.
Bloody Campaign3BB Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
If you win this standoff, return a creature that died this turn from your graveyard to the battlefield.
Treacherous Expedition2UU Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
If you win this standoff, draw a card.
Savage Assault4GG Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
If you win this standoff, put three +1/+1 counters on each creature you control.
IIW: Rare metals and minerals
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Wizards can start putting booster packs inside dog poo and dog owners will still complain.
It's good to be back. Let's see if I still have the touch for this.
I think this mechanic reflects the typical quickdraw duels of the wild west, in a sense that you can respond faster to the opponent's actions. That's why these cards have an additional effect if you play them in response to the opponent. This can also lead to some standstills to see who will shot first (when trying to maximize these cards' potential) and that tension is also very typical of the wild west atmosphere.
Quickdraw1R
Instant (C)
Quickdraw deals 2 damage to target creature or player. Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, Quickdraw deals 4 damage to that creature or player instead. The basic maneuver you need to learn to survive in the Westlands.
Poisoned BulletsBB
Instant (U)
Destroy target nonblack creature. Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, that creature can't be regenerated.
Sheriff's ReinforcementsW
Instant (U)
Put a 1/1 white Human creature token onto the battlefield. Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, put two 1/1 white Human creature token onto the battlefield instead. Some shots are made to kill. Others to warn.
Evasive ShotsW
Instant (R)
Target creature gains protection from the color of your choice. Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, all creatures you control gain protection from the color of your choice instead. Everybody thought deflecting bullets with other bullets was impossible. Until Francisco de los Santos did it.
Headshot2BR
Instant (R)
Target player discards two cards. Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, that player exiles his or her graveyard.
You may only cast ~ if you excetly one card in your hand.
Duel with target opponent. If you win the duel, draw three cards. (To duel with an opponent, each dueling player reveals a random card from his or her hand. A player wins a duel if his or her card had the higher converted mana cost or if the other player doesn't have any cards in hor or her hand.)
Outlaw's Standoff 1R
Sorcery U
Duel with target opponent. If you win the duel, ~ deals 5 damage to that player
Gravedigger's Standoff 1B
Sorcery U
Duel with target opponent. If you win the duel, that player sacrifices a creature he or she controls and you return a creature card from your graveyard to your hand.
Native's Standoff 1G
Sorcery U
Duel with target opponent. If you win the duel, destroy target artifact and/or enchantment that player controls.
Sherif's Standoff 1W
Sorcery U
Duel with target opponent. If you win the duel, Exile target creature the player controls with power of 4 or greater.
Featuring Sling! "(When this creature becomes blocked by another creature with sling, both players reveal the top card of their libraries. The creature whose controller revealed the lowest or tied for lowest converted mana cost is sacrificed, and the other creature gains trample until end of turn. Then put all cards revealed this way into their owners' graveyards.)"
One rules thing: if the revealed cards cost the same, both creatures gain trample and are sacrificed.
Crazed Gunman2R
Creature - Human Sharpshooter (R)
Sling (When this creature becomes blocked by another creature with sling, both players reveal the top card of their libraries. The creature whose controller revealed the lowest or tied for lowest converted mana cost is sacrificed, and the other creature gains trample until end of turn. Then put all cards revealed this way into their owners' graveyards.)
When Crazed Gunman blocks a creature without sling, it deals 2 damage to that creature and 2 damage to you.
2/2
Gunman's EyeG
Instant (C)
Target creature gains +1/+1 and sling until end of turn.
High Noon4W
Enchantment (R)
All creatures have sling.
At the beginning of combat, choose target creature you control and target creature an opponent who is the attacking or defending player controls. If it's your turn, only the first creature can attack, and must attack the second creature's controller, and only the second creature can block. If it isn't, only the second creature can attack, and the first creature must block this turn if able.
Temporal Gunshot2UU
Sorcery (M)
Cast Temporal Gunshot only if you attacked with a creature with sling this turn, and only if that creature was blocked.
Target player takes an extra turn after this one.
Relentless Gunman4BB
Creature - Human Sharpshooter (R)
Sling
When Relentless becomes blocked by a creature without sling, destroy that creature.
4/4
Gunsmith3R
Creature - Human Artificer (R) 2R, T: Put an equipment artifact token named Pistol onto the battlefield. It has "Equipped creature has +2/+2 and sling." and "Equip - 3"
3/3
IIW: Godspeed (You may cast this card any time you could cast an instant for its godspeed cost.)
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My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Brokeback Buckaroo1R
Creature — Human Rogue (U)
Mount (When this creature attacks, you may pair it with another unpaired attacking creature until end of combat.)
First strike
Creatures paired with Brokeback Buckaroo have first strike. “I wish I knew how to quit you.”
2/1
Lone Gunslinger1RR Creature - Human Mercenary(R)
At the beginning of your upkeep, you may reveal Lone Gunslinger from your hand. If you do, put an aim counter on target creature.
When Lone Gunslinger enters the battlefield, it deals damage to each creature equal to the amount of aim counters on it.
2/3 "I'm coming for you."
IIW: innuendo // rare minerals and metals
Private Mod Note
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Rollback Post to RevisionRollBack
Wizards can start putting booster packs inside dog poo and dog owners will still complain.
Reactive Shot4R
Sorcery (U)
Reactive Shot deals 4 damage to target creature or player.
React 2R (You may cast this card from your hand for its react cost anytime you could cast an instant if you control a tapped creature.)
Went round and round and arrived to this. Tapped creatures are 'primed' for action, ready to snap. It rewards attacking and activating abilities. Then again there's vigilance, but those creatures are too goody to be ready to shoot a man at a draw's notice.
Now let's get to the real issue—showdown. I really do like the gunslinging feel of it. The current implementation seems too busy and reveals more hidden information than I like. My other concern is that the mechanic this feels closest to, clash from Lorwyn block, is considered a failure by R&D.
I do believe there is something here, but if you're going to keep it, it needs to have some changes:
1. Keep it simple. This wants to feel like a quickdraw—something one and done.
2. Keep it flavorful. The mechanics major saving grace is its resonance. Don't lose that.
3. Keep it not random. The best chance to stay clear of clash is to keep it from feeling random. You're current version isn't random but as you address other issues don't lose that.
--
Quote from Arch »
Crazed Gunman 2R
Creature - Human Berserker U
WHenever ~ attacks, duel with the defending player. If you win, ~ gets +3/+0 and gains first strike until end of turn. (To duel with an opponent, each dueling player reveals a random card from his or her hand. A player wins a duel if his or her card had the higher converted mana cost or if the other player doesn't have any cards in hor or her hand.)
My problem with this mechanic is that it maps too closely to clash - instead of revealing from the top of your library, it reveals from your hand. It also doesn’t address what happens when the two players reveal, say, a land. This mechanic gives you a little more control (by holding onto a bunch of expensive spells) but loading up your deck with expensive spells isn’t the way to build around this mechanic, and it’ll be a game of “hey I still have this Draco in my hand!”
Quote from AA »
Grizzled Sheriff 1WW
Creature — Human Gunslinger [U]
Whenever Grizzled Sheriff blocks or becomes blocked by a non-Gunslinger creature, destroy all permanents attached to that creature.
"Fight fair or don't fight at all."
2/4
The problem with this gunslinger mechanic is that it’s too “bio-dome” - it will trigger every single time in a non Wild West set. The flavor is odd as well ("wait! I have a gunslinger license! We can't shoot each other. Bye!”) and it doesn’t let you build around with them. You can build an “Ally” deck because that deck is super linear, but you can’t build a “Gunslinger” deck because they all trigger off of your opponents doing things.
Quote from scarbo »
Renegade Sharpshooter RW
Creature - Human Rebel (R)
Vigilance
Prevent all combat damage that would be dealt to Renegade Sharpshooter by creatures with first strike.
t: Renegade Sharpshooter deals 1 damage to target attacking creature.
2/2
Isn’t a mechanic, but I guess I’ll judge this. The abilities all feel disjointed, even though they do convey the flavor well. The second ability reads extremely weirdly, but other than that the card is fine - vigilance and the tap trigger work well together.
Quote from AmShegar »
Pistols at Dawn 2RR
Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
Pistols at Dawn deals 4 damage to the player who lost the standoff.
This is a really swingy, complex effect and definitely not what you want at common or something. A bunch of Worlds at War at uncommon does not make a mechanic make, and its really only limited to a cycle. To top it off it doesn’t really convey Western flavor that well. This mechanic has a TON of issues (very cumbersome to execute, not at uncommon, not a mechanic) - I’d recommend that you go back to the drawing board.
Quote from Pancho »
Quickdraw 1R
Instant (C)
Quickdraw deals 2 damage to target creature or player.
Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, Quickdraw deals 4 damage to that creature or player instead.
The basic maneuver you need to learn to survive in the Westlands.
Welcome back!
When I first read this mechanic I hated it since it mentions the stack, but reading it again I do like the flavor - its also relatively simple to understand (once you get past the stack). The flavor of responding to spells with your own spells is super resonant. The problem with this mechanic is that is promotes a horrible environment - everyone will be hanging out with their Gunslinging spells, afraid to do anything until the last minute. This was the problem with Daniel Williams’s last submission - he created “flash world” and the judges eliminated him for it. While this is better than anything I’ve seen so far, people hanging around to wait for their opponent to react, then casting everything EOT is not a future I like.
Quote from avatarz »
Bloodhill Riders 1RR
Creature — Human Rogue (U)
Haste
Whenever Bloodhill Riders becomes blocked by a creature, aim at that creature. If that creature is hit, Bloodhill Riders deals 3 damage to that creature. (To aim, look at the top card of your library. If it shares a color with Dusty Horseman you may reveal it. If you do, the target is hit.)
3/2
I actually like this mechanic quite a bit, though it obviously shines in a mono colored deck of some sort. It’s pretty simple and flavorful, and it doesn’t require you to compare CMCs - it just asks you “do we share colors?”. It’s a bit random but you can mitigate that with deck building, and its a relatively clean mechanic I can see going in at common (maybe a 2W 2/2, ETB aim, if it hits then put a +1/+1 counter). Having this be a one-shot effect and not be like kinship (by comparing colors) makes this a sweet mechanic in my book.
Quote from SNL »
Roland of Gilead 4BW
Legendary Creature - Human Knight (Rare)
Deathtouch, vigilance
Whenever a creature enters the battlefield, Roland of Gilead fires at it. (This deals damage equal to its power to that creature. If that creature dies this turn, put a +1/+1 counter on this creature.)
"First comes smiles, then lies. Last is gunfire."
4/5
I don’t see how you can have a mechanic that basically amounts to a much, much stronger fight. Fight isn’t used that often and I can’t imagine having multiple cards at common that allow you to Fall of the Hammer a creature. This individual card isn’t that much fun either - it kills creatures immediately as they ETB. Not a good mechanic, in my eyes.
Quote from Necarg »
Featuring Sling! "(When this creature becomes blocked by another creature with sling, both players reveal the top card of their libraries. The creature whose controller revealed the lowest or tied for lowest converted mana cost is sacrificed, and the other creature gains trample until end of turn. Then put all cards revealed this way into their owners' graveyards.)”
This.. is not a good mechanic. Its extremely wordy and complex, and the effect is extremely swingy. You’re basing creature combat over a virtual dice roll and having keywords inside of keywords. This mechanic basically screams “do not block” and to top it off its like a more cumbersome version of clash.
Quote from Winterspring »
Holy Standoff W
Sorcery U
Scry 2
Clash with an opponent. If you win, gain 5 life. Otherwise, that opponent gains 5 life.
Clash is considered a failure by R&D and I don’t think that adding a bunch of scry triggers helps it. You’re discounting reminder text which would make this card have like.. man, 63 words on reminder text alone! That’s super wordy for a common, and to top it off it’s complex to execute - you have to spend like 30 seconds deliberating which card to put on top and then compare CMCs, then decide to put it on the top or bottom. This probably takes like a minute of in-game time and for a measly 5 life (or draw, or discard, etc). Growing Standoff is clearly asymmetrical if your opponent isn’t playing green, too.
Quote from -tilwin »
Volcanic Assassin 3RR
Creature - Elemental (R)
First strike
T: Add a blaze counter on Volcanic Assassin.
T, remove a blaze counter from Volcanic Assassin: Volcanic Assassin deals 7 damage to target creature.
4/2
Kaboom! You're dead!
Not a mechanic, but this is like some Visara the Dreadful in that you can have this as a huge first strike wall and then tap at EOT, then tap at the beginning of your next turn to kill a guy. This feels much more black than red to me to be honest.
Quote from CC »
Brokeback Buckaroo 1R
Creature — Human Rogue (U)
Mount (When this creature attacks, you may pair it with another unpaired attacking creature until end of combat.)
First strike
Creatures paired with Brokeback Buckaroo have first strike.
“I wish I knew how to quit you.”
2/1
1R 2/1 first strike might be cutting it a bit close in terms of development and the mechanic isn’t really gunslingy - that said, this is a solid design. I’m not sure how differently it plays with soul bond, though - you’d be making a new mechanic and reuse a bunch of AVR cards. You can choose different creatures to pair up with, but I’m unsure as to how relevant that is. Good design, but doesn’t excite me too much.
Quote from -AmShegar »
Lone Gunslinger 1RR
Creature - Human Mercenary (R)
At the beginning of your upkeep, you may reveal Lone Gunslinger from your hand. If you do, put an aim counter on target creature.
When Lone Gunslinger enters the battlefield, it deals damage to each creature equal to the amount of aim counters on it.
2/3
"I'm coming for you.”
In contrast to your previous mechanic this is actually a really cool card and I like it a lot. You can have aim counters be a mechanic and have creatures ETB, putting aim counters on guys and have other cards that interact with aim counters. Obviously its a bit parasitic but may or not be fun, who knows. As for this card I would want a cost with revealing it so it isn’t just a freeroll but I like the design.
Quote from Lapson2 »
Reactive Shot 4R
Sorcery (U)
Reactive Shot deals 4 damage to target creature or player.
React 2R (You may cast this card from your hand for its react cost anytime you could cast an instant if you control a tapped creature.)
Went round and round and arrived to this. Tapped creatures are 'primed' for action, ready to snap. It rewards attacking and activating abilities. Then again there's vigilance, but those creatures are too goody to be ready to shoot a man at a draw's notice.
While I agree with your reasoning (rewarding attacking and activated abilities) I’m a bit worried that it engineers a world similar to Pancho’s, where everyone waits until the last minute to cast their react spells. React isn’t really something I can wrap around a set but props to you for making a simple-ish mechanic.
Winner: avatarz. None of the designs really matched Mark’s criteria but avatarz came close with his Aim mechanic. Funny enough, I liked both cards with “aim” in them this round. I can see aim being a legit mechanic for a set, being like a “fixed” kinship.
HMs: AmShegar, CC
Apologies if I came off as rude or pretentious - my only goal with these judgings is to critique your designs and make you a better designer. I lambasted a bunch of mechanics because they don’t fit within modern design guidelines. Ask me if you need any clarifications.
Lord of the PariahWB
Creature - Vampire Advisor (R) 0: All damage that would be dealt this turn to Lords of the Pariah is dealt to you instead.
As long as you have 5 or less life, Lord of the Pariah gets +4/+4 and has flying and indestructible.
2/2
Kor Tactican2WW
Creature - Kor (Rare)
Kor creatures you control have "0: The next 1 damage that would be dealt to this creature this turn is dealt to another target creature you control instead".
2/2
Woundsharer3BB
Creature - Vampire Shaman (R) 0: Put a -1/-1 counter on Woundsharer and another target creature. Activate this ability only when you can cast a sorcery.
1/4
Blood Network1BBB
Enchantment [M]
Skip your draw step. 0: Exile the top card of target opponent's library. You may play that card for as long as it remains exiled. You lose 1 life for each card exiled by Blood Network.
Infernal Ledger3
Artifact (M) 0: You may put X blood counters on Infernal Ledger rather than pay the costs of the next spell you cast, where X is that spell's converted mana cost. Activate this ability only anytime you could cast a sorcery, and only once each turn. 0: Infernal Ledger's controller sacrifices it and you put an X/X black Demon creature token with flying, trample, hexproof, and indestructible onto the battlefield, where X was the number of blood counters on Infernal Ledger as you activate this ability. Only your opponents may activate this ability, and only anytime he or she could cast a sorcery.
IIW: Wordy (Something is wordy if it has four or more lines of text in its text box.)
Eater of Hours3UU
Creature — Leviathan (M)
Flying, trample 0: Put Eater of Hours on the bottom of its owner’s library. You skip your next turn. Any player may activate this ability.
8/8
Nevinyrral's Avenger2BG
Creature - Shapeshifter U 0: Until end of turn, Nevinyrral's Avenger gets -1/-1 and gains your choice of haste, lifelink, wither, or "T: Nevinyrral's Avenger fights target creature."
4/4
Sphinx of Infinite Deliria3UUU
Creature - Sphinx (M)
Flying
When Sphinx of Infinite Deliria enters the battlefield, exile your library until Sphinx of Infinite Deliria leaves the battlefield.
Skip your draw step.
7/7
Renegade Sharpshooter RW
Creature - Human Rebel (R)
Vigilance
Prevent all combat damage that would be dealt to Renegade Sharpshooter by creatures with first strike.
t: Renegade Sharpshooter deals 1 damage to target attacking creature.
2/2
IIW: I haven't fixed this yet
I was hoping no one would notice.
Shh, I'm trying to make this work.
Pistols at Dawn 2RR
Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
Pistols at Dawn deals 4 damage to the player who lost the standoff.
Last Stand 2WW
Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
If you win this standoff, you gain 8 life.
Bloody Campaign 3BB
Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
If you win this standoff, return a creature that died this turn from your graveyard to the battlefield.
Treacherous Expedition 2UU
Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
If you win this standoff, draw a card.
Savage Assault 4GG
Sorcery (U)
Have a standoff with target opponent. (Untap all creatures you both control. After this phase, starting with you, each player declares the attackers, then each player declares the blockers. A player who lost the most life loses the standoff, and the other player wins it.)
If you win this standoff, put three +1/+1 counters on each creature you control.
IIW: Rare metals and minerals
I think this mechanic reflects the typical quickdraw duels of the wild west, in a sense that you can respond faster to the opponent's actions. That's why these cards have an additional effect if you play them in response to the opponent. This can also lead to some standstills to see who will shot first (when trying to maximize these cards' potential) and that tension is also very typical of the wild west atmosphere.
Quickdraw 1R
Instant (C)
Quickdraw deals 2 damage to target creature or player.
Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, Quickdraw deals 4 damage to that creature or player instead.
The basic maneuver you need to learn to survive in the Westlands.
Poisoned Bullets BB
Instant (U)
Destroy target nonblack creature.
Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, that creature can't be regenerated.
Sheriff's Reinforcements W
Instant (U)
Put a 1/1 white Human creature token onto the battlefield.
Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, put two 1/1 white Human creature token onto the battlefield instead.
Some shots are made to kill. Others to warn.
Evasive Shots W
Instant (R)
Target creature gains protection from the color of your choice.
Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, all creatures you control gain protection from the color of your choice instead.
Everybody thought deflecting bullets with other bullets was impossible. Until Francisco de los Santos did it.
Headshot 2BR
Instant (R)
Target player discards two cards.
Gunslinging - If there's an instant or sorcery spell on the stack owned by an opponent, that player exiles his or her graveyard.
IIW: Mindblown mythic effects.
[Clan Flamingo]
The clan for custom card creators!
Sorcery U
You may only cast ~ if you excetly one card in your hand.
Duel with target opponent. If you win the duel, draw three cards. (To duel with an opponent, each dueling player reveals a random card from his or her hand. A player wins a duel if his or her card had the higher converted mana cost or if the other player doesn't have any cards in hor or her hand.)
Outlaw's Standoff 1R
Sorcery U
Duel with target opponent. If you win the duel, ~ deals 5 damage to that player
Gravedigger's Standoff 1B
Sorcery U
Duel with target opponent. If you win the duel, that player sacrifices a creature he or she controls and you return a creature card from your graveyard to your hand.
Native's Standoff 1G
Sorcery U
Duel with target opponent. If you win the duel, destroy target artifact and/or enchantment that player controls.
Sherif's Standoff 1W
Sorcery U
Duel with target opponent. If you win the duel, Exile target creature the player controls with power of 4 or greater.
IIW: Enlightenment Themed cards (not necessarily Jeskai)
One rules thing: if the revealed cards cost the same, both creatures gain trample and are sacrificed.
Crazed Gunman 2R
Creature - Human Sharpshooter (R)
Sling (When this creature becomes blocked by another creature with sling, both players reveal the top card of their libraries. The creature whose controller revealed the lowest or tied for lowest converted mana cost is sacrificed, and the other creature gains trample until end of turn. Then put all cards revealed this way into their owners' graveyards.)
When Crazed Gunman blocks a creature without sling, it deals 2 damage to that creature and 2 damage to you.
2/2
Gunman's Eye G
Instant (C)
Target creature gains +1/+1 and sling until end of turn.
High Noon 4W
Enchantment (R)
All creatures have sling.
At the beginning of combat, choose target creature you control and target creature an opponent who is the attacking or defending player controls. If it's your turn, only the first creature can attack, and must attack the second creature's controller, and only the second creature can block. If it isn't, only the second creature can attack, and the first creature must block this turn if able.
Temporal Gunshot 2UU
Sorcery (M)
Cast Temporal Gunshot only if you attacked with a creature with sling this turn, and only if that creature was blocked.
Target player takes an extra turn after this one.
Relentless Gunman 4BB
Creature - Human Sharpshooter (R)
Sling
When Relentless becomes blocked by a creature without sling, destroy that creature.
4/4
Gunsmith 3R
Creature - Human Artificer (R)
2R, T: Put an equipment artifact token named Pistol onto the battlefield. It has "Equipped creature has +2/+2 and sling." and "Equip - 3"
3/3
IIW: Godspeed (You may cast this card any time you could cast an instant for its godspeed cost.)
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Creature — Human Rogue (U)
Mount (When this creature attacks, you may pair it with another unpaired attacking creature until end of combat.)
First strike
Creatures paired with Brokeback Buckaroo have first strike.
“I wish I knew how to quit you.”
2/1
IIW: Magic does pop culture.
Creature - Human Mercenary (R)
At the beginning of your upkeep, you may reveal Lone Gunslinger from your hand. If you do, put an aim counter on target creature.
When Lone Gunslinger enters the battlefield, it deals damage to each creature equal to the amount of aim counters on it.
2/3
"I'm coming for you."
IIW: innuendo // rare minerals and metals
Sorcery (U)
Reactive Shot deals 4 damage to target creature or player.
React 2R (You may cast this card from your hand for its react cost anytime you could cast an instant if you control a tapped creature.)
Went round and round and arrived to this. Tapped creatures are 'primed' for action, ready to snap. It rewards attacking and activating abilities. Then again there's vigilance, but those creatures are too goody to be ready to shoot a man at a draw's notice.
IIW: B
Here is my judging criteria:
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My problem with this mechanic is that it maps too closely to clash - instead of revealing from the top of your library, it reveals from your hand. It also doesn’t address what happens when the two players reveal, say, a land. This mechanic gives you a little more control (by holding onto a bunch of expensive spells) but loading up your deck with expensive spells isn’t the way to build around this mechanic, and it’ll be a game of “hey I still have this Draco in my hand!”
The problem with this gunslinger mechanic is that it’s too “bio-dome” - it will trigger every single time in a non Wild West set. The flavor is odd as well ("wait! I have a gunslinger license! We can't shoot each other. Bye!”) and it doesn’t let you build around with them. You can build an “Ally” deck because that deck is super linear, but you can’t build a “Gunslinger” deck because they all trigger off of your opponents doing things.
Isn’t a mechanic, but I guess I’ll judge this. The abilities all feel disjointed, even though they do convey the flavor well. The second ability reads extremely weirdly, but other than that the card is fine - vigilance and the tap trigger work well together.
This is a really swingy, complex effect and definitely not what you want at common or something. A bunch of Worlds at War at uncommon does not make a mechanic make, and its really only limited to a cycle. To top it off it doesn’t really convey Western flavor that well. This mechanic has a TON of issues (very cumbersome to execute, not at uncommon, not a mechanic) - I’d recommend that you go back to the drawing board.
Welcome back!
When I first read this mechanic I hated it since it mentions the stack, but reading it again I do like the flavor - its also relatively simple to understand (once you get past the stack). The flavor of responding to spells with your own spells is super resonant. The problem with this mechanic is that is promotes a horrible environment - everyone will be hanging out with their Gunslinging spells, afraid to do anything until the last minute. This was the problem with Daniel Williams’s last submission - he created “flash world” and the judges eliminated him for it. While this is better than anything I’ve seen so far, people hanging around to wait for their opponent to react, then casting everything EOT is not a future I like.
I actually like this mechanic quite a bit, though it obviously shines in a mono colored deck of some sort. It’s pretty simple and flavorful, and it doesn’t require you to compare CMCs - it just asks you “do we share colors?”. It’s a bit random but you can mitigate that with deck building, and its a relatively clean mechanic I can see going in at common (maybe a 2W 2/2, ETB aim, if it hits then put a +1/+1 counter). Having this be a one-shot effect and not be like kinship (by comparing colors) makes this a sweet mechanic in my book.
I don’t see how you can have a mechanic that basically amounts to a much, much stronger fight. Fight isn’t used that often and I can’t imagine having multiple cards at common that allow you to Fall of the Hammer a creature. This individual card isn’t that much fun either - it kills creatures immediately as they ETB. Not a good mechanic, in my eyes.
This.. is not a good mechanic. Its extremely wordy and complex, and the effect is extremely swingy. You’re basing creature combat over a virtual dice roll and having keywords inside of keywords. This mechanic basically screams “do not block” and to top it off its like a more cumbersome version of clash.
Clash is considered a failure by R&D and I don’t think that adding a bunch of scry triggers helps it. You’re discounting reminder text which would make this card have like.. man, 63 words on reminder text alone! That’s super wordy for a common, and to top it off it’s complex to execute - you have to spend like 30 seconds deliberating which card to put on top and then compare CMCs, then decide to put it on the top or bottom. This probably takes like a minute of in-game time and for a measly 5 life (or draw, or discard, etc). Growing Standoff is clearly asymmetrical if your opponent isn’t playing green, too.
Not a mechanic, but this is like some Visara the Dreadful in that you can have this as a huge first strike wall and then tap at EOT, then tap at the beginning of your next turn to kill a guy. This feels much more black than red to me to be honest.
1R 2/1 first strike might be cutting it a bit close in terms of development and the mechanic isn’t really gunslingy - that said, this is a solid design. I’m not sure how differently it plays with soul bond, though - you’d be making a new mechanic and reuse a bunch of AVR cards. You can choose different creatures to pair up with, but I’m unsure as to how relevant that is. Good design, but doesn’t excite me too much.
In contrast to your previous mechanic this is actually a really cool card and I like it a lot. You can have aim counters be a mechanic and have creatures ETB, putting aim counters on guys and have other cards that interact with aim counters. Obviously its a bit parasitic but may or not be fun, who knows. As for this card I would want a cost with revealing it so it isn’t just a freeroll but I like the design.
While I agree with your reasoning (rewarding attacking and activated abilities) I’m a bit worried that it engineers a world similar to Pancho’s, where everyone waits until the last minute to cast their react spells. React isn’t really something I can wrap around a set but props to you for making a simple-ish mechanic.
Winner: avatarz. None of the designs really matched Mark’s criteria but avatarz came close with his Aim mechanic. Funny enough, I liked both cards with “aim” in them this round. I can see aim being a legit mechanic for a set, being like a “fixed” kinship.
HMs: AmShegar, CC
Apologies if I came off as rude or pretentious - my only goal with these judgings is to critique your designs and make you a better designer. I lambasted a bunch of mechanics because they don’t fit within modern design guidelines. Ask me if you need any clarifications.
Challenge: Activation cost 0
creature - Demon R
0: Gain control of ~. Any player may activate this ability only whenever they can cast a sorcery. Untap it
At the beggining of your end step, you lose 3 life.
5/5
IIW: Enlightenment Themed cards (not necessarily Jeskai)
Creature - Vampire Advisor (R)
0: All damage that would be dealt this turn to Lords of the Pariah is dealt to you instead.
As long as you have 5 or less life, Lord of the Pariah gets +4/+4 and has flying and indestructible.
2/2
iiw: mecha dinosaur
Creature - Kor (Rare)
Kor creatures you control have "0: The next 1 damage that would be dealt to this creature this turn is dealt to another target creature you control instead".
2/2
Next: When Simic and Izzet meets.
Creature - Elemental (U)
Shroud.
0: Lightning Pulsar deals 1 damage to each creature and each player.
1/2
IIW: Secret Santa
Creature - Vampire Shaman (R)
0: Put a -1/-1 counter on Woundsharer and another target creature. Activate this ability only when you can cast a sorcery.
1/4
IIW: Seppel wins, Iso judges.
Enchantment [M]
Skip your draw step.
0: Exile the top card of target opponent's library. You may play that card for as long as it remains exiled. You lose 1 life for each card exiled by Blood Network.
IIW: Very, very, very big, but not infinite
Artifact - Equipment (U)
Equipped creature has first strike and menace.
Equip 0
IIW: with the same name as
Artifact (M)
0: You may put X blood counters on Infernal Ledger rather than pay the costs of the next spell you cast, where X is that spell's converted mana cost. Activate this ability only anytime you could cast a sorcery, and only once each turn.
0: Infernal Ledger's controller sacrifices it and you put an X/X black Demon creature token with flying, trample, hexproof, and indestructible onto the battlefield, where X was the number of blood counters on Infernal Ledger as you activate this ability. Only your opponents may activate this ability, and only anytime he or she could cast a sorcery.
IIW: Wordy (Something is wordy if it has four or more lines of text in its text box.)
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Creature — Leviathan (M)
Flying, trample
0: Put Eater of Hours on the bottom of its owner’s library. You skip your next turn. Any player may activate this ability.
8/8
IIW: Big creatures with big drawbacks.
Nevinyrral's Avenger 2BG
Creature - Shapeshifter U
0: Until end of turn, Nevinyrral's Avenger gets -1/-1 and gains your choice of haste, lifelink, wither, or "T: Nevinyrral's Avenger fights target creature."
4/4
IIW: Praise me.
Creature - Sphinx (M)
Flying
When Sphinx of Infinite Deliria enters the battlefield, exile your library until Sphinx of Infinite Deliria leaves the battlefield.
Skip your draw step.
7/7
IIW: with the same name as