So Mark has corrected himself and said that the Monday after this coming one will discuss the changes coming to Intimidate, Landwalk, and maybe Protection (given they keep talking about it). A link to the Tumblr post (he later corrected himself today saying the date for that article was a week later than he expected):http://markrosewater.tumblr.com/post/120203467573/fear-intimidate-and-land-walk-all-seem-to-be-out
So, what do you guys think the changes will be? I personally feel we're just going to see Landwalk disappear entirely, and Protection gone in favor of the M15 Avacyn text. Intimidate feels like they would want to change it to be a bit more universally useful. Thoughts?
I would hope Landwalk would stay, but not basic landwalk. Dryad Sophisticate, e.g., is a great card that isn't 'hoser territory'. (At least not color hoser.)
Protection is likely to get split up into its components. As one example, Colorproof could handle T(argeting) as a limited form of Hexproof. (Should be Colorshroud, but I doubt that they would want those next to each other.)
Intimidate IMO is a large failure. It's too swingy, in the sense that Snapping Drake is a staple of Limited play, while Razortusk Boar is either a blowout or very very meh. I'm really not sure how they could 'fix' Intimidate.
Creatures with Stealth can't be blocked except by other creatures with Stealth, creatures with defender, or creatures with vigilance
This would replace some of the current can't be blocked stuff and the rogue or shadow abilities.
new mechanic (replaces Islandwalk): Swim
Swim is basically Islandwalk + Swampwalk only caring about what colors of mana the lands can produce rather than what basic land types they are, and creatures with it can be blocked by other creatures with Swim, other creatures with Islandwalk or Swampwalk, or by two or more creatures with defender (who can both guard to catch a creature as it comes out of the water near the master to attack, and remain nearer to the master than other creatures)
Swim is basically ability to swim, just like Islanwalk usually tries to imply.
new mechanic (replaces Intimidate/Fear): Frighten
Whenever a creature with Frighten attacks, target non-artifact creature with converted mana cost less than it can't block it this turn, a creature may have a number attached to Frighten, such as Frighten 3, which would allow it to choose two additional targets. Creatures with defender or vigilance are unaffected by frighten.
Frighten basically represents being or doing something scary, like roaring to frighten foes.
new mechanic: Rush
Creatures with Rush can't be blocked except by creatures with defender, creatures with vigilance, creatures with Horsemanship, other creatures with Rush, or creatures with haste, flash, first-strike, or double-strike.
Rush basically represents being too fast to block. Also sorta replaces horsemanship.
Old mechanic, Mountainwalk is replaced by Orchard Spirit mechanic, representing creatures with excellent climbing ability
new mechanic: Color/Thing-hunt #
Hunt mechanic replaces protection, creatures with it basically have hexproof against the noted thing... for effects with sources that are up to the indicated number in CMC, they also take that much less damage from sources of that nature when they are affected by things that deal damage, such as attacking or blocking creatures, or damaging spells or abilities, and deal that much more damage to creatures of that color or whatnot that they deal any damage to.
So Red-hunt 2 would mean a creature with it can't be the target of red spells with cmc 2 or less, can't be the target of abilities from red creatures with cmc 2 or less, takes 2 less damage whenever they would be affected by a red spell or ability that deals damage or attacks or blocks of red creatures and the like, and whenever they deal damage to a red creature, they'd deal 2 additional damage above whatever damage they already dealt.
And if you had Kithkin-hunt 1, it would mean similar as above for creatures and spells and such with the Kithkin subtype, rather than the color red.
And if you had Instant-hunt 3, it would mean you'd have similar to the above, but only for instant spells.
Easier to understand than Protection, if somewhat more complicated in some ways, and easier to bypass.
---
With something like the above, the creatures could still often be blocked, but the conditions are a lot less color focused, and they can be blocked in a wider variety of circumstances. Vigilance and Defender in particular see some uptick in value. The exact details might vary, but I could see them doing something like the above, as it isn't _that_ much more complicated than flying.
I think it would be cool to get a non-self-affecting version of Protection, for the sake of this post I'll call it Resistance... AKA Hexproof is to Shroud as Resistance is to Protection.
Comprehensive Rules Text:
702.18. Resistance #
702.18a Resistance is a static ability, written “Resistance from [quality].” This quality is usually a color (as in “Resistance from black”) but can be any characteristic value. If the quality happens to be a card name, it is treated as such only if the Resistance ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2. #
702.18b A permanent or player with Resistance can’t be targeted by spells your opponents control with the stated quality and can’t be targeted by abilities from a source your opponents control with the stated quality. #
702.18c A permanent or player with Resistance can’t be enchanted by Auras your opponents control that have the stated quality. Such Auras attached to the permanent or player with Resistance will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”) #
702.18d A permanent with Resistance can’t be equipped by Equipment your opponents control that have the stated quality or fortified by Fortifications your opponents control that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, “State-Based Actions.”) #
702.18e Any damage that would be dealt by sources your opponents control that have the stated quality to a permanent or player with Resistance is prevented. #
702.18f Attacking creatures with Resistance can’t be blocked by creatures your opponents control that have the stated quality. #
702.18g “Resistance from [quality A] and from [quality B]” is shorthand for “Resistance from [quality A]” and “Resistance from [quality B]”; it behaves as two separate Resistance abilities. If an effect causes an object with such an ability to lose Resistance from [quality A], for example, that object would still have Resistance from [quality B]. #
702.18h “Resistance from all [characteristic]” is shorthand for “Resistance from [quality A],” “Resistance from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate Resistance abilities. If an effect causes an object with such an ability to lose Resistance from [quality A], for example, that object would still have Resistance from [quality B], [quality C], and so on. #
702.18i “Resistance from everything” is a variant of the Resistance ability. A permanent with Resistance from everything has Resistance from each object your opponents control regardless of that object’s characteristic values. Such a permanent can’t be targeted by spells or abilities your opponents control, enchanted by Auras your opponents control, equipped by Equipment your opponents control, fortified by Fortifications your opponents control, or blocked by creatures your opponents control, and all damage that would be dealt to it by sources your opponents control is prevented. #
702.18j “Resistance from [a player]” is a variant of the Resistance ability. A permanent with Resistance from a specific player has Resistance from each object the player controls and Resistance from each object the player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent can’t be targeted by spells or abilities the player controls, enchanted by Auras the player controls, equipped by Equipment the player controls, fortified by Fortifications the player controls, or blocked by creatures the player controls, and all damage that would be dealt to it by sources controlled by the player or owned by the player but not controlled by another player is prevented. #
702.18k Multiple instances of Resistance from the same quality on the same permanent or player are redundant. #
That's just a quick draft change to the rules for Protection to what they'd approximately be for Resistance.
I doubt they'd ever do it, because it's inherently even more complex than Protection, which is an ability that's already very complex and difficult for new players to fully grasp.
But the ability would be really cool!
"Resistance from red" would be cool because I could still cast a Titan's Strength on my own creature, but you couldn't Lightning Strike it!
Although most of those mechanics are unlikely to be printed purely due to ruletext length. Especially Hunt would require a buttload of text to print on the card, which WotC seems unwilling to do for especially commons.
That being said I like most of your proposed mechanics as they shake up how we view unblockability. However there might be a tad too many to ever make it to the evergreen keywords.
Personally I like that they take somewhat dead keywords into use, like Vigilance or Defender. Neither are particularly sought after and mostly they are not that powerful - well in the case of Vigilance the mechanic is powerful enough but the cards it is printed on are rather mellow to not have incredible hosing effects.
Vigilance in itself should get changed for the worse IMO so it can be printed on more and better creatures. If the mechanic was crappier or more risky in itself it could be justified to put on other creatures than those that are small and weak or tough and expensive.
Another thing is to take "useless" permanent keywords like Flash and Haste into account other than in cast or entrance-situations.
For a flavorful unblockable, keyword the Invisibility mechanic as "invisible", as its flavor is copied to the invisibility helm of Hades, Prowler's Helm.
Most of the mechanics suggested in this thread are way too complex as replacements.
I thought of a simple evasion mechanic that could be used in blue, black, or red:
Avoid (They can't block each other this turn.)
Avoid is to evasion what Fight is to damage; whenever one creature avoids another, neither creature can block the other that turn.
Sneaky RogueU
Creature - Human Rogue U: ~ avoids target creature. (They can't block each other this turn.)
1/1
Scary Monster2B
Creature - Beast B: Target creature avoids ~. (They can't block each other this turn.)
2/2
Red Avoid SorceryR
Sorcery
Up to two target creatures avoid each other. (They can't block each other this turn.)
These two examples show off different ways avoid abilities can be worded for flavor's sake; the sneaky blue creature avoids other creatures but the scary black creature makes other creatures avoid it. Which of those two red would get, I'm not entirely sure; probably black's "scary" take, but at the very least I can demonstrate a red spell that also uses this mechanic.
Private Mod Note
():
Rollback Post to RevisionRollBack
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Honestly, I would love for them to bring Shadow back, even if they retool it a bit by allowing Vigilance and Defenders to block. It's already and established mechanic that has a in game flavor attached to it.
Wouldn't it be a major flavor fail for vigilant/defender creatures to be able to block shadow? I've always liked the mechanic, but I don't envision them ever revisiting it.
Going to be a bit sad if they officially discontinue landwalk.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard: UR Blue-Red Control
Modern: UBR Grixis Control UWR Jeskai Control
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So, what do you guys think the changes will be? I personally feel we're just going to see Landwalk disappear entirely, and Protection gone in favor of the M15 Avacyn text. Intimidate feels like they would want to change it to be a bit more universally useful. Thoughts?
Protection is likely to get split up into its components. As one example, Colorproof could handle T(argeting) as a limited form of Hexproof. (Should be Colorshroud, but I doubt that they would want those next to each other.)
Intimidate IMO is a large failure. It's too swingy, in the sense that Snapping Drake is a staple of Limited play, while Razortusk Boar is either a blowout or very very meh. I'm really not sure how they could 'fix' Intimidate.
new mechanic: Stealth
Creatures with Stealth can't be blocked except by other creatures with Stealth, creatures with defender, or creatures with vigilance
This would replace some of the current can't be blocked stuff and the rogue or shadow abilities.
new mechanic (replaces Islandwalk): Swim
Swim is basically Islandwalk + Swampwalk only caring about what colors of mana the lands can produce rather than what basic land types they are, and creatures with it can be blocked by other creatures with Swim, other creatures with Islandwalk or Swampwalk, or by two or more creatures with defender (who can both guard to catch a creature as it comes out of the water near the master to attack, and remain nearer to the master than other creatures)
Swim is basically ability to swim, just like Islanwalk usually tries to imply.
new mechanic (replaces Intimidate/Fear): Frighten
Whenever a creature with Frighten attacks, target non-artifact creature with converted mana cost less than it can't block it this turn, a creature may have a number attached to Frighten, such as Frighten 3, which would allow it to choose two additional targets. Creatures with defender or vigilance are unaffected by frighten.
Frighten basically represents being or doing something scary, like roaring to frighten foes.
new mechanic: Rush
Creatures with Rush can't be blocked except by creatures with defender, creatures with vigilance, creatures with Horsemanship, other creatures with Rush, or creatures with haste, flash, first-strike, or double-strike.
Rush basically represents being too fast to block. Also sorta replaces horsemanship.
Old mechanic, Mountainwalk is replaced by Orchard Spirit mechanic, representing creatures with excellent climbing ability
new mechanic: Color/Thing-hunt #
Hunt mechanic replaces protection, creatures with it basically have hexproof against the noted thing... for effects with sources that are up to the indicated number in CMC, they also take that much less damage from sources of that nature when they are affected by things that deal damage, such as attacking or blocking creatures, or damaging spells or abilities, and deal that much more damage to creatures of that color or whatnot that they deal any damage to.
So Red-hunt 2 would mean a creature with it can't be the target of red spells with cmc 2 or less, can't be the target of abilities from red creatures with cmc 2 or less, takes 2 less damage whenever they would be affected by a red spell or ability that deals damage or attacks or blocks of red creatures and the like, and whenever they deal damage to a red creature, they'd deal 2 additional damage above whatever damage they already dealt.
And if you had Kithkin-hunt 1, it would mean similar as above for creatures and spells and such with the Kithkin subtype, rather than the color red.
And if you had Instant-hunt 3, it would mean you'd have similar to the above, but only for instant spells.
Easier to understand than Protection, if somewhat more complicated in some ways, and easier to bypass.
---
With something like the above, the creatures could still often be blocked, but the conditions are a lot less color focused, and they can be blocked in a wider variety of circumstances. Vigilance and Defender in particular see some uptick in value. The exact details might vary, but I could see them doing something like the above, as it isn't _that_ much more complicated than flying.
Comprehensive Rules Text:
That's just a quick draft change to the rules for Protection to what they'd approximately be for Resistance.
I doubt they'd ever do it, because it's inherently even more complex than Protection, which is an ability that's already very complex and difficult for new players to fully grasp.
But the ability would be really cool!
"Resistance from red" would be cool because I could still cast a Titan's Strength on my own creature, but you couldn't Lightning Strike it!
That being said I like most of your proposed mechanics as they shake up how we view unblockability. However there might be a tad too many to ever make it to the evergreen keywords.
Personally I like that they take somewhat dead keywords into use, like Vigilance or Defender. Neither are particularly sought after and mostly they are not that powerful - well in the case of Vigilance the mechanic is powerful enough but the cards it is printed on are rather mellow to not have incredible hosing effects.
Vigilance in itself should get changed for the worse IMO so it can be printed on more and better creatures. If the mechanic was crappier or more risky in itself it could be justified to put on other creatures than those that are small and weak or tough and expensive.
Another thing is to take "useless" permanent keywords like Flash and Haste into account other than in cast or entrance-situations.
Most of the mechanics suggested in this thread are way too complex as replacements.
Avoid (They can't block each other this turn.)
Avoid is to evasion what Fight is to damage; whenever one creature avoids another, neither creature can block the other that turn.
Sneaky Rogue U
Creature - Human Rogue
U: ~ avoids target creature. (They can't block each other this turn.)
1/1
Scary Monster 2B
Creature - Beast
B: Target creature avoids ~. (They can't block each other this turn.)
2/2
Red Avoid Sorcery R
Sorcery
Up to two target creatures avoid each other. (They can't block each other this turn.)
These two examples show off different ways avoid abilities can be worded for flavor's sake; the sneaky blue creature avoids other creatures but the scary black creature makes other creatures avoid it. Which of those two red would get, I'm not entirely sure; probably black's "scary" take, but at the very least I can demonstrate a red spell that also uses this mechanic.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Going to be a bit sad if they officially discontinue landwalk.
UR Blue-Red Control
Modern:
UBR Grixis Control
UWR Jeskai Control