I have changed it to were Lands DO affect Non-Tournament Combat but, wont affect Tournament Combat. LD will be rather pointless in Tournament, but out of Tournament it will still be a wonderful tool, at the very least it will sound good when you do it.
I think that discard, card draw and normal tutor cards will be dead. However, cards that let you search for cards you own outside of the game will still be useful. The reason being is that one can only carry so many spells in their satchels (read posts above), and leave the rest in their House for safe keeping.
Please keep the questions coming, this is really helping me work things out.
Here's an alternative idea for cantrips: when you play a cantrip, rather than draw a card, it lets you reduce the cost of a spell by 1. The reduced cost is applied to the next spell you cast in the dual, and any given spell may only benefit from this reduction one time (ie. can only have -1 taken off, no matter what).
This gives people reasons to actually play with cantrip spells, some of which are quite nice, like Repeal and the like.
I agree with discard doing nothing. Same with milling cards I'd think. Tutors... yeah, that's a hard one. I think it'd be too tough to make them do something meaningful. Scratch them too.
Interesting idea on card draw there; I think that I will use that. Milling cards would be another type that is out, but Wish cards are in.
Edit:
Cantrips/Card Drawing: when you play a cantrip, rather than draw a card, it lets you reduce the cost of a spell by 1. The reduced cost is applied to the next spell you cast in the duel, and any given spell may only benefit from this reduction one time (ie. can only have -1 taken off, no matter what).
Discarding: when you play a discard card, rather than your target discarding a card it adds 1 to the cost of their next spell. The added cost is applied to the next spell your target casts in the duel, and any given spell may only suffer from this added cost one time (ie. can only have +1 added on, no matter what). However, Madness costs are not affected.
Ok, that seems very very awesome. However, there is another issue I thought of: multiple discards/draws. For example: Concentrate, Persecute, Compulsive Research. How do these work? My thought is that the +/- to the costs roll over, so Concentrate gives your next three spells -1 each, and Persecute gives a random number (say 1d4 spells) +1 each. Compulsive... should not be permitted. Too many variables, too easy to screw it up. Don't like it. <_<
I don't think that it should roll over. It should just effect the next spell only. Of course this means that the higher cost spells of these kind wont be played.
Hmmm. Makes spells like even Mind Rot totally useless. Guess that makes SOME sense, but sorta bothers me (just a trifle).
Here's a card question: Chaos Orb. It's a random effect, so it could be doable online, even if it is banned in paper Magic. Seems like it'd have a big, splashy effect too.
I'll figure out some mechanic for it (probably use the forum's dice roll feature to roll a dX, where X is the number of non-land permanents in play, and whatever number came up is the one that the orb touches and destroys).
As for the land thing, well, YEAH, but the idea was that each player is permitted to play one land a turn, guaranteed?
You are Guaranteed the ability to play a land each and every turn, but only so long as you remember to post it. The main reason that I say this is because of Non-Basic Land.
Hey, for the starting spellbook, would it be a decent idea for each player to pick a single non-basic land in addition to their 5 spells? Sort of like where they came from, so my character could pick, say, Maze of Ith (were it allowed) to represent where he came from. Others could pick things like Keldon Megaliths, etc. You know, to differentiate the characters somewhat. Make a list of all the chosen lands, and don't let more than one person have each land, so that everyone comes from somewhere special. Just a thought.
This might even allow for the weak Legendary Lands to be played earlier (like Karakas or Hammerheim, it's more flavor than anything else)
Or... we could find a way to incorporate the hellbent mechanic somehow... I'll think on that, and post it when I figure it out. It makes little sense to cut it out (since it does some cool stuff).
The only way that I can think of for someone to go hellbent without making special rules is for them to play Ignorant Bliss. There are not even 20 cards that currently feature Hellbent. Most of the one that are selectable for the start of the games, just wont get picked because they are just not good.
That one really varies on how folks build their decks. I am in favor of increasing the starting lists by one, since five is just too few IMO, with the restrictions on uncommon and rare, you really need an extra or two.
@Archaic Guildmage:LD will still be usable, admittedly mostly out of Tournaments. However I figure that most of the Duels will take place outside of Tournaments anyways.
I have changed it to were Lands DO affect Non-Tournament Combat but, wont affect Tournament Combat. LD will be rather pointless in Tournament, but out of Tournament it will still be a wonderful tool, at the very least it will sound good when you do it.
Also keep in mind that when you play lands, you must say that you play a land. So if one forgets to do so, an opponent carrying LD can so punish them.
You are Guaranteed the ability to play a land each and every turn, but only so long as you remember to post it. The main reason that I say this is because of Non-Basic Land.
I am hoping that burn won't be dominant, and that Creatures will rule because that would make for a more interesting story.
Quite. I fully agree with you there qfx. I still like at LEAST, non-basics manifesting in all combats. If not that, then legendary lands HAVE to manifest (wouldn't make any sense otherwise). They can work like locations in D&D, if you know that rule.
Single Spells may be gained via Ante in Combat, Your opponent conceding to you in Non-Tournament Combat, in exchange for services given, as Gifts and Magic Stores.
Whole Satchels may be gained only though Duels that go to the Death.
Actually, I've been wondering about that. I figure that duals for ante gain you the ante'd spell. I also figured you could buy spells in game. Maybe even scribe your own (ie. independent research gives you knowledge of some other spell in the game)?
I think that discard, card draw and normal tutor cards will be dead. However, cards that let you search for cards you own outside of the game will still be useful. The reason being is that one can only carry so many spells in their satchels (read posts above), and leave the rest in their House for safe keeping.
Please keep the questions coming, this is really helping me work things out.
This gives people reasons to actually play with cantrip spells, some of which are quite nice, like Repeal and the like.
I agree with discard doing nothing. Same with milling cards I'd think. Tutors... yeah, that's a hard one. I think it'd be too tough to make them do something meaningful. Scratch them too.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Edit:
Cantrips/Card Drawing: when you play a cantrip, rather than draw a card, it lets you reduce the cost of a spell by 1. The reduced cost is applied to the next spell you cast in the duel, and any given spell may only benefit from this reduction one time (ie. can only have -1 taken off, no matter what).
Discarding: when you play a discard card, rather than your target discarding a card it adds 1 to the cost of their next spell. The added cost is applied to the next spell your target casts in the duel, and any given spell may only suffer from this added cost one time (ie. can only have +1 added on, no matter what). However, Madness costs are not affected.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Edit: Lots of changes in first post
Here's a card question: Chaos Orb. It's a random effect, so it could be doable online, even if it is banned in paper Magic. Seems like it'd have a big, splashy effect too.
Also, is it assumed you always lay a land?
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
...Chaos Orb....what do you suggest here, because I have no Idea how one would work that.
Part of me wants to say ban it in this game.
As for the land thing, well, YEAH, but the idea was that each player is permitted to play one land a turn, guaranteed?
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Hey, for the starting spellbook, would it be a decent idea for each player to pick a single non-basic land in addition to their 5 spells? Sort of like where they came from, so my character could pick, say, Maze of Ith (were it allowed) to represent where he came from. Others could pick things like Keldon Megaliths, etc. You know, to differentiate the characters somewhat. Make a list of all the chosen lands, and don't let more than one person have each land, so that everyone comes from somewhere special. Just a thought.
This might even allow for the weak Legendary Lands to be played earlier (like Karakas or Hammerheim, it's more flavor than anything else)
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Night all, I'll talk more tomorrow.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
I think that once we get Hellbent taken care of I might go a head and start this.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
And the thing is, just because LD isnt usable, there are so many more types of cards to be used. Burn will be big, and so on.
And 4 creatures wont be too hard to get, at all.
Thanks a ton to Spiderboy4 at High~Light Studios!
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Also keep in mind that when you play lands, you must say that you play a land. So if one forgets to do so, an opponent carrying LD can so punish them.
I am hoping that burn won't be dominant, and that Creatures will rule because that would make for a more interesting story.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Going to add how to gain spells to the Char. Creation will edit when done.
Edit done.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!