Been wondering about a few Pie-breaking directions that red can take its mastery of direct damage:
EDIT: hit the wrong button and just posted the first card name... rest has been added
Sear Wounds
Instant
Sear wounds deals 3 damage to target creature. Regenerate that creature.
Flames of Endurance :2mana::symr::symr:
Enchantment
:symr:: ~this~ deals 2 damage to target creature you control. If that creature is dealt damage this way, prevent the next 3 damage that would be dealt to that creature.
The "If" clause there is to prevent using it to make a huge damage protection shield off of its own damage prevention. Alternately, its damage could just be unpreventable.
Well, it would tap a creature with toughness 3 or less, so that's something. This seems like weird design space because it is unintuitive. Maybe black would be better, since black (1) damages creatures, (2) regenerates, and (3) can directly tap creatures. I suppose this could be shoe-horned into red, I'd name it Cauterize.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Sear Wounds - It's an interesting design and certainly taps into an area of the pie which red doesn't normally get. It does feel more black than red, and you could still keep the 'flavour' of cauterising a wound.
Flames of Endurance - This can only save bigger creatures, and has a nice idea behind it. Red so rarely gets any form of damage prevention that it is nice to see a card which allows it, but in a very red way. It does, however look quite weak if you transform it to something more tangible:
"R: Prevent the next 1 damage that would be dealt to target creature you control with toughness greater than 2."
This of course isn't fully representative of what it can do, as it can be a pseudo-sacrifice outlet, but it can't save creatures which have sustained more than X damage, where X is their toughness -3. Nice idea, but just a bit weak.
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Trial By Fire 1R
Instant
~ deals 3 damage to target creature. Until end of turn, prevent all damage that would be dealt to that creature.
Save your own dragon, burn your opponent's losers. And of coarse, if they pump in response then you have only yourself to blame. I think the idea has some merit, but I don't think it would be good to do this sort of thing on more than a small handful of cards. If you do this too much and you confuse colors.
Trial By Fire 1R
Instant
~ deals 3 damage to target creature. Until end of turn, prevent all damage that would be dealt to that creature.
Save your own dragon, burn your opponent's losers. And of coarse, if they pump in response then you have only yourself to blame. I think the idea has some merit, but I don't think it would be good to do this sort of thing on more than a small handful of cards. If you do this too much and you confuse colors.
I like this card, but the combination of burn and damage prevention really makes more sense on a white card.
Trial by FireW
Instant
Trial by Fire deals 3 damage to target attacking or blocking creature. Prevent all other damage that would be dealt to that creature this turn.
I don't know that would be all that useful, since it couldn't save white weenies it would basically just only be used to target opponent's creatures and since it wouldn't kill 4+ toughness creatures it'd be just chump removal. White wouldn't use such a card, but red might.
I suppose, but I don't think white players would be too excited by this kind of thing. Generally (I note there are exceptions to this trend, and don't need a full list) you can take any mechanic to any color so long as the original color still does it best, and that is why I think there could be red damage prevention if it was coupled with the damage since this is a real drawback.
Sear Wounds -- This is interesting because it can tap down little creatures to prevent them from attacking or blocking and it can save big creatures from Doom Blades. I worry there might be some confusion with players trying to save little creatures from removal, but hopefully that isn't a problem.
Flames of Endurance -- Well, this can prevent 3 damage from a creature with an ability like deathtouch or wither, but most of the time it is just wasting a lot of mana to prevent 1 damage to a medium to large creature.
While Shadowmoor was in standard, I made some red cards with this kind of mechanical idea using -1/-1 counters.
CauterizeR
Instant (C)
Regenerate target creature. If it regenerates this way, put a -1/-1 counter on it.
Heat ShieldR
Instant (C)
Prevent all damage that would be dealt to target creature this turn. If 4 or more damage is prevented this way, put a -1/-1 counter on that creature.
"Breaking the pie" is officially the new "broken".
But yea. Regeneration has always been a "every color" thing to me. It certainly wouldn't hurt red be tertiary in it, and the "cauterizing" flavor works well for it. However, i'd like to see them with lower base damage. Killing the creature you're trying to regenerate doesn't help you much.
Cauterize1R
Instant
~ deals 1 damage to target creature. Regenerate that creature.
Draw a card.
Spellfire PheonixRRR
Creature - pheonix
Flying
Whenever ~ is dealt damage by a spell or ability you control, regenerate it.
3/1
"Breaking the pie" is officially the new "broken".
Not to get too much into an argument of semantics, but I've always felt that the way to do color pie was to include the words "effective" into any statement about [Color] can't have [Mechanic]. White can't have effective burn, but it is welcome to ineffective burn. White can draw cards in fact, but not in straightforward ways. So then, even if red is not the best color for damage prevention or regeneration it could still get them so long as they aren't stepping on white and green toes. I tried to extend this red life gain once, but people couldn't get pas certain things... I'll not dredge that particular thought up any more than I already have.
Suppose there were a (2/G) instant to regenerate target creature, nobody would complian. So then, a 1R instant that regenerates a creature in a more flavorful red way would follow. This proposal is much less radical than the Planar Chaos pie redistribution. In the end, if a red regeneration spell is not as powerful as its green counterpart in 90+% of all situations I'm okay with it. Red has enchantment removal now, its just nowhere as good as Naturalize. You don't add red to a deck to remove enchantments, and by a similar token I wouldn't see someone add red to a deck for regeneration. Instead the idea seems to be give red some regeneration so they can have access to the mechanic without going to other colors and causing instability in their mana base.
Let me combine the previous two Cauterizes into something I'd like to see:
Cauterize 2R
Instant
Put a -1/-1 counter on target creature and regenerate that creature.
Draw a card
It can be used offensively like Zap, killing Stuffy Doll incidentally, and a cantrip -1/-1 counter is never bad. You can also save your own creatures at a cost, but it's a good option for a cantrip. Also plays into Kulrath Knight and bones persist. Green wouldn't be envyous, since I'm pretty sure you could reprint Refresh at 1G safely.
~name~ deals 1 damage to target creature. Prevent all other damage that would be dealt to that creature this turn.
AND
~name~ B
Instant
Target creature gets -1/-1 until end of turn. Regenerate that creature.
The damage involved and the mana cost could be scaled up and down depending on the environment. I realize that these suggestions are similar to some others proposed here, but for example, I don't think that you need to confine the effect to attacking or blocking creatures in white, and I don't think you need to use -1/-1 counters when UEOT will do.
Been wondering about a few Pie-breaking directions that red can take its mastery of direct damage:
EDIT: hit the wrong button and just posted the first card name... rest has been added
Sear Wounds
Instant
Sear wounds deals 3 damage to target creature. Regenerate that creature.
Flames of Endurance :2mana::symr::symr:
Enchantment
:symr:: ~this~ deals 2 damage to target creature you control. If that creature is dealt damage this way, prevent the next 3 damage that would be dealt to that creature.
Healing people is still healing people, no matter what subpar methods you use to do it.
That is, if the spell is actually/principally a way of healing or shielding from wounds, it can't be red and should be white. But what you want is a way of having it so that Burns the red mage can do something to heal up Withers his cut-up buddy.
There's always artifacts you know. It's not like only White cultures can practice medicine. It's just only White cultures whose magic does it.
Still, it's a trope, we know flames should be able to do something about wounds, even if that wasn't the purpose of the flamethrower. I don't think the way to tap into this is by changing the burn spells, but by expanding on the space of the green ability Rite of Passage, and having more cards (in red and green) like this:
Tauren Tosspot 3RR
Creature - Minotaur Warrior
Trample
Whenever CARDNAME is dealt damage, it gets +0/+3 until end of turn. "When the minotaur didn't even raise a hand to block the dwarf's punch, it was one thing. But after that, he seemed to merrily enjoy every trestle and table the rest of the drove broke over his back..." ~Unyal, Akoum expedition leader
4/3
Last, I don't think it's right to think of Red as having "mastery over burn spells", even though it is effective to think of burn, mechanically, as being core in red, and "coming from it" when it appears in green and black.
Sometimes, a mage just wants to hurt people. Red will let you satisfy that need.
That is its role in the cosmos.
It's not "If you want to burn people, pick up some Red magic to do it well,"
it's not "People-hurting spells are Red,"
it's
"Hurting people with magic is Red." Red is to hurt people with magic.
If you're conceptualizing to hurt someone, with magic, with a spell, as you concoct or conceive of that spell, that IS the Redness of the spell.
Mages master spellcraft. The spellcraft doesn't master itself.
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Second dealing damage and healing in return is almost the same as drawing or searching for a card and randomly discarding cards... Pure Chaos... and fun.
Whenever you play a spell that deals damage to a target player or creature, draw a card.
0/2
The templating is way off. The enchantress has to target a creature or player, then when you cast say Lightning Bolt that spell hasn't done damage to the enchantress's target so you wouldn't draw. You would instead have to say "Whenever a spell you control deals damage to a creature or player, draw a card." but that would be easily broken with multi-target spells. Anyway, you don't need to turn all burn spells into cantrips. Burn is good enough, it really is.
The templating is way off. The enchantress has to target a creature or player, then when you cast say Lightning Bolt that spell hasn't done damage to the enchantress's target so you wouldn't draw. You would instead have to say "Whenever a spell you control deals damage to a creature or player, draw a card." but that would be easily broken with multi-target spells. Anyway, you don't need to turn all burn spells into cantrips. Burn is good enough, it really is.
First I'm trying to fit the theme of the topic.
Second I could say: When you play a sorcery spell, draw a card. Then the player is able to draw a card even if its countered. Since red does connect with sorcery (Like: Burning Wish) but I'd figure it too "Broken" and it doesnt fit with the theme of the post.
Third, the player has to deal damage to a target creature or player with a spell to draw a card. I dont think it'll be a problem with multi-targets and cards like Earthquake doesnt target.
But I could easy reword the card as:
Burn Enchantress 1RR
Creature - (???)
Whenever you play a spell that deals damage to a target player and/or creature, draw a card. (This ability works once per spell casted.)
As far as untapped design for red burn spells, in general any burn spell that you would want to play targeting a creature that wouldn't kill it but would still be beneficial to you.
Coal-Dance Ritual | 1R
Sorcery
Coal-Dance Ritual deals 2 damage to target creature. Add X red mana to your mana pool where X is that creature's power.
Flarewhip | R
Instant
Flarewhip deals 1 damage to target creature. That creature attacks this turn if able.
Overload Command | 5R
Sorcery
Overload Command deals X damage to target player where X is the number of permanents that player controls.
Limit Overload Command to lands only and it's still sick. By the time you can cast it, that's pretty much game. Compare it to say Choice of Damnations, you effectively get the free combo piece of Patron of the Nezumi and double the effect for purposes of getting the kill shot.
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EDIT: hit the wrong button and just posted the first card name... rest has been added
Sear Wounds
Instant
Sear wounds deals 3 damage to target creature. Regenerate that creature.
Flames of Endurance :2mana::symr::symr:
Enchantment
:symr:: ~this~ deals 2 damage to target creature you control. If that creature is dealt damage this way, prevent the next 3 damage that would be dealt to that creature.
The "If" clause there is to prevent using it to make a huge damage protection shield off of its own damage prevention. Alternately, its damage could just be unpreventable.
Well, it would tap a creature with toughness 3 or less, so that's something. This seems like weird design space because it is unintuitive. Maybe black would be better, since black (1) damages creatures, (2) regenerates, and (3) can directly tap creatures. I suppose this could be shoe-horned into red, I'd name it Cauterize.
This has made a lot of people very angry and been widely regarded as a bad move."
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Flames of Endurance - This can only save bigger creatures, and has a nice idea behind it. Red so rarely gets any form of damage prevention that it is nice to see a card which allows it, but in a very red way. It does, however look quite weak if you transform it to something more tangible:
"R: Prevent the next 1 damage that would be dealt to target creature you control with toughness greater than 2."
This of course isn't fully representative of what it can do, as it can be a pseudo-sacrifice outlet, but it can't save creatures which have sustained more than X damage, where X is their toughness -3. Nice idea, but just a bit weak.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Instant
~ deals 3 damage to target creature. Until end of turn, prevent all damage that would be dealt to that creature.
Save your own dragon, burn your opponent's losers. And of coarse, if they pump in response then you have only yourself to blame. I think the idea has some merit, but I don't think it would be good to do this sort of thing on more than a small handful of cards. If you do this too much and you confuse colors.
I like this card, but the combination of burn and damage prevention really makes more sense on a white card.
Trial by Fire W
Instant
Trial by Fire deals 3 damage to target attacking or blocking creature. Prevent all other damage that would be dealt to that creature this turn.
R Citizen Cane (Feldon of the Third Path)
R Citizen Cane (Feldon of the Third Path)
Flames of Endurance -- Well, this can prevent 3 damage from a creature with an ability like deathtouch or wither, but most of the time it is just wasting a lot of mana to prevent 1 damage to a medium to large creature.
While Shadowmoor was in standard, I made some red cards with this kind of mechanical idea using -1/-1 counters.
Cauterize R
Instant (C)
Regenerate target creature. If it regenerates this way, put a -1/-1 counter on it.
Heat Shield R
Instant (C)
Prevent all damage that would be dealt to target creature this turn. If 4 or more damage is prevented this way, put a -1/-1 counter on that creature.
But yea. Regeneration has always been a "every color" thing to me. It certainly wouldn't hurt red be tertiary in it, and the "cauterizing" flavor works well for it. However, i'd like to see them with lower base damage. Killing the creature you're trying to regenerate doesn't help you much.
Cauterize 1R
Instant
~ deals 1 damage to target creature. Regenerate that creature.
Draw a card.
Spellfire Pheonix RRR
Creature - pheonix
Flying
Whenever ~ is dealt damage by a spell or ability you control, regenerate it.
3/1
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre
Not to get too much into an argument of semantics, but I've always felt that the way to do color pie was to include the words "effective" into any statement about [Color] can't have [Mechanic]. White can't have effective burn, but it is welcome to ineffective burn. White can draw cards in fact, but not in straightforward ways. So then, even if red is not the best color for damage prevention or regeneration it could still get them so long as they aren't stepping on white and green toes. I tried to extend this red life gain once, but people couldn't get pas certain things... I'll not dredge that particular thought up any more than I already have.
Suppose there were a (2/G) instant to regenerate target creature, nobody would complian. So then, a 1R instant that regenerates a creature in a more flavorful red way would follow. This proposal is much less radical than the Planar Chaos pie redistribution. In the end, if a red regeneration spell is not as powerful as its green counterpart in 90+% of all situations I'm okay with it. Red has enchantment removal now, its just nowhere as good as Naturalize. You don't add red to a deck to remove enchantments, and by a similar token I wouldn't see someone add red to a deck for regeneration. Instead the idea seems to be give red some regeneration so they can have access to the mechanic without going to other colors and causing instability in their mana base.
Let me combine the previous two Cauterizes into something I'd like to see:
Cauterize 2R
Instant
Put a -1/-1 counter on target creature and regenerate that creature.
Draw a card
It can be used offensively like Zap, killing Stuffy Doll incidentally, and a cantrip -1/-1 counter is never bad. You can also save your own creatures at a cost, but it's a good option for a cantrip. Also plays into Kulrath Knight and bones persist. Green wouldn't be envyous, since I'm pretty sure you could reprint Refresh at 1G safely.
~name~
Instant
~name~ deals 1 damage to target creature. Prevent all other damage that would be dealt to that creature this turn.
AND
~name~ B
Instant
Target creature gets -1/-1 until end of turn. Regenerate that creature.
The damage involved and the mana cost could be scaled up and down depending on the environment. I realize that these suggestions are similar to some others proposed here, but for example, I don't think that you need to confine the effect to attacking or blocking creatures in white, and I don't think you need to use -1/-1 counters when UEOT will do.
Creature - (???)
Whenever you play a spell that deals damage to a target player or creature, draw a card.
0/2
Oh I would love to see this one!!!
ps... I like Sear Wounds...
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Healing people is still healing people, no matter what subpar methods you use to do it.
That is, if the spell is actually/principally a way of healing or shielding from wounds, it can't be red and should be white. But what you want is a way of having it so that Burns the red mage can do something to heal up Withers his cut-up buddy.
There's always artifacts you know. It's not like only White cultures can practice medicine. It's just only White cultures whose magic does it.
Still, it's a trope, we know flames should be able to do something about wounds, even if that wasn't the purpose of the flamethrower. I don't think the way to tap into this is by changing the burn spells, but by expanding on the space of the green ability Rite of Passage, and having more cards (in red and green) like this:
Tauren Tosspot 3RR
Creature - Minotaur Warrior
Trample
Whenever CARDNAME is dealt damage, it gets +0/+3 until end of turn.
"When the minotaur didn't even raise a hand to block the dwarf's punch, it was one thing. But after that, he seemed to merrily enjoy every trestle and table the rest of the drove broke over his back..." ~Unyal, Akoum expedition leader
4/3
Last, I don't think it's right to think of Red as having "mastery over burn spells", even though it is effective to think of burn, mechanically, as being core in red, and "coming from it" when it appears in green and black.
Sometimes, a mage just wants to hurt people. Red will let you satisfy that need.
That is its role in the cosmos.
It's not "If you want to burn people, pick up some Red magic to do it well,"
it's not "People-hurting spells are Red,"
it's
"Hurting people with magic is Red." Red is to hurt people with magic.
If you're conceptualizing to hurt someone, with magic, with a spell, as you concoct or conceive of that spell, that IS the Redness of the spell.
Mages master spellcraft. The spellcraft doesn't master itself.
Awesome avatar provided by Krashbot @ [Epic Graphics].
First rules can be broken...
Second dealing damage and healing in return is almost the same as drawing or searching for a card and randomly discarding cards... Pure Chaos... and fun.
Also Sear Wounds makes Repercussion, Druid's Call and Ragged Veins fun to play.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
The templating is way off. The enchantress has to target a creature or player, then when you cast say Lightning Bolt that spell hasn't done damage to the enchantress's target so you wouldn't draw. You would instead have to say "Whenever a spell you control deals damage to a creature or player, draw a card." but that would be easily broken with multi-target spells. Anyway, you don't need to turn all burn spells into cantrips. Burn is good enough, it really is.
First I'm trying to fit the theme of the topic.
Second I could say: When you play a sorcery spell, draw a card. Then the player is able to draw a card even if its countered. Since red does connect with sorcery (Like: Burning Wish) but I'd figure it too "Broken" and it doesnt fit with the theme of the post.
Third, the player has to deal damage to a target creature or player with a spell to draw a card. I dont think it'll be a problem with multi-targets and cards like Earthquake doesnt target.
But I could easy reword the card as:
Burn Enchantress 1RR
Creature - (???)
Whenever you play a spell that deals damage to a target player and/or creature, draw a card. (This ability works once per spell casted.)
0/2
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Doom Spark | 1B
Instant
Deathtouch
Doom Spark deals 1 damage to target creature.
As far as untapped design for red burn spells, in general any burn spell that you would want to play targeting a creature that wouldn't kill it but would still be beneficial to you.
Coal-Dance Ritual | 1R
Sorcery
Coal-Dance Ritual deals 2 damage to target creature. Add X red mana to your mana pool where X is that creature's power.
Flarewhip | R
Instant
Flarewhip deals 1 damage to target creature. That creature attacks this turn if able.
Overload Command | 5R
Sorcery
Overload Command deals X damage to target player where X is the number of permanents that player controls.
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