Unfortunately, there is no way to shorten this. That's the shortest you're going to get with this kind of effect.
If you want ties to count, maybe flip the condition?
Storyteller - When ~ enters the battlefield, if an opponent has fewer cards in their graveyard than you, [effect].
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Obligatory mention that abilities where players (can/assymmetrically) compete with each other to have the most/least of something compared to the other player generally play bad, whether it's cards in hand, life totals, cards in graveyard, total power etc. The double-whammy of turning the condition off for player A while turning it (likely or with just one more step) turning it on for player B makes it swingy.
Scaled abilities and static thresholds or just thresholds dependent on your own board state alone exist.
Obligatory mention that abilities where players (can/assymmetrically) compete with each other to have the most/least of something compared to the other player generally play bad, whether it's cards in hand, life totals, cards in graveyard, total power etc. The double-whammy of turning the condition off for player A while turning it (likely or with just one more step) turning it on for player B makes it swingy.
Scaled abilities and static thresholds or just thresholds dependent on your own board state alone exist.
Unfortunately, there is no way to shorten this. That's the shortest you're going to get with this kind of effect.
If you want ties to count, maybe flip the condition?
Storyteller - When ~ enters the battlefield, if an opponent has fewer cards in their graveyard than you, [effect].
Can somebody explain to me how flipping the condition works? In what scenario is it different? "∃ b : a > b" Is equivalent to "∃ b : b < a", right?
Flipping the condition allowed it to take up slightly less space in the text box while also including the "or equal" part of the equation.
I'm wondering if it would be better to make Storyteller a 1-time "emblem" ala Ascend, where you get the boon permanently after casting a spell with the ability a single time.
Current trend in R&D is not having mechanics that demand from you constantly checking if the condition is met. Thus, Ascend was "Once you get it, you have it forever" and Undergrowth is mainly on spells or as ETB. This way, there's less counting needed and fewer possibilities to be wrong about a game state (i.e. attacking with a 4/4 into 4/5 Tarmogoyf when you thought it's 3/4). It was not true for Delirium in Eldritch Moon because they wanted to have a feeling of dread. It doesn't sound like that's what you are going for. You wrote as Storyteller was only ETB, and it follows this trend, but suggested in OP it is not. So, which one is true?
Notice that in multiplayer one opponent who has less card is enough to turn this on. Also, this version is still a<b, not a<=b. If you want to have it being equal, while not writing this word, it could be: "... if no opponent has more cards in their graveyard than you...", but then it's no longer "one opponent is enough".
Current trend in R&D is not having mechanics that demand from you constantly checking if the condition is met. Thus, Ascend was "Once you get it, you have it forever" and Undergrowth is mainly on spells or as ETB. This way, there's less counting needed and fewer possibilities to be wrong about a game state (i.e. attacking with a 4/4 into 4/5 Tarmogoyf when you thought it's 3/4). It was not true for Delirium in Eldritch Moon because they wanted to have a feeling of dread. It doesn't sound like that's what you are going for. You wrote as Storyteller was only ETB, and it follows this trend, but suggested in OP it is not. So, which one is true?
Notice that in multiplayer one opponent who has less card is enough to turn this on. Also, this version is still a<b, not a<=b. If you want to have it being equal, while not writing this word, it could be: "... if no opponent has more cards in their graveyard than you...", but then it's no longer "one opponent is enough".
The idea, for me, was that at Common and Uncommon, Storyteller would be single shot effects. The flavor being, if you've experienced more than the opponent, you can tell a great story and inspire your creatures with your history and wisdom.
I'm contemplating changing it to match Ascend templating.
Storyteller - When ~ enters the battlefield, if an opponent has fewer cards in their graveyard than you, [effect].
Can somebody explain to me how flipping the condition works? In what scenario is it different? "∃ b : a > b" Is equivalent to "∃ b : b < a", right?
Flipping the condition allowed it to take up slightly less space in the text box while also including the "or equal" part of the equation.
Again: Run me through the exact example where the "or equal" part of the "equation [sic]" comes in. When exactly does an opponent have "fewer cards in their graveyard than you", but you don't "have more cards in your graveyard than an opponent" or vice versa?
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Again: Run me through the exact example where the "or equal" part of the "equation [sic]" comes in. When exactly does an opponent have "fewer cards in their graveyard than you", but you don't "have more cards in your graveyard than an opponent" or vice versa?
There is no such scenario. I was saying it helped because it looked cleaner and took up less space.
If you want ties to count, maybe flip the condition?
I don't know what you mean, when you say "while also including the 'or equal' part of the equation", but it doesn't sound like a comment on how it "looked cleaner and took up less space", so I just wanted to be certain you don't lie to yourself.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Storyteller — When ~ enters the battlefield, if you have more cards in your graveyard than an opponent, _______.
As previously mentioned in this thread, this mechanic is clunky because it requires a count and comparison of graveyard size whenever you cast a spell with Storyteller.
Ascend could have been clunky like this if it re-checked the 10 permanent condition every time, but instead it doesn't re-check after the first time the condition is achieved.
Threshold or Delerium also typically don't require re-checking of conditions (unless you're removing stuff from your graveyard) so they avoid this clunkyness.
There's various ways to base an ability like this on other variables that are less likely to change, or things that are faster to check (Requires X lands in play / X spells in your graveyard / X cards in hand, etc). Comparing one graveyard to another is slow, is subject to change, and involves a zone that typically isn't counted or interacted with, which slows it down even more.
Here's the newest version of the ability, after converting it to the single-time check ala Ascend.
Nezumi Assassin3B Creature - Rat Assassin (C)
Storyteller (If you have the most cards in a graveyard, you gain the storyteller’s mark for the rest of the game.)
When Nezumi Assassin enters the battlefield, if you have the storyteller’s mark, target creature an opponent controls gets -3/-3 until end of turn.
Here's the newest version of the ability, after converting it to the single-time check ala Ascend.
Nezumi Assassin3B Creature - Rat Assassin (C)
Storyteller (If you have the most cards in a graveyard, you gain the storyteller’s mark for the rest of the game.)
When Nezumi Assassin enters the battlefield, if you have the storyteller’s mark, target creature an opponent controls gets -3/-3 until end of turn.
3/3
I feel the fact that you can get the storyteller's mark permanently makes it even worse that you can sometimes get it for a single card (if your opponent just drops defensive creatures and/or has a slow start) while other times your opponent is also a playing a story teller deck (or one otherwise graveyard focussed etc.) and will always be ahead.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
I feel the fact that you can get the storyteller's mark permanently makes it even worse that you can sometimes get it for a single card (if your opponent just drops defensive creatures and/or has a slow start) while other times your opponent is also a playing a story teller deck (or one otherwise graveyard focussed etc.) and will always be ahead.
I second this.
I also think that the mechanics that care about what your opponent is doing are problematic. Mechanics usually want to be built around, but building around a mechanic that becomes much better or worse simply based on what your opponent is playing is not very fun. It makes the mechanic more uncontrollable and inconsistent, like the luck of the draw. It makes the mechanic itself much more dependent on the meta.
I don't like this idea in general.
Here's the newest version of the ability, after converting it to the single-time check ala Ascend.
Nezumi Assassin3B Creature - Rat Assassin (C)
Storyteller (If you have the most cards in a graveyard, you gain the storyteller’s mark for the rest of the game.)
When Nezumi Assassin enters the battlefield, if you have the storyteller’s mark, target creature an opponent controls gets -3/-3 until end of turn.
3/3
I feel the fact that you can get the storyteller's mark permanently makes it even worse that you can sometimes get it for a single card (if your opponent just drops defensive creatures and/or has a slow start) while other times your opponent is also a playing a story teller deck (or one otherwise graveyard focussed etc.) and will always be ahead.
So what would be your advice to modify this mechanic to make it a bit better for gameplay?
Here's the newest version of the ability, after converting it to the single-time check ala Ascend.
Nezumi Assassin3B Creature - Rat Assassin (C)
Storyteller (If you have the most cards in a graveyard, you gain the storyteller’s mark for the rest of the game.)
When Nezumi Assassin enters the battlefield, if you have the storyteller’s mark, target creature an opponent controls gets -3/-3 until end of turn.
3/3
I feel the fact that you can get the storyteller's mark permanently makes it even worse that you can sometimes get it for a single card (if your opponent just drops defensive creatures and/or has a slow start) while other times your opponent is also a playing a story teller deck (or one otherwise graveyard focussed etc.) and will always be ahead.
So what would be your advice to modify this mechanic to make it a bit better for gameplay?
I would replace it with threshold.
The normal-templating ability word version has actual gameplay to it but probably turns on and off TOO often.
Alright, my finalized version (before I simply give up on the mechanic). Storyteller is now just a Threshold variant:
Nezumi Assassin3B Creature - Rat Assassin (C)
Storyteller (If you have seven or more cards in your graveyard, you become a storyteller for the rest of the game.)
When Nezumi Assassin enters the battlefield, if you are a storyteller, target creature an opponent controls gets -3/-3 until end of turn.
Alright, my finalized version (before I simply give up on the mechanic). Storyteller is now just a Threshold variant:
Nezumi Assassin3B Creature - Rat Assassin (C)
Storyteller (If you have seven or more cards in your graveyard, you become a storyteller for the rest of the game.)
When Nezumi Assassin enters the battlefield, if you are a storyteller, target creature an opponent controls gets -3/-3 until end of turn.
3/3
The Ascend mechanic giving you a permanent check made sense partly because controlling a large number of permanents continuously is difficult. Continuously having a large number of cards in your graveyard is not.
Also, what's the point of the mechanic now? Why just keep changing the original mechanic to make something that works? What are you trying to preserve? Is there some set you want a mechanic for?
Alright, my finalized version (before I simply give up on the mechanic). Storyteller is now just a Threshold variant:
Nezumi Assassin3B Creature - Rat Assassin (C)
Storyteller (If you have seven or more cards in your graveyard, you become a storyteller for the rest of the game.)
When Nezumi Assassin enters the battlefield, if you are a storyteller, target creature an opponent controls gets -3/-3 until end of turn.
3/3
The Ascend mechanic giving you a permanent check made sense partly because controlling a large number of permanents continuously is difficult. Continuously having a large number of cards in your graveyard is not.
Also, what's the point of the mechanic now? Why just keep changing the original mechanic to make something that works? What are you trying to preserve? Is there some set you want a mechanic for?
I'm using it for my custom Kamigawa sequel block. The set is centered on Tamiyo and her knowledge of the past, and trying to continue on the history and traditions of her world as Tibalt runs amok trying to get the denizens to forget the past and break the bond between spirits and mortals. Storyteller is the mechanic that represents the past.
I'm using it for my custom Kamigawa sequel block. The set is centered on Tamiyo and her knowledge of the past, and trying to continue on the history and traditions of her world as Tibalt runs amok trying to get the denizens to forget the past and break the bond between spirits and mortals. Storyteller is the mechanic that represents the past.
I might suggest an entirely different approach to this theme (though mine is on the parasitic side) and have cards that give you story or tale counters? This would function similarly to energy, but wouldn't be spent. Some cards might just be looking for you to have a threshold of N story counters, while others may count the total number you have (you could even have an alt win-con card for having a ton of them.) Additionally I would have cards in the set that would have some anti-story/tale counter abilities that make your opponents lose their counters (this should be attached to already decent cards, without much of a mana-cost bump as they need to not just be sideboard cards)
The Ascend mechanic giving you a permanent check made sense partly because controlling a large number of permanents continuously is difficult. Continuously having a large number of cards in your graveyard is not.
Also, what's the point of the mechanic now? Why just keep changing the original mechanic to make something that works? What are you trying to preserve? Is there some set you want a mechanic for?
I'm using it for my custom Kamigawa sequel block. The set is centered on Tamiyo and her knowledge of the past, and trying to continue on the history and traditions of her world as Tibalt runs amok trying to get the denizens to forget the past and break the bond between spirits and mortals. Storyteller is the mechanic that represents the past.
Alright, that gives us a lot more to work with here.
I can see how you came to a graveyard mechanic then, it's an obvious way to represent the past. Since there is a 'respecting the past' element here, not just 'remembering the past', might I suggest a mechanic that cares about what cards you have in the graveyard? Since there is a spirits theme in Kamigawa, you could have a mechanic that wants a certain number of spirits in your grave (say three). You could count creatures and artifacts, as two of the more history relevant types (past citizens and past relics). Something like that.
Sagas might be a nice addition to the set too in fitting this theme.
Storyteller — When ~ enters the battlefield, if you have more cards in your graveyard than an opponent, _______.
What I'm trying to figure out is if there's a cleaner way to template this, as well as maybe add that a tie also counts towards Storyteller.
I'd love any and all input on this matter.
- Main Cube
- No Brains, All Feelings Cube
If you want ties to count, maybe flip the condition?
Storyteller - When ~ enters the battlefield, if an opponent has fewer cards in their graveyard than you, [effect].
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Flipping the condition works. Thanks!
- Main Cube
- No Brains, All Feelings Cube
Scaled abilities and static thresholds or just thresholds dependent on your own board state alone exist.
What does formal wear have to do with playing... Oooh!
Can somebody explain to me how flipping the condition works? In what scenario is it different? "∃ b : a > b" Is equivalent to "∃ b : b < a", right?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Flipping the condition allowed it to take up slightly less space in the text box while also including the "or equal" part of the equation.
I'm wondering if it would be better to make Storyteller a 1-time "emblem" ala Ascend, where you get the boon permanently after casting a spell with the ability a single time.
- Main Cube
- No Brains, All Feelings Cube
Notice that in multiplayer one opponent who has less card is enough to turn this on. Also, this version is still a<b, not a<=b. If you want to have it being equal, while not writing this word, it could be: "... if no opponent has more cards in their graveyard than you...", but then it's no longer "one opponent is enough".
The idea, for me, was that at Common and Uncommon, Storyteller would be single shot effects. The flavor being, if you've experienced more than the opponent, you can tell a great story and inspire your creatures with your history and wisdom.
I'm contemplating changing it to match Ascend templating.
- Main Cube
- No Brains, All Feelings Cube
Again: Run me through the exact example where the "or equal" part of the "equation [sic]" comes in. When exactly does an opponent have "fewer cards in their graveyard than you", but you don't "have more cards in your graveyard than an opponent" or vice versa?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
There is no such scenario. I was saying it helped because it looked cleaner and took up less space.
- Main Cube
- No Brains, All Feelings Cube
You did. And then you added:
and the wording is introduced with:
I don't know what you mean, when you say "while also including the 'or equal' part of the equation", but it doesn't sound like a comment on how it "looked cleaner and took up less space", so I just wanted to be certain you don't lie to yourself.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Ascend could have been clunky like this if it re-checked the 10 permanent condition every time, but instead it doesn't re-check after the first time the condition is achieved.
Threshold or Delerium also typically don't require re-checking of conditions (unless you're removing stuff from your graveyard) so they avoid this clunkyness.
There's various ways to base an ability like this on other variables that are less likely to change, or things that are faster to check (Requires X lands in play / X spells in your graveyard / X cards in hand, etc). Comparing one graveyard to another is slow, is subject to change, and involves a zone that typically isn't counted or interacted with, which slows it down even more.
Nezumi Assassin 3B
Creature - Rat Assassin (C)
Storyteller (If you have the most cards in a graveyard, you gain the storyteller’s mark for the rest of the game.)
When Nezumi Assassin enters the battlefield, if you have the storyteller’s mark, target creature an opponent controls gets -3/-3 until end of turn.
3/3
- Main Cube
- No Brains, All Feelings Cube
I feel the fact that you can get the storyteller's mark permanently makes it even worse that you can sometimes get it for a single card (if your opponent just drops defensive creatures and/or has a slow start) while other times your opponent is also a playing a story teller deck (or one otherwise graveyard focussed etc.) and will always be ahead.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I second this.
I also think that the mechanics that care about what your opponent is doing are problematic. Mechanics usually want to be built around, but building around a mechanic that becomes much better or worse simply based on what your opponent is playing is not very fun. It makes the mechanic more uncontrollable and inconsistent, like the luck of the draw. It makes the mechanic itself much more dependent on the meta.
I don't like this idea in general.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
So what would be your advice to modify this mechanic to make it a bit better for gameplay?
- Main Cube
- No Brains, All Feelings Cube
The normal-templating ability word version has actual gameplay to it but probably turns on and off TOO often.
The ascend-ripoff version is way too arbitrary.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Nezumi Assassin 3B
Creature - Rat Assassin (C)
Storyteller (If you have seven or more cards in your graveyard, you become a storyteller for the rest of the game.)
When Nezumi Assassin enters the battlefield, if you are a storyteller, target creature an opponent controls gets -3/-3 until end of turn.
3/3
- Main Cube
- No Brains, All Feelings Cube
The Ascend mechanic giving you a permanent check made sense partly because controlling a large number of permanents continuously is difficult. Continuously having a large number of cards in your graveyard is not.
Also, what's the point of the mechanic now? Why just keep changing the original mechanic to make something that works? What are you trying to preserve? Is there some set you want a mechanic for?
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
I'm using it for my custom Kamigawa sequel block. The set is centered on Tamiyo and her knowledge of the past, and trying to continue on the history and traditions of her world as Tibalt runs amok trying to get the denizens to forget the past and break the bond between spirits and mortals. Storyteller is the mechanic that represents the past.
- Main Cube
- No Brains, All Feelings Cube
I might suggest an entirely different approach to this theme (though mine is on the parasitic side) and have cards that give you story or tale counters? This would function similarly to energy, but wouldn't be spent. Some cards might just be looking for you to have a threshold of N story counters, while others may count the total number you have (you could even have an alt win-con card for having a ton of them.) Additionally I would have cards in the set that would have some anti-story/tale counter abilities that make your opponents lose their counters (this should be attached to already decent cards, without much of a mana-cost bump as they need to not just be sideboard cards)
Alright, that gives us a lot more to work with here.
I can see how you came to a graveyard mechanic then, it's an obvious way to represent the past. Since there is a 'respecting the past' element here, not just 'remembering the past', might I suggest a mechanic that cares about what cards you have in the graveyard? Since there is a spirits theme in Kamigawa, you could have a mechanic that wants a certain number of spirits in your grave (say three). You could count creatures and artifacts, as two of the more history relevant types (past citizens and past relics). Something like that.
Sagas might be a nice addition to the set too in fitting this theme.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice