I also made "Skirmisher" a creature sub-type as well. I also introduced the ability "Skyhop" and "Skirmisher".
Be kind as I made these for fun.
Here is the first card I made for it:
Sparrowriders of Rythe
1WW Mana Cost
Creature - Hamster Skirmisher Skyhop(Gains flying when friendly creature with flying is in play.) Skirmish(Can target a creature with the least power when defending and target a creature with the least toughness when attacking.)
2 Power
2 Toughness
Skyhop is okay. You might want to modify the reminder text a bit. Kargan Dragonrider is a card which you can refer to as template.
Skirmish does not make sense at all, because nobody is targeting anything during the combat phase. The attacker declares which creatures attack and the defender say which creatures will be blocked by whom. There are mechanics like [https://mtg.gamepedia.com/Goad Goad] which can force someone to attack. But skirmish as it is now essentially does nothing.
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Skirmish does not work sense. The creature can target when attacking or blocking... then what? If you meant you can decide which creature to attack, then that doesn't work within the rules.
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"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I originally wanted the card to read that Skyhop only worked with Bird creature types but that would have made the card too specialized.
I thought that if I engineered some restriction into the card it would lower the cost and make it more creative to use.
You are correct about the Skirmish mechanic. Maybe I have not played MtG in a while and I got confused with another game.
Maybe I got confused with Axis and Allies in the way they choose causalities, right? lol
Originally I was thinking of a small force that flanks and routes the weakest portion of an enemy army. Calvary in the Civil war is an example.
Instead of Skirmish(Can target a creature with the least power when defending and target a creature with the least toughness when attacking.)
It would be like this? Skirmish(The enemy creature with the least power has all card text replaced with "Cannot attack or block".)
Notice this could limit not just one creature but two and would prevent weak creatures from augmenting other stronger ones.
Do you think it's a cool idea?
This leads me to another idea: Petrify(Prevent all creatures with the least power from attacking and the least toughness from blocking.)
This also means that if there is one enemy creature in play, you can prevent it from attacking until there are two. This could also hard counter hoards of Goblins or Zerg-type creature strategies. Note this would leave stronger creatures alone while freezing in place all the numerous weaker ones.
You don't need a text replacement you can simply add "Cannot attack or block". The problem with text replacement is that this might get you into weir layer territory. It also disables activated abilities and what not. I mean I can see that on an enchantment or something like that but it does not look like a keyword which would play well.
Petrify falls into a similar category. If you look at a hard counter for horde strategy any kind of wrath effect does the job and probably plays better because you have less stuff on the board.
Thanks for your time and your feedback.
I was playing a first person shooter (Overwatch) with that jetpack toon with high mobility enough to harass (skirmish) single players.
A book that describes cavalry tactics got me thinking as well. Then my nephew came over to play MtG.
Yeah, some ideas come from a Rube Goldberg series of events, I guess.
So, I thought, what would be a skirmish mechanic for MtG?
I tried - maybe you can suggest something. Mark Rosewater has a cool video on 20 lessons he learned designing MtG cards I thought you might like.
Um, "weir layer territory"? Maybe explain because I might not know what that means.
I would like the text to appear like programming with a certain syntax. New players are very confused when reading most text in relation to the rules which are relatively convoluted (at least to me).
Take Tarmogof.
The text is: Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
I would export the text as: Power = {(#)CardType in (all)Graveyard}
and
Toughness = {(#)CardType in (all)Graveyard}+1
I really wonder if the rules could be translated into a sort of programming language well enough for new players to understand it. English is grammatically ambiguous at best.
I think it would be interesting to open up a thread about converting the rules into C++.
What do you think?
I really wonder if the rules could be translated into a sort of programming language well enough for new players to understand it.
Regardless of whatever programming language or pseudo-programming language you pick, there will always be players who don't understand the language you use. It is objectively better to just use a natural language, as the number of people who would benefit from Magic syntax being a programming language is less than the number of people who are affected by the grammatical ambiguity provided by their natural language.
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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
Also it is theoretically possible to write everything in pseudo code or C++ because the game is completely implemented in MTGO. MTGO and MTGA also prompted the game designer to scrap mechanics which can't be easily programmed so the new mechanics are all designed to be easily implemented in a programming language and have a certain flow to it when playing the game in a computer environment. Old mechanics like Madness also received an update to work better in MTGO.
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Yeah the different combinations and permutations are effected by the language which set the boundaries of related mechanics that come together like a venn diagram. The grammar errors inherent to English shows us how much the language can be so difficult to clearly understand. Sometimes the message comes out with a double meaning like the phrase "I need to go".
so, you need to leave the area?
or you need to use the restroom?
or your turn is next?
You get what I mean?
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Be kind as I made these for fun.
Here is the first card I made for it:
Sparrowriders of Rythe
1WW Mana Cost
Creature - Hamster Skirmisher
Skyhop (Gains flying when friendly creature with flying is in play.)
Skirmish (Can target a creature with the least power when defending and target a creature with the least toughness when attacking.)
2 Power
2 Toughness
Skirmish does not make sense at all, because nobody is targeting anything during the combat phase. The attacker declares which creatures attack and the defender say which creatures will be blocked by whom. There are mechanics like [https://mtg.gamepedia.com/Goad Goad] which can force someone to attack. But skirmish as it is now essentially does nothing.
Hands to the sky
Give a round of applause
For the great Miss Y!
Skirmish does not work sense. The creature can target when attacking or blocking... then what? If you meant you can decide which creature to attack, then that doesn't work within the rules.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I originally wanted the card to read that Skyhop only worked with Bird creature types but that would have made the card too specialized.
I thought that if I engineered some restriction into the card it would lower the cost and make it more creative to use.
You are correct about the Skirmish mechanic. Maybe I have not played MtG in a while and I got confused with another game.
Maybe I got confused with Axis and Allies in the way they choose causalities, right? lol
Originally I was thinking of a small force that flanks and routes the weakest portion of an enemy army. Calvary in the Civil war is an example.
Instead of
Skirmish (Can target a creature with the least power when defending and target a creature with the least toughness when attacking.)
It would be like this?
Skirmish (The enemy creature with the least power has all card text replaced with "Cannot attack or block".)
Notice this could limit not just one creature but two and would prevent weak creatures from augmenting other stronger ones.
Do you think it's a cool idea?
This leads me to another idea:
Petrify (Prevent all creatures with the least power from attacking and the least toughness from blocking.)
This also means that if there is one enemy creature in play, you can prevent it from attacking until there are two. This could also hard counter hoards of Goblins or Zerg-type creature strategies. Note this would leave stronger creatures alone while freezing in place all the numerous weaker ones.
Petrify falls into a similar category. If you look at a hard counter for horde strategy any kind of wrath effect does the job and probably plays better because you have less stuff on the board.
https://mtg.gamepedia.com/Wrath_effect
Hands to the sky
Give a round of applause
For the great Miss Y!
I was playing a first person shooter (Overwatch) with that jetpack toon with high mobility enough to harass (skirmish) single players.
A book that describes cavalry tactics got me thinking as well. Then my nephew came over to play MtG.
Yeah, some ideas come from a Rube Goldberg series of events, I guess.
So, I thought, what would be a skirmish mechanic for MtG?
I tried - maybe you can suggest something.
Mark Rosewater has a cool video on 20 lessons he learned designing MtG cards I thought you might like.
Um, "weir layer territory"? Maybe explain because I might not know what that means.
It explains the intricacies and it can become fairly complicated and might lead to unexpected interactions.
I think something like fight might be an effect you are looking for.
https://mtg.gamepedia.com/Fight
Hands to the sky
Give a round of applause
For the great Miss Y!
Take Tarmogof.
The text is:
Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
I would export the text as:
Power = {(#)CardType in (all)Graveyard}
and
Toughness = {(#)CardType in (all)Graveyard}+1
I really wonder if the rules could be translated into a sort of programming language well enough for new players to understand it. English is grammatically ambiguous at best.
I think it would be interesting to open up a thread about converting the rules into C++.
What do you think?
Regardless of whatever programming language or pseudo-programming language you pick, there will always be players who don't understand the language you use. It is objectively better to just use a natural language, as the number of people who would benefit from Magic syntax being a programming language is less than the number of people who are affected by the grammatical ambiguity provided by their natural language.
[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
Also it is theoretically possible to write everything in pseudo code or C++ because the game is completely implemented in MTGO. MTGO and MTGA also prompted the game designer to scrap mechanics which can't be easily programmed so the new mechanics are all designed to be easily implemented in a programming language and have a certain flow to it when playing the game in a computer environment. Old mechanics like Madness also received an update to work better in MTGO.
Hands to the sky
Give a round of applause
For the great Miss Y!
so, you need to leave the area?
or you need to use the restroom?
or your turn is next?
You get what I mean?