Hey there. After creating a land-fall esque mechanic called Arise, I was inspired to make a second Zendikar-esque mechanic to capture other elements of the previous blocks.
Ascendant- Whenever X, put a quest counter on this creature.
Examples:
Kor Rallier
Creature- Kor Soldier (U)
Ascendant- Whenever you cast a creature spell, put a quest counter on this creature.
Creatures you control enter the battlefield with a +1/+1 counter if there are three or more quest counters on Kor Rallier.
2/3
Tuktuk Salvager
Creature- Goblin Rogue (R)
Ascendant- Whenever an artifact card is put into your graveyard from anywhere, put a quest counter on this creature.
At the beginning of your upkeep, you may discard an artifact card. If you do and there are four or more quest counters on Tuktuk salvager, return up to one artifact card from your graveyard to your hand.
1/1
Humble Naturalist
Creature- Elf Shaman (C)
Ascendant- Whenever a basic land enters the battlefield under your control, put a quest counter on this creature.
Humble Naturalist gets +3/+3 as long as there are four or more quest counters on it.
1/1
Voice of Silence
Creature- Angel (M)
Flying, Lifelink, Vigilance
Ascendant- Whenever an opponent casts a second spell each turn, put a quest counter on this creature.
Voice of Silence gets +2/+2 for each quest counter on it.
3/3
Occupying a mid-ground between the old level-up mechanic and quests of the original Zendikar, this design space is relatively simplified (compared with the templating of level-up) and encourages interesting play lines (or can serve as discouragement for foes, as the last example illustrates).
Putting quest counters on creatures in the same set as +1/+1 counters is a bit of a problem. Standard rule is that only one type of counters are put on creatures per set, to avoid confusion about what counters are of what kind. The exception is if the set has punch-out cards that make it easier for paper players to keep track of different counter types. Realistically, punch-out cards are used in sets with more than just two counter types (potentially including other status effects like Exert) to take advantage of and justify the use of punch-out cards. This being a custom set, that kind of logistics doesn't have to influence your decision, but if you do like emulating a real set design and following real design constraints, it's something to consider.
The mechanic itself is... a little bit basic imho. It's similar to level-up, transform cards, and to a lot of the energy cards. Feels like the design tech and logistics of the mechanic are quirkier than the essence of the mechanic itself, and it almost makes the mechanic feel a little underwhelming by comparison. I like the use of looking for a specific number with multiple of them, but it's kinda weird and potentially annoying that they can keep pilling on counters for nothing, but in a way that might matter ever now and again in certain cases so you have to keep track of it anyway. The use on Voice of Silence feels fairly +1/+1 count like by comparison in a way that's functional but doesn't do well to sell the unique design space of the mechanic.
I don't know. I would be interested in further exploring the space for this mechanic too what designs you can come up with that feel most unique and interesting. It's got some potential, but I'm not quite sold on it based on this.
Ascendant- Whenever X, put a quest counter on this creature.
Examples:
Kor Rallier
Creature- Kor Soldier (U)
Ascendant- Whenever you cast a creature spell, put a quest counter on this creature.
Creatures you control enter the battlefield with a +1/+1 counter if there are three or more quest counters on Kor Rallier.
2/3
Tuktuk Salvager
Creature- Goblin Rogue (R)
Ascendant- Whenever an artifact card is put into your graveyard from anywhere, put a quest counter on this creature.
At the beginning of your upkeep, you may discard an artifact card. If you do and there are four or more quest counters on Tuktuk salvager, return up to one artifact card from your graveyard to your hand.
1/1
Humble Naturalist
Creature- Elf Shaman (C)
Ascendant- Whenever a basic land enters the battlefield under your control, put a quest counter on this creature.
Humble Naturalist gets +3/+3 as long as there are four or more quest counters on it.
1/1
Voice of Silence
Creature- Angel (M)
Flying, Lifelink, Vigilance
Ascendant- Whenever an opponent casts a second spell each turn, put a quest counter on this creature.
Voice of Silence gets +2/+2 for each quest counter on it.
3/3
Occupying a mid-ground between the old level-up mechanic and quests of the original Zendikar, this design space is relatively simplified (compared with the templating of level-up) and encourages interesting play lines (or can serve as discouragement for foes, as the last example illustrates).
The mechanic itself is... a little bit basic imho. It's similar to level-up, transform cards, and to a lot of the energy cards. Feels like the design tech and logistics of the mechanic are quirkier than the essence of the mechanic itself, and it almost makes the mechanic feel a little underwhelming by comparison. I like the use of looking for a specific number with multiple of them, but it's kinda weird and potentially annoying that they can keep pilling on counters for nothing, but in a way that might matter ever now and again in certain cases so you have to keep track of it anyway. The use on Voice of Silence feels fairly +1/+1 count like by comparison in a way that's functional but doesn't do well to sell the unique design space of the mechanic.
I don't know. I would be interested in further exploring the space for this mechanic too what designs you can come up with that feel most unique and interesting. It's got some potential, but I'm not quite sold on it based on this.
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