Modder Bear1G
Creature - Bear Druid (R)
(As a sorcery, pay the mana inside { } to put a +1/+1 counter on that slot. An ability has no effect if it has an empty slot.)
{2} Trample
{3}{3} Whenever Modder Bear attacks, draw a card.
2/3
Rules:
Slot abilities are static abilities that hold a reserved place in a card, where +1/+1 counters are held in place. By paying the cost on a Slot, as a sorcery, you cover it with a +1/+1 counter (that also grants +1/+1 like normal.)
> Paying and placing a +1/+1 counter doesn't use the stack.
> A covered slot can't be used to get more counters.
> If all slots of an ability are covered, the rest of the ability is enabled.
> A player that removes a +1/+1 counter from a creature may choose any +1/+1 counter to remove, potentially emptying a slot / disabling an ability.
> A player that adds +1/+1 counters to a creature by other means, can't choose to cover a slot (unless specified by that ability.)
The biggest issue I see with this is that attacking/tapping a creature will likely knock the counters around. If there is a set order the slots must be bought in, this wont be an issue because you'll know what slots are full by the number of counters rather than having to keep individual counters on individual boxes (and deals with the fact that most people use dice to track all the counters on a creature rather than individually marking each individual counter).
Additionally, the ability needs to track where +1/+1 counters put by other spells and abilities count into the ability's math. Having them count towards the abilities is good, because again you won't have to worry about the specific location of the counters on the card to track what abilities have.
TLDR: Using +1/+1 counters to mark gaining abilities good, marking those counters on specific spots on card bad.
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Creature - Bear Druid (R)
(As a sorcery, pay the mana inside { } to put a +1/+1 counter on that slot. An ability has no effect if it has an empty slot.)
{2} Trample
{3}{3} Whenever Modder Bear attacks, draw a card.
2/3
Rules:
Slot abilities are static abilities that hold a reserved place in a card, where +1/+1 counters are held in place. By paying the cost on a Slot, as a sorcery, you cover it with a +1/+1 counter (that also grants +1/+1 like normal.)
> Paying and placing a +1/+1 counter doesn't use the stack.
> A covered slot can't be used to get more counters.
> If all slots of an ability are covered, the rest of the ability is enabled.
> A player that removes a +1/+1 counter from a creature may choose any +1/+1 counter to remove, potentially emptying a slot / disabling an ability.
> A player that adds +1/+1 counters to a creature by other means, can't choose to cover a slot (unless specified by that ability.)
Additionally, the ability needs to track where +1/+1 counters put by other spells and abilities count into the ability's math. Having them count towards the abilities is good, because again you won't have to worry about the specific location of the counters on the card to track what abilities have.
TLDR: Using +1/+1 counters to mark gaining abilities good, marking those counters on specific spots on card bad.