Sand Trap
Land - Desert
When Sand Trap enters the battlefield, add 1 stroke to your scorecard. (Scorecards start at par. For each stroke a player is over par, spells and non-mana abilities they control cost 1 more. For each stroke a player is under par, spells and non-mana abilities they control cost 1 less.) T: Add C. 2, T, Sacrifice Sand Trap: Target opponent adds 1 stroke to their scorecard.
Pitching Wedge2
Artifact - Equipment
When equipped creature deals combat damage to a player, you may sacrifice Pitching Wedge. If you do, subtract 1 stroke from your scorecard.
Equip 1
Sand Trap
Land - Desert
When Sand Trap enters the battlefield, add 1 stroke to your scorecard. (Scorecards start at par. For each stroke a player is over par, spells and non-mana abilities they control cost 1 more. For each stroke a player is under par, spells and non-mana abilities they control cost 1 less. Scores can be negative.) T: Add C. 2, T, Sacrifice Sand Trap: Target opponent adds 1 stroke to their scorecard.
Pitching Wedge2
Artifact - Equipment
When equipped creature deals combat damage to a player, you may sacrifice Pitching Wedge. If you do, subtract 1 stroke from your scorecard.
Equip 1
The flavor is a little too direct. And the mechanic is missing one significant aspect. How do you go under par if you start at par and only have a means of tracking up?
Also, the flavor disconnect from starting at par is wierd. It really feels like this mechanic is meant to start as a positive. You're under par. Until you take advantage with more cards that care, each pushing you up until you're over par and it's a detriment.
The flavor is a little too direct. And the mechanic is missing one significant aspect. How do you go under par if you start at par and only have a means of tracking up?
That's a matter of rewording then, because the intention is cards like Pitching Wedge can take you below par.
Also, the flavor disconnect from starting at par is wierd. It really feels like this mechanic is meant to start as a positive. You're under par. Until you take advantage with more cards that care, each pushing you up until you're over par and it's a detriment.
Also, the flavor disconnect from starting at par is wierd. It really feels like this mechanic is meant to start as a positive. You're under par. Until you take advantage with more cards that care, each pushing you up until you're over par and it's a detriment.
It's meant to imitate golf scoring though.
Unless I'm woahfully ill informed, Par isn't 0. Nor do you start at Par.
My understanding of golf score(which may be wrong) is you start at 0, count up and par is different for each hole but importantly is never lower than 3.
Also, the flavor disconnect from starting at par is wierd. It really feels like this mechanic is meant to start as a positive. You're under par. Until you take advantage with more cards that care, each pushing you up until you're over par and it's a detriment.
It's meant to imitate golf scoring though.
Unless I'm woahfully ill informed, Par isn't 0. Nor do you start at Par.
My understanding of golf score(which may be wrong) is you start at 0, count up and par is different for each hole but importantly is never lower than 3.
Par isn't 0 so much as it's the allowed handicap: if you sink a par 3 in three strokes it's a neutral score. If you complete it in four strokes you express it as +1, or if you come in a stroke under, its -1. Par itself is most easily expressed as 0 because it's the center of the graph.
What if par is negative or it’s mama value is under par.
does that mean you add mana?
maybe you need to have par start at 3 for example?
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pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
What if par is negative or it’s mama value is under par.
does that mean you add mana?
maybe you need to have par start at 3 for example?
Par is equal to 0, only subtracts generic mana, and works the same way as any other cost reduction effects. Do three Etherium Sculptors in play let you gain mana from playing a Signet?
Par isn't 0 so much as it's the allowed handicap: if you sink a par 3 in three strokes it's a neutral score. If you complete it in four strokes you express it as +1, or if you come in a stroke under, its -1. Par itself is most easily expressed as 0 because it's the center of the graph.
I see, my understanding of golf score was that every stroke was a score. But if I'm understanding correctly each hole is scored against par.
Because you are using numbers instead of counters don't name them. Simply add +1 to your score card or -1 to your score card. Having negative strokes is weird.
Par isn't 0 so much as it's the allowed handicap: if you sink a par 3 in three strokes it's a neutral score. If you complete it in four strokes you express it as +1, or if you come in a stroke under, its -1. Par itself is most easily expressed as 0 because it's the center of the graph.
I see, my understanding of golf score was that every stroke was a score. But if I'm understanding correctly each hole is scored against par.
Because you are using numbers instead of counters don't name them. Simply add +1 to your score card or -1 to your score card. Having negative strokes is weird.
Yeah, user his the nail on the head. You score is the total number of strokes it took you to complete a hole. Par is the "difficulty" of a hole, expressed as the score a player "should" take to finish the hole.
Theoretically, adding a sand trap to a green might make it more difficult and, therefore, increase the par of the hole.
So, the core flavor makes sense but the way it is being translated into gameplay is missing a beat somewhere.
Also, making this affect each player is a recipe for unbalanced game states. If you somehow raise my "par" but I don't have any of the cards that interact with this mechanic in my deck, I'm just screwed for the rest of the game.
What if par is negative or it’s mama value is under par.
does that mean you add mana?
maybe you need to have par start at 3 for example?
Par is equal to 0, only subtracts generic mana, and works the same way as any other cost reduction effects. Do three Etherium Sculptors in play let you gain mana from playing a Signet?
The negative score was throwing me off. You are correct.
Private Mod Note
():
Rollback Post to RevisionRollBack
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
So this has nothing to do with the actual game of Magic, and Rowan in here happy go lucky.
If I made this thread, it would have been locked immediately I bet.
If this could be translated to Magic, I think some type of points based system could be held for players that sees when they go above 0 some type of lag effect takes precedence. Such as spells they cast, abilities they activate cost 1 more. Possibly, every creature they want to attack with costs 1. Vice versa if they can get their points below 0. I would think that for like every 3 points, add or subtract 1 to that tax. That way there's incentive of ceiling to keep climbing points. It's unlikely under modest development that players would be able to exceed the first three point bonus anyways. It wouldn't be terribly bad for it to cap immediately either. Just the aspect of tug o' war provides interactivity coupled with the single tax or bonus, which combos with alike content still, and is very significant as to not be disregarded. To preserve the incentive to climb, possibly offer a different bonus at stages, such as life gain once each turn.
So this has nothing to do with the actual game of Magic, and Rowan in here happy go lucky.
If I made this thread, it would have been locked immediately I bet.
I'm attempting to construct a mechanic that can work within the games rules, listening to the advice of others, and accepting constructive criticism for the opportunity to improve that it is. Take your self pity elsewhere.
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Land - Desert
When Sand Trap enters the battlefield, add 1 stroke to your scorecard. (Scorecards start at par. For each stroke a player is over par, spells and non-mana abilities they control cost 1 more. For each stroke a player is under par, spells and non-mana abilities they control cost 1 less.)
T: Add C.
2, T, Sacrifice Sand Trap: Target opponent adds 1 stroke to their scorecard.
Pitching Wedge 2
Artifact - Equipment
When equipped creature deals combat damage to a player, you may sacrifice Pitching Wedge. If you do, subtract 1 stroke from your scorecard.
Equip 1
Sand Trap
Land - Desert
When Sand Trap enters the battlefield, add 1 stroke to your scorecard. (Scorecards start at par. For each stroke a player is over par, spells and non-mana abilities they control cost 1 more. For each stroke a player is under par, spells and non-mana abilities they control cost 1 less. Scores can be negative.)
T: Add C.
2, T, Sacrifice Sand Trap: Target opponent adds 1 stroke to their scorecard.
Pitching Wedge 2
Artifact - Equipment
When equipped creature deals combat damage to a player, you may sacrifice Pitching Wedge. If you do, subtract 1 stroke from your scorecard.
Equip 1
Also, the flavor disconnect from starting at par is wierd. It really feels like this mechanic is meant to start as a positive. You're under par. Until you take advantage with more cards that care, each pushing you up until you're over par and it's a detriment.
That's a matter of rewording then, because the intention is cards like Pitching Wedge can take you below par.
It's meant to imitate golf scoring though.
My understanding of golf score(which may be wrong) is you start at 0, count up and par is different for each hole but importantly is never lower than 3.
Par isn't 0 so much as it's the allowed handicap: if you sink a par 3 in three strokes it's a neutral score. If you complete it in four strokes you express it as +1, or if you come in a stroke under, its -1. Par itself is most easily expressed as 0 because it's the center of the graph.
does that mean you add mana?
maybe you need to have par start at 3 for example?
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Par is equal to 0, only subtracts generic mana, and works the same way as any other cost reduction effects. Do three Etherium Sculptors in play let you gain mana from playing a Signet?
Because you are using numbers instead of counters don't name them. Simply add +1 to your score card or -1 to your score card. Having negative strokes is weird.
Yeah, user his the nail on the head. You score is the total number of strokes it took you to complete a hole. Par is the "difficulty" of a hole, expressed as the score a player "should" take to finish the hole.
Theoretically, adding a sand trap to a green might make it more difficult and, therefore, increase the par of the hole.
So, the core flavor makes sense but the way it is being translated into gameplay is missing a beat somewhere.
Also, making this affect each player is a recipe for unbalanced game states. If you somehow raise my "par" but I don't have any of the cards that interact with this mechanic in my deck, I'm just screwed for the rest of the game.
The negative score was throwing me off. You are correct.
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
If I made this thread, it would have been locked immediately I bet.
If this could be translated to Magic, I think some type of points based system could be held for players that sees when they go above 0 some type of lag effect takes precedence. Such as spells they cast, abilities they activate cost 1 more. Possibly, every creature they want to attack with costs 1. Vice versa if they can get their points below 0. I would think that for like every 3 points, add or subtract 1 to that tax. That way there's incentive of ceiling to keep climbing points. It's unlikely under modest development that players would be able to exceed the first three point bonus anyways. It wouldn't be terribly bad for it to cap immediately either. Just the aspect of tug o' war provides interactivity coupled with the single tax or bonus, which combos with alike content still, and is very significant as to not be disregarded. To preserve the incentive to climb, possibly offer a different bonus at stages, such as life gain once each turn.
I'm sorry if my response came off as curt, not my intention.
I'm attempting to construct a mechanic that can work within the games rules, listening to the advice of others, and accepting constructive criticism for the opportunity to improve that it is. Take your self pity elsewhere.