I've been playing with a mechanic I call spellstrike. However, it being quite a complicated mechanic, I though I need to iron out how it works before brainstorming card designs.
Very briefly, a creature with spellstrike does not deal normal damage but rather "converts" damage dealt into spells.
I've set out a hypothetical extract from comprehensive rules, which hopefully describes how the mechanic would work.
119.3f Damage dealt to a creature by a source with spellstrike causes that source to spellstrike X that creature, where X is the amount of damage dealt.
119.3f Damage dealt to a player by a source with spellstrike causes that source to spellstrike X that player, where X is the amount of damage dealt.
702.24 Spellstrike
702.24a To "spellstrike N" an object means to search your library for an instant card with converted mana cost N or less that can target the object and to play it without paying its mana cost targeting the object.
702.24b For an object to "spellstrike N" another object means for the first object's controller to spellstrike N the second object. When an object spellstrikes, its controller may not search for instant cards of any colour not shared the object.
702.88. Spellstrike
702.88a Spellstrike is a static ability.
703.88b There is also a keyword action which has the same name but is distinct from this keyword ability. See rule 702.24.
702.88c Damage dealt by a source with spellstrike isn’t marked on a creature. Rather, it causes that source to spellstrike X the creature where X is the amount of damage dealt. See rule 119.3.
702.88d Damage dealt by a source with spellstrike does not cause a player to lose life. Rather, it causes that source to spellstrike X the player where X is the amount of damage dealt. See rule 119.3.
702.88e If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had spellstrike.
702.88f The spellstrike rules function no matter what zone an object with spellstrike deals damage from.
702.88g Multiple instances of spellstrike on the same object are redundant.
Spellstrike
A keyword ability and a related keyword action that convert an object's ability to deal damage into an ability for its controller to search for instants of the object's colour and play them for no cost. See rule 701.24, "Spellstrike", and rule 702.88, "Spellstrike".
So I would like to consider the following:
1. Does this work, ignoring the issues of elegance and overloading the term "spellstrike"?
2. Can the game support such overloading of a term?
3. Is there a more elegant way to implement the mechanic (ideally I would like to maintain the ability to use both a keyword and a keyword actions so that you could say things like "whenever ~ spellstrikes, instead of searching your library, you may copy an instant spell in your graveyard and play it instead". (Does that work by the way? Would the restrictions on the casting cost, targets and colours be preserved if you did that?))
Spellstrike (If this creature would deal combat damage to a creature or player, prevent that damage and search your library for an instant card with converted mana cost less than or equal to the damage prevented this way that could target that creature or player instead. You may cast that card without paying its mana cost targeting that creature or player. Shuffle your library.)
PARAGRAPH! The actual game rules however, are much nicer. Not searching your library could make it a lot shorter.
"spellstrikes" (from "whenever ~ spellstrikes") can just be defined as "when a creature with spellstrike deals damage." and could be slotted into that replacement effect, but a one off like that should just spell out the abilities.
You can't search your library as a static replacement effect while damage is being dealt. The best you could do would be to prevent that damage and then use a triggered ability to perform the search.
If this would deal damage to a creature or player, prevent that damage. When damage is prevented this way, search your library for an instant or sorcery card with converted mana cost less than or equal to the prevented damage that could target that creature or player. Cast that card without paying its mana cost targeting that creature or player. Then shuffle your library.
Thank you for your comments. You both make very good points. It seems like a lot is going on and there is no easy way to change that.
On the other hand I am not keen on replacement effects. I want it to feel like battle magic, so that effects that trigger off damage would trigger, P/T changing effects take effect etc. But I do agree that in later game the way I suggested it may become useless as you run out of Instant spells. In addition to the points you guys made there is another problem with this mechanic in that it requires a LOT of shuffling, which is not a good thing.
So I think I am going to shelve this reincarnation and think of another way to make this work. I am thinking of "battle mana", a cost that is paid by removing damage marked on creatures or players, but that doesn't actually prevent the damage. And yes I am aware that damage is never actually marked on players so I still have to think how to make it work in the rules.
Sorry to necro a really old thread, but google brought me here, so what the hey.
Seems less like a mechanic and more like something that could be attached to a single creature.
Something along the lines of
"When [Creature x] deals damage to a creature, regenerate that creature. Search your library for an instant with cmc equal to the amount of damage dealt. Until the end of combat phase, you may play that spell without paying its mana cost."
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Very briefly, a creature with spellstrike does not deal normal damage but rather "converts" damage dealt into spells.
I've set out a hypothetical extract from comprehensive rules, which hopefully describes how the mechanic would work.
119.3f Damage dealt to a creature by a source with spellstrike causes that source to spellstrike X that creature, where X is the amount of damage dealt.
119.3f Damage dealt to a player by a source with spellstrike causes that source to spellstrike X that player, where X is the amount of damage dealt.
702.24 Spellstrike
702.24a To "spellstrike N" an object means to search your library for an instant card with converted mana cost N or less that can target the object and to play it without paying its mana cost targeting the object.
702.24b For an object to "spellstrike N" another object means for the first object's controller to spellstrike N the second object. When an object spellstrikes, its controller may not search for instant cards of any colour not shared the object.
702.88. Spellstrike
702.88a Spellstrike is a static ability.
703.88b There is also a keyword action which has the same name but is distinct from this keyword ability. See rule 702.24.
702.88c Damage dealt by a source with spellstrike isn’t marked on a creature. Rather, it causes that source to spellstrike X the creature where X is the amount of damage dealt. See rule 119.3.
702.88d Damage dealt by a source with spellstrike does not cause a player to lose life. Rather, it causes that source to spellstrike X the player where X is the amount of damage dealt. See rule 119.3.
702.88e If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had spellstrike.
702.88f The spellstrike rules function no matter what zone an object with spellstrike deals damage from.
702.88g Multiple instances of spellstrike on the same object are redundant.
Spellstrike
A keyword ability and a related keyword action that convert an object's ability to deal damage into an ability for its controller to search for instants of the object's colour and play them for no cost. See rule 701.24, "Spellstrike", and rule 702.88, "Spellstrike".
So I would like to consider the following:
1. Does this work, ignoring the issues of elegance and overloading the term "spellstrike"?
2. Can the game support such overloading of a term?
3. Is there a more elegant way to implement the mechanic (ideally I would like to maintain the ability to use both a keyword and a keyword actions so that you could say things like "whenever ~ spellstrikes, instead of searching your library, you may copy an instant spell in your graveyard and play it instead". (Does that work by the way? Would the restrictions on the casting cost, targets and colours be preserved if you did that?))
4. What's the best reminder text for this?
PARAGRAPH! The actual game rules however, are much nicer. Not searching your library could make it a lot shorter.
"spellstrikes" (from "whenever ~ spellstrikes") can just be defined as "when a creature with spellstrike deals damage." and could be slotted into that replacement effect, but a one off like that should just spell out the abilities.
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre
Far too complicated and wordy for a keyword.
On the other hand I am not keen on replacement effects. I want it to feel like battle magic, so that effects that trigger off damage would trigger, P/T changing effects take effect etc. But I do agree that in later game the way I suggested it may become useless as you run out of Instant spells. In addition to the points you guys made there is another problem with this mechanic in that it requires a LOT of shuffling, which is not a good thing.
So I think I am going to shelve this reincarnation and think of another way to make this work. I am thinking of "battle mana", a cost that is paid by removing damage marked on creatures or players, but that doesn't actually prevent the damage. And yes I am aware that damage is never actually marked on players so I still have to think how to make it work in the rules.
Seems less like a mechanic and more like something that could be attached to a single creature.
Something along the lines of
"When [Creature x] deals damage to a creature, regenerate that creature. Search your library for an instant with cmc equal to the amount of damage dealt. Until the end of combat phase, you may play that spell without paying its mana cost."