Well, in my example the back half simply wouldn't have Pseudo-Prowess but the direct damage effect instead. You could adjust the power to make up for the "lost" Prowess effect.Quote from 5colors »I like it when the two sides of a DFC play into each other. For example, if the front gets a buff from you casting spells, the back half could exile spells from your graveyard for direct damage or something. Just having a stronger version of the front-face effect is something you can throw in to mix up the design a bit, but to me it feels like way too many werewolves do this.Quote from 5colors »
What would you do with werewolves then? As a werewolf player I enjoy these designs since you still use the human half in decks for the same reason as I count on the back.
I think a factor in that is they need ~ 3 lines of text for the transform clause limits them to how much they can fit into one text and make even common werewolves more complex then most other creatures. Not sure if your example could fit prowess/prowess 2 and have you exile spells from graveyard for damage and nightbound and still be considered an uncommon.
Do you play werewolves or this more of a design thought? Cause there are more DFC than werewolves that already do want you want.
I'm talking about this from a pure design perspective on the single card level. I've never played a werewolf deck - never even considered it because play-wise, I don't like how a core part of their mechanical identity is always being out of your control to a degree. I recognize that they need simpler cards for Limited and such, but then again I'm of the opinion that way too much interesting design space is wasted in favour of making Limited work.
I play the werewolves as well. It's been my pet deck since 2011. I see where you're both coming from. Where Soramaro seems to be seeking more Huntmaster of the Fells variants.
Huntmaster works so well because both sides' effects are very strong and they're effects that you'll essentially always want for 4 mana. And while that card is amazing, one thing you find as you play the tribe a lot is that often times you don't want the front and backsides of the same to do a lot of different things. That makes it increasingly difficult to manage the effect you're actually trying to aim for in the current situation.
With the Midnight Hunt werewolf design, I ensure that I get the effect that I wanted when playing the card. I just get that effect in varying intensities.
I don't see this as boring - I see it as removing one additional limitation that hamstringed the original werewolf design (of which it already inherently has plenty already). The tribe already has a limitation by requiring me to manage my spell casting carefully, it has a limited number of the tribe to utilize being contained within one plane, and for the most part, it's been limited to just two colors. All of those limitations or restrictions already create a unique and dynamic deck building and gameplay experience. I really don't think werewolves need an additional variance such as two different effects on each side in order to be fun...or to avoid being boring.
Moreover, in the pursuit of creating more cards with powerful but unique effects on both sides, the designers would inherently be walking the fine line of making numerous overpowered cards. This isn't to say Huntmaster is overpowered, but, it has the benefit of being an outlier. If Huntmaster were the model for werewolves, I think that overpowered line would likely be crossed multiple times.