This is a rules question, but a question about potential rules changes.
I really like the fight mechanic. It's fascinating to look back at the 3 or 4 blocks before it debuted in Innistrad and see how they were getting closer and closer to it's creation. There are, however, a few rules that I think could be changed to improve it, and would love to know what others think.
Fight damage is combat damage.
Creatures with first strike deal fight damage before creatures without first strike.
Creatures without flying or reach can't start fights with creatures with flying.
Creatures with defender can't start fights with other player's creatures
Tapped creatures can't start fights.
Fighting causes creatures (without Vigilance) to tap.
Some of these are obviously easier to achieve than others; some might be nearly impossible to make rules that work well. Thoughts?
Haunting Mist 1:symbg::symbg:
Creature—Spirit (U)
As long as you control another permanent which is both black and green, Haunting Chill gets +3/+3.
2/2
Wow, very thoroughly thought out. I'd suggest changing shroud to protection from <something> as that's more on color for RW. From a design stand point, I'd remove the tap ability and add a tap cost to the exile ability. Love the time signature p/t
Luring Lyrist
Creature—Human Siren (R)
At end of combat, if Luring Lyrist is attacking, gain control of target creature defending player controls with converted mana cost 1 or less.
0/3
Bonecrush3GG
Sorcery (R)
Target creature you control fights target creature you don't control. Then you may pay G to copy this spell. (You can't choose new targets for the copy.)
Vengeful Gaze 3B
Enchantment (U)
Whenever a creature you control dies, remove all gaze counters from all creatures, then put a gaze counter on each creature that dealt damage to that creature this turn.
Creatures get -1/-1 for each gaze counter on them.
Next: Windlestraw (Scarecrow or Zombie)
Royal Scrimshandrix
Displume
Seer of DarknessBB
Creature—Shaman (R)
At the beginning of your upkeep, reveal the top card of your library. You lose life equal to its converted mana cost. You may put that card on the bottom of your library.
1/2
Goblin Firestarter2R
Creature—Goblin Shaman (R) RR, :symtap:, Sacrifice Goblin Firestarter: Goblin Firestarter deals 3 damage to target creature. The next time a player could play a sorcery, that creature's controller may sacrifice a creature. If that player does, he or she does, may copy this ability and choose new targets for the copy.
2/2
Clunky, but I didn't anyone to be able to sac creatures that were about to die from SBEs. Still no sure the copy works cleanly, but close enough.
Guard Bodies2B
Creature—Zombie Wall (U)
Defender
All damage that would be dealt to you by unblocked creatures is dealt to Guard Bodies instead.
Whenever you cycle a card, regenerate Guard Bodies. United they stand.
0/5
Gapewurm: This might be too good to not have a ability that stops players sneaking it into play. I think it'd be a more fun card if it was a little smaller & cheaper: at this level, unless your opponent has an answer in hand, he might as well scoop--either way you won't get to play with your expensive toy. Those are just style decisions, though, and overall its a solid card.
Now: make a creature with an enemy color kicker cost+ability
Corruptible SquireW
Creature—Human Soldier (U)
Kicker BR
If ~ was kicked, it enters the battlefield with a +1/+1 counter on it, becomes black and red, and gains deathtouch and double strike.
1/1
Blood Merchant: The penalty for not kicking is an interesting tweak, and I think the balance is spot on. 3 cards is a lot, obviously, but fine for a rare. 9/10
Now: A tome
Battletome
Artifact—Equipment (R)
Whenever equipped creature blocks or becomes blocked, you may copy a card exiled with Battletome and cast the copy without paying its mana cost. If you do, tap equipped creature.
Equip—Exile an instant spell you control.
Next: A beneficial creature aura that can still be used if you have no creatures.
Pray1W
Sorcery (U)
You gain 4 life
// Suffer 3B
Sorcery (U)
Suffer deals damage to target creature or player equal to the amount of life you've gained this turn.
<Fuse>
Philib the Mad 1UB
Legendary Creature—Goblin Shaman (R)
Whenever a creature enters the battlefield, exchange its abilities with Philib the Mad. (Philib gains its abilities and that creature gains this ability.)
1/1
In one of his very early articles, Maro looks at a theorectical format called "All for One" in which decks consist of multiple copies of a single card. Obviously, not too many cards are even playable in the format: at the time, Maro found 16 cards, though more have been printed since then and I currently count 117 cards that either have a potentially winning strategy or potentially solid defense. If anyone can find any I've missed, I'd love to hear of them.
Obviously a number of these are functionally equivalent in this format (The three Kobolds, all the Anti-mill cards) and others answer threats that don't yet exist (Karakas could work great if there were any playable Legends), but I've included both types for completeness.
I really like the fight mechanic. It's fascinating to look back at the 3 or 4 blocks before it debuted in Innistrad and see how they were getting closer and closer to it's creation. There are, however, a few rules that I think could be changed to improve it, and would love to know what others think.
Creature—Spirit (U)
As long as you control another permanent which is both black and green, Haunting Chill gets +3/+3.
2/2
Next: Ohran Yeti in New Phyrexia
Luring Lyrist
Creature—Human Siren (R)
At end of combat, if Luring Lyrist is attacking, gain control of target creature defending player controls with converted mana cost 1 or less.
0/3
Next: A snake charmer
Sorcery (R)
Target creature you control fights target creature you don't control. Then you may pay G to copy this spell. (You can't choose new targets for the copy.)
Next:
Eavesdrop
Tarnished Lamp
Ancient Domain
Enchantment (U)
Whenever a creature you control dies, remove all gaze counters from all creatures, then put a gaze counter on each creature that dealt damage to that creature this turn.
Creatures get -1/-1 for each gaze counter on them.
Next:
Windlestraw (Scarecrow or Zombie)
Royal Scrimshandrix
Displume
Seer of Darkness BB
Creature—Shaman (R)
At the beginning of your upkeep, reveal the top card of your library. You lose life equal to its converted mana cost. You may put that card on the bottom of your library.
1/2
Next: Diluvian Primordial in Innistrad
Creature—Human
Lifelink, protection from converted mana cost 1 or less.
1/1
Next: Entrails Feaster in Ravinca (CoG or Return)
Creature—Goblin Shaman (R)
RR, :symtap:, Sacrifice Goblin Firestarter: Goblin Firestarter deals 3 damage to target creature. The next time a player could play a sorcery, that creature's controller may sacrifice a creature. If that player does, he or she does, may copy this ability and choose new targets for the copy.
2/2
Clunky, but I didn't anyone to be able to sac creatures that were about to die from SBEs. Still no sure the copy works cleanly, but close enough.
Next: Vigor Mortis
Artifact—Equipment (C)
Equipped creature gets +2/+1, first strike and protection from Knights.
Equip
Guard Bodies 2B
Creature—Zombie Wall (U)
Defender
All damage that would be dealt to you by unblocked creatures is dealt to Guard Bodies instead.
Whenever you cycle a card, regenerate Guard Bodies.
United they stand.
0/5
Now: make a creature with an enemy color kicker cost+ability
Corruptible Squire W
Creature—Human Soldier (U)
Kicker BR
If ~ was kicked, it enters the battlefield with a +1/+1 counter on it, becomes black and red, and gains deathtouch and double strike.
1/1
Now: A tome
Battletome
Artifact—Equipment (R)
Whenever equipped creature blocks or becomes blocked, you may copy a card exiled with Battletome and cast the copy without paying its mana cost. If you do, tap equipped creature.
Equip—Exile an instant spell you control.
Next: A beneficial creature aura that can still be used if you have no creatures.
Sorcery (U)
You gain 4 life
//
Suffer 3B
Sorcery (U)
Suffer deals damage to target creature or player equal to the amount of life you've gained this turn.
<Fuse>
Next: Live & Learn
Legendary Creature—Goblin Shaman (R)
Whenever a creature enters the battlefield, exchange its abilities with Philib the Mad. (Philib gains its abilities and that creature gains this ability.)
1/1
Next: A commander with two triggered abilities.
Cards with potentially winning strategies:
Obviously a number of these are functionally equivalent in this format (The three Kobolds, all the Anti-mill cards) and others answer threats that don't yet exist (Karakas could work great if there were any playable Legends), but I've included both types for completeness.
Sorcery
Populate
Cipher
IIW: Buyback