I personally reinstated "bury" in exactly the same spot as the OP uses "destroy" to mean mill. It's been well-received so far and is consistent with the meaning the word had according to the comprehensive rules.
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Here is a little homework for anyone pitching "mill" as keyword action. Translate it to the languages Magic is released in and check how much sense it still makes in an internationally released card game.
- Watchwolf
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SecretInfiltrator posted a message on Mill = "Destroy"Posted in: Custom Card Creation -
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Astrolabe posted a message on Mill = "Destroy"Posted in: Custom Card CreationQuote from Tim_T »Quote from cisgenderedtrash »
Because of all of the real-world definitions of the word "mill," not a single one means anything that could even loosely be translated in-game to "put the top N cards of a library into its owner's graveyard." That's the whole reason it hasn't been keyworded yet. And, again, it would force new players to have to learn extra vocabulary, not to mention every card with the keyword "mill" would need reminder text for it anyway, so it actually fails at its original intended purpose of saving space.Quote from Tim_T »
I did. However having the same keyword for two different actions really doesn't make sense IMO.
What if they just changed the keyword to "mill", since that's what everyone calls it now anyway.
It would also create less confusion with cards such as narcomeaba as you said
Again, I go over all of this in the OP.
Yes but it's not destroying creatures. It's putting them into gy before even getting cast. I just don't understand your reasoning behind renaming it destroy.
It really doesn't make sense intuitively either. When people discard stuff, should it be called destroy because it goes to the yard?
Should counters read "destroy target spell on the stack". Idk that's just my two cents
CGT's reasoning is well explained and I feel like there's some good logic to it. New keywords for milling have been discussed pretty extensively in this forum, but reusing an current keyword is a novel idea (or least one I have not seen before).
It would make sense for "discard" to stay the same. I think for most people (even nongamers) discard is a familiar term that implies "discard from your hand". Also, like "sacrifice", it's something that you are doing yourself ("Discard a card.") or something that you are forcing a player to do ("Target player discards a card.") and not something that you are doing to a player (such as "Discard a card from target player's hand.") and thus maintaining it as a separate keyword would be consistent to how sacrifice is used ("Target player sacrifices a creature." and not "Target player destroys a creature he or she controls.")
Counterspells could read "Destroy target spell.", which I like the sound of and which would also clear up the counter vs. counter issue. (Spells only exist on the stack so you don't need to mention that part.)
Overall, I think this idea has a lot of good potential. -
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Raizen884 posted a message on Combos (any format) w/ Aether RevoltPosted in: New Card Discussion -
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Megatron posted a message on Fatal Push collected company spoilerPosted in: The Rumor MillQuote from AliasBot »Apparently Yahenni is Leonidas.
...if that's Yahenni, anyway. One would think they'd just drain a person if they were going to kill them anyway.
I am wondering why someone would drain a man before throwing him off the ledge. -
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alwaysatoad posted a message on Weapons V2I'd be curious to see if people would make actual replicas of the weapons (perhaps as part of a cosplay costume) and bring them to games and/or tournaments, and then whip them out when equipping the cards!Posted in: Custom Card Creation
Or maybe that's just something I would do. -
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alwaysatoad posted a message on Return to Tarkir Block Mechanics + New EvergreensThe weapon idea is amazing and so is subjugate!Posted in: Custom Card Creation -
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Scuirimancer posted a message on Return to Tarkir Block Mechanics + New EvergreensI like the "take dominion" idea a lot. Not sure if an extra land play is much of a bonus, though. It usually wouldn't matter after the first few turns. I was thinking something like reducing the cost of your spells by 1, or maybe your creatures get +1/+1? That might be too powerful, but I'd like it to be something your opponent would covet.Posted in: Custom Card Creation
The weapon idea is neat, too. I think it's easy enough for players to get the gist of it, and being able to grab a sword for yourself and charge into battle is too cool. Flavor is kinda weird since so many artifacts already represent weapons, but I guess the same was true for vehicles. -
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BlazingRagnarok posted a message on Kaladesh has Inspired meMossbridge Trolley7Posted in: Custom Card Creation
Artifact - Vehicle
If Mossbridge Trolley would be destroyed, regenerate it.
Crew 10
25/25 -
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pope-punk posted a message on Thriving TurtlePosted in: New Card Discussion
thriving turtle deserves his own thread -
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jshrwd posted a message on Angel of Invention Magic mics spoilerPosted in: The Rumor MillQuote from ThyLordQ »Turn 4: Panharmonicon
Turn 5: Land, this.
Why does every card seem better with that darn thing.
Because it makes everything better
Turn 4: Panharmonicon
Turn 5: Land, lime
Turn 4: Panharmonicon
Turn 5: Land, cat
Turn 4: Panharmonicon
Turn 5: Land, hot dog
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Look, I get that there are a handful of situations in which this card goes from incredibly confusing to "wow, free counterspell!" but that is just bad game design. But whatever. Do you.
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What I'm saying is that, even disregarding the counterintuitiveness of your design, the floor of the card is "literally unplayable" and the ceiling is "really, really bad Cancel."
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I don't think I've missed anything, but let me know if I have. I just don't think we've gotten cards for two of the mysterious planeswalker arts used in the poster from a while back (Liliana and Karn). Were there any others? do we think this could mean more unique promos coming?
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Seriously though, wrong forum.
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Following up on a series of threads I made a while ago. I'm working on an enemy-pair faction set. Each faction has its own mechanic and a few goals:
1. Use simple but deep mechanics.
2. Be synergistic with adjacent color pairs. (BG should play well with WB and GU, but not the others.)
3. Have distinct mechanical identities to previous factions of the same colors. This BG faction should avoid playing too much like Golgari.
This mechanic is my current contender for the BG mechanic. I wanted to avoid anything to do with the graveyard when thinking about this faction's identity, as Golgari pretty much has a monopoly on it. Mechanically, I was coming up dry, so I decided to approach it from the flavor instead.
What I came up with is a faction who's all about self-empowerment. Green is the color of acceptance and growth. Black is the color of self-service and ambition. Together, they form a philosophy of recognizing one's hidden potential and striving to achieve it.
Looking at Amonkhet, I found a good way to mechanically represent that concept: creatures which enter with -1/-1 counters (which represent weakness or obstacles), and then losing those counters over time (which represents growth and empowerment). I decided not to use +1/+1 counters because I liked the idea of having an eventual cap, allowing me to cost it a bit more aggressively. It also allows me to explore -1/-1 counter design space throughout the rest of the cards in the set.
My original version of this mechanic looked more like this:
Empower N — M (This creature enters the battlefield with N -1/-1 counters on it. M: Remove a -1/-1 counter from this creature.)
That version was a bit wordy and had some messy rules quirks. I wanted to use it because I liked the idea of getting bonuses "whenever you empower this creature," but found it to be too ugly. Even the simpler bonuses caused some awkward questions to come up. "What happens when I empower this creature when it has no counters?" was chief among them.
I transitioned to a version that removed a counter on attacks and blocks, which was less versatile in gameplay, but more engaging. I then dropped the block trigger to lean more into the aggro plan and make balancing a bit easier.
I like this version because it's simple, concise, and has enough knobs that balancing should be fairly easy.
I mentioned that I want to use this opportunity to explore -1/-1 counter space even outside this faction, but this faction will still be the core color pair for it.
Anyway, here are some designs I came up with. I found that this mechanic lends itself to a very aggressive playstyle, so that's where most of the power will be.
Siphoner of Weakness BG
Creature - Warrior U
5/5
Empower 3
Whenever ~'s power increases, you may put a -1/-1 counter on another target creature.
This is the first example of one of the more interesting subthemes of the faction: "Whenever this creature's power increases..." I just love the way it rolls off the tongue, and it fits so very well within BG. It's also really open-ended, triggering off of things like combat tricks, empower, etc., which opens up some interesting deck-building opportunities.
Side-note, I do realize that this mechanic and these subthemes could work really well outside of BG, but I'm not concerned with that right now. For the purposes of this set, I'm only concerned with filling out one faction at a time. It's worth noting that, while aggro strategies tend to work best in color pairs centered in red and white as well as black, I plan on looking at less conventional identities for those color pairs, which means I'll be steering them away from aggro.
Anyway, next:
Sweat Seer 1G
Creature - Druid
3/2
Empower 1
Whenever ~'s power increases, draw a card.
Struggling Disciple B
Creature - Rogue
2/2
Empower 1
At the beginning of your upkeep, you may pay 2 life. If you don't, put a -1/-1 counter on ~.
And here are some designs that just mess around with -1/-1 counters:
Reality Check 1BB
Sorcery
Put two -1/-1 counters on each creature.
Break Barriers G
Instant
Choose one -
-Remove up to three -1/-1 counters from target creature.
-Target creature gets +3/+3 until end of turn.
Surge of Confidence 1B
Instant
Remove all counters from target permanent. That permanent's controller gains 1 life for each of those counters.
For context, the only mechanic I have down so far that's adjacent to this one is GU's mechanic:
Duplicate M (When this creature enters the battlefield, if you cast it for its duplicate cost, create a token that's a copy of it.)
On the surface, the only point of synergy is that they're both creature-centric mechanics that contribute to the total power you have on-board. Individual card designs will make up the difference.
I do not currently have an idea for the WB mechanic.
So what do you guys think?
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So, no. Saying this card is unplayable in Commander is not a joke.
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