wrongwaygoback: MTG DESIGN SPACE: MECHANICS
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MTG DESIGN SPACE: MECHANICS

Based on feedback via Twitter, it appeared that the last Design Space article was a hit. So on to my second attempt at exploring design spaces in Magic the Gathering. This week, as requested over Twitter. I'll be exploring mechanics. Feedback is always appreciated. You can either e-mail me or catch me on twitter.

I have to admit, new mechanics were a killer to talk about. Last week I included one in my discussion on counterspells. I'm going to explore that today, and also talk about two new mechanics.

1. Scavenge

The mechanic I added to Cancel last week is Scavenge.

Scavenge (Exile this card from your graveyard: Add 1 mana of any on of its colors to your mana pool.)

And here was the card.



I like this card as it gives utility after the card has been used. I've tried to limit any scavenge card to only adding one mana to the pool, regardless of how many colors it is.

I think Mana Gift above is a much more playable card than Cancel. It's the type of card that you'd suddenly love to use Turn 3, knowing you'd get a boost into five mana Turn 4. That's great in a colour like blue.

Here are three more cards using the mechanic Scavenge.

Blood Minion:



Blood Minion is a callout to the old Blood Pet. However you'll get slightly more utility out of Blood Minion, with the ability to beat until it's no longer needed, block when required, then get a boost the next turn.

Lingering Flame:



At instant speed Lingering Flame is simply too powerful. But as a Sorcery it seems just right. The 2 damage is fine considering Lightning Bolt is back, and the Scavenge ability allows for some emergency access to Lightning Bolt once tapped out.

Gaea's Handmaiden:



Gaea's Handmaiden was made to be a good Limited card. Green already has so many broken things it can do with mana that it doesn't particularly need yet another path to go down. However, this card's ability is perfect to help ramp, whether it's on the battlefield or in the graveyard.

The threat to the mechanic is whether or not it is too potent in decks that abuse the graveyard, namely Dredge. I'm not sure whether Dredge particularly cares about the extra mana, as it is perfectly able to operate manaless. However, it is an interesting dilemma and would need to be tested.

2. Exhaust

The next mechanic I explored was something I called Exhaust. It started off in thinking about lands, and something different to the usual Comes-Into-Play lands. That let me to a different kind of drawback, and eventually this card, Tidal Lavafield:



Exhaust (At the beginning of your end step, tap this.)

I think it's a very interesting way of giving a land a drawback. You get to use your mana, or lose your mana. A real boon for aggressive decks, not so great for control decks.

Exhaust does seem to be just made for aggression. Try these three cards:

Goblin Sprinter:



A classic aggro Goblin. Swing in quickly or any usefulness from the card. Great early game, terrible late game.

Work Auroch:



Work Auroch has probably overpowered stats and a big drawback, again the use-it-or-lose-it drawback. Incidentally I didn't feel that Work Auroch deserved to have Trample, as it is supposed to be a more tamed version of the beast.

Fleeting Opportunity:



I really like this card. It's absolutely useless on defence, but in a White Weenie deck could be very powerful. It's simple, does one thing, and shows how Exhaust could be used on non-creature Permanents where tapping matters.

For the creatures, I guess the question is, "Why not just make them have 'This creature cannot block'?". I guess Exhaust also stops things like Arena and Contested Cliffs, which is a bigger drawback than the inability to drop. So I believe Exhaust is a bigger drawback than the ability to block.

3. Presence

The last mechanic is one I thought about while considering Chroma. I think Chroma is a terrible, terrible keyword, although the mechanic is kind-of okay. Presence doesn't have the flexibility of Chroma, but it is still pretty powerful. Here's the keyword:

Presence (This enters the battlefield with X counters on it, where X is the number of permanents you control.)

And here are a few ways of using it.

Krosan Ghostwalker:



This is probably the simplest way of using Presence - a straight */* for the number of counters on it.

Tectonic Ire:



Tectonic Ire comes at Presence from a different angle, allowing the spending of more mana to get some use out of the card. The first activation will usually be for 3 or 4 damage, which, for 4 mana, is not terrible. It's the second activation will more than make it's mana cost worthy, and the third activation fantastic.

Fragile Scrolls:



This adds a sacrifice effect to the use of the Presence counters and, in typical blue fashion, draws cards from it. Five mana is a lot to spend, but over two turns isn't terrible, and will always net at least three cards. I'm guessing it would be horribly fantastic late game, possibly too good.

Blistering Plague:



I think I've got the mana cost far too low on this for too powerful effect. However, at it's effectively a BBBB cost, I'm not sure. Early on it should always be a 2-for-1, later on much more than that. But probably too cheap.

The Aviary of Hoqas:



Probably my favourite Presence card, The Aviary of Hoqas allows you to spend counters for Bird tokens. You don't even have to spend them all at once, but whenever you wish. As the Aviary doesn't get sacrificed when you've used all the tokens, if you can find a way to get the more, then you'll be getting more birdies. Yay.

I found tokens to be an extremely flexible way of getting effects, and it's something I'll certainly be exploring in the future.

--***---

So there are three new mechanics. I'd love to hear your thoughts on them, so be sure to comment on the post, or e-mail me or find me on twitter

And here's a preview of next weeks article on Artifacts:

3 Comments:

I like your designs, and you're looking for comments so I'll comment them.

Scavenge - The more I see it, the more I like it. Of course, I still think it's broken but it's a good idea. Maybe to make it less broken is to make Scavenge a sorcery speed mechanic, then you wouldn't get free counterspells and help control the power of it.

Exhaust - On creatures Exhaust basically says "~this~" cannot block. Yes, it's an interesting mechanic for aggro decks, so don't make cards for control decks with this mechanic (tapping creatures or drawing cards).
I hate to burst your bubble but enchantments don't tap. No matter what Future Sight told you, they don't tap. Otherwise, they'd just be colored artifacts. Fleeting Opportunity and Tectonic Ire both got to be changed.

Presence - You need to have a name for the counters; presence counters maybe. "~this~ enters the battlefield with X presence counters on it..." If Krosan Ghostwalker had a +1/+1 counter on it (like through Forgotten Ancient) the bonus would be +2/+2 (one for the +1/+1 counter and +1/+1 because of the counter).
Again, the mechanic is way too powerful. In limited it's way too good; a 10/10 for 5 (Krosan Ghostwalker), Deal 10 damage to target player for 4 (Tectonic Ire), Draw 10 cards for 5 (Fragile Scrolls), kill my opponent's army for 4 mana while leaving mine intact for the win (Blistering Plague). The Aviary of Hoqas is a bit more fair, but even then it's a 2 turn kill.
One suggestion for the mechanic could read is: "~this~ enters the battlefield with X presence counters on it where X is equal to the number of permanents that share a card type with ~this~ you control." Or even if they're tapped, or untapped, or something to that idea. And, in some cards it would causing you to sacrifice it to make it have it's intended effect otherwise people would groan if they saw Tectonic Ire as it's way better than a pinger and much harder to get rid of.

You need to fix Restless Graveyard. Why do you need to fortify it (There's no bonus so it's just sitting there in play). Also wording is off (need to be specific on what you mean.
Change to:
Restless Graveyard - 3
Tribal Artifact - Zombie Fortification
At the beginning of your upkeep, if you control no creatures, you may tap fortified land to return target Zombie card from your graveyard to your hand.
Fortify 2
(I just think it needs to cost 1 more).
While the mechanics are good ideas, they're great places to start. Keep expanding on the ideas and put them into random decks every once in a while and have someone else play with the cards to see interactions you didn't notice like the counters problem. You've got great ideas and I want to see more soon.

By OpenID mtgcolorpie, at 24 September 2009 4:54 AM  

I've updated the text for the Graveyard, and will reveal it this week.

I'm not so concerned about enchantments traditionally not tapping - these articles are about exploring what doesn't happen at the moment, rather than what's happened in the past.

Presence probably is too broken at the moment. I'll need to think of a way of scaling it back.

By Blogger wrongwaygoback, at 30 September 2009 8:50 AM  

Loved the scavenge ability, but if there were more than a few cards with scavenge the ability would become broken when you fill your deck with it and a Hedron Crab. (Turn two Baneslayer/Time Warp) This would have high potential to be completely broken. Another problem is that it makes it so there is much more to keep track of by extending relevant cards into the graveyard, which they will do from time to time, but they try not to overload people which means the mechanic would go into a set without much going on outside of play otherwise in order to avoid overload especially for new players.

Exhaust would only do something particularly new if you put it on lands. I like it there, but the rest is unnecessary.

Presence is way undercosted and your Centaur is currently written to sound like it is about a 20/20 considering it should get at least 6 'counters' and generic counters are subconsciously seen to be +1/+1 which means they are doubled, I guess they could be charge counters or presence counters. The Centaur either needs to cost a lot more or be moved up in rarity (see Lord of Extinction for 5cc hugeness.) The other cards are crazy good. Tectonic Ire needs to cost 'X' to activate and be limited to either creatures or players and it would still be played. Drawing a minimum of 4 cards for 5 mana would make your card the best 5cc card draw ever. Maybe make it black, cost more to activate and loose life when drawing the cards. Blistering plague seems fine, but still really good. Playing it early means your opponent can play around it by not playing a third creature so you have to 2-for-2 yourself which is fine and if you play it too late you cant activate it if there aren't enough creatures out. The confusion about not being able to use it if there aren't enough creatures out would make sure the card doesn't really see print. Making it optional by saying destroy 'up to x' targets would make it so there is never a downside and it would be way too good. The aviary is insanely good. For 3 mana get a minimum of 4 1/1 flyers. Infinantly better than spectral procession which was already one of the best cards in standard at it's time. Now we have conqueror's pledge which is similar at 5 mana for 6 1/1 non-flyers. Costing this enchantment at 2WWW and producing non-flyers would still make this card much, much better than conqueror's pledge.

The fortification had it's problems, but now it looks good, but I would make it

Restless Graveyard - 2
Tribal Artifact - Zombie Fortification
At the beginning of your upkeep, if you control no creatures, you may tap fortified land and unattach Restless Graveyard to return target Zombie card from your graveyard to your hand.
Fortify 2

By Blogger Philoshow, at 29 December 2009 4:28 AM  

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