Sunday, October 3, 2010, 6:03 PM
Suggested mechanic / keyword ability intended to further open design space (creator's pet design) - for use and adaptation by GDS2 (Great Designer Search 2) competitors.
[community.wizards.com/magicthegathering/... Ideas_from_Beyond] and [community.wizards.com/magicthegathering/... Manere Tiers].
== '''Possess ''' ==
Spirits take a Host by possessing that person/creature after injuring them. Hosts can be affected by the possession in some cases, and in other cases the Spirits become stronger.
Possess ''(Whenever this creature deals combat damage to a player, this creature possesses that player and that player becomes this creature's Host)''
* The player affected by possess is the 'Host'.
* A creature is 'possessing a player' as long as it has a Host.
* A creature can only have one Host. If a creature with possess that already has a Host deals combat damage to another player, the first player stops being Host to this creature, and the newly damaged player becomes this creature's Host.
* Creatures with Possess generally have a second ability which only takes effect when/if the creature has a Host.
* There have been several variations of Possess, mostly in response to a worry that Possess may make memory requirements on the players (ie. remembering which creatures have a Host and, in multi-player games, who that Host is for each creature). The current variation expects that players would simply order the battlefield so that creatures central to the field are not possessing anyone and creatures that are possessing are grouped on either side of the central field near their respective Hosts. Is this solution enough?
* A potential alternative is to change the effect to a Licid-like 'Enchant player' effect. This would allow possessing creatures to be grouped along with other player auras, but would use up a lot of room on the text box and Possess creatures would have to be scaled up in power to make up for the loss of a creature on the board.
* Another potential alternative is to put a 'Possession counter' on the creature and not have it matter who the Host is. However, this greatly limits the ability and takes away the most interesting design space - "This creature's Host..."
* Second abilities can vary greatly: All types of abilities - triggered abilities based on timings (eg. at the end of turn, at the beginning of this Host's upkeep, etc), static and activated abilities (eg. as long as this creature has a Host, it is/has "..."). All types of effects - Host focused (eg. this creature's Host loses 2 life), possessing creature focused (eg. this creature has protection from non-black creatures), other (eg. all creatures get -1/-1).
* Design space allows for a lot of interaction with Possess, 'possessing a player', and Host (eg. sorceries/instants like "Target Host loses 3 life and you gain 3 life"; "Exile all creatures possessing target player then return those creatures to play"; "Change the Host of target creature to another target player", etc).
* Design feels black as it is. It could, however, extend to white with beneficial effects and/or possession of its controller, or to blue with mind effects - as both have a lot of ghosts/spirits. Alternatively, it could be altered from possessing to parasitic, which could be black and green, and be used on worms and insects, for example.
'''Example card designs:'''
Possessing Spectre, 1BB, Creature - Spectre. Flying. Possess. At the beginning of this creature's Host's upkeep, that player discards a card.
Heart Twister, 2BBB, Creature - Spirit. Intimidate. Possess. Whenever a creature controlled by this creature's Host attacks, that player sacrifices a creature.
Torturous Soul, 1B, Creature - Spirit. Flying. Possess. At the end of each turn this creature's Host loses 1 life.
Syphon Shade, 2BB, Creature - Shade. B: +1/+1 until end of turn. Possess. Whenever Syphon Shade's power is increased, its Host loses 1 life.
Heart Reach Demon, 4BB, Creature - Spirit Demon. Flying. Possess. As long as Heart Reach Demon has a Host, other creatures get -2/-2.
See also: [community.wizards.com/magicthegathering/... Ideas_from_Beyond] and [community.wizards.com/magicthegathering/... Manere Tiers].
Sunday, October 3, 2010, 6:02 PM
Fresh ideas for mechanics, keyword abilities, and potential card designs; several intended to further open up design space - for use and adaptation by GDS2 (Great Designer Search 2) competitors. Back up of ideas submitted on GDS2 wiki to preserve original version.
For other [community.wizards.com/beyond.malachi Beyond Malachi] ideas see also:See also: [community.wizards.com/magicthegathering/... '''Manere Tiers''']
=== '''Manere Tiers Mechanics''' ===
'''Possess '''- Some spirits are able to take a Host by possessing that person/creature after injuring them; Hosts can be affected by the possession in some cases, and in other cases the Spirits become stronger.
* Possess ''(Whenever this creature deals combat damage to a player, this creature possesses that player and that player becomes this creature's Host)''.
* Example: Possess ''(Whenever this creature deals combat damage to a player, this creature possesses that player and that player becomes this creature's Host)''. At the beginning of this creature's Host's upkeep, that player loses 2 life.
* Rules: The player affected by possess is the 'Host'. The creature is 'possessing a player' as long as it has a Host. A creature can only have one Host. If a creature with possess that already has a Host deals combat damage to another player, the first player stops being Host to this creature, and the newly damaged player becomes this creature's Host. All creatures with Possess have a second ability which only takes effect when/if the creature has a Host.
* See [community.wizards.com/magicthegathering/... Possess] for example cards.
'''Breach ''' - For invading castles then attacking relentlessly from within.
* Breach ''(whenever this creature deals damage to an opponent it becomes unblockable and must attack if able until the end of your next turn)''
'''Clutch''' - Zombie hands claw out of the earth, grasping a terrified foe and dragging them to a cold grave. The final ability on various black sorceries and instants.
* Clutch ''(the next time you cast a black spell this turn, target creature gets -X/-X where X is that spells converted mana cost)''
* Poster child example: B Instant You lose 1 life. Clutch. [ie. by itself is does nothing but cause you grief, but a 6 mana when it's going to be followed by a Sengir Vampire, it is B for -5/-5 to a target creature]
* Normal example: 2B Sorcery Target opponent discards a card. Clutch.
'''Gravity''' - [not yet designed... something land-based or flying-based that is flavourful to Manere Tiers gravity issues].
* Gravity ''(??? - perhaps 2: target creature gains or loses flying until the end of turn?)''
'''Trade''' - [not yet designed... something Manere Tiers based and related to trade between two or more different races].
* Trade ''(??? - perhaps: see 'Cross Race Bonus' mechanic in last section below)''
=== '''Potential Keyword Mechanics''' ===
'''Awaken(ing)''' - Some people are born with great powers that they are not normally able to unlock. Most powers are unlocked when under extreme duress / in serious danger. In all cases, the one with the power is seen to have 'awakened'.
* Awaken - X ''(Whenever X, put a charge (?) counter on this creature)''. As long as this creature has a charge counter it gets Y.
* Example: Awaken - cast a spell with converted mana cost 7 or greater ''(whenever you cast a spell with converted mana cost 7 or greater, put a charge counter on this creature)''. As long as this creature has a charge counter it gets "R,T: deal 4 damage to target creature and 2 damage to you".
'''Plating '''- Some green creatures, such as Wurms, have hard plating that absorbs damage (interestingly this mechanic was originally designed identically, other than its name, to 'absorb' - but those shifty slivers pinched it).
* Plating ''(If this creature would be dealt damage, it is dealt half that much damage, rounded down, instead).''
'''Flare '''- White beings and some white aligned beings gain power from the sun; the are unable to control this power, but it causes useful mana flares. This happens as a secondary effect to a few W, WU, WG, U and G sorceries and instants.
* Flare ''(Reveal the top card of your library, add W to your mana pool for each W symbol in that card's mana cost).''
'''Master '''- White and/or red battle experienced creatures (eg. soldiers, knights, warriors) can take control of combat due to their greater understanding of combat abilities.
* Master ''(Whenever this creature blocks or becomes blocked by a creature, that creature loses all abilities until end of turn and this creature gains each ability lost this way until the end of turn).''
'''Dexterity '''- As an offset to their lack in bulk (and therefore strength), some creatures are quick and nimble enough to evade weightier enemies.
* Dexterity ''(This creature cannot be blocked by creatures with toughness greater than this creature's power).''
'''Revelation '''- Good sorcerers consciously memorise spells. Mad sorcerers consciously memorise some, but do their best as their memory is destroyed (madness). Great sorcerers consciously memorise some spells, but pull others right out of their subconscious.
* Revelation X ''(Whenever this card is revealed from your library or your hand you may cast this card, if you do, pay X instead of its casting cost).''
* Example: Revelation 1U ''(Whenever this card is revealed from your library or your hand you may cast this card, if you do, pay 1U instead of its casting cost).''
* Notes: This mechanic inspired by Ronfar's [community.wizards.com/magicthegathering/... Memetic] mechanic.
'''Elite'''/Empowered/Immunity - More mana equals more power! Some spells and creatures of great power are immune to the powers of weaker spells.
* Elite ''(This spell cannot be countered by spells or abilities with lesser converted mana cost; this permanent cannot be target by or dealt damage by spells or abilities with lesser converted mana cost).''
'''Portal '''- Be careful when casting these powerful sorceries... you never know what might jump through from the other side as you do.
* Portal ''(As you play this spell each player reveals the top card of their library. If all cards revealed this way are permanent cards, they are each put onto the battlefield under their owner's control).''
'''Mount'''/Transport - Some great green beasts, and occasionally red ones, can be ridden into combat. Their rider gets to add to their power, but is protected by the mounts toughened body.
* Mount ''(Whenever this creature attacks, you may tap an untapped creature you control that isn't attacking. If you do, this creature gains power equal to the tapped creatures power).''
* Note: Mounts generally have toughness higher than their power, and most have trample.
'''Reflect '''- Some permanents have a shroud-like effect that doesn't prevent them from being affected, but does reflect back a double of any effect.
* Reflect ''(Whenever this permanent becomes the target of a spell or effect, copy that spell or effect. Choose new targets for that copy).''
* Note: The reflection is mandatory, as is the choice of new targets - so the ability is actually harmful if you are the only one with legally targetable permanents.
=== '''Other Mechanics and Ideas for Thought''' ===
'''Bounce Hate''': "If any card was put into your hand from the battlefield this turn, this card costs 2 less to cast and you may play it as though it had flash".
'''Less than 4 copies bonus''': Red burn spell: "When you cast this card, target opponent may search your library for any number of copies of this card and reveal them. For each copy revealed this way, this card deals 1 less damage". Black creature spell: "When you cast this card, target opponent may search your library for any number of copies of this card and reveal them. For each copy revealed this way, this creature comes into play with a -1/-1 counter".
* Notes: Also a good political card in multi-player, and a card that can be played in multiples but which gets better as the game goes on.
'''Low casting cost hate''': Destroy/counter/deal X damage to target creature/artifact/enchantment/non-creature permanent/etc, with casting cost X or less.
'''Grave-Digger-supercharging static ability''': "Whenever a creature card would be put into your hand from your graveyard, you may put that creature onto the battlefield instead."
'''Cross-race bonus''': [on a Human] Trade with Kithkin and Aven (As you cast this spell/use this ability you may tap an untapped Kithkin or Aven you control, if you do copy this spell/ability. You may choose new targets for the copy).
* Notes: May also work with an 'Ally' like class.
Link to Manere Tiers: [community.wizards.com/magicthegathering/... '''Manere Tiers''']
Sunday, October 3, 2010, 5:59 PM
Fresh idea for potential block / world / multiverse - for use and adaptation by GDS2 (Great Designer Search 2) competitors. Back-up of idea submitted in Labs wiki to preserve original version.
For other [community.wizards.com/beyond.malachi Beyond Malachi] ideas see also: [community.wizards.com/magicthegathering/... '''Ideas_from_Beyond'''].
== '''Manere Tiers''' ==
A small continent, on ''an unnamed plane''. An isolated, almost 3-tiered island approximately the size of Jamaica or Hawaii, surrounded by rocky, storm filled waters.
''Land area (km2):''
Top Tier: 8,000-10,000 Surface Tier: 10,000-12,000 Caverns: 2,000-5,000
* Seeming random loss of light near cave mouths on the surface tier known as 'The Darkening'.
* Varying strengths, and direction, of gravity. This is what keeps the top tier stable despite only one pillar being of any decent support, and is what causes the waterfall to provide seawater (minus the salt (perhaps due to the Vedalken?)) to the top tier. It is also a cause of danger on the surface tier.
Elves, kithkin, humans, aven, and dwarves live happy lives sharing Manerimal, the top tier.
Humans, kithkin and aven, who prefer communal living, tend to reside in the east which is largely made up of plains, farmland, towns/cities, and a couple of castles and castle-like manors.
There is a large lake, resulting from the waterfall (which runs upwards), from the ocean. The water is not salty and is the main water source in the east (rain providing other sources and also being the main source in the west). There are regular sightings of 'strange blue skinned people' in and around the water - the vedalken not being native to Manerimal, and living a life shrouded in mystery.
The elves, whose life spans are considerably longer than the easterners, live with nature in the great rain-forests in the west. They are on extremely good terms with the easterners and provide regular trade, but a combination of a deep and hard to conceal sympathy for the short lives of the easterners and a desire to live in the woods keep them largely apart.
The Gradsbeth clan dwarves, who live in caves in the upper areas of the pillars supporting Manerimal, are on slightly less close terms with the 'true Manerimians', but are in regular trade through 'trade mouths'. Trade mouths can be found in a few hilly and rocky areas, and also in 'embassy' areas within a couple of major towns/cities (but not within any castles or manors).
Dwarves are becoming less and less trusted as rumours grow of 'the unseen' - dark creatures from underground.
The surface tier has no single name, as the various goblin clans, dwarf clans, a few small human barbarian clans, and dragon-led viashino clans, each have their own names. The Manerimians are largely unaware of 'The Floor' but use the derogatory nick-name supplied by the Gradsbeth clan.
Gravitational disparity is more common; the various clans, regardless of race, are at constant war with each other; and a combination of volcanic eruptions, tremours, 'The Darkening' and growing reports of 'the unseen', leave the environment extremely hostile.
Other than goblins, no-one dare venture near entrances to the caverns for fear of both 'the unseen' and the various undead and shade-like creatures that roam the caverns and venture out into the rocklands during 'The Darkening'.
== '''The Story''' ==
Something from The Subterranean has spent hundreds of years caverning its way up to Manerimal through the Western pillar. Its army is almost ready to rise.
== '''What to expect''' ==
* A dark force lead by a shade or lich-king
* Vedalken intervention that may or may not be for the good of Manere Tiers
* An awakening in the western rain-forests
* A great dwarven plan that could mean the end of the upper tier
* A quest towards the centre of the world
* A sequel in which the entire Island comes under attack by forces from another continent
* The castle-entering, tier-bursting: '''Breach ''' ''(whenever this creature deals damage to an opponent it becomes unblockable and must attack if able until the end of your next turn)''
* The pillar-drilling, cavern-digging: '''Cannot be blocked by creatures with flying'''.
* The Unseen zombie's Manerimian abducting: '''Clutch''' ''(the next time you cast a black spell this turn, target creature gets -X/-X where X is that spells converted mana cost)''
* The Unseen shade/spirit's Manerimian body stealing: '''Possess''' ''(whenever this creature deals combat damage to a player, that player becomes this creature's Host)'' [see * below for details]
* The rock, water, and flying direction twisting gravity-based mechanic: '''Gravity ''' ''[insert flying-based, land-based, or other 'gravity' mechanic here]''
* The Manerimian friendship based: '''Trade''' ''[insert friend or trade based mechanic here and/or see * below for ideas]''
.*. Link to more details on Manere Tiers mechanics and other [community.wizards.com/beyond.malachi Beyond Malachi] ideas: [community.wizards.com/magicthegathering/... '''Ideas_from_Beyond''']