mighty

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Mighty

Artifact
Shroud (this should include proliferation)
~ cannot be cast before your 6th turn, leave the battlefield, be countered or played by a player more than once per game.
If your life is less than 20 it becomes 20. You lose all poison counters. Shuffle your graveyard and all exiled cards you own into your library.
You may discard at most 5 cards, and lose at most 3 life each turn. You cannot gain life or prevent damage, your creatures cannot attack or block.
When you level up a creature put a mighty counter on ~.
When you complete a quest put 5 mighty counters on ~.
If ~ has 20 or more mighty counters, you win the game.

Because this has too much text for one card, I have now broken it up as so.

Mighty

Sorcery
~ cannot be cast before your 6th turn, be countered or played by a player more than once per game.
If your life is less than 20 it becomes 20. You lose all poison counters. Shuffle your graveyard and all exiled cards you own into your library.
Search your sideboard for Quester and put it into play.
Exile ~.

Quester
Artifact
Shroud
Only Mighty may put this card into play.
You may discard at most 5 cards, and lose at most 3 life each turn. You cannot gain life or prevent damage, your creatures cannot attack or block.
When you level up a creature put a mighty counter on ~.
When you complete a quest put 5 mighty counters on ~.
If ~ has 20 or more mighty counters, you win the game.
Same thing I said in greeny. Also too many words.
There is still a lot of text but I've made it more manageable.

There becomes lots of interaction with the player and the cards they play to stop them winning, I feel the card is undermined if it can be removed. Although good point with greeny.
"complete a quest" is not currently a game term, although I suppose it could be made one... 
Leveling up a small creature 8 times and winning isn't very interesting. 
How much progression would you assign for quests vs leveling Kingreaper?
How much progression would you assign for quests vs leveling Kingreaper?


I wouldn't do anything close to this card, so I can't answer that question.
I've adjusted it to make leveling harder against questing, leveling is indeed a bit easy and less interesting.

This is the most ambitious card I've ever designed.
Same thing I said in greeny. Also too many words.



All the better for protection from wordy.
139359831 wrote:
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend. Lightning Bolt = Lightning Bolt
lol