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Switch to Forum Live View Wedge set, need help with mechanics
1 year ago  ::  May 03, 2012 - 2:06PM #31
Exxile72
Date Joined: Dec 10, 2010
Posts: 1,189
theScion has a good point. I still like the seal idea as a building up resource because it makes you nervous when players build up to doomsday levels of seals... Which it should do.
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1 year ago  ::  May 03, 2012 - 2:45PM #32
Exxile72
Date Joined: Dec 10, 2010
Posts: 1,189
How about some commons:

Unheeded Prophet
Creature - Human Cleric
Whenever you gain a seal, put a +1/+1 counter on ~.
2/2

Ascend to Heaven
Sorcery
Any number of creatures you control gain flying until end of turn. At the beginning of your end step, exile those creatures.
You gain a Seal.

I think more than anything I'm digging the apocalypse feel
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1 year ago  ::  May 03, 2012 - 2:51PM #33
afroakuma
Date Joined: May 30, 2009
Posts: 38
Seals are disconnected from the rest of the game, though. Nothing else uses them, nothing else in the set will either.

They also don't solve the problem the wedge has from lacking both green and blue: no long-term ramp and no draw. In a triad of colors that all care about speed and that are very interested in burning through cards in hand, that can be a crippling weakness.
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1 year ago  ::  May 03, 2012 - 3:06PM #34
Exxile72
Date Joined: Dec 10, 2010
Posts: 1,189
Ok, ok. You could go with a balance theme. Ie. If you get ahead of me, I blow you up or get miracles till we are even again... You'd have to go with discounted spells if they have more (insert permanent here) than you. If they're a cult, simple scrying could be used to represent prophecy.
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1 year ago  ::  May 03, 2012 - 3:29PM #35
Steinhauser
Date Joined: Nov 23, 2009
Posts: 1,449
Make cards that spend seals as a resource, too. Maybe use them as alternate costs, for example:

Red Spell  or 1 seal
Instant
~ deals 4 damage to target creature or player.

Although, seals do feel similar to artifacts in a Mirrodin block, only less versatile and more insular.
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1 year ago  ::  May 03, 2012 - 4:07PM #36
afroakuma
Date Joined: May 30, 2009
Posts: 38
A stray thought: Evil Soulbond

Doombond an X (You may pair this permanent with an unpaired X when either enters the battlefield. If either leaves play, the other is put into its owner's graveyard).
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1 year ago  ::  May 03, 2012 - 4:35PM #37
Taramoor
Date Joined: Apr 13, 2012
Posts: 362

May 3, 2012 -- 4:07PM, afroakuma wrote:

A stray thought: Evil Soulbond

Doombond an X (You may pair this permanent with an unpaired X when either enters the battlefield. If either leaves play, the other is put into its owner's graveyard).




That's... a really good idea.


Maybe pair it with an unpaired creature an opponent controls?  Or would that be too strong?  

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1 year ago  ::  May 03, 2012 - 5:44PM #38
afroakuma
Date Joined: May 30, 2009
Posts: 38
Let's test this.

Cantor of Hope's Fall -
Creature - Human Cleric
Doombond a creature with converted mana cost 5 or greater.
"And in that darkest hour, when the world calls for saviors, there shall come a peal of thunder and silence thereafter."
- The Scrolls of the End
1/1

Hellrift Runner -
Creature - Demon Hound
Doombond a land.
2/1

Voidwraith -
Creature - Wraith
Deathtouch
Doombond a creature.
3/1

Apocalypse Shrine
Land
Doombond a land.
: Add to your mana pool.
: Add , or to your mana pool. Any opponent may put a land they control on top of owner's library.
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1 year ago  ::  May 03, 2012 - 6:50PM #39
FogRaider
Date Joined: Oct 12, 2009
Posts: 261

May 3, 2012 -- 2:51PM, afroakuma wrote:

Seals are disconnected from the rest of the game, though. Nothing else uses them, nothing else in the set will either.

They also don't solve the problem the wedge has from lacking both green and blue: no long-term ramp and no draw. In a triad of colors that all care about speed and that are very interested in burning through cards in hand, that can be a crippling weakness.




What about Emblems? I know Wizards is silly and has an arbitrary rule that says only walkers make emblems, but negative emblems that effect an opponent would be pretty cool and very doom-y feeling. (The problem being that emblems kinda have to be hard to achieve, which makes them difficult as a theme.)

You could also do Doom counters that attach to an opponent as a kind of Poison/Infect riff, with cards like Mycosynth Fiend to support. The only "problem" would be figuring out what the counters themselves did, if you even needed them to do something - or you could make every card that works with the counters also able to provide them. (There's also the option to pick a different trigger, like creatures dying.)

Note, however, that WRB DOES have draw in Black. Maybe not the kind of filter-y mana fix-y draw you're looking for, but it does have draw.

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1 year ago  ::  May 03, 2012 - 9:12PM #40
afroakuma
Date Joined: May 30, 2009
Posts: 38
A friend has suggested another mechanic for : the Threshold-like Ruin:

Ruin - If an opponent controls three or more nonland permanents, ~

Example:

Storms of the End
Instant
Storms of the End deals 2 damage to target creature or player.
Ruin - If an opponent controls three or more nonland permanents, instead Storms of the End deals 4 damage to target creature or player.
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