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Switch to Forum Live View Permanent walk X and a drawback.
5 months ago  ::  Jan 12, 2013 - 7:28AM #1
alan2here
Date Joined: May 17, 2012
Posts: 827
A mechanic:

Permanent Walk 6 (This creature is unblockable as long as defending player controls 6 or more non-land permanents.)

And a drawback, as well as being a deterrent of sorts:

Safeguard 6 (Creatures an opponent controls have +1/+1 as long as you control 6 or more non-land permanents.)
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5 months ago  ::  Jan 12, 2013 - 7:51AM #2
KeeperofManyNames
Date Joined: Dec 12, 2008
Posts: 10,454
Hm, this seems... I don't know, interesting mechanically I guess? But it misses what makes Landwalk interesting: the flavor. I mean, what's the idea behind this? The creature can sneak better when there are more cards it has to sneak around?

Safeguard makes sense though, although I feel like it would be very frustrating to play against. 
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5 months ago  ::  Jan 12, 2013 - 11:21AM #3
alan2here
Date Joined: May 17, 2012
Posts: 827
Safeguard would be the drawback of choice agains't my Standard control light mostly Selesnia deck, or agains't the white small tokens deck I played in Standard before it.
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5 months ago  ::  Jan 12, 2013 - 12:01PM #4
bay_falconer
Date Joined: Oct 12, 2010
Posts: 9,710
Don't keyword downside mechanics. Timmy in general doesn't like downside mechanics unless they're flavorful . And keywords say "Yeah, there are at least a half-dozen other cards like this."

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5 months ago  ::  Jan 12, 2013 - 12:09PM #5
Fallingman
  • BCP5 Worldbuilding Lead
Date Joined: Feb 16, 2007
Posts: 7,455
I don't get Safeguard.  So if I control six or more permanents, suddenly I'm boosting all my opponent's creatures?

Drawbacks shouldn't get keywords, in my opinion.  The reason WotC keeps coming out with new keywords is that they want each set to play differently and new keywords help draw attention to the ways the set operates.  They're supposed to get players excited about making a new deck and trying out different strategies.  A keyword that just makes a card worse isn't going to inspire that same kind of interest.  The card itself might be inspiring and interesting, but  that's not the same thing.  A player who sees a card with Scavenge for the first time is going to take notice of the keyword and think "Wow, I wonder what other cards with Scavenge I could use?" and then be inspired to go and collect them.  A card with Safeguard is probably not going to make players want more Safeguard cards.  The "infectious" nature of a keyword doesn't work in your favor, because players will be more likely to avoid the drawback rather than wanting to explore more of the good stuff.
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5 months ago  ::  Jan 12, 2013 - 12:25PM #6
alan2here
Date Joined: May 17, 2012
Posts: 827
Got it.
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5 months ago  ::  Jan 12, 2013 - 12:36PM #7
Matt_Holck
Date Joined: Nov 15, 2012
Posts: 3,570
drawbacks are a method of balancing a power card at a reasonable casting cost

 upkeep
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5 months ago  ::  Jan 12, 2013 - 12:43PM #8
Fallingman
  • BCP5 Worldbuilding Lead
Date Joined: Feb 16, 2007
Posts: 7,455

Jan 12, 2013 -- 12:36PM, Matt_Holck wrote:

drawbacks are a method of balancing a power card at a reasonable casting cost

 upkeep




Yes, but repeating the same drawback over and over again and drawing special attention to it by marking it with a keyword doesn't help fulfill the goals that a drawback is trying to achieve.

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5 months ago  ::  Jan 12, 2013 - 12:48PM #9
Matt_Holck
Date Joined: Nov 15, 2012
Posts: 3,570
drawback(during your upkeep. draw a card)

sounds like an advantage to me. Perhaps a +1/2 in champions terms
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