|
5 months ago ::
Jan 12, 2013 - 7:28AM
#1
|
Date Joined:
May 17, 2012
|
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.)
|
|
|
|
5 months ago ::
Jan 12, 2013 - 7:51AM
#2
|
Date Joined:
Dec 12, 2008
|
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.
|
|
|
|
5 months ago ::
Jan 12, 2013 - 11:21AM
#3
|
Date Joined:
May 17, 2012
|
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.
|
|
|
|
5 months ago ::
Jan 12, 2013 - 12:01PM
#4
|
Date Joined:
Oct 12, 2010
|
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."
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend.
[c]Lightning Bolt[/c] = Lightning Bolt
|
|
|
|
5 months ago ::
Jan 12, 2013 - 12:09PM
#5
|
Date Joined:
Feb 16, 2007
|
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.
|
|
|
|
5 months ago ::
Jan 12, 2013 - 12:25PM
#6
|
Date Joined:
May 17, 2012
|
Got it.
|
|
|
|
5 months ago ::
Jan 12, 2013 - 12:36PM
#7
|
Date Joined:
Nov 15, 2012
|
drawbacks are a method of balancing a power card at a reasonable casting cost
upkeep
TLDR
|
|
|
|
5 months ago ::
Jan 12, 2013 - 12:43PM
#8
|
Date Joined:
Feb 16, 2007
|
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.
|
|
|
|
5 months ago ::
Jan 12, 2013 - 12:48PM
#9
|
Date Joined:
Nov 15, 2012
|
drawback(during your upkeep. draw a card)
sounds like an advantage to me. Perhaps a +1/2 in champions terms
TLDR
|
|
|