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Switch to Forum Live View A Detektor Blip: Kink
4 months ago  ::  Feb 02, 2013 - 11:30PM #11
Detektor
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Fixed.
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4 months ago  ::  Feb 02, 2013 - 11:47PM #12
tyranno6
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I like it.
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4 months ago  ::  Feb 03, 2013 - 2:59AM #13
Matt_Holck
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Feb 2, 2013 -- 11:19PM, 3-7-15-1-292 wrote:

I'm pretty sure this should say "This mana doesn't empty as phases and steps end until end of turn." Otherwise, it's kind of broken - and very confusing.




a reminder that mana empties as phases and steps end



TLDR
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4 months ago  ::  Feb 03, 2013 - 9:35AM #14
Detektor
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Feb 2, 2013 -- 10:41PM, Dr_Demento wrote:

Also, is damage to Players/Planeswalkers non-lethal? 




I believe nonlethal isn't actually a word with specific rules attached to it; it's just convenient to use in flavour reminder text. The original intention was that kink only triggered off damage dealt to creatures, but I agree that it's ambiguous as currently worded.

Do Planeswalkers "die" once they have no loyalty counters on them?

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4 months ago  ::  Feb 03, 2013 - 11:25AM #15
razorborne
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Feb 3, 2013 -- 9:35AM, Detektor wrote:

Feb 2, 2013 -- 10:41PM, Dr_Demento wrote:

Also, is damage to Players/Planeswalkers non-lethal? 




I believe nonlethal isn't actually a word with specific rules attached to it; it's just convenient to use in flavour text. The original intention was that kink only triggered off damage dealt to creatures, but I agree that it's ambiguous as currently worded.

Do Planeswalkers "die" once they have no loyalty counters on them? 



well, yes and no. the rules definition of die is simply "is put into a graveyard from the battlefield." anything that meets that definition "dies". however, the term is, by convention, only used for creatures.

anyway, I think the cleanest way to do this is to take the blocked/unblocked route and define non-lethal as only a thing in situations where lethality is a possibility. that is, since players can't be dealt "lethal" damage, they can't be dealt non-lethal damage either. only creatures have a concept of lethal damage, so only creatures can tell you whether that damage is lethal or not.

you might also want to define lethal damage a bit clearer. 702.18b does a decent job (it's damage that is equal to a creature's toughness minus the current damage marked on it) but that's not quite the definition I'd use. (damage the creature doesn't die from.) in order to get that definition you'd actually have to set up a delayed trigger for right after the next time SBAs are checked after the damage is dealt. so Lashlady taps to ping a creature. that creature doesn't die yet. then SBAs check, and tell you whether it now dies. now you can look back and answer the question "was that damage lethal?" and if not, get your mana.

 

120.6. Some effects replace card draws.
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4 months ago  ::  Feb 03, 2013 - 11:28AM #16
razorborne
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I also really hate keywording color-specific abilities. ask Rush how much I bitched about extort. I understand why you're doing it that way, but could you please change it to one mana of any of this creature's colors? you can word it your way if you want (like Prowl did) but make the underlying mechanic more flexible.

 
120.6. Some effects replace card draws.
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4 months ago  ::  Feb 03, 2013 - 12:36PM #17
ChaosLight
Date Joined: Aug 28, 2008
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What raz said, flexibility and all that jazz.
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4 months ago  ::  Feb 03, 2013 - 12:45PM #18
bay_falconer
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I thought orgone energy was "blue". LOL

That said, pop Reichian psychology is definitely Rakdos.

Jun 27, 2012 -- 12:04AM, GM_Champion wrote:

Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.


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4 months ago  ::  Feb 03, 2013 - 1:03PM #19
Detektor
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I see your point, but

a) Allowing both black and red reinforces the Rakdos identity of kink cards;
b) It helps avoid colour-screw; and
c) I don't really see green, white or blue ever using this keyword for flavour reasons.
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4 months ago  ::  Feb 03, 2013 - 1:59PM #20
razorborne
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Feb 3, 2013 -- 1:03PM, Detektor wrote:

a) Allowing both black and red reinforces the Rakdos identity of kink cards;


I think if the play of the mechanic doesn't do that, then explicitly name-checking the colors involved isn't gonna help. do you think Extort would feel less Orzhov if you could pay ?

Feb 3, 2013 -- 1:03PM, Detektor wrote:

b) It helps avoid colour-screw; and


that's true, but in that case you could make it one mana of any color and it'll help avoid it even more.

Feb 3, 2013 -- 1:03PM, Detektor wrote:

c) I don't really see green, white or blue ever using this keyword for flavour reasons.



the same could be said for fear. but then they went "hey we should put this in some other colors too!" and then suddenly they had to make a whole new keyword. you probably couldn't have a mono-white card with it, but ? sure, why not? and why should that card add red? in fact, you could totally have a mono-white card as long as it was in a set with an organization like the Orzhov. which tangentially leads me back to why I hate Extort: it'd be super cool to have a cycle in DGM of guild mechanics in secondary guilds, like a blue simic card that populates. but Extort makes that impossible, because extort, instead of relying on being a very Orzhovy mechanic, feels the need to go "HEY GUYS YOU SHOULD RUN ME IN A DECK. GUESS WHAT. THOSE ARE THE ONLY COLORS I EXIST IN SO I'M PROBABLY GOOD THERE." Kink being no matter what card it's on feels similarly.

 

120.6. Some effects replace card draws.
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