Thursday, March 26, 2015

CCDD 032615—Thrill of the Hunt

Cool Card Design of the Day
3/26/2015 - A green trick with conditional cantrip.


18 comments:

  1. Not wild about this design. It's a common new player mistake to Giant Growth an unblocked creature ("ha ha! I got more damage through!") and here we're actually rewarding the player for making that bad play. (Yes, it synergizes really well with trample creatures, but I don't expect new players to catch that.)

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    1. I can't tell, I see the problem, but maybe this makes it worse, or maybe it makes you realise more that pump spells without a cantrip are less exciting to play on an unblocked creature. And trample gives everyone a synergy to discover.

      Or, you could also design the reverse, a spell which cantrips when it deals combat damage to a _creature_ if that would work better...?

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    2. It's not actually a bad play to Thrill of the Hunt an unblocked creature, though, since it replaces itself. So new players who do what new players do won't be punished. And old players who get stuck in old ways will be challenged to unstick themselves.

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    3. Completely agree with Evan here. At first glance it looks like good lenticular design, but I think it will push towards bad plays more often than not.

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    4. I agree with Evan here about new player's though I love the design overall. My other concern is that this is much too cheap.

      I think it kills two birds with one stone to make it much more expensive, say 3G for +3/+3.

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    5. Thill of the Kill 2G
      Instant C
      Target creature gains +2/+2 until end of turn. Whenever it deals combat damage to a creature this turn, draw a card.

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    6. It's definitely interesting to consider whether making a card that rewards what's normally a poor play helps players or hurts, short-term and long-.

      Note that Wildsize is strictly better than Thrill of the Kill.

      I'm not sure Thrill of the Hunt is too cheap. You either get 2 damage and a card, or beat a creature in combat. If that 2 damage wins you the game, the card doesn't matter. It's better mid-race than Giant Growth, but not more than Lightning Bolt is better than Shock. That said, I could totally see it at {1}{G}.

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    7. A cantrip Shock to the dome seems pretty good for 1 mana. But you do need to be getting through with a creature for that to happen.

      Another lenticular moment: cast this *before* declare blockers. See if the opponent wants to deny you a card enough to throw something in the way.

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    8. That play isn't lenticular, it is just bad. Disclosing additional information to your opponent should never be to your advantage in a two player game. By doing that, you are basically saying "I want you not to block."

      (Mind you, it might work against a poor player, but this play is always incorrect.)

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  2. What if this is a sorcery? Say, for 1G, and it pumps +3/+3 instead. Like a green Browbeat.

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    1. If this is a sorcery, I think it wants to also give trample. As an instant, I think it doesn't want it.

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    2. Giving it trample would reduce the Browbeat aspect of the card. The whole point is that the opponent stands to gain something by giving up their blocker.

      Though maybe to make it Browbeatier, the numbers need to be bigger: 3G, +3/+3, and draw 2. So it's either green edict, or Divination Punch.

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    3. Oops, made my comment in the other thread before I'd read this far. Yes, I think the sorcery Browbeat version is really interesting. I love Havelock's "Divination Punch" version.

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    4. I worried for a moment how good it was if the opponent can't block, but then it's only Blightning levels of dome+card advantage, for 1 more mana than Blightning.

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    5. Here I thought trample increased the browbeat aspect. It says "You have to put something real in front of this if you don't want me to draw." Without the trample part it seems to me that too often there will be situations where the correct choice is obvious.

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