This is a really cool design. The only awkwardness is that the X in its ability is actually fixed by its power, but the mana cost of {X}{R} made me think at first glance that I got to choose the value of X. Weird.
Now that you mention it, I'm pretty sure that was a mistake. We don't need to scale the cost to the effect, because the player's already jumping through hoops to increase X.
There's another reason that mana costs and activation costs don't have fixed values for X. It is unclear how much damage Bringer of the Inferno would do if its power changed with the ability on the stack - X is two things at once.
Notice that cards like Repeal just have targeting requirements - they don't actually define X.
I think my version of the card would be as follows:
Bringer of the Inferno {R}{R}{R}
Creature - Elemental Wizard
Protection from Red
{T}: Put a +1/+1 counter on Bringer of the Inferno. Bringer of the Inferno deals damage equal to the number of +1/+1 counters on it to each creature and each player.
I'm sad that it loses the cute interaction with your own burn spells.
When I read his first ability I misread it and thought it said he gains as many +1/+1 counters as the damage prevented. I think most similar effect do that. I'm also wondering if players would know how to handle multiple of these on the battlefield.
That version would have serious power level concerns, but I think it'll play more satisfyingly if we can balance it. Not rewarding players for bigger burn spells feels off.
It's a little weird that he grows himself every time he uses his second ability, and it took me a minute to realize that was how he worked. I actually think that the first ability alone would be exciting enough on a card, especially if it gained counters equal to the damage dealt, like axx1e said. If you wanted to keep the pyroclasm effect, it might work better as a death trigger:
Bringer of the Inferno 1RR Creature Whenever CARDNAME would be dealt damage by a red source, prevent that damage and put that many +1/+1 counters on CARDNAME. When CARDNAME dies, it deals damage to each creature and player equal to its power. 1/1
Yikes.
ReplyDeleteDefinitely needs developmental massaging, but I like the concept.
This is a really cool design. The only awkwardness is that the X in its ability is actually fixed by its power, but the mana cost of {X}{R} made me think at first glance that I got to choose the value of X. Weird.
ReplyDeleteNow that you mention it, I'm pretty sure that was a mistake. We don't need to scale the cost to the effect, because the player's already jumping through hoops to increase X.
DeleteThat is probably a good cost for development to tinker with-- {2}{R}{R}, {T} or something similar might make the card more balanced.
DeleteIf there is a viable monored deck built around this guy, what does the mirror match look like?
DeleteThere's another reason that mana costs and activation costs don't have fixed values for X. It is unclear how much damage Bringer of the Inferno would do if its power changed with the ability on the stack - X is two things at once.
DeleteNotice that cards like Repeal just have targeting requirements - they don't actually define X.
I think my version of the card would be as follows:
Bringer of the Inferno {R}{R}{R}
Creature - Elemental Wizard
Protection from Red
{T}: Put a +1/+1 counter on Bringer of the Inferno. Bringer of the Inferno deals damage equal to the number of +1/+1 counters on it to each creature and each player.
I'm sad that it loses the cute interaction with your own burn spells.
This inspired me to make another Raging Goblin variant.
DeleteFrenzy {R}
Creature - Elemental Incarnation
Haste
Frenzy attacks or blocks if able. When choosing targets for spells or abilities, you must target Frenzy if able.
Whenever Frenzy would be dealt damage for the first time in a turn, prevent it. Frenzy deals that much damage to each other creature and each player.
1/1
And you got me thinking…
DeleteIf not for the other members of the cycle Anger could have been a 1/1 for one.
When I read his first ability I misread it and thought it said he gains as many +1/+1 counters as the damage prevented. I think most similar effect do that. I'm also wondering if players would know how to handle multiple of these on the battlefield.
ReplyDeleteThat version would have serious power level concerns, but I think it'll play more satisfyingly if we can balance it. Not rewarding players for bigger burn spells feels off.
DeleteLike the idea behind this quite a bit.
ReplyDeleteIt's a little weird that he grows himself every time he uses his second ability, and it took me a minute to realize that was how he worked. I actually think that the first ability alone would be exciting enough on a card, especially if it gained counters equal to the damage dealt, like axx1e said. If you wanted to keep the pyroclasm effect, it might work better as a death trigger:
ReplyDeleteBringer of the Inferno 1RR
Creature
Whenever CARDNAME would be dealt damage by a red source, prevent that damage and put that many +1/+1 counters on CARDNAME.
When CARDNAME dies, it deals damage to each creature and player equal to its power.
1/1
Very different, but cleaner and definitely awesome.
Delete