Wednesday, July 2, 2014

Tesla: Change of Pace

We’ve been discussing how to express progress and change for Tesla in general sense. I’m sure we could debate possible mechanics until the end of time, but at the end of the day that’s not enough. After all, Magic sets need to do more than look good; they need to play well. Thus we need to play with the cards. That leaves us with two things to take care of: scheduling a playtest and deciding on cards to play with.

Like Clockwork
The first part’s easy. Just navigate over to this doodle and fill in the times you’d like to playtest online and/or coordinate times with other designers over social media. Please include an email address so that I can get you the relevant files and info to use LackeyCCG, or email me directly at julesdrobinsATgmailDOTcom. In two weeks time we'll be ready to go!

Wait, two weeks? That’s right. This week we’ll be figuring out what to playtest, and next week we’ll fill out the file for our playtest. That means a grand total of 101 commons, so if you want to get a head start I’d recommend prioritizing common designs today. But what are we designing today? We haven’t even picked mechanics!

Nuts and Bolts
When exploring new space it’s a good idea to try a lot of different implementations in the first playtest. For one thing, it’s just plain efficient. We’ll end up with information to select from among a bunch of mechanics instead of just iterating one. For another thing, it lets us see how pieces might interlock.

Wait a minute...

Aren’t we trying to build toward a set? That demands cohesion! In this early stage it’s fine to have two versions of the same mechanic, but their interactions don’t matter. After all, Theros didn’t have two different mechanics to represent heroism; we want to be consistent about how we portray our building blocks.

But right now we’re at the theme level. We’re certainly not going to want two different mechanics that both exile artifacts from graveyards to grow creatures, but the more general feeling of progress is supposed to pervade the set. There’s no reason we can’t have multiple mechanics play into that, in fact, we should.

The key is to achieve multiple goals with each so that every mechanic has a place. Once more we look to Innistrad. Werewolves and Morbid both hit the sense of foreboding and dread that pervade the set, but each also serves a more direct role representing central pieces of the genre: dark transformation and death respectively.

If you look back over the Tesla discussion we’ve generated an enormous number of fitting mechanics. Even with room to try different versions there’s no way we can test all of them, so here’s what we’re going to do. Everyone pick your favorite mechanic evoking progress, either from what we’ve done before or a brand new design. Assuming they can fit, all of those will make their way into the playtest file. So what are you waiting for? Progress ain’t gonna’ make itself!

67 comments:

  1. Progressive Bolt R
    Instant
    progress (whenever you cast this, you get 1 progress counter)
    Deal 2 damage to target. If you have 5 or more progress counters, deal 4 damage instead.

    Progressive Impulse 2R
    Progress (whenever you cast this, you get 1 progress counter)
    Exile x cards from the top of your library, where x is equal to the number of progress counters you have. You may play those cards this turn.

    Progressive Charge 1R
    instant
    progress (whenever you cast this, you get 1 progress counter)
    target creature gets +2/+0 ueot.

    Red-mana boiler 4
    artifact
    2/R: put a pressure counter on this.
    2/R 2/R, sac this: deal X damage to target creature.

    ReplyDelete
    Replies
    1. Sabotage 2BB
      Sorcery
      Target player discards two cards and loses 2 progress counters.
      (uncommon)

      Delete
    2. I'm interested in where you see putting a card like Progressive Charge. I don't want it at common because a player's liable to open it up as their only progress spell and be utterly mystified.

      Delete
    3. With a high enough as-fan it should be okay. Alternatively, we could treat it like Wizards treated Advent of the Wurm: save it for a later set. http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/mm/244&print=true

      Delete
    4. This mechanic feels like a trap to me, like the many parasitic linear mechanics submitted in the GDS1.

      It also feels to me that these linear mechanics could represent anything based on the name. For example, the same mechanic might grant you Influence counters if the set is about politics in a city plane, Doomsday counters if the set is about performing rituals to bring back Cthulus, etc.

      Delete
    5. I feel it's better if the Progress counter had some kind of gameplay function in and of itself. For example,

      Man the Observatory
      Sorcery
      2U
      Put a 1/1 Cog artifact creature token onto the battlefield, then tap any number of artifacts you control.
      Draw a card for each artifact you tapped this way, then discard that many cards.

      Delete
    6. Yeah, I'd certainly be much happier if progress had inherent meaning as well. Creature tokens certainly fit that bill, but if anyone has a brilliant idea for something else to do with counters on players, I'm all ears.

      Delete
    7. As a small reminder, I prefer using Mine to fill your graveyard, and counting/using cards of a specific type in your graveyard for this purpose. But for this test, it makes sense to try both and see how they fare.

      Delete
    8. I mean, we could have it so (A player with 10 or more progress counters wins the game.)

      I've seen this idea floated about quite a bit. If 10 is too easy, we could push the number higher.

      Delete
  2. Mecha Baloth 4 2/G 2/G
    Artifact Creature - Baloth Construct
    Mechanize 3 (Whenever another artifact creature enters play you may pay 3. if you do transform CARDNAME and attach it to that creature.)
    4/4
    ---------------------------------------------------------------------------------------
    Baloth Arms
    Artifact - Equipment
    Equipped creature has +4/+4
    When equipped creature leaves play, transform CARDNAME)

    Mecha Bear 1 2/G
    Artifact Creature - Bear Construct
    Mechanize 2 (Whenever another artifact creature enters play you may pay 2, if you do transform CARDNAME and attach it to that creature.)
    2/2
    ---------------------------------------------------------------------------------------
    Bear Arms
    Artifact - Equipment
    Equipped creature has +2/+2
    When equipped creature leaves play, transform CARDNAME)

    Mecha Spider 3 2/G
    Artifact Creature - Spider Construct
    Reach
    Mechanize 2 (Whenever another artifact creature enters play you may pay 2, if you do transform CARDNAME and attach it to that creature.)
    2/3
    ---------------------------------------------------------------------------------------
    Spider Legs
    Artifact - Equipment
    Equipped creature has +2/+3 and has reach.
    When equipped creature leaves play, transform CARDNAME)

    ReplyDelete
    Replies
    1. Mechanize seems like fun, but even with the cost I don't think it's remotely close to being a mechanic we can put at common. Trusty Machete was arguably too impactful at uncommon, and we're not going to get the bonus below that. That's why Flayer Husk was the only common Living Weapon.

      Delete
    2. I agree with that assessment, however I thought that the fact that mechanize only works on other artifact creatures could limit its power to a degree in limited. Constructed is another story..

      Delete
    3. I agree with Ant that it is possible to balance Mechanize in Limited. The fact that it doesn't allow you to equip it at will balances it a lot. It requires you to cast another artifact creature, and also pay the mechanize cost in the same turn, so that's quite a restriction.

      It might require a lot of Common answers such as "Enchanted creature doesn't untap during its controller's untap step" but it seems doable.

      Delete
    4. Yeah, I suppose it really depends how the set breaks down. If there are too few artifact creatures then we risk promoting feelings of frustration, but maybe this feels like enough of a freebie that we can get away with fewer. I was assuming something like Mirrodin levels of artifact creatures.

      Delete
    5. Note that this and transmogrification are mutually exclusive.

      Delete
  3. Troll Factory Worker 4G
    Creature - Troll
    G: Regenerate
    3/3

    ReplyDelete
    Replies
    1. The regenerating flavor and gameplay have promise, but the mechanic is old, hacky, and messy. If it's going to be a major focus, I want to see regeneration cleaned up (okay, I want to see that anyway).

      Delete
  4. Hired Muscle 3R
    Sorcery
    Put a 3/3 ogre creature token with bully onto the battlefield.
    bully (this cannot be blocked by creatures with less power than it)

    Project Manager 3U
    Creature
    Creatures you control with power less than CARDNAME have "T: add 1 to your mana pool. use this mana to cast artifacts only"
    2/3

    ReplyDelete
    Replies
    1. Why is Hired Muscle a sorcery rather than a creature?

      Delete
    2. Bully seems like a pretty plausible evasion mechanic to see more of, but I'm a bit concerned by what players think should happen when you block my bully and then I cast Giant Growth.

      Delete
  5. Cheap Laborer 1BB
    Creature - Zombie
    B: Regenerate, then put a -1/-1 counter on CARDNAME
    4/3
    "They don't last long, but its cheaper than using those damn unions!"

    Union Worker 2R
    Creature - Human
    At the beginning of your upkeep, pay 2 or target opponent gains control of CARDNAME.
    4/3

    ReplyDelete
    Replies
    1. Food Truck 4
      Artifact Creature - Construct
      Defender
      1: Add one mana of any color to your mana pool. Activate this ability only once each turn.
      2: Target creature gets +1/+1 until the end of turn. Activate this ability only once each turn.
      3: Gain 3 life. Activate this ability only once each turn.
      4: Draw a card, then discard a card. Activate this ability only once each turn.
      0/4

      Not sure on the numbers. the 3 ability also seems odd, but I wanted to keep each ability positive.

      Delete
    2. These are some cool individual cards, but I'm not particularly sure what mechanical themes they're intended to be emblematic of.

      Delete
  6. Tireless Worker
    2R
    Creature - Goblin (C)
    Overtime--R: Tireless Worker gets +1/+0 until end of turn. If this is the third time this ability resolved this turn, Tireless Goblin gains trample until end of turn.
    2/2

    Dig for Resources
    3U
    Sorcery (C)
    Mine. (Reveal cards from the top of your library until you reveal a land card. Put one of those cards on top of your library, and the rest in your graveyard.)
    Draw a card.

    Ravenous Wolf
    3G
    Creautre - Wolf (C)
    When Ravenous Wolf enters the battlefield, mine. (Reveal cards from the top of your library until you reveal a land card. Put one of those cards on top of your library, and the rest in your graveyard.)
    3/3

    Motivated Worker
    BB
    Creature - Human Minion (C)
    As long as you have a creature card in your graveyard, Motivated Worker has haste.
    2/2
    You'd be surprised how encouraging a friend's corpse can be.

    Loxodon Explorer
    3WW
    Creature - Elephant Soldier (C)
    Delve (Each card you exile from your graveyard while casting this spell pays for 1.)
    First strike
    3/3

    Everyone is putting in work, mining, delving, and laboring overtime in order to make progress. Maybe to find something specific. What exactly? Only those at the top know.
    Mine in this iteration pays well with delve, and I imagine a slightly graveyard based set. There could be other cards that key off more prominently on what's in your 'yard, or stuff like "if you delved an artifact to cast this..."

    And one more card, not meant for the common playtest, just for flavor:

    Sideways Thinking
    3U
    Enchantment (R)
    Each creature assigns combat damage equal to its toughness rather than its power.
    "Of course! Embracing a new transformative cultural paradigm that more thoroughly integrates disparate value systems! Brilliant!"

    Feedback appreciated as always.

    ReplyDelete
    Replies
    1. Good stuff. I could certainly see pursuing some graveyard stuff to get a grittier aesthetic, and this setup does that pretty well. Adapting the Flamekin mechanic to the concept of overtime is an awesome fit in its own right.

      Delete
  7. Master Blueprint
    3U
    Sorcery
    Draw two cards.
    Dominance - Draw three cards instead if you control a creature with greater power than any creature controlled by an opponent.

    Forgefire
    1R
    Sorcery
    CARDNAME deals 2 damage to target creature.
    Dominance - CARDNAME deals 4 damage to that creature instead if you control a creature with greater power than any creature controlled by an opponent.

    Armed Enforcement
    3W
    Sorcery
    Tap all creatures controlled by opponents with power 1 or less.
    Dominance - Tap all creatures controlled by opponents instead if you control a creature with greater power than any creature controlled by an opponent.

    Blood Taxation
    2B
    Instant
    Target opponent loses 2 life and you gain 2 life.
    Dominance - Target opponent loses 4 life and you gain 4 life instead if you control a creature with greater power than any creature controlled by an opponent.

    Lead the Pack
    2G
    Sorcery
    Put a 2/2 green Wolf creature tokens onto the battlefield.
    Dominance - Put two 2/2 green Wolf creature tokens onto the battlefield instead if you control a creature with greater power than any creature controlled by an opponent.

    ReplyDelete
    Replies
    1. Dominance has some potential to snowball, but I think it's manageable and has some other great things going for it, most notably, both rewarding players for doing what they want to do and being interactive at the same time.

      Delete
    2. It looks prone to one-sided games.

      If there is to be such a mechanic, I guess there could be lots of cards in the environment that allow you to interact. A 7/1 defender with a name like "Statue of the Leader" or lots of instants that shrink power.

      Delete
    3. It's most problematic when having the highest powered creature already means you're winning. That's generally true in Theros, but not, for instance, in Alara. There are concerns, but I think Dominance is going to prove more developable than it looks.

      Delete
  8. 4 cycles of Mech related cards.

    1.) Five common core artifact equipments. They grant an evergreen keyword and have the combine keyword. On the other side, they are an artifact leftside of a Mech with the same keyword as their front. They have an attack trigger that feeds into the rightside of the Mech.

    2.) Five common chassis artifact creatures. They have the combine keyword, but are otherwise vanilla. On the otherside, they are an artifact rightside of a Mech which has bigger p/t stats than the front. They have an effect that feeds from the leftside of the Mech.

    3.) Five common pilot creatures, one for each color. They have an evergreen keyword and a tap ability to combine with a chassis artifact. On the otherside, they are a colored artifact rightside of a Mech with the same keyword as their front. They have a transform trigger that feeds into the rightside of the Mech.

    4.) Five common Elemental creatures, one for each color. They have a tap ability to combine with a core artifact, but are otherwise vanilla. On the otherside, they are a colored artifact lefside of a Mech which has the same p/t stats as the front. They have an effect that feed from the leftside of the Mech.

    Core and Chassis are new Supertypes.

    Combine's reminder text is "Combine (You may transform a core artifact you control with a chassis artifact you control when either enters the battlefield. If you do, untap them and they become one permanent.)"

    All the Mechs have three rows of rules space that connect left to right. Only the second row connects from the leftside to the rightside on these designs. Somtimes an effect will require two lines, but it is not meant to connect the lower row on the rightside. I used [...] to denote each Leftside row's end and each Rightside row's beginning. I also used [...] for the Name and Typeline of each Mech half.

    I know these aren't common designs. The complexity is high, I just wanted to playtest mixing keywords and triggered effects on the Mechs.

    ReplyDelete
    Replies
    1. 1.) Five common core artifact equipment.

      Alarm Core (COM) 2
      Core Artifact - Equipment
      Combine (Reminder text.)
      Equipped creature has vigilance.
      Equip 2
      ///
      Alarmed [...] (Artifact frame)
      Artifact Creature [...]
      Vigilance [...]
      Whenever this creature attacks, [...]
      [...]

      Drill Core (COM) 3
      Core Artifact - Equipment
      Combine (Reminder text.)
      Equipped creature gets +1/+1 and has trample.
      Equip 3
      ///
      Drilled [...] (Artifact frame)
      Artifact Creature [...]
      Trample [...]
      Whenever this creature attacks, [...]
      This creature gets +1/+1. [...]

      Mirror Core (COM) 4
      Core Artifact - Equipment
      Combine (Reminder text.)
      Equipped creature has haste and hexproof.
      Equip 4
      ///
      Mirrored [...] (Artifact frame)
      Artifact Creature [...]
      Haste, hexproof [...]
      Whenever this creature attacks, [...]
      [...]

      Sail Core (COM) 2
      Core Artifact - Equipment
      Combine (Reminder text.)
      Equipped creature has flying.
      Equip 2
      ///
      Sailed [...] (Artifact frame)
      Artifact Creature [...]
      Flying [...]
      Whenever this creature attacks, [...]
      [...]

      Scope Core (COM) 1
      Core Artifact - Equipment
      Combine (Reminder text.)
      Equipped creature has first strike.
      Equip 2
      ///
      Scoped [...] (Artifact frame)
      Artifact Creature [...]
      First strike [...]
      Whenever this creature attacks, [...]
      [...]

      Delete
    2. 2.) Five common chassis artifact creatures.

      Charging Chassis (COM) 2
      Chassis Artifact Creature - Construct 1/2
      Combine (Reminder text.)
      ///
      [...] Charger (Artifact frame)
      - Mech 2/4
      [...]
      [...] put a +1/+1 counter on this
      creature.
      [...]

      Charming Chassis (COM) 6
      Chassis Artifact Creature - Construct 4/4
      Combine (Reminder text.)
      ///
      [...] Charmer (Artifact frame)
      - Mech 5/5
      [...]
      [...] tap target creature.
      [...]

      Dousing Chassis (COM) 4
      Chassis Artifact Creature - Construct 2/3
      Combine (Reminder text.)
      ///
      [...] Douser (Artifact frame)
      - Mech 4/6
      [...]
      [...] target creature gets -2/-0 until end of turn.
      [...]

      Looting Chassis (COM) 3
      Chassis Artifact Creature - Construct 2/2
      Combine (Reminder text.)
      ///
      [...] Looter (Artifact frame)
      - Mech 4/4
      [...]
      [...] draw a card, then discard a card.
      [...]

      Seeding Chassis (COM) 4
      Chassis Artifact Creature - Construct 3/2
      Combine (Reminder text.)
      ///
      [...] Seeder (Artifact frame)
      - Mech 6/4
      [...]
      [...] you gain 2 life.
      [...]

      Delete
    3. 3.) Five common Pilot creatures, one for each color.

      Ivory Pilot (COM) W
      Creature - Human Pilot 1/1
      Protection from red
      4W, T: Transform Ivory Pilot and target untapped chassis artifact you control. If you do, untap them and they become one permanent.
      ///
      Ivory [...] (White artifact frame with a White color indicator)
      Artifact Creature [...]
      Protection from red [...]

      When this transforms into a Mech, [...]
      [...]

      Sapphire Pilot (COM) 1U
      Creature - Human Pilot 1/3
      Protection from green

      4U, T: Transform Sapphire Pilot and target untapped chassis artifact you control. If you do, untap them and they become one permanent.
      ///
      Sapphire [...] (Blue artifact frame with a blue color indicator)
      Artifact Creature [...]
      Protection from green
      [...]
      When this transforms into a Mech, [...]
      [...]

      Onyx Pilot (COM) 1B
      Creature - Human Pilot 2/1
      Lifelink

      4B, T: Transform Onyx Pilot and target untapped chassis artifact you control. If you do, untap them and they become one permanent.
      ///
      Onyx [...] (Black artifact frame with a black color indicator)
      Artifact Creature [...]
      Lifelink
      [...]
      When this transforms into a Mech, [...]
      [...]

      Ruby Pilot (COM) 2R
      Creature - Human Pilot 2/2
      Haste
      4R, T: Transform Ruby Pilot and target untapped chassis artifact you control. If you do, untap them and they become one permanent.
      ///
      Ruby [...] (Red artifact frame with a red color indicator)
      Artifact Creature [...]
      Haste [...]
      When this transforms into a Mech, [...]
      [...]

      Jade Pilot (COM) 3G
      Creature - Human Pilot 2/4
      Reach

      4G, T: Transform Jade Pilot and target untapped chassis artifact you control. If you do, untap them and they become one permanent.
      ///
      Jade [...] (Green artifact frame with a green color indicator)
      Artifact Creature [...]
      Reach [...]
      When this transforms into a Mech, [...]
      [...]

      Delete
    4. 4.) Five common Elemental creatures, one for each color.

      Castlekin Framework (COM) 4W
      Creature - Elemental 3/5
      W, T: Transform Castlekin Framework and target untapped core artifact you control. If you do, untap them and they become one permanent.
      ///
      [...] Castlekin (White artifact frame with a White color indicator)
      - Elemental Mech 3/5
      [...]
      [...] target creature gets +0/+2 until end of turn.
      [...]

      Sandkin Framework (COM) 5U
      Creature - Elemental 5/5
      Defender

      U, T: Transform Sandkin Framework and target untapped core artifact you control. If you do, untap them and they become one permanent.
      ///
      [...] Sandkin (Blue artifact frame with a Blue color indicator)
      - Elemental Mech 5/5
      [...]
      [...] return a land you control to its owner's hand.
      [...]

      Rotkin Framework (COM) 4B
      Creature - Elemental 4/3
      B, T: Transform Rotkin Framework and target untapped core artifact you control. If you do, untap them and they become one permanent.
      ///
      [...] Rotkin (Black artifact frame with a Black color indicator)
      - Elemental Mech 4/3
      [...]
      [...] each opponent loses 1 life.
      [...]

      Bladekin Framework (COM) 4R
      Creature - Elemental 4/4
      R, T: Transform Bladekin Framework and target untapped core artifact you control. If you do, untap them and they become one permanent.
      ///
      [...] Bladekin (Red artifact frame with a red color indicator)
      - Elemental Mech 4/4
      [...]
      [...] this creature deals 1 damage to target creature.
      [...]

      Timberkin Framework (COM) 5G
      Creature - Elemental 5/6
      G, T: Transform Timberkin Framework and target untapped core artifact you control. If you do, untap them and they become one permanent.
      ///
      [...] Timberkin (Green artifact frame with a green color indicator)
      - Elemental Mech 5/6
      [...]
      [...] put a 1/1 green Saproling creature token onto the battlefield.
      [...]

      Delete
    5. I made a album of mockups, viewable even if you don't have facebook.

      https://www.facebook.com/media/set/?set=a.10204567528494233.1073741830.1414475761&type=1&l=5ecaf7e219

      Delete
    6. I certainly wouldn't want multiple implementations floating around in the same set, but for an early playtest this is an awesome way to test a bunch of combinations! I'm a bit concerned about templating actually being able to make the separate triggers and effects work, but it's awesome, so if it's possible it's likely worth the effort.

      Delete
    7. Thank you for the album, makes this much easier.

      I'm with Jules, these are great. Only a few small critiques:

      I understand why Drill Core has "This creature gets +1/+1.", but I have no idea what that means in game terms at all. I don't think it's necessary for the design.

      Why do two of the pilots have protection from a color but the rest don't? I'd say line them all up one way or the other.

      Lastly, if I join (a pilot and a chassis) or (a framework and a core), what color is the mech? My guess is that the whole thing is just the one color, but I'm not sure. Just wondering.

      Really good stuff.

      Delete
    8. @Jules, I threw a bunch of implementations in just so we can see what works. Also, we're going to need to figure out exactly how the mech frame looks, so if pairing triggers and effects are a part of the design, I'm sure we'll find a way to make it work.

      @Ben The leftside of the Mech usually has nothing to do with p/t, so I was just messing around with another mix and match idea for higher rarities.
      Those two pilots give protection from Naturalize and Shatter, That's the only reason I chose red and green.
      The idea is a mech will be a combination of whatever colors its leftside and rightside are.

      Delete
    9. Ah. Didn't see that protection-connection.

      And right. I'm just checking to make sure that red + colorless = red.

      Delete
    10. I definitely want to see common mecha in the playtest. I'm still of the opinion that the combination/transformation mechanic is insanely eye-catching, splashy, and fun to play with, and /has potential to be/ workable at common. I actually love Nich's proposals here as a way to try out different designs in a compatible way.

      Delete
  9. Overwork Mechanic:

    Troll Worker 2G
    T: untap target land
    Overwork (You may untap this creature at any time. if you do, put a -1/-1 counter on it.)
    2/2

    ReplyDelete
    Replies
    1. While very cool, I don't think the Devoted Druid approach is quite going to cut it because it adds a ton of board complexity when combined with any combat-relevant body or board-affecting ability. Is it close enough if you get less choice?

      i.e. Overwork (You may untap CARDNAME during another player's untap step, if you do, put a -1/-1 counter on it.)

      Delete
  10. Cease-Fire
    Siege Mastodon
    Ethereal Armor

    Spreading Seas
    Divination
    Infiltrator's Magemark

    Bone Harvest
    Rotting Legion
    Mark of the Vampire

    Crimson Wisps
    Ember Shot
    Bestial Fury

    Abundant Growth
    Cultivate
    Scaled Wurm

    Cantrips, card draw, land acceleration, big spells and auras are all native mechanics that can make players feel like they're making progress.

    ReplyDelete
    Replies
    1. Good calls, it'll be interesting to see how they measure up against our more focused mechanics.

      Delete
  11. A couple more cycles of commons:


    Potential Vanguard, 1W, common
    Creature - Human Soldier, 2/2
    {5}{W}: Put two +1/+1 counters on CARDNAME and it gains vigilance. Activate this ability only if there are no +1/+1 counters on CARDNAME.

    Potential Skyguard, 1U, common
    Creature - Human Soldier, 1/3
    {5}{U}: Put two +1/+1 counters on CARDNAME and it gains flying. Activate this ability only if there are no +1/+1 counters on CARDNAME.

    Potential Nightmare, 1B, common
    Creature - Human Rogue, 1/3
    {5}{B}: Put two +1/+1 counters on CARDNAME and it gains intimidate. Activate this ability only if there are no +1/+1 counters on CARDNAME.

    Potential Psychopath, 1R, common
    Creature - Human Rogue, 2/1
    {5}{R}: Put two +1/+1 counters on CARDNAME and it gains first strike. Activate this ability only if there are no +1/+1 counters on CARDNAME.

    Potential Groundpounder, 1G, common
    Creature - Human Shaman, 2/2
    {5}{G}: Put two +1/+1 counters on CARDNAME and it gains trample. Activate this ability only if there are no +1/+1 counters on CARDNAME.


    A common version of Figure of Destiny, or a tweak on Knight of the Skyward Eye or the Invokers. Plays into the themes of progression and unlocking potential. Gives players something to look forward to and anticipate.

    ------

    Progressive Hawk, W, common
    Creature - Bird, 0/1
    Flying
    Progress 2.0 (Whenever you pay an amount of mana greater than this creature's power, you may put a +1/+1 counter on this creature.)

    Progressive Serpent, 3U, common
    Creature - Serpent, 2/5
    CARDNAME can't attack unless its power is 5 or greater.
    Progress 2.0 (Whenever you pay an amount of mana greater than this creature's power, you may put a +1/+1 counter on this creature.)

    Progressive Assassin, 1B, common
    Creature - Human Assassin, 1/1
    Deathtouch
    Progress 2.0 (Whenever you pay an amount of mana greater than this creature's power, you may put a +1/+1 counter on this creature.)

    Progressive Weird, 2R, common
    Creature - Elemental, 2/2
    Progress 2.0 (Whenever you pay an amount of mana greater than this creature's power, you may put a +1/+1 counter on this creature.)
    {R}, Sacrifice CARDNAME: CARDNAME deals damage to target creature or player equal to its power.

    Progressive Troll, 2G, common
    Creature - Troll Shaman, 2/2
    {2}{G}: Regenerate CARDNAME.
    Progress 2.0 (Whenever you pay an amount of mana greater than this creature's power, you may put a +1/+1 counter on this creature.)


    This is Inanimate's Progress 2.0 from this thread.

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    1. And looking at the suggestions so far, we're missing a few utility noncreature spells, so...

      Dominant Lifegain, 2W, common
      Sorcery
      Gain 5 life. If you control a creature with power 4 or greater, draw a card.

      Dominant Bounce, 3U, common
      Sorcery
      Return target nonland permanent to its owner's hand. If you control a creature with power 4 or greater, draw a card.

      Dominant Discard, 3B, common
      Sorcery
      Target player discards two cards. If you control a creature with power 4 or greater, draw a card.

      Dominant Burn, 4R, common
      Sorcery
      CARDNAME deals 3 damage to target creature. If you control a creature with power 4 or greater, draw a card.

      Dominant Naturalize, 4G, common
      Sorcery
      Destroy target artifact or enchantment. If you control a creature with power 4 or greater, draw a card.


      Dominant Burn is of course too close to Jay's proposed Ember Shot. But, well, Ember Shot?
      Power level on these is deliberately fairly low - feel free to tweak them when assembling the set.
      Alternatively if we don't want those, Inanimate's "Transcendant" (the Bloodshot Trainee mechanic) could be neatly tweaked using the new M15 term "base power": "Transcendant - As long as this creature's power is greater than its base power, [effect]." This plays nicely with Jay's simple common auras.

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    2. I liked Progress 2.0 a lot too, here's hoping Firebreathing doesn't prove unintuitive. As for the other cycles, I could see the Dominant spells ending up in a file, but in and of themselves they don't seem any more progressive than any other threshold mechanic. The first cycle is likely a lot of fun, but it's also just Monstrosity.

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    3. I like the Progress2.0 cycle the best out of those in my post here as well, so feel free to just stick with those for Tuesday's playtest. (It is looking like Tuesday 15th, right?)

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  12. Some progress/discovery mechanics

    Discovered Bolt 1R
    Instant
    CARDNAME deals 3 damage to target creature.
    Unripple -- When you cast ~, reveal the top seven cards of your library, then put them on the bottom of your library in any order. If none of those cards shared a name with any other of those cards, ~ deals 3 damage to that creature's controller.

    Discovered Growth G
    Instant
    Target creature gets +2/+2 UEOT.
    Unripple -- When you cast ~, reveal the top seven cards of your library, then put them on the bottom of your library in any order. If none of those cards shared a name with any other of those cards, target creature gains trample UOET.

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    1. Cultural Explorer 3W
      Creature - Human
      Discovery 3 (When ~ ETB, exile the top 3 cards of your library face down)
      At the end of each opponent's turn, if that player didn't attack this turn, put a random card exiled with ~ into your hand.
      1/2

      Scavenging Explorer 1B
      Creature - Human
      Discovery 2 (When ~ ETB, exile the top 3 cards of your library face down)
      Whenever a card is put into your graveyard from the battlefield, put a random card exiled with ~ into your hand.
      1/1

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    2. Miraculous Discovery 2U
      Sorcery
      Eureka! -- When you draw ~, you may reveal it. If you do, and if no card named ~ has been cast or revealed this way this game, draw a card.

      Draw two cards.

      Miraculous Fertilizer 2G
      Sorcery
      Eureka! -- When you draw ~, you may reveal it. If you do, and if no card named ~ has been cast or revealed this way this game, add GG to your mana pool.

      Search your library for a basic land card, put it onto the battlefield tapped, and shuffle your library.

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    3. Dancing Lightsaber 4
      Artifact Creature - Spirit
      Flying
      Scrapbind -- When ~ dies, you may exile it. If you do, target creature gets +1/+5 and gains flying permanently.
      1/5

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    4. Discovery seems like an unc/rare mechanic.

      Eureka seems like it would be easy enough to remember in game 1, but impossible to remember in game 6 of the evening. I like what you're going for, though. Maybe:

      Eureka — If there are no spells named Miraculous Discovery in any graveyard, instead draw three cards and then discard a card.

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    5. I'm not convinced any of my mechanics are common. I think eureka is easier to remember than it looks, either by checking hand or GY. I like the tweak, although it might be too powerful in a set with delve (possibly offset by a set with mine).

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    6. I think the "first time" spells tell progress pretty well, but I have a hard time imagining using them because even on commons they're on pretty much all the time in Limited.

      Discover is cool, but to appear at common I imagine we'd need a unified trigger and it might not be possible to find one both powerful enough to allow this sort of card advantage at common and that occurs often enough to avoid feeling disappointing.

      Scrapbind is really cool, but it feels a lot more like an Aura than an equipment, so I think it's better saved for Theros II.

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    7. I'm going to stick with Eureka! (my version, not Treat's) as my final mechanic submission. I'll fill out the other members of the common cycle.
      Each one costs 2C. Names can definitely be shortened to reduce line count.

      Instant
      Eureka! — When you draw Miraculous Cure, you may reveal it. If you do, and if no card named Miraculous Cure has been cast or revealed this way this game, gain 5 life.
      Prevent all damage that would be dealt to target creature this turn.

      Sorcery
      Eureka! — When you draw Miraculous Headache, you may reveal it. If you do, and if no card named Miraculous Headache has been cast or revealed this way this game, target player puts the top two cards of his or her library into his or her graveyard.
      Target player discards two cards.

      Instant
      Eureka! — When you draw Miraculous Flaw, you may reveal it. If you do, and if no card named Miraculous Flaw has been cast or revealed this way this game, target creature can’t block this turn.
      Destroy target artifact.

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  13. If we're trying a bunch of things and seeing what sticks, can we throw in a cycle of colorless-matters cards?

    Coal Plant
    Land (cmn)
    ~ ETB tapped
    T: Add 1. You may untap ~. If you do, it doesn't untap during your next untap step.
    (Based on James' Coal Plant from http://goblinartisans.blogspot.com/2013/06/weekend-art-challenge-review-053113ewkn.html)

    Work Boss 1W
    Creature-Leonin Artificer (cmn)
    Transcend (If you spend colorless mana to cast ~, it is an artifact in addition to its other types.)
    1W: Untap target artifact creature.
    2/2

    Wing Maker 2U
    Creature-Human Artificer (cmn)
    Transcend (If you spend colorless mana to cast ~, it is an artifact in addition to its other types.)
    1U: Target artifact creature gain flying until EOT.
    1/3

    Mask Shaper 1B
    Creature-Zombie Artificer (cmn)
    Transcend (If you spend colorless mana to cast ~, it is an artifact in addition to its other types.)
    1B: Target artifact creature gain intimidate until EOT.
    2/1

    Grey Staker R
    Creature-Goblin Artificer (cmn)
    Transcend (If you spend colorless mana to cast ~, it is an artifact in addition to its other types.)
    1R: Target artifact creature gets +1/+0 until EOT. Activate this ability only as a sorcery.
    1/1

    Disassemble 1G
    Instant (cmn)
    Destroy target artifact. If you spent colorless mana to cast ~, gain life equal to that card's CMC.

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    1. Make that:

      Coal Plant
      Land (cmn)
      ~ ETB tapped
      T: Add 1. You may add 2 instead. If you do, CARDNAME doesn't untap during your next untap step.

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    2. Transcend is by far my favorite implementation of colorless mana matters thus far. Let's give it a shot!

      This version of Coal Plant is a bit saner, but I'd still bet a lot of money that it's too powerful to print.

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    3. Even if it is printable, it's good for common. Let's just use:

      Factory
      Land (cmn)
      T: Add 1.

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  14. PSA: There are tons of mechanics here that I would love to try. Unfortunately we don't have room for all of them, and as I asked for one mechanic per person, I'm going to have to stick with that. If you proposed multiple mechanics, tell me which one you want to go in the test file, otherwise I'll be picking my favorite.

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  15. If it's not too late, I'd like to re-suggest this mechanic:

    Life Gear
    Artifact
    1, T: Gain 1 life.
    Power source (You may play this powered by another artifact you control. Whenever that artifact becomes tapped, untap this.)

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    1. Power feed (Whenever another artifact enters the battlefield under your control, you may attach it to this artifact. Whenever that artifact becomes tapped, untap this.)

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    2. I haven't managed a real playtest with this, but I had a similar mechanic that instead immediately let you get a free activation which felt great, but was too wordy, so I have high hopes.

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  16. I think a long while ago we discussed Kindle mechanics to feel like progress. Can't help but note how well that would go with Mine (though it would then replace lands-in-graveyards-matter).

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    1. I'm still a supporter, and will be happy to come up with cards if they're not going to push eureka out of the playtest

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