Tuesday, March 14, 2017

CCDD 031417—Sizeable Destiny

Cool Card Design of the Day
3/14/2017 - I tried to make a variant of totem armor where you can save a creature by enchanting it when it would die, perhaps for a return to Theros where aura keywords are viable.


I couldn't find a succinct way to both prevent the creature from leaving the battlefield and restricting fast-casting the aura to the times when a creature would die, which is why destined resurrects it. The actual rules would be somewhat more complicated because of aura targeting rules and timing, but this reminder text should suffice.

The question is, does this mechanic warrant a keyword? Most likely not. The world does not need 6-12 Mending Touches; The reactive nature of the mechanic is too restrictive. So I made a one-off instead:


8 comments:

  1. "Enchanted creature gains indestructible until end of turn" in modern Magic design parlance, but either way it's a cool concept.

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    1. I debated that too. I think if it were part of a keyword, regenerate might be better because it's intent is clearer and it protects against -X/-X effects, but Sizeable Destiny should totally use indestructible since it's P/T-boost already does that.

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  2. Regenerate doesn't protect against -X/-X effects. I'm pretty sure indestructible is more intuitive in most circumstances, and usually more powerful.

    It could also grant temporary hexproof if you really want to save the creature. That's easier than some sort of Flickerform/Phasing ability.


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    1. Oops. Right. I had sublimated "it removes all damage so it must restore toughness too" but that's not remotely true. So yeah, the only advantage that regenerate has over indestructible is that it sounds like something you do to save a dying creature.

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    2. Could also be an interesting to have a Mortal's Resolve variant that puts on a +1/+1 counter or two. Lots of room for variants there.

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  3. I think the format where this is a keyword is utterly miserable, but the idea of a card that does this is really awesome. I think a single common in White or Blue would make an interesting combat trick to add to supplement the inevitable flicker theme. [And, possibly, different sets could revisit this idea with different variations. But a set where knowing that it is likely that when you kill your opponent's creature it won't die will lead to a lot of players doing nothing to avoid getting screwed over.]

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    1. Of note, the particular example you gave could easily be a variant of Undying Evil:

      Second Chance 3W
      Instant - C

      Choose a creature in a graveyard that was put there from the battlefield this turn. Return that creature to the battlefield with two +1/+1 counters.

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