Thursday, August 9, 2018

CCDD 080918 - Guild Excommunicates

This week we looked into joining a guild, and benefiting from being a part of it. Have any cards explored what leaving a guild looks like?

I concepted this as a cycle of efficient creatures that lose that efficiency if you're running the other color of their guild, and which commit some type of taboo act (wasting dead cards, sabotaging experiments) that would excommunicate them from their guild.

They're ok. Nothing especially exciting, and very wordy with little payoff for it. The -1/-1 stuff is cute, but I don't think too many players would be excited by these cards. The fact is, joining and belonging to a guild is much more fun than getting thrown out of one.

What would a guild do to its Pariahs? I don't imagine it's pretty. This is pure draft removal. I'd like to explore what it might look like as a rare, but that will have to wait for another day.

1 comment:

  1. I don't think these are definitely-worth-their-slot in a set, but my approach to everything-but:

    Lawmage Defector 1W
    Creature - Human Wizard
    If R or B were spent to cast ~, put a +1/+1 counter on it.
    If G was spent to cast ~, put a +1/+1 counter on another target creature you control.

    Garrison Defector 1R
    Creature - Human Rogue
    If B or G were spent to cast ~, CARDNAME deals 2 damage to any target.
    If U was spent to cast ~, draw a card.