Cool Card Design of the Day
In the last Beacon of Creation podcast I listened to (I'm a bit behind), they speculated briefly about a mystery card type / mechanic and how that might interact with clues. It seemed like having a clue should help you solve a mystery. Here are five executions of that idea.
What are clues for? We sack them to draw cards. What does that represent? Following leads to solve a mystery. Obviously, that'll help us figure out how to sneak into the temple and steal the artifact.
Once we've sacked a clue, it's not around anymore, so it's hard to set up an engine. This convoke-alike lets you build up clues to play all your mysteries cheaper. Actually, this is strictly-narrower improvise, and upon reflection, building up a permanent mana discount to a bunch of cards in your deck sounds like a bad plan. *cough*Affinity*cough*
There's one other action we always take with clues; actually, we do it even more often than sacrificing them: Triggering off discovering a clue is basically as thematic, but the play is a bit different: Sacking a clue costs {2}, so the discount for mugging is really just making that free (until you play another mystery that turn). Here, the discount depends on what effect is making your clues. Confront the Unknown is cheaper than 2, so that's a gain. Confirm Suspicions costs 5, but makes three clues, another gain. Fleeting Memories costs more than the discount at 3, but still lets you chain the two spells a bit earlier. Triggers, though, that's where this version shines. Dangerously, actually. Is this too good with Briarbridge Patrol or Erdawl Illuminator? We'd have to test.
Vandalism's version of mystery is like Mugging's, but doesn't require tapping them. Since tapping them is extra busy work and preventing the player from sacking their clues wasn't a goal of this mechanic, this seems like a real upgrade. (Still not sure a permanent discount is a great idea, but if it is, we're going this way.)
Finally, any time you're looking at cost reduction mechanics, it's a good idea to ask what happens if you turn a discount into a bonus. The first card I made like this just had a kicker effect / multikicker based on your clues, but I had already made this card and realized it was a great place to use multikicker. Generally, bonuses are more Fun than discounts, but I see two problems with this ability word: First, doing a thing better rather then figuring out how to do the thing earlier feels less like solving a mystery (and the flavor's already suffering a touch from the effect itself feeling more like a crime you're committing rather than a crime you're solving).
Second, this builds up a permanent bonus for hoarding clues, like Vandalism's keyword—which is potentially dangerous—but also tells players not to do with clues what clues were built to do. That's not great. We can fix that by counting clue sacrifices or creations, though. In this version to the right, I decided to key off both.
Massive Conspiracy 3WWBB
ReplyDeleteSorcery (M)
Mystery (You may sacrifice three clues to cast this card from outside of the game)
Exile all creatures. Search their controllers' graveyard, hand, and library for all cards with the same name as those creature and exile them. Then each of those player shuffles their library.
That's an awesome WB Wrath, and I like the idea of mysteries coming from the sideboard, but I would require the caster to have some W & B mana.
DeleteI imagine it was intentionally overlooked, but this feels too narrow and parasitic to keyword. I've been thinking for half an hour but couldn't come up with anything that fits; making it more general to deal with all artifacts makes it lose the mystery feel, as without name-checking the tokens it doesn't work.
ReplyDeleteI think an option without keywording it is a horizontal cycle tied by the name "mysterious".
Mysterious Informants {4}{W}
Sorcery
Each Clue you sacrifice as you cast this spell reduces its cost by {2}.
Create three 1/1 white Human creature tokens.
Mysterious Knowledge {5}{U}
Sorcery
Each Clue you sacrifice as you cast this spell reduces its cost by {2}.
Draw three cards.
Mysterious Tutor {5}{B}
Sorcery
Each Clue you sacrifice as you cast this spell reduces its cost by {2}.
Search your library for a card and put it into your hand, then shuffle your library.
Mysterious Shot {5}{R}
Sorcery
Each Clue you sacrifice as you cast this spell reduces its cost by {2}.
CARDNAME deals 5 damage to any target.
Mysterious Footprints {2}{G}
Sorcery
Each Clue you sacrifice as you cast this spell reduces its cost by {2}.
Search your library for a land card, reveal it and put it onto the battlefield tapped, then shuffle your library.
The flavour idea is that the more clues you have, the easier it is to solve these mysteries.
Being parasitic isn't a deal-breaker, but being too narrow is. If this mechanic only supports one cycle, then yeah, I'd just spell it out as you have here. And it seems fairly likely this only makes the cut on 1-5 cards, so yeah.
DeleteI would be careful never to take the card advantage out of clues. Players won't be psyched to trade a card for two mana, even when that's what they really need.
Here's an alternative.
DeleteMystery of the Missing Jewelry {W}
Enchantment
{2}{W}: Put a mystery counter on CARDNAME for each Clue you control.
Remove three clues from CARDNAME, sacrifice it: Search your library for an artifact card, reveal it and put it onto the battlefield. Shuffle your library.
The more clues you have, the faster you can crack the mystery. Numbers can be tweaked.