Friday, February 15, 2019

Weekend Design Challenge 021519 - Out-of-Guild Ravnica Keywords II


Hey Artisans. Click through to see the requirements for this weekend's design challenge, due Monday morning. Every submission warrants feedback, so once you've got your great idea down, give some thoughtful critique to some of your peers. Revise your submission any number of times, and, time permitting, I'll review the most recent submission from each designer.

Back in September, I ran a challenge where you had to take one of the Guilds of Ravnica keywords, move it to a different guild, and design a Rare or Mythic rare card around it. This week we're doing the same, but for Ravnica Allegiance keywords. So take Addendum, Afterlife, Spectacle, Riot, or Adapt, and move them into any guild that doesn't share a color with the actual home guild.

Because this batch of keywords have names that are so fundamentally tied to their guild, feel free to rename the mechanic to be more appropriate to the new guild. It does have to remain mechanically identical though.

Good luck, have fun, and I'll see you all Monday.

44 comments:

  1. Jhessian Envoy 4UG
    Creature - Human Rogue (u)
    Spectacle UG
    ~ can't be blocked.
    When ~ deals combat damage to a player, draw a card.
    The spies of Jhess knew the best use for Valeron's battlefield pageantry was as a diversion.
    1/1

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    1. Oh drat, it's "guild" not "pair", and "rare". Oh well! Sometimes you just follow the design where it goes.

      Delete
    2. I think you could bump down the mana cost a bit. It would feel bad to pay 6 mana for a 1/1 no matter what. Also ug would be much, much more dependent on creatures for this effect than RB is, which isn't necessarily bad but it's definitely something worth noting.

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    3. I agree with Stormtide that this probably wouldn't break anything at 5 mana base. I also think that, despite accidentally not designing a rare, you accidentally designed a rare. One of the GDS3 multiple choice questions (51-53 Junkpile Engineer) seems particularly pertinent. The repeated card draw would make me put this at rare in Set Design. Play design might put it at U, but that's the kind of thing we ought to be somewhat conservative about.

      In the context of Bant, Spectacle is a weird choice, since it has no real ways to cheat some damage or life loss in other than combat. Still, having an unblockable Scroll Thief would play very nicely with Exalted, and I like the way this looks on a return to Alara.

      Delete
  2. Breakdown:
    Addendum: Gruul or Rakdos
    Afterlife: Simic or Gruul
    Spectacle: Azorius or Simic
    Riot: Azorius or Orzhov
    Adapt: Rakdos or Orzhov

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    Replies
    1. Or are we also allowed to shift into Guilds guilds?

      Delete
    2. I went back and looked at the previous challenge, and we were allowed to use any of the qualifying other guilds (I put mentor in Simic).

      Riot is a tough one! It actually cannot go in Azorius mechanically because neither of those colors have access to haste. It has to be a black guild, so only Orzhov or Dimir. I'm actually thinking of trying to make a quirky Dimir riot card.

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    3. did someone say A CHALLENGE

      Dovin's Arrester WU
      Creature - Vedalken Wizard (R)
      Riot
      Vigilance
      1, T: Tap target creature. If Dovin's Arrester has a +1/+1 counter on it, that creature doesn't untap during its controller's next untap step.
      "Unprecendented? Look around you. I agree."
      0/2

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    4. MaRo: But that's against the rules for blue and white!

      Dovin Baan [tenting fingers]: We will decide what the rules are now. [Gestures for guards to take MaRo away.]

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    5. I don't really have much of a problem with the Arrester from a color pie perspective. When haste is used on a 0 power creature strictly so you can use its ability (Bonded Fetch), or to make for better gameplay for other mechanics (Awaken, Suspend) it generally doesn't cause color pie waves.

      If Riot were renamed and used this way across a handful of cards in a set, I'd be fully on board with it. This particular card does seem a little oppressive and kind of unfun. A higher activation cost (3+) would help, since using it would tie up a lot of your mana. Otherwise completely locking down my two best creatures can take it's toll on fun.

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    6. That's a fair criticism. I was concerned that "gimmicky tapper" wasn't selling rare on mechanics alone and may have gone overboard pushing the power level.

      Delete
  3. Help, I may be crossing the streams too much.

    Rakdos Flaydancer - RB
    Creature - Human Shaman (rare)
    Menace
    Pay 3 life: Adapt 2.
    If an opponent lost life this turn, you may adapt Rakdos Flaydancer this turn as though it had no counters.
    3/1

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    1. Oh wait. That's a big ol' nope on the casting cost. You could play it on turn 2 and immediately adapt into a 5/3 menacer.

      I originally had adapt as typical mana cost but decided to be clever and it backfired.

      Rakdos Flaydancer - RB
      Creature - Human Shaman (rare)
      Menace
      2RB: Adapt 2.
      If an opponent lost life this turn, you may adapt Rakdos Flaydancer this turn as though it had no counters.
      3/1

      Delete
    2. Non-mana Adapt costs definitely would work on a different card. This is cool, regardless. Feels very Rakdos.

      Delete
    3. I really like where this design ended up, although I'm a little concerned about the sense of helplessness that can quickly set in after a boost or two with Menace on the card. I would drop menace, and maybe add a mana (or an additional life payment, like it first had) to the adapt cost.

      That's a great use of adapt, and nicely demonstrates how it could easily be... adapted... to other guilds.

      Delete
  4. Armed Spy
    Creature - Human Wizard Rouge
    Riot, defender
    3B T: target creature gets -x/-x until end of turn where X is ~'s power
    3U T: scry X where X is ~'s toughness, draw a card
    (U/B): ~ gets +2/-2 until end of turn
    2/3

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    1. I think this card's way too powerful on its own (especially the -x/-x ability) but I do like the application of Riot here on a tap-down creature to create a different kind of tension than how it's applied to Gruul. It's actually kind of like addendum in a way. Do you reeeeally need to use this now or can you wait for the proper time and have a more powerful effect?

      Delete
    2. At 4cmc with a 4 mana activation, how often are you actually going to give this creature haste?

      Feels very busy. You could nix the two keyword abilities and there would be enough going on. Since the keyword is the point of the challenge, maybe remove defender and the +2/-2? There's enough modes on this thing already - let players pump its power by finding other cards to combo with it.

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    3. Taking the idea but making it UW

      Paper Pushing Clerk 3UW
      Creautre- Vedalkin Advisor
      Defender, Riot
      T: target Opponent put the top X cards of thier graveyard into thier library where X is ~'s Power
      T: return target creature with converted mana cost Y or less from an opponent's graveyard to the battlefield under you control, where Y is ~'s toughness
      2/3


      Taking the idea but making it Simpler

      Prepared Agent 1UB
      Creature - Human Wizard Rouge
      Riot
      T: Draw cards equal to ~'s power then discard a card
      1/4

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    4. Tweaked to balance the haste vs counter

      Prepared Agent UB
      Creature - Human Wizard Rouge
      Riot
      T: Draw cards equal to ~'s power then discard that many card's
      1/3

      Delete
    5. Very nice iteration there. The first version was kind of a mess, but it had the fundamentals of what you were looking for, and you ended up with a nice, clean riot card that wants you to be in a control deck over a aggro one. Very cool.

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  5. This comment has been removed by the author.

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  6. Final Punishment 2RB
    Instant (R)
    Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.
    Addendum — If you cast this spell during your main phase, sacrifice that creature at the beginning of your next end step.

    Definitely a bend to have an instant speed threaten effect outside of blue, but I do like the symmetry that a creature is probably going to die no matter when you cast this.

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    Replies
    1. Turn Against says this is fine in red. It might not even need to be rare. Very reminiscent of Macabre Mockery (also uncommon).

      Delete
    2. This card does not seem like it creates very interesting decisions. Instant speed threaten is already exciting because you can likely kill the creature you are stealing by blocking with it, which is somewhat redundant with the sorcery speed bonus.

      Can the sorcery speed mode deal damage in some way?

      At rare, I'd be very excited to see "take an extra combat step".

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    3. I kind of figured that the decision would be whether or not you'd like to attack or block with the creature before it dies, but yes, I imagine that a "take an extra combat step" option would be pretty cool. The trick would be to balance both options so they both see use.

      Delete
  7. Azorius Lawmage {1}{W}{U}
    Creature - Vedalken Mage (Rare)
    Intel {2}{W}{U} (You may cast this spell for its intel cost rather than its mana cost if an opponent lost life this turn.)
    When CARDNAME enters the battlefield, you may exile target creature until end of turn. If CARDNAME's intel cost was paid, instead exile that creature until CARDNAME leaves the battlefield.
    2/4

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    Replies
    1. This is a neat design, There is a lot of work to enable this as you have to be able to damage the opponent before spending your mana (outside of direct damage) but the base effecct is still a fine/strong blink effect on a good body.

      I like the idea of spying by doing damage and it fits in to the agressive flyers UW decks if not quite into the bueracratic Azorious feel.

      Delete
  8. Outrage of the Clans {2}{R}{G}
    Instant (Mythic Rare)

    Target creature you control deals damage equal to its power to target player and each creature that player controls.

    Addendum - If you cast this spell during your main phase, as long as this spell is on the stack, players can't cast other spells or activate abilities that aren't mana abilities.

    ReplyDelete
  9. Indebted Ogre RG
    Creature - Ogre Rogue (R)
    Riot
    Menace, trample
    Whenever a player casts a spell, sacrifice CARDNAME unless you pay 1.
    Afterlife 1
    3/3

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    Replies
    1. I understand afterlife is part of the flavor, but it seems to be the least interesting thing about this card, which is a shame.

      Delete
  10. Nature's Zeal 3RG
    Instant (R)
    Creatures you control get +3/+3 until end of turn.
    War call — If you cast this spell during your main phase, Nature’s Zeal deals 3 damage to each creature with flying.

    (Changed the name from 'Addendum' to 'War call'.)

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    1. I agree with every person moving addendum; it could really have gone in any color. Red and green are interesting because creature removal (burn spells) and pump spells are usually much worse when played main phase rather than in combat. But they can encourage pushing damage through. Whereas the blue counterspell nonbo was somewhat disapointing.

      Delete
  11. Kraul Ambusher 1BG
    Creature- Insect Warrior (Rare)
    1/1
    Flash, deathtouch
    Addendum- If you cast this spell during your main phase, it enters the battlefield with two +1/+1 counters on it.

    Maybe not rare? Any ideas for text to add?

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    Replies
    1. ~ must be blocked if able
      or
      ~ must be blocked by all creautres if able
      ---------------
      the second one in particular helps make the +1/+1 coutners relevant. It still wont looke splashy but would be strong enough?

      Delete
    2. I'm in no hurry to create a strictly better Ochran Assassin, but the first line is pretty appealing.

      Delete
    3. The other concern I have is that this isn't black enough. Both keywords are shared and the counters feel much more green to me. Maybe this could stand to have menace added?

      Delete
  12. Cytospore Grafter [3][G][U]
    Creature- Vedalken Plant Wizard
    Flash
    Engineer -- ~ enters the battlefield with a +1/+1 counter if it was cast during your main phase.
    When ~ enters the battlefield, double the number of +1/+1 counters on each creature you control.
    3/2

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    1. Edit: I think 2/2 would be better than 3/2, looking at deepglow skate

      Delete
    2. Deepglow Skate Sorry to break it to you but you can't move a keyword to a guild that shares a color with it. The Azorius will get on your case for it.Trust me, you don't want to go to Udzec.

      Delete
    3. Whoops, I missed that part of the instructions.

      Delete
  13. Sorry for late submission; I am enjoying President's day though.

    This is also not quite the same mechanic but it is close to afterlife:

    Zegana, Basis of Life
    2UG
    Creature - Merfolk Shaman
    Trample
    As long as CARDNAME is in your graveyard, creatures you control with +1/+1 counters on them have trample.
    Handoff 2 - When CARDNAME dies, put two +1/+1 counters on target creature you control.
    4/2

    ReplyDelete