Keyword (When this card enters the battlefield, each player may put an Island token onto the battlefield. This card can’t attack players that don’t control an Island.)
originally was Seafarer, I was going to call it Mariner
but maybe just "Marine" (no R) would make more sense?
:sym2u::sym2u:
Creature - Fish
Mariner (When this card enters the battlefield, each player may put an Island token onto the battlefield. This card can’t attack players that don’t control an Island.)
3/1
:sym2b::sym2b::sym2b:
Artifact Creature - Mercenary Pirate Ship
Mariner (When this card enters the battlefield, each player may put an Island token onto the battlefield. This card can’t attack players that don’t control an Island.)
:symtap:: Cardname deals 1 damage to target creature or player.
4/3
:4mana::symu::symu:
Creature - Serpent
Mariner (When this card enters the battlefield, each player may put an Island token onto the battlefield. This card can’t attack players that don’t control an Island.)
:0mana:: Return Cardname to its owner's hand.
6/6
or
:4mana::symwu::symwu:
Creature - Serpent
Mariner (When this card enters the battlefield, each player may put an Island token onto the battlefield. This card can’t attack players that don’t control an Island.)
:1mana::symw:: Exile Cardname, then return it to the battlefield under its owner's control.
6/6
Interesting. Perhaps it could be extended to other land types, named [land type] traverser.
Putting island in the name essentially?
Not a bad idea... even though I didn't intend to apply to this to any type other than island, fundamentally speaking it is a good idea to do so anyway.
Thing is... I was keeping aware of the memory issues of making basic land tokens. If a player has even two basic land types among land tokens he or she controls, then it can result in disaster, confusion, and unscrupulous play.
This gives me an idea however. Maybe Mariner should also say "exile both tokens when this leaves play." Problem solved.
as for putting the basic land type in the keyword's name.. what should the ability's name be? Islandfarer? lol, maybe Islandhome, since it's no longer in use. o.O This will need some thought.
The problem with the mechanic is that it doesn't really fix the "islandhome" problem. Since it is a "may" ability, they can choose to not take an island token if they feel that the islandhomer attacking them is too much of a threat.
Also, I fail to see how exiling the land token when the Mariner dies fixes memory issues. What if you have a Mariner and a green version of a Mariner and two red versions of Mariner out at the same time? It doesn't really matter that the tokens are exiled if they die, because they are all in play at the same time.
Private Mod Note
():
Rollback Post to RevisionRollBack
T2:
UR Ascension
Mono-U Birthing Pod
This is great news. First the McRib now Time Spiral!
The problem with the mechanic is that it doesn't really fix the "islandhome" problem. Since it is a "may" ability, they can choose to not take an island token if they feel that the islandhomer attacking them is too much of a threat.
That would be a good thing in a way because it means that the element of choice is actually relevant. I figured that the opponent would just take the Island token most of the time. (and not just if they're playing blue)
Also obviously if they don't take the Island, it means you just got a free Island. So it's win-win. In my earlier draft of this ability, the Island was mandatory for both players, but then I thought "well what if the opponent sacrifices the Island?". So I made it a choice.
Also, I fail to see how exiling the land token when the Mariner dies fixes memory issues. What if you have a Mariner and a green version of a Mariner and two red versions of Mariner out at the same time? It doesn't really matter that the tokens are exiled if they die, because they are all in play at the same time.
Because this way the land tokens might feel like part of the permanent with Mariner (like an imprinted card or an Aura enchanting that permanent) rather than being among all the other lands. (And by extension players can treat it as being able to get one free during their turn, in a casual game or if they are comfortable doing it this way.)
Thing is, it still doesn't solve the land token problem in general. It only solves it as far as this mechanic is concerned. Come to think of it, maybe the idea behind my land token idea in the first place was the fact that players can literally use unsleeved basic lands as tokens. A forest token would be represented of course by a forest and so on.
Why not make the ability give an existing land a counter, like Aquitect's Will? It could be templated as such:
Islandfare (When ~ enters the battlefield, put a flood counter on target land you don't control. Lands with flood counters are islands in addition to their current types. ~ Cannot attack unless the opponent controls an island)
It's a little wordy, but it seems that it would get the job done without undue manaramping for you or the opponent. And each of the different land types could get a different kind of flavorful counter (Drought counter for R, Mire counter for B, etc). The only problem, again, is memory issues for multiples of these in play at the same time.
I just really dislike the idea of mana ramping being given to colors that don't normally get it. It's less like a color pie bleed and more like a color pie hemorrhage.
Private Mod Note
():
Rollback Post to RevisionRollBack
T2:
UR Ascension
Mono-U Birthing Pod
This is great news. First the McRib now Time Spiral!
Flood counters aren't a bad idea, I think the idea of using counters crossed my mind.
I would prefer to use land tokens if it's possible to justify it. And if there's nothing else wrong with the mechanic other than it being off-color.
we could always try to come up with a flood counter version of this mechanic in the meantime. Thing is about your version is that "Cannot attack unless the opponent controls an island" becomes kind of pointless since the opponent will have an Island no matter what due to the flood counter. At least in the ability I ended up with, there is the tension of your opponent being able to choose whether or not to get the Island.
Maybe something like this
Keyword (When this enters the battlefield, put a flood counter on target land. That land becomes an Island. That land's controller may sacrifice it. This can't attack players that don't control an Island. )
Keyword (This can't attack players that don't control an Island. When this enters the battlefield, target land's controller may sacrifice it. If that player doesn't, put a flood counter on that land and it becomes an Island.)
That's not bad actually. Wow I could actually go with that.
Notes:
- Is there any reason to call it Islandfare at this point? Flood counters only apply to Island, so it seems there won't be be a version for other land types..
- Should the land become an Island in addition to its other land types, or just an Island? What are the pros and cons of each. Sure it's disruptive to turn your opponent's land into just an Island, but at least it's on-color. The disruption aspect can always be factored into the card's mana cost. Also by making it just Island, the reminder text is shorter which is a plus. On the other hand making it just an Island is more confusing rules-wise, since I'm not sure what the land does/doesn't retain. (i.e. is it true that artifact lands are still artifacts when Blood Moon is in play?)
- The sacrifice element is reminiscent of Rishadan Cutpurse. cool.
it has the same problem as Islandhome: it only makes sense in one color. Same as Fear, which is now Intimidate. So what if the requirement is the defending player controls a land that can produce the same color as the creature?
Homesickness (Can't attack unless defending player has land that can produce the same color as ~. Sacrifice this if you don't control a land that can produce the same color as ~.)
Why not make the ability give an existing land a counter, like Aquitect's Will? It could be templated as such:
Islandfare (When ~ enters the battlefield, put a flood counter on target land you don't control. Lands with flood counters are islands in addition to their current types. ~ Cannot attack unless the opponent controls an island)
It's a little wordy, but it seems that it would get the job done without undue manaramping for you or the opponent. And each of the different land types could get a different kind of flavorful counter (Drought counter for R, Mire counter for B, etc). The only problem, again, is memory issues for multiples of these in play at the same time.
When I worked on something similar, I initially used field, flood, mire, peak, and wood counters. But I eventually decided (partly for the sake of Magical Hack effects) that it would be simpler to just name the counters after the land types given. i.e.:
--Put an island counter on target land. That land is that type in addition to its other types for as long as it has that counter on it.
The benefit of this is that land type counters could eventually find their way to being defined by the rules like a +X/+Y counter and the text could be vastly simplified:
--Put an island counter on target land. (That land is that type in addition to its other types for as long as it has that counter on it.)
And then drop that reminder text entirely:
--Put an island counter on target land.
--When Wayfarer Dryad enters the field, put a mountain or plains counter on target land.
I just really dislike the idea of mana ramping being given to colors that don't normally get it. It's less like a color pie bleed and more like a color pie hemorrhage.
The "land token to all" ability in the first post only really makes sense in green and maybe a little in white since it is a shared growth.
I don't get the point. They play a creature, I don't put the token into play, they're left with a glorified wall. ?? seems pointless to me...maybe something can come out of it though, but to me, I just don't see it.
Private Mod Note
():
Rollback Post to RevisionRollBack
When editing cards in the first post of a thread, PLEASE leave the original so that everyone can comment on the thread and not just those who saw the original. Those who did not see the original can't leave comments as we don't have any idea WTF is going on.
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
Islandfare (All tapped lands are Islands in addition to their other types. This creature can't attack unless the defending player controls an island.)
1) This version doesn't use land tokens or counters, which makes it a lot easier to keep track of.
2) Because of the very limited range of interactions that tapped lands have, changing the type of the lands won't have as great an impact on the game.
3) Players still have control over wether or not their lands are islands. Decks that have already established board position or have lots of instants may not need to tap their lands before you attack.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
it has the same problem as Islandhome: it only makes sense in one color. Same as Fear, which is now Intimidate. So what if the requirement is the defending player controls a land that can produce the same color as the creature?
Homesickness (Can't attack unless defending player has land that can produce the same color as ~. Sacrifice this if you don't control a land that can produce the same color as ~.)
Because that is exactly like islandhome, which I don't want.
I was looking for two things when making a mechanic:
1) I want a card that can attack against any opponent, but still have some limitation. The card shouldn't be dead in the water against nonblue decks, it should be a card you can include maindeck without worrying about whether the opponent is running islands, but still have something that says "hey this is a boat, it can't traverse mountains/forests/etc"
2) The keyword mechanic can't strictly be a drawback, because I've come to realize that constitutes a bad mechanic and that coming up with drawbacks is way too easy. So it has to be "can't attack players that don't control an island" but with some kind of advantage attached, preferably one that's related to the drawback somehow.
But what is the point of using a land type for that keyword when it could just be:
This creature can't attack unless the defending player controls a tapped land.
This.
It is an interesting thought though. Maybe I can somehow involve whether or not a land (or lands) are tapped as part of the mechanic.
Also I like how it affects the game mechanically, Veteran Brawlers and such.
edit: Also. Maybe it's not such a redundantly worded mechanic. Because it's worded that way for flavor reasons. Which is a worthwhile reason. The problem if anything is that players will read into the mechanic and realize that it's redundantly worded, which will incur their scorn and criticism.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Harbor Serpent is wonderful. Question is whether I should go with something like that.
Problem is, how does it work from a flavor standpoint? If the opponent doesn't control any of the islands, how can it still traverse there?
Also, the ability is still strictly a drawback, wondering how to spin some advantage into it. (edit: oh right, Islandwalk... but still)
Seeing as mana ramping is not ok in blue, I am seriously considering going with a flood counter version. The advantage being that you are disrupting the opponent's mana. So I pretty much have the working version on the earlier page already:
Keyword (This can't attack players that don't control an Island. When this enters the battlefield, target land's controller may sacrifice it. If that player doesn't, put a flood counter on that land and it becomes an Island.)
So yea. This does everything it needs to. So I guess I'm officially going with that.
question is
- how to name the ability. Mariner, Marine, Seafarer, Islandfare, Islandlink
- Flood counters can only refer to Islands, so is there any point in leaving the name open to other basic land types? There will never be a Forestfare or Plainsfare because there are no such things as flood counters for those land types. (not that I know of, anyway)
- How should the reminder text be worded, specifically. The reminder text I have above seems perfect, but:
- ..Rules-wise, are lands with flood counters Islands by default, or does a card need to specify this? I think I should change the rules to make flood counters turn lands into islands. (so it would be specified in reminder text rather than non-reminder text.) This would be reflected in the reminder text of my card by saying. "If that player doesn't, put a flood counter on that land. A land with a flood counters on it is an Island."
- also should the reminder text specify that the affected land loses all abilities and becomes an Island? "If that player doesn't, put a flood counter on that land. That land becomes an Island and loses all other abilities."
Harbor Serpent is wonderful. Question is whether I should go with something like that.
Problem is, how does it work from a flavor standpoint? If the opponent doesn't control any of the islands, how can it still traverse there?
Flavor: If your opponent controls an Island, Harbor Serpent attacks directly. If your opponent doesn't control an Island, their land at least is bordered by your Islands and Harbor Serpent can rear up out of the harbor and come crashing down on them.
Seeing as mana ramping is not ok in blue, I am seriously considering going with a flood counter version. The advantage being that you are disrupting the opponent's mana. So I pretty much have the working version on the earlier page already:
... so instead of a shared mana boost, you are going for color screw or land destruction? The first wasn't very blue, but this isn't any more blue.
So yea. This does everything it needs to. So I guess I'm officially going with that.
question is
- how to name the ability. Mariner, Marine, Seafarer, Islandfare, Islandlink
- Flood counters can only refer to Islands, so is there any point in leaving the name open to other basic land types? There will never be a Forestfare or Plainsfare because there are no such things as flood counters for those land types. (not that I know of, anyway)
- How should the reminder text be worded, specifically. The reminder text I have above seems perfect, but:
- ..Rules-wise, are lands with flood counters Islands by default, or does a card need to specify this? I think I should change the rules to make flood counters turn lands into islands. (so it would be specified in reminder text rather than non-reminder text.) This would be reflected in the reminder text of my card by saying. "If that player doesn't, put a flood counter on that land. A land with a flood counters on it is an Island."
- also should the reminder text specify that the affected land loses all abilities and becomes an Island? "If that player doesn't, put a flood counter on that land. That land becomes an Island and loses all other abilities."
... Flood counters have no rules attached to them that defines a land as being an Island. However, creating rules that would define what a flood counter does would have a functional change on either Quicksilver Fountain or Aquitect's Will. Quicksilver Fountain (like Blood Moon) removes all other types and abilities from the land. Aquitect's Will leaves the other types and abilities on the land alone.
This is another reason why, as I said previously in this thread that I opted for counters named after the land types. For several reasons including:
-If you Magical Hack a card that puts flood counters, it changes the text that defines the land as being an Island, but it doesn't change the name of the counter.
-If the counter is named after the land type, then the defining text can be more generic and doesn't have to specify the name of the counter and the type that it becomes: "That land is that type in addition to its other types for as long as it has that counter on it."
-This allows for an ability that can add two or more different types of counters and the defining text remains the same.
-Making it in addition to its other types allows you can add counters to your opponents lands without having to overbalance for color screw.
-Ultimately type counters could more easily be defined by the rules like +1/+1 counters than flood counters or mire counters.
Put a mountain counter or plains counter on target land. (That land is that type in addition to its other types for as long as it has that counter on it.)
Each player puts a basic land type counter on a land he or she controls. (That land is that type in addition to its other types for as long as it has that counter on it.)
Nothing like that can be done very easily with specially named counters like flood, mire, etc.
I didn't know about Harbor Serpent, but I made a card very similar card before. Since it's a drawback, it's more aggressively costed. compare:
Atlantean Diver UU
Creature - Merfolk Scout
Islandwalk
~ can't attack unless there are four or more islands on the battlefield.
3/3
... so instead of a shared mana boost, you are going for color screw or land destruction? The first wasn't very blue, but this isn't any more blue.
Player retains the same number of lands, so it's not exactly land destruction. Besides, every color has had some card that deals with color screw or land destruction.
Keyword (This can't attack players that don't control an Island. When this enters the battlefield, target land's controller may sacrifice it. If that player doesn't, put a flood counter on that land and it becomes an Island.)
I also made a similar card (omitting the can't attack if no island clause), but instead of using counters, you replace the land with an island from your deck. It's a bit harder to read, but at least there's no memory issue and no new rules to define. It also has other upsides (eg thins your deck, fetch a dual land). compare:
Floodmaker 1U
Creature - Merfolk Wizard
When ~ enters the battlefield, choose target land. You may search your library for an Island card and put it onto the battlefield under the land's controller's control, then shuffle your library. If you do, destroy that land.
2/1
originally was Seafarer, I was going to call it Mariner
but maybe just "Marine" (no R) would make more sense?
some of my cards with this mechanic:
:sym2u::sym2u:
Creature - Fish
Mariner (When this card enters the battlefield, each player may put an Island token onto the battlefield. This card can’t attack players that don’t control an Island.)
3/1
:sym2b::sym2b::sym2b:
Artifact Creature - Mercenary Pirate Ship
Mariner (When this card enters the battlefield, each player may put an Island token onto the battlefield. This card can’t attack players that don’t control an Island.)
:symtap:: Cardname deals 1 damage to target creature or player.
4/3
:4mana::symu::symu:
Creature - Serpent
Mariner (When this card enters the battlefield, each player may put an Island token onto the battlefield. This card can’t attack players that don’t control an Island.)
:0mana:: Return Cardname to its owner's hand.
6/6
or
:4mana::symwu::symwu:
Creature - Serpent
Mariner (When this card enters the battlefield, each player may put an Island token onto the battlefield. This card can’t attack players that don’t control an Island.)
:1mana::symw:: Exile Cardname, then return it to the battlefield under its owner's control.
6/6
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Putting island in the name essentially?
Not a bad idea... even though I didn't intend to apply to this to any type other than island, fundamentally speaking it is a good idea to do so anyway.
Thing is... I was keeping aware of the memory issues of making basic land tokens. If a player has even two basic land types among land tokens he or she controls, then it can result in disaster, confusion, and unscrupulous play.
This gives me an idea however. Maybe Mariner should also say "exile both tokens when this leaves play." Problem solved.
as for putting the basic land type in the keyword's name.. what should the ability's name be? Islandfarer? lol, maybe Islandhome, since it's no longer in use. o.O This will need some thought.
Also, I fail to see how exiling the land token when the Mariner dies fixes memory issues. What if you have a Mariner and a green version of a Mariner and two red versions of Mariner out at the same time? It doesn't really matter that the tokens are exiled if they die, because they are all in play at the same time.
UR Ascension
Mono-U Birthing Pod
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
Plainsfare
Islandfare
Swampfare
Mountainfare
Forestfare
That would be a good thing in a way because it means that the element of choice is actually relevant. I figured that the opponent would just take the Island token most of the time. (and not just if they're playing blue)
Also obviously if they don't take the Island, it means you just got a free Island. So it's win-win. In my earlier draft of this ability, the Island was mandatory for both players, but then I thought "well what if the opponent sacrifices the Island?". So I made it a choice.
Because this way the land tokens might feel like part of the permanent with Mariner (like an imprinted card or an Aura enchanting that permanent) rather than being among all the other lands. (And by extension players can treat it as being able to get one free during their turn, in a casual game or if they are comfortable doing it this way.)
Thing is, it still doesn't solve the land token problem in general. It only solves it as far as this mechanic is concerned. Come to think of it, maybe the idea behind my land token idea in the first place was the fact that players can literally use unsleeved basic lands as tokens. A forest token would be represented of course by a forest and so on.
Islandfare (When ~ enters the battlefield, put a flood counter on target land you don't control. Lands with flood counters are islands in addition to their current types. ~ Cannot attack unless the opponent controls an island)
It's a little wordy, but it seems that it would get the job done without undue manaramping for you or the opponent. And each of the different land types could get a different kind of flavorful counter (Drought counter for R, Mire counter for B, etc). The only problem, again, is memory issues for multiples of these in play at the same time.
I just really dislike the idea of mana ramping being given to colors that don't normally get it. It's less like a color pie bleed and more like a color pie hemorrhage.
UR Ascension
Mono-U Birthing Pod
I would prefer to use land tokens if it's possible to justify it. And if there's nothing else wrong with the mechanic other than it being off-color.
we could always try to come up with a flood counter version of this mechanic in the meantime. Thing is about your version is that "Cannot attack unless the opponent controls an island" becomes kind of pointless since the opponent will have an Island no matter what due to the flood counter. At least in the ability I ended up with, there is the tension of your opponent being able to choose whether or not to get the Island.
Maybe something like this
That's not bad actually. Wow I could actually go with that.
Notes:
- Is there any reason to call it Islandfare at this point? Flood counters only apply to Island, so it seems there won't be be a version for other land types..
- Should the land become an Island in addition to its other land types, or just an Island? What are the pros and cons of each. Sure it's disruptive to turn your opponent's land into just an Island, but at least it's on-color. The disruption aspect can always be factored into the card's mana cost. Also by making it just Island, the reminder text is shorter which is a plus. On the other hand making it just an Island is more confusing rules-wise, since I'm not sure what the land does/doesn't retain. (i.e. is it true that artifact lands are still artifacts when Blood Moon is in play?)
- The sacrifice element is reminiscent of Rishadan Cutpurse. cool.
Homesickness (Can't attack unless defending player has land that can produce the same color as ~. Sacrifice this if you don't control a land that can produce the same color as ~.)
........................
When I worked on something similar, I initially used field, flood, mire, peak, and wood counters. But I eventually decided (partly for the sake of Magical Hack effects) that it would be simpler to just name the counters after the land types given. i.e.:
--Put an island counter on target land. That land is that type in addition to its other types for as long as it has that counter on it.
The benefit of this is that land type counters could eventually find their way to being defined by the rules like a +X/+Y counter and the text could be vastly simplified:
--Put an island counter on target land. (That land is that type in addition to its other types for as long as it has that counter on it.)
And then drop that reminder text entirely:
--Put an island counter on target land.
--When Wayfarer Dryad enters the field, put a mountain or plains counter on target land.
The "land token to all" ability in the first post only really makes sense in green and maybe a little in white since it is a shared growth.
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
Islandfare (All tapped lands are Islands in addition to their other types. This creature can't attack unless the defending player controls an island.)
1) This version doesn't use land tokens or counters, which makes it a lot easier to keep track of.
2) Because of the very limited range of interactions that tapped lands have, changing the type of the lands won't have as great an impact on the game.
3) Players still have control over wether or not their lands are islands. Decks that have already established board position or have lots of instants may not need to tap their lands before you attack.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Heh, clever. I really like this version.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
This creature can't attack unless the defending player controls a tapped land.
Because that is exactly like islandhome, which I don't want.
I was looking for two things when making a mechanic:
1) I want a card that can attack against any opponent, but still have some limitation. The card shouldn't be dead in the water against nonblue decks, it should be a card you can include maindeck without worrying about whether the opponent is running islands, but still have something that says "hey this is a boat, it can't traverse mountains/forests/etc"
2) The keyword mechanic can't strictly be a drawback, because I've come to realize that constitutes a bad mechanic and that coming up with drawbacks is way too easy. So it has to be "can't attack players that don't control an island" but with some kind of advantage attached, preferably one that's related to the drawback somehow.
correction, I'm left with a glorified wall and an Island token. :]
This.
It is an interesting thought though. Maybe I can somehow involve whether or not a land (or lands) are tapped as part of the mechanic.
Also I like how it affects the game mechanically, Veteran Brawlers and such.
edit: Also. Maybe it's not such a redundantly worded mechanic. Because it's worded that way for flavor reasons. Which is a worthwhile reason. The problem if anything is that players will read into the mechanic and realize that it's redundantly worded, which will incur their scorn and criticism.
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre
Yeah, I actually thought that this thread would be a discussion of the Harbor-Serpent style "Island-home". I don't know how you'd keyword it though...
I <3 Islands (This creature can't attack unless the number of islands on the battlefield is at least equal to it's power.)
or I guess you could just put a number in there too.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Problem is, how does it work from a flavor standpoint? If the opponent doesn't control any of the islands, how can it still traverse there?
Also, the ability is still strictly a drawback, wondering how to spin some advantage into it. (edit: oh right, Islandwalk... but still)
Seeing as mana ramping is not ok in blue, I am seriously considering going with a flood counter version. The advantage being that you are disrupting the opponent's mana. So I pretty much have the working version on the earlier page already:
So yea. This does everything it needs to. So I guess I'm officially going with that.
question is
- how to name the ability. Mariner, Marine, Seafarer, Islandfare, Islandlink
- Flood counters can only refer to Islands, so is there any point in leaving the name open to other basic land types? There will never be a Forestfare or Plainsfare because there are no such things as flood counters for those land types. (not that I know of, anyway)
- How should the reminder text be worded, specifically. The reminder text I have above seems perfect, but:
- ..Rules-wise, are lands with flood counters Islands by default, or does a card need to specify this? I think I should change the rules to make flood counters turn lands into islands. (so it would be specified in reminder text rather than non-reminder text.) This would be reflected in the reminder text of my card by saying. "If that player doesn't, put a flood counter on that land. A land with a flood counters on it is an Island."
- also should the reminder text specify that the affected land loses all abilities and becomes an Island? "If that player doesn't, put a flood counter on that land. That land becomes an Island and loses all other abilities."
Flavor: If your opponent controls an Island, Harbor Serpent attacks directly. If your opponent doesn't control an Island, their land at least is bordered by your Islands and Harbor Serpent can rear up out of the harbor and come crashing down on them.
... so instead of a shared mana boost, you are going for color screw or land destruction? The first wasn't very blue, but this isn't any more blue.
... Flood counters have no rules attached to them that defines a land as being an Island. However, creating rules that would define what a flood counter does would have a functional change on either Quicksilver Fountain or Aquitect's Will. Quicksilver Fountain (like Blood Moon) removes all other types and abilities from the land. Aquitect's Will leaves the other types and abilities on the land alone.
This is another reason why, as I said previously in this thread that I opted for counters named after the land types. For several reasons including:
-If you Magical Hack a card that puts flood counters, it changes the text that defines the land as being an Island, but it doesn't change the name of the counter.
-If the counter is named after the land type, then the defining text can be more generic and doesn't have to specify the name of the counter and the type that it becomes: "That land is that type in addition to its other types for as long as it has that counter on it."
-This allows for an ability that can add two or more different types of counters and the defining text remains the same.
-Making it in addition to its other types allows you can add counters to your opponents lands without having to overbalance for color screw.
-Ultimately type counters could more easily be defined by the rules like +1/+1 counters than flood counters or mire counters.
Nothing like that can be done very easily with specially named counters like flood, mire, etc.
Atlantean Diver
UU
Creature - Merfolk Scout
Islandwalk
~ can't attack unless there are four or more islands on the battlefield.
3/3
Player retains the same number of lands, so it's not exactly land destruction. Besides, every color has had some card that deals with color screw or land destruction.
I also made a similar card (omitting the can't attack if no island clause), but instead of using counters, you replace the land with an island from your deck. It's a bit harder to read, but at least there's no memory issue and no new rules to define. It also has other upsides (eg thins your deck, fetch a dual land). compare:
Floodmaker
1U
Creature - Merfolk Wizard
When ~ enters the battlefield, choose target land. You may search your library for an Island card and put it onto the battlefield under the land's controller's control, then shuffle your library. If you do, destroy that land.
2/1
........................