Sorry this took so long. Here's the list of mechanics:
Target creature you control gains protection from everything you don't control until end of turn. Draw a card.
Target creature's owner shuffles it into his or her library. Draw a card.
Target player gains four doom counters. At the beginning of that player's upkeep, he or she removes a doom counter. If he or she can't, he or she loses the game.
Target player skips his or her next phase. (The phases are beginning phase, precombat main phase, attack phase, postcombat main phase and ending phase).
Choose one — Exile target spell; or exile target permanent.
Name a card. Then reveal cards from the top of your library until you reveal the named card and put it into your hand. Exile all other cards revealed this way, then gain 1 life for each of the exiled cards.
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"The only thing necessary for the triumph of evil is for good men to do nothing."
A: Opponent Shroud + a cantrip - nasty. Not worthy of the art.
B: Creature removal + can trip with the potential to help whoever had it shuffled. I like this sort of removal, and defenitely worthy of the art.
C: Being an instant, that doesnt really work. It's also a little overpowered unless cmc ~ 6 or 7. Worthy of the art.
D: Nasty. Skipping phases can be truly annoying. Possibly a little overpowered. Not worthy of the art.
E: Equally nasty. Exiling a permanent? That's the end all be all of removal. Oh, and you can exile spells too... Worthy of the art.
F: I'm unsure of what to think of this mechanic. Really. Not worthy of the art.
I vote for B.
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Tantarus: It didn't make the gaka greifer level, so it should be fine
problem with A is it makes it so you can't target it either.
I don't think they have anything that easy to cast that can guarantee victory like C except maybe door to nothingness, although proliferate helps prevent it. maybe instead of auto-losing they either are reduced to one life or sacrifice each permanent they control and discard their hand.
D is cool, but we just did a similar-ish mechanic with bloodsport.
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"May your Shadow bring death to all who stand before you." - Doug Beyer
I really like the idea of the Doom counters. That seems fun. Maybe a little too powerful though, would probably need some tweaking to balance it better.
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"For small creatures such as we the vastness is bearable only through love." --Carl Sagan
I really like the idea of the doom mechanic, though I do agree that it needs a little work and should be an emblem. To make it work a little with the upcoming set, Scars, it could use poison counters instead of doom counters, just so it doesn't create a new type of counter to keep track of. Here is something that could work:
Target player gets an emblem with "At the beginning of your end step you get a poison counter. (A player with ten or more poison counters loses the game.)"
I know that the art doesn't really "say" poison per say, but they are the only current form of counter that gives a slow way of dying kind of feel.
Mechanic B: Most of the time this will be Oblation, but they don't get cards, and you do. Or an all upside StP or PtE. Anyway, to balance this, think 6 mana or so.
Mechanic C: Meh. Looking at the cost of Door to Nothingness, this will need to cost 5WWUUBBRRGG or something. Probably more. The art isn't epic enough either.
Mechanic D: I don't think we need another Timewalk, and one that requires tonnes of reminder text with that. "You don't untap and don't draw a card. Your upkeep triggers don't trigger and your stuff will not phase in". Skipping the End phase is kinda confusing.
Mechanic E: Voted this.
Mechanic F: Spoils of the Vault, but without tension and all-upside. BORING.
Sorry this took so long. Here's the list of mechanics:
B: Creature removal + can trip with the potential to help whoever had it shuffled. I like this sort of removal, and defenitely worthy of the art.
C: Being an instant, that doesnt really work. It's also a little overpowered unless cmc ~ 6 or 7. Worthy of the art.
D: Nasty. Skipping phases can be truly annoying. Possibly a little overpowered. Not worthy of the art.
E: Equally nasty. Exiling a permanent? That's the end all be all of removal. Oh, and you can exile spells too... Worthy of the art.
F: I'm unsure of what to think of this mechanic. Really. Not worthy of the art.
I vote for B.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
I don't think they have anything that easy to cast that can guarantee victory like C except maybe door to nothingness, although proliferate helps prevent it. maybe instead of auto-losing they either are reduced to one life or sacrifice each permanent they control and discard their hand.
D is cool, but we just did a similar-ish mechanic with bloodsport.
I know that the art doesn't really "say" poison per say, but they are the only current form of counter that gives a slow way of dying kind of feel.
Mechanic B: Most of the time this will be Oblation, but they don't get cards, and you do. Or an all upside StP or PtE. Anyway, to balance this, think 6 mana or so.
Mechanic C: Meh. Looking at the cost of Door to Nothingness, this will need to cost 5WWUUBBRRGG or something. Probably more. The art isn't epic enough either.
Mechanic D: I don't think we need another Timewalk, and one that requires tonnes of reminder text with that. "You don't untap and don't draw a card. Your upkeep triggers don't trigger and your stuff will not phase in". Skipping the End phase is kinda confusing.
Mechanic E: Voted this.
Mechanic F: Spoils of the Vault, but without tension and all-upside. BORING.
Never mind, you exile the cards too, so you mill yourself to death. Whatever.
R Citizen Cane (Feldon of the Third Path)