Starcraft set keyword mechanics

Custom Cards forum

Posted on April 24, 2017, 1:35 a.m. by shinobigarth

I'm working on a set based on Starcraft, so as a result I have created a couple new keywords taken directly from the game. I'll put their current incarnations below and which race they are for.

Shields (Protoss)

At the beginning of each upkeep, put a shield counter on this creature. If it would be destroyed, remove a shield counter from it. If you do, the next time this creature would be destroyed this turn, it isn't.

Cloaked (some Protoss, some Terran)

This creature cant be blocked and can't be the target of spells or abilities your opponents control.

Burrowed (Zerg)

Until end of turn, this creature cant attack or block and can't be the target of spells or abilities your opponents control. Tap it and remove it from combat.

Ranged (all Terran, some Protoss, some Zerg)

This creature deals combat damage before creatures with first strike.

Detector (all)

Creatures your opponents control lose burrowed and cloaked and cant have or gain burrowed or cloaked.

The main concern so far is with Shields. I'm trying to figure out a way to use the Protoss units' shield numbers from the game to determine how many shield counters they can have max, and have them possibly prevent damage instead, but I haven't been able to do that without making it very verbose.

Suggestions are welcome. Please let me know if any wording is incorrect, or if you think an ability would work better a different way.

MollyMab says... #2

Shields is broken. Every turn mana less repeatable protection from destroy effect. I ask what does shwilds add as opposed to giving a mana cost to prevent damage or something? How does it improve the game besides making boards stickier?

What is the point if ranged? If a lot of creatures have first strike, firstest strike just makes things more complicated then just giving firstest strike cards first strike and taking first strike away from the others.

Cloaked is just uninteractive. Invisible Stalker is not a good card to base a mechanic off.

April 24, 2017 3:02 a.m.

shields would only be (barely) balanced in a small number, and a one time thing, like totem armor, cloaked is just another shroud/hexproof, nice start to a great idea though

April 24, 2017 3:08 a.m.

shinobigarth says... #4

I know Shields is problematic. My other idea is giving the player shield counters similar to energy counters that you can use for any creature with Shields to prevent damage.

With Ranged i was thinking if these cards were mixed with real cards, the flavor of having a gun vs having melee weapons. I'll probably just change to first strike though.

Cloaked is uninteractive, but only a couple creatures (2 or 3) have it. Also encourages you to have things with Detector.

April 24, 2017 4:16 a.m.

Epochalyptik says... #5

Most of these are already existing abilities. What's wrong with just using keywords like regenerate, hexproof, and first strike.

Why does there need to be something before first strike?

If an ability is only going to appear on 2-3 cards, why give it a keyword?

Don't overcomplicate.

April 24, 2017 7:27 a.m.

Nemesis says... #6

you know, a possible fix for shields could be having damage reduced by the number of shield counters on the card. I think this makes more flavor sense too, seeing as if a shielded unit took more than its shields worth of damage, the rest carried over to that unit.

Also, a possible change for ranged could be something along the lines of "this card can only take damage from other ranged cards" Obviously that wording is off, but you get the gist. This change doesn't really help change the fact that this is just another form of indestructibility though.

April 24, 2017 8:45 a.m.

shinobigarth says... #7

I guess it would make sense to just give creatures with guns first strike and nobody else. And nobody gets double strike. For the ones with long range like Siege Tank, i guess i will translate that to an activated ability to deal damage to any creature.

how would you word the shields for reducing damage taken by the Shields value? Epochalyptik

April 24, 2017 2:15 p.m. Edited.

when protoss enters the battle field or at the beginning of your upkeep,put a shield counter on protoss

if protoss would take damage, prevent x of that damage, where x is the number of shield counters on protosss

April 24, 2017 3:04 p.m.

shinobigarth says... #9

It would probably be more balanced and flavorful to have the damage remove the counters. So that there's a way for them to be removed and they aren't tanking lots of damage.

April 24, 2017 6:18 p.m.

I don't think there's a precedent for that kind of effect. Maybe use Protean Hydra (incidentally close to Protoss...) as a template.

If damage would be dealt to ~, prevent damage equal to the number of shield counters on ~. If you do, remove that many shield counters from ~.

There's also Cover of Winter:
If a creature would deal combat damage to you and/or one or more creatures you control, prevent X of that damage, where X is the number of age counters on Cover of Winter.

If damage would be dealt to ~, prevent X of that damage, where X is the number of shield counters on ~. Remove a shield counter from ~ for each 1 damage prevented this way.

Of the two, I think the latter is better.

April 24, 2017 6:47 p.m.

shinobigarth says... #11

Epochalyptik

Shields 5 (This creature enters the battlefield with five shield counters. If damage would be dealt to this creature, prevent X of that damage, where X is the number of shield counters on it. Remove a shield counter from it for each 1 damage prevented this way.)

April 24, 2017 10:24 p.m.

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