causing a player to sacrifice a creature, how is this achieved in lore?

Lore forum

Posted on Sept. 2, 2015, 9:36 a.m. by raptor77

So two planes walkers are duking it out and one cast a spell like Fleshbag Marauder, what is it exactly that causes the other planes walker to sacrifice a creature they own? what is it that compels them to comply with the spell from their opponent?

grumblegamer says... #2

It's more the horror of the monster or spell causes them to sever ties to that creature and it dies. Or maybe more along the lines of it temporarily causes you to go mad and kill one of your own minions

September 2, 2015 10:51 a.m.

Swamy says... #3

I would see it almost as like a mind control effect.

September 2, 2015 11:03 a.m.

raptor77 says... #4

If it was mind control why stop at making them kill one of their creatures and not themselves ?

September 2, 2015 11:19 a.m.

shinobigarth says... #5

I don't think it's mind control, that's blues thing. If I had to guess I'd say more the going mad for a short time thing.

September 2, 2015 12:38 p.m.

TreeCat says... #6

Perhaps it severs the walkers connection, or weakens it, to their creations.

September 3, 2015 5:54 p.m.

MarduGras says... #7

I would say that the spell/creature/ability is targeting you and you push one of your guys in the way.

In the case of Fleshbag Marauder the enemy planeswalker casts a creature with the intention of killing you but you just push a Storm Crow in front of it.

September 5, 2015 9:26 a.m.

shinobigarth says... #8

And what about when you don't have any creatures? What's the flavor then?

September 5, 2015 12:36 p.m.

raptor77 says... #9

that should be optional then ie : Fleshbag Marauder has etb effect of: Pay 3 life of sac a creature. Its the same as blocking, as a planes walker you see a creature coming and decide whether to block or not

If it caused you such fear or anxiety you couldn't hold connection that dosen't make sense because say I have 2,3 or 12 creatures I still only sac 1. There for I can maintain 11 creatures connection in one instance but only 2, for apparent reason.

One possibility is there is some connection to some God like Erebos who demands that a price be paid when someone has devoted a spell to them and so they will take it if it is not given, therefor no point denying them. Of course that asks the question why the God dosen't crack the shits when no sacrifice is avliable

September 5, 2015 1:20 p.m.

MarduGras says... #10

shinobigarth not all black cards are evil, maybe he's just trying to give you a hug.

September 5, 2015 3:52 p.m.

I think you should look to other cards for your explanation.

Diabolic Edict and Chainer's Edict are perhaps the classic example of this effect, here perhaps represented as a metaphysical demand that something must die. If nothing is there to die then the magic behind the spell is satisfied (also it doesn't punish a player for having no sacrifices because the effect circumvents both hexproof and indestructible so it's already very powerful from a gameplay perspective)

Other variations are emanations of death/sickness magic where certain creatures affected succumb, unable to fight it off even if immune to direct harm (Hexproof, Protection from Black, and Indestructible). Killing Wave being the example that springs to mind

So I guess the flavor of Fleshbag Marauder is that it demands all present to sacrifice one of their own. Alternatively it summons some sort of abyss that sucks lifeforce from all present until a life has been claimed from each player and the siphon is sated.

September 5, 2015 8:13 p.m.

shinobigarth says... #12

Like it demands something to die, just that it's not powerful enough to cause a planeswalker to die?

September 5, 2015 8:54 p.m.

sure I guess, at the end of the day it probably can't make a planeswalker card die because the original sacrifice effects predated the existence of planewalker cards and planeswalker cards are so underrepresented compared to the other card types that there wasn't much reason to change the template.

It doesn't make you lose life because sacrifice effects are already sometimes more powerful that destroy effects so it's not like they need the added plus of lifeloss as well.

At the end of the day questions of "why doesn't X have/do Y, when in terms of flavor it should" are almost always answered "because it doesn't add enough to the gameplay"

September 6, 2015 2:22 p.m.

This discussion has been closed