ZendikariWol says... #1

Any time, Benrocha1990! I'm glad to help out.

February 20, 2020 11:49 a.m.

Benrocha1990 says... #2

Thanks for the feedback on 2 of my lists. I’ve learned a lot and am back to brewing lol.

February 20, 2020 1:52 a.m.

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Said on Ability challenge...

#1

My bad, Tzefick. Basically what I had to say was that it seemed like a really interesting experiment, combining meld and imprint. That said, the design space for the mechanic, while greater than that of imprint or of meld, is still limited by the fact that you have to discard cards to make it work (and as a result, cards with this mechanic really fight each other for space in a deck).

February 20, 2020 12:02 p.m.

Said on ZendikariWol...

#2

Any time, Benrocha1990! I'm glad to help out.

February 20, 2020 11:49 a.m.

Ziusdra, I know, I did read it, and honestly it hardly matters. How many permanents do you run into over the course of an average game which have activated abilities that target another permanent? I guarantee you, at a tournament that number is 0 and the number at my incredibly casual game table MIGHT be one.

February 19, 2020 10:32 p.m.

Said on Ability challenge...

#4

TypicalTimmy, I feel it has to be said, B+ is no insult in my book. I think an A is roughly a mechanic of the tier that it could appear in a whole set. A- needs some working, B+ needs some real working or might require some very strong creative (Madness), B is cool but far from perfect- it would probably not appear in a set because for some reason it's clunky or weird. C is a pretty janky mechanic but there's light at the end of some tunnel- it shows some promise. D is very rough; it would take a miracle to make it even workable. F is an absolute mess.

Basically, I'd say that B is pretty solid and B+ is quite nice for a mechanic made by someone who doesn't work at Wizards of the Coast R&D.

February 19, 2020 10:29 p.m.

Said on Ability challenge...

#5
TypicalTimmy, back when I played Hearthstone it had a mechanic that resembled yours. I think it's very flavorful and very cool, and I think some version of it could slot pretty neatly into a Kaladesh set (also I'm willing to assume that you'd just use +X/+Y instead of actual counters).

But this mechanic is sexy and splashy and I think it would be really appealing to Timmy because of the coolness of a "build your own monster" mechanic, to Spike because it forces you to make tough decisions about how and when it would be beneficial to combine creatures, and to Johnny because there have got to be Johnnies out there that just want to build a deck around their old toy chest.

Overall, quite solid. I give it a B+ for minor logistical and memory issues, what with the whole adding power and toughness separately (though I really like that aspect of it- it adds to the feel of combining).

This is a very, very Johnny mechanic. Normally you want your mechanics to appeal to at least 2/3 psychographics, but this one is just so build-around- you have to jump through so many hoops that anyone but Johnny doesn't want to put in the effort.

That said, I think this could be a mechanic in a really awesome Unset- one split into three factions with six mechanics; the Johnnies, the Spikes, and the Timmies. Each of the factions has two subgroups under it, representing two aspects of the psychographics that make this game so awesome. I think that set would be an absolute treat for enfranchised players.

That said, seriously, this mechanic is so, so difficult to build around. Even most dedicated token decks, outside of commander, don't have more than 3 token types on the field at once. Beyond that, limiting your design space only to effects that scale? That's scary.

Overall, a C. I like your mechanic, it's even given me a pretty strong idea for the structure of an unset, but I think that altogether it's pretty clunky.

I think this mechanic is something really solid. I think that Reset can just be "remove a combo counter from this card," and as someone who loves setting up value engines, I would love to see this go in a set with a lot of general counter removal.

That said, I don't feel the flavor with it. The gameplay is all there but the only thing I can think of is maybe Kylem, and even there it's a bit of a stretch.

That said, it's a clean, cool mechanic that would be easy to balance and I feel would play fantastically. Solid A.

This mechanic is really something else- like a weird hybrid of Meld and Imprint. Altogether, I like it.

That said, I don't know that the gameplay is all there for this. Losing cards is tough, especially for colors like White and Red. It's a fine enough mechanic for 2-person play, but with multiple opponents, this becomes a massive loss of card advantage if played fairly.

Overall, I give it a B-, because it's cool and it's a new and interesting way to utilize double-faced cards, but seems weak in terms of gameplay.

This mechanic is flavorful as all hell, but there is one huge issue.

While I really like how you tackled the two halves being quite simple so that part 3 can have more room (it works well with New World Order and enhances the mechanic's flavor), it doesn't offset the fact that fitting three cards on two halves is tricky.

I don't know what you were thinking, you never specified, but I like the idea of the card being a split card, but the two front halves are facing different directions. It's... new, and I don't honestly know how well it would be received.

Either way, I give this mechanic an absolute A; it's sexy, it's flavorful, and Timmy and Spike are gonna love it- I'm sure you could make some for Johnny but he's less inclined toward it, I feel. Some risks would need to be taken, but I think you're onto something really sweet.

Lots of great mechanics this go-around.

TypicalTimmy packed a Timmy's fever dream- a build-your-own mecha mechanic that, while it had some logistical problems, oozed with beautiful flavor.

dbpunk made a quirky build-around with real charm, but narrow design space.

Boza designed a very general, neat mechanic that does really well to encourage specific lines of play.

Tzefick had an interesting experiment, combining Meld and Imprint, which seems very interesting, if not very strong.

Mj3913 took a bold stance and presented a new, very flavorful way of utilizing double-face cards.

Overall, I have to give it to Mj3913 today. Boza, you were quite close, but Mj's mechanic just felt more like combining to me.

February 19, 2020 11:59 a.m.

Said on Ability challenge...

#6

Yup! I absolutely forgot, Boza. Busy week. That's on me. Expect it to be judged by the end of the day!

February 19, 2020 10:20 a.m.

It's among my favorite politicking cards, Gleeock.

February 19, 2020 10:20 a.m.

BTW Mox Iridium is surprisingly not that relevant, because it's an artifact. Not that many spells care about artifacts. The only things I thought of that could be breakable with it are

Nature's Claim (which becomes a ritual plus 4 life),

Brought Back, Rescue, Steel Sabotage, and other such effects (which go infinite with a free sac outlet and a Archaeomancer effect),

I guess Ghostly Flicker plus any creature that generates mana on ETB,

And finally, this adds infinite mana to the Jeskai Ascendancy combo.

Enough about that. Time for more fragile cards ig.

Breakable Behemoth

Artifact Creature- Beast Construct

Fragile (whenever this creature is targeted or dealt damage, put a wear counter on it, then sacrifice it if it has three or more wear counters on it.)

6/5


You guys, this mechanic had issues.

1- it's a downside mechanic, and those are famously not liked by... anyone except sometimes Spike and the occasional oddball Johnny.

2- it's not a very steep downside. I can't think of a time that any opponent was ever casting two or more spells to target one of my creatures. Ever. It creates a downside for something that doesn't actually happen in the game. That leads new players to turn away from it (because new players are very turned off by downside cards- even good strong ones like Sign in Blood) and experienced players to ignore it. Not a good look for a mechanic.

How do you change that? Fragile implies easy to damage... why not make it respond negatively to damage?? Now, it's still a downside mechanic and downside mechanics are not sexy or usually much fun to play, but this version kind of makes sense and it's much more conceivable that a creature is targeted or damaged three times over the course of a game than targeted twice in one turn.


Anyway, that was a bit of a tangent. How about a card that's fine in terms of power level, but drips with flavor. It could be a character, a plane, a plane yet undiscovered, or a character whose story is yet unwritten. Go wild!

February 19, 2020 10:17 a.m.

BTW Mox Iridium is surprisingly not that relevant, because it's an artifact. Not that many spells care about artifacts. The only things I thought of that could be breakable with it are

Nature's Claim (which becomes a ritual plus 4 life),

Brought Back, Rescue, Steel Sabotage, and other such effects (which go infinite with a free sac outlet and a Archaeomancer effect),

I guess Ghostly Flicker plus any creature that generates mana on ETB,

And finally, this adds infinite mana to the Jeskai Ascendancy combo.

Enough about that. Time for more fragile cards ig.

Breakable Behemoth

Artifact Creature- Beast Construct

Fragile (whenever this creature is targeted or dealt damage, put a wear counter on it, then sacrifice it if it has three or more wear counters on it.)

6/5


You guys, this mechanic had issues.

1- it's a downside mechanic, and those are famously not liked by... anyone except sometimes Spike and the occasional oddball Johnny.

2- it's not a very steep downside. I can't think of a time that any opponent was ever casting two or more spells to target one of my creatures. Ever. It creates a downside for something that doesn't actually happen in the game. That leads new players to turn away from it (because new players are very turned off by downside cards- even good strong ones like Sign in Blood) and experienced players to ignore it. Not a good look for a mechanic.

How do you change that? Fragile implies easy to damage... why not make it respond negatively to damage?? Now, it's still a downside mechanic and downside mechanics are not sexy or usually much fun to play, but this version kind of makes sense and it's much more conceivable that a creature is targeted or damaged three times over the course of a game than targeted twice in one turn.


Anyway, that was a bit of a tangent. How about a card that's fine in terms of power level, but drips with flavor. It could be a character, a plane, a plane yet undiscovered, or a character whose story is yet unwritten. Go wild!

February 19, 2020 10:17 a.m.

Heart of the Cliffs

Legendary Land

Tap an untapped goblin you control: Heart of the Cliffs deals 1 damage to any target.

: add


Wildcard but you can't complete the cycle.

February 18, 2020 1:22 p.m.

A serious squirrel card never got answered. I wonder...

Graytail Elder

Creature- Squirrel Peasant

When Graytail Elder enters the battlefield, you gain 2 life and draw a card.

2/2


Is it strong? No, not really, but cantrip creatures are all right in draft. Some added life gain and a tolerable body make it far from a first pick, but decent value if you're in the colors. Can't tell if it's common or uncommon tho- it mostly depends, I think, on how multicolor-dense the set is.

What set, you ask? Well, the set with the top-down anthropomorphic animal world, of course! Make another Redwall-esque character come to life- perhaps one who leads a faction that we could see represented that we could incorporate into this hypothetical set?

February 18, 2020 11:45 a.m.

Said on The More, the ......

#12

Yup. That all makes perfect sense. Thanks, experienced players!

I'm a college student and I started drafting regularly this summer with a playgroup of 5. Was just wondering if it would be good to add more peas to the pod; seems like it would.

February 18, 2020 11:20 a.m.

Actually my favorite politics deck is piloted by Sisay, Weatherlight Captain. It is... admittedly, not anything extraordinary, but I like it cuz it's quirky and it's a deck that can group hug in the early game and really punch through in the late game (with Sygg, River Cutthroat, Arvad the Cursed, and Basandra, Battle Seraph to push opponents into awfully inopportune attacks).

That said, I think that Marchesa excels at turning opponents against one another and accelerating the game with attacks and I really like that. I play it in a hypothetical Zurgo Helmsmasher politics deck. I was considering putting Zurgo in its place, as he really exemplifies how I take something that's pretty lame, honestly, and makes puts an unexpected spin on it.

February 18, 2020 11:08 a.m.

I wouldn't want to play against you, Gidgetimer, but still I like your style.

February 18, 2020 12:56 a.m.

BTW it's a Kamigawa-esque commander. I think the Plane of Mountains and Seas will replace Kamigawa if WotC ever decides they want to take another crack at top-down eastern myth.

February 18, 2020 12:51 a.m.

Soul of Mountains and Seas

Legendary Creature- Elemental Spirit

Flying

Creatures you control get +1/+1 for each basic land type among lands you control.

2/2


Design another card from the Plane of Mountains and Seas.

February 18, 2020 12:49 a.m.

Said on need help on ......

#17

As a johnny, I am in full support of this idea and I like it a lot.

Probably your commander needs to be General Tazri.

Either way, I think Rainbow could allow you the opportunity to do some really cheeky things with blinking- especially with effects life Isareth the Awakener.

As to your combat concern, run Cunning Evasion. It forces your opponents to choose between taking the damage and recurring ETBs.

February 18, 2020 12:44 a.m.

Said on Mythic Storm Crow...

#18

Chart a Course (or Winged Words for the Storm Synergy) seems way better than See Beyond here.

February 17, 2020 12:03 p.m.

Said on The More, the ......

#19

Whenever I see/hear about people drafting, I always hear about 6-8-person drafts. Is that because it's better that way, or is it just the number of people they tend to have?

If it is better, what makes drafting with more people more fun?

February 17, 2020 11:44 a.m.

Roon of the Hidden Realm, because I prefer to win my grinding out consistent value.

Queen Marchesa, because I love playing with politics.

Emmara, Soul of the Accord, because I love building around wacky effects that work, whether they should or not.

Three really solid commanders that I think reflect my personality and playstyle.

February 17, 2020 11:13 a.m.

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