It is currently Wed Dec 04, 2024 11:04 pm

All times are UTC - 6 hours [ DST ]




Post new topic Reply to topic  [ 4 posts ] 
Author Message
PostPosted: Tue Jun 02, 2015 2:50 pm 
Offline
YMtC Champ '12
User avatar

Joined: Sep 23, 2013
Posts: 5220
Location: California
First strike
The first strike faction is dominant in red, secondary in white. First strike is actually a lot like flying: they both care about themselves on other creatures. This mechanic has a little more nuance than flying does since its not an evasion mechanic, but the similarities remain. All of my first strike designs for common leaned toward the simplistic side. Two were already preview: one in the vigilance thread and one in the trample thread.

Ashen Purebreed Image
Creature - Hound (C)
(Image can be paid with or a prize counter.)
First strike
"All the way from shadows of the great Mercadian mountain, these hounds comes from a long line of expert training. Whether as a guard-dog or the lead hunter, their obedience is unrivaled and their tracking skills undeniable. A finer prize you won't likely find."
- Kron, tournament orator

3/2

Another member of the prize counter common creature cycle, and the last with one of the 10 tribal keywords. First strike has been used a lot on artifacts, so there's not even much stretching here as far as it being viable as a colorless card goes.

Quick Hook
Instant (C)
Mastery - Target creature gains first strike until end of turn. Then if that creature has two or more instances of first strike, it gains double strike until end of turn.
"A straight jab is often incorrectly viewed as the quickest way to land the first blow; a strike from the side hits twice as often, especially when employing both fists."
- Fierce, Foremost, ch. 1, ls. 7

This was one of the first mastery cards ever made, and perhaps one of the most intuitive ones. It's a nice concept that is useful in both of its modes and makes for a rather perfect showing-off of mastery.

Battleground Lancer
Creature - Human Knight (C)
First strike
Mastery - Battleground Lancer gets +1/+1 as long as it has two or more instances of first strike.
"Death radius"
- Kjeldoran measurement equal to the standard length of a lance

1/1

The last of the +1/+1 mastery common creature cycle. There have been strict upgrades to Tundra Wolves in this fashion before: Boros Recruit and Mosquito Guard both did it before. Mastery should be a rewarding thing, anyway. Usually you're taking a bit of a gamble throwing multiple resources into the singular basket.



As always, comments and critiques welcomed.

Mechanical distribution and break-down

_________________
Dies to Removal | Karados


Like this post
Top
 Profile  
 
PostPosted: Tue Jun 02, 2015 3:17 pm 
Offline
Member
User avatar

Joined: Feb 09, 2015
Posts: 191
Identity: Curious Cannoli
Really like the mastery mechanic.

_________________
"To believe something is to believe that it is true; therefore a reasonable person believes each of his beliefs to be true; yet experience has taught him to expect that some of his beliefs, he knows not which, will turn out to be false. A reasonable person believes, in short, that each of his beliefs is true and that some of them are false."


Like this post
Top
 Profile  
 
PostPosted: Tue Jun 02, 2015 6:11 pm 
Offline
Member

Joined: Sep 27, 2013
Posts: 3389
There is something about mastery that has always rubbed me up the wrong way and I'm not sure what it is.


Like this post
Top
 Profile  
 
PostPosted: Wed Jun 03, 2015 4:15 pm 
Offline
YMtC Champ '12
User avatar

Joined: Sep 23, 2013
Posts: 5220
Location: California
Really like the mastery mechanic.

Thanks. I like it a lot as well.

Mata Hari wrote:
There is something about mastery that has always rubbed me up the wrong way and I'm not sure what it is.

Hmmm... my biggest complaint about it, having designed with it for a long time now, is how heavy-handed it is. You need a creature with [KEYWORD] to get your cool effect. There was a time when I was just using this as a modal spell. Something like:

Elevate
Instant (C)
Choose one:
- Target creature gains flying until end of turn.
- Target creature with flying gets +2/+2 until end of turn.

I feel this form highlights the separation in a nicer way, but it doesn't quite work well on creatures, which I stubbornly wanted at the time and stubbornly refuse to change now.

_________________
Dies to Removal | Karados


Like this post
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC - 6 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB® Forum Software © phpBB Group