Enchantment (U) Surprise! (As this enters the battlefield, each opponent closes their eyes and you hide this underneath a permanent an opponent controls.) Whenever an opponent touches the permanent this is hidden under, reveal ~ and sacrifice it. If you do, it deals 5 damage to each opponent.
Predatory Surprise
Enchantment (U) Surprise! (As this enters the battlefield, each opponent closes their eyes and you hide this underneath a permanent an opponent controls.) Whenever an opponent touches the permanent this is hidden under, reveal Predatory Surprise and sacrifice it. If you do, create a 5/5 green Crocodile creature token. "In a while" is now.
The trigger was originally when the permanent became tapped. But I went with this version because it still triggers when it becomes tapped, but also if your opponent tries to get tricky and poke their cards to try to reveal any cards underneath.
Instant (U) Return target creature to wherever it came from. (Return it to whatever zone it entered from. If it's a token, it ceases to exist.) "Permanent" can be a misleading term.
I recognize the inherent memory issues here, but I don't think they're that bad. I can usually remember if I cast something or reanimated it or whatever.
Look, I'm not going to say that the mechanic I'm going to show you is good. I know the flaws. Some things are just fun to design and you can't help yourself.
Learn the Unknowable
Sorcery (U) Spiral into insanity, then search your library for a card, put it into your hand, then shuffle. (To spiral into insanity, exile half your library, rounded up.) All of the knowledge in the Multiverse is useless without a mind to hold it in.
Sanity Nibbler
Creature -- Horror (U) Sanity Nibbler can't block. At the beginning of your upkeep, you may spiral into insanity. If you do, return Sanity Nibbler from your graveyard to the battlefield. (To spiral into insanity, exile half of your library, rounded up.) 2/2
Otherworldly Incursion
Enchantment (U) When Otherworldly Incursion enters the battlefield, spiral into insanity. (To spiral into insanity, exile half of your library, rounded up.) Whenever you spiral into insanity, create a 3/1 blue and black Horror creature token with "This creature can't be blocked."
Void Delver
Creature -- Human Warlock (R) At the beginning of your upkeep, delve into insanity, then draw a card. As long as you have one or fewer cards in your library, you may cast spells from your hand without paying their mana cost. Knowledge opens many doors — some of which are better left closed. 2/2
Reality Shredder
Creature -- Horror (M) Ward — Spiral into insanity Whenever Reality Shredder attacks, spiral into insanity. Whenever a player spirals into insanity, you may cast a card from among the exiled cards without paying its mana cost. 7/7
I always wanted a mechanic that set your library to a specific number of cards (eg exile all but ten) But was never sure how to use it
That's an interesting idea, but I'm not sure how to use it offhand either. It would take some tinkering, for sure.
One problem with both mechanics is that exiling random cards from your library is, statistically, not really a drawback until it suddenly kills you. I tried to keep that in mind when balancing the cards above while also making the mechanic relevant when it wasn't losing you the game.
Creature -- Human Assassin [U] When Premeditated Murderer becomes plotted, put a bounty counter on target creature. When Premeditated Murderer enters, destroy target creature with a bounty counter on it. Plot Death waits for some men. 3/1
I've posted some version of this mechanic here, but I wanted to include it in this thread for posterity. I like that it's a mechanic with no moving pieces, but the decisions it causes varies depending on the card it's on and your board state.
Gangly Gangster
Creature -- Goblin Rogue (C) When Hired Legbreaker enters, threaten target opponent. (Draw a card unless that player pays life equal to the greatest power among creatures you control.) By joining the Cartel, he turned his hobby of beating up strangers into a career. 2/1
Hired Legbreaker
Creature -- Ogre Rogue (C) When Hired Legbreaker enters, threaten target opponent. (Draw a card unless that player pays life equal to the greatest power among creatures you control.) "There's two ways this can end: walking home or crawling home." 4/4
Knifepoint Negotiation
Sorcery (U) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Threaten target opponent. (Draw a card unless that player pays life equal to the greatest power among creatures you control.)
Extortion Racket
Enchantment (U) When Extortion Racket enters, threaten target opponent. (Draw a card unless that player pays life equal to the greatest power among creatures you control.) Whenever you threaten an opponent, put a +1/+1 counter on target creature you control.
Kingpin's Enforcer
Creature -- Human Rogue (R) At the beginning of your upkeep, threaten target opponent. (Draw a card unless that player pays life equal to the greatest power among creatures you control.) "The good news is that after today, you won't have to worry about your debt either way." 2/3
Cartel Muscle
Creature -- Minotaur Rogue (U) When Cartel Muscle enters, threaten target opponent. (Draw a card unless that player pays life equal to the greatest power among creatures you control.) Whenever you threaten an opponent, threaten that opponent again. This ability triggers only once each turn. 3/2
I love this mechanic. it's a browbeat that folds more organically into other elements of the game like boardstate, and toning it down to 1 card lets you fold it into existing bodies.
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Any resemblance to actual persons, living or dead, is purely coincidental.
I've been dabbling with creating new mechanics for some of the Ravnica guilds. Here's one for my fave, the Izzet.
Scalding Steam
Instant [C] Intensify (For each number in square brackets, you may pay an additional to cast this spell and increase the value of that number by one.) Scalding Steam deals [2] damage to target creature and [2] damage to that creature's controller.
Quixotic Response
Instant [C] Intensify (For each number in square brackets, you may pay an additional to cast this spell and increase the value of that number by one.) Counter target spell unless its controller pays []. Scry [1].
Desperate Theory
Sorcery [R] Intensify (For each number in square brackets, you may pay an additional to cast this spell and increase the value of that number by one.) Draw [four] cards, then choose [two] cards in your hand and discard the rest.
Duplicitous Doubling
Sorcery [M] Intensify (For each number in square brackets, you may pay an additional to cast this spell and increase the value of that number by one.) Choose target creature. Create [one] token(s) that's a copy of that creature, except it enters with [one] additional +1/+1 counter(s) on it.
Notes: -- For each bracket, you can pay the additional cost once. For example -- Scalding Steam can, at most, deal 3 damage to a creature and to its controller for a cost of . -- There is no built-in limit to the number of brackets the card can contain, but for the introduction to the mechanic I'd have all of the cards have two. Having just one makes the mechanic Kicker. Having more than two gets too messy for my taste. -- There isn't a ton of design space here, but I think that's what makes it a good guild mechanic. Guild mechanics don't carry a set by themselves so they don't have to be super deep.
Renders
*Note: Because of the automatic formatting of the card software I use, the text of the renders may not match 100% to the text versions.
Here's a mechanic for those sneaky sneaksters at House Dimir.
Whisper Collector
Creature -- Human Rogue [U] Whenever Whisper Collector deals combat damage to a player, draw a card. Undermine (You may cast this for its Undermine cost. If you do, it can't block or be blocked and has "Whenever this deals combat damage to a player, return it to its owner's hand.") 1/3
Dimir Heartstopper
Creature -- Human Assassin [C] Undermine (You may cast this for its Undermine cost. If you do, it can't block or be blocked and has "Whenever this deals combat damage to a player, return it to its owner's hand.") According to official records, no one has ever been killed by a Dimir assassin. 4/2
Insidious Agent
Creature -- Vampire Rogue [C] When Insidious Agent enters, each opponent loses 1 life and you gain 1 life. Undermine (You may cast this for its Undermine cost. If you do, it can't block or be blocked and has "Whenever this deals combat damage to a player, return it to its owner's hand.") 2/1
Stoic Beguiler
Creature -- Vedalken Wizard [R] When Stoic Beguiler enters, gain control of target creature for as long as you control Stoic Beguiler. Undermine (You may cast this for its Undermine cost. If you do, it can't block or be blocked and has "Whenever this deals combat damage to a player, return it to its owner's hand.") 1/4
Notes: -- Pretty straightforward mechanic. It allows Dimir agents to get in and accomplish their covert missions without the interference of the riffraff. -- In my opinion, Dimir hasn't really gotten a mechanic yet that fits them well. Transmute, in the original Ravnica set, was a cool mechanic but didn't really have anything to do with the guild, mechanically or flavorfully. Cipher was their best effort so far, but the mechanic was hard to balance around and they maybe played it too safe, so none of the cards really made a splash. Surveil is a great mechanic, but only because Scry is a great mechanic and that's basically what it is. It has the same problem of not being strongly Dimir, and now that it's evergreen it feels even less like a Dimir-specific mechanic.
Next up is the Rakdos Cult, which is somehow still allowed to put on performances despite the dazzling loss of life.
Hype Razer
Creature -- Imp [C] Haste Ensemble 1 (Whenever another creature enters under your control, you may sacrifice this. If you do, put a +1/+1 counter on that creature and it gains haste until end of turn.) He starts off every show with a bang. 1/1
Bomb Juggler
Creature -- Goblin Rogue [C] When Bomb Juggler dies, it deals 2 damage to any target. Ensemble 2 (Whenever another creature enters under your control, you may sacrifice this. If you do, put two +1/+1 counters on that creature and it gains haste until end of turn.) 2/2
Stage Fright
Creature -- Skeleton [R] At the beginning of your end step, you may pay {1}{b} if an opponent lost life this turn. If you do, return Stage Fright from your graveyard to the battlefield tapped. Ensemble 1 (Whenever another creature enters under your control, you may sacrifice this. If you do, put a +1/+1 counter on that creature and it gains haste until end of turn.) 2/1
Raucous Ringleader
Creature -- Human Rogue [U] Whenever you sacrifice a creature, draw a card. This ability triggers only once each turn. Ensemble 2 (Whenever another creature enters under your control, you may sacrifice this. If you do, put two +1/+1 counters on that creature and it gains haste until end of turn.) 2/2
Judith, Queen of the Spotlight
Legendary Creature -- Human Shaman [R] As Judith, Queen of the Spotlight enters, create two 1/1 black and red Performer creature tokens with Ensemble 1. Whenever a creature you control dies, Judith deals 1 damage to any target. She has the audience's full attention before she even steps foot on the stage. 2/2
Notes: -- Rakdos' mechanics have been pretty decent so far. Their original mechanic, Hellbent, I think was a miss -- it's just not that common (or fun) to be playing with an empty hand, and the "heckbent" version they introduced later was a better implementation. I'm a fan of both Unleash and Spectacle, though! They play well and fit the guild. -- I've posted a version of this mechanic before under a different name. The only tweak I've made is that the ability now grants haste, which allows you to not lose momentum when using it. It also makes it feel more Rakdos (at least to me). -- The flavor is that the creature with Ensemble is acting as a backup performer to the creature that just entered, making it more potent.
I'll get back to posting guild mechanics, but first -- a squid!
Constricting Tentacle
Creature -- Tentacle [C] When Constricting Tentacle enters, tap target creature you don't control, then put a stun counter on it for each Tentacle you control. A deck can have up to eight cards named Constricting Tentacle. 2/2
Doom of Ships
Creature -- Kraken [U] This spell costs less to cast for each Tentacle you control and each Tentacle card in your graveyard. When Doom of Ships enters, return any number of tapped creatures to their owner's hands. 8/8
I've got a backload of random cards I want to post. Here's one!
Tar Pit Summons
Sorcery [C] Choose one — • Create a 5/1 black Dinosaur Skeleton creature token. • Create a 3/1 black Dinosaur Skeleton creature token with flying. • Create two 2/1 black Dinosaur Skeleton creature tokens.
I think it's a fun gimmick that the card makes three different tokens with the same type, but they're all still (hopefully) easily distinguished. Them all having one toughness is an intentional choice to tie it all together mechanically. Plus, as we all know, skeletons are pushovers.
Trying to capture the flavor of a golem that follows one order relentlessly until it's destroyed.
Iron Servitor
Artifact Creature -- Golem [U] When Iron Servitor enters, choose one — • Iron Servitor can't block and attacks each combat if able. • Iron Servitor has defender and blocks each combat if able. Forged of one metal for one purpose. 4/4
Anyone who doesn't love dinosaurs can get the hell out my thread.
Huntleader Raptor
Creature -- Dinosaur [R] Haste When Huntleader Raptor enters, until end of turn, creatures you control gain “Whenever this creature deals combat damage to a player, draw a card." The lone raptor dies while the pack feasts. 3/3
Creature -- Phyrexian Snake (C) Deathtouch Defile (You may pay up to less to cast this spell. It enters with a -1/-1 counter on it for each mana not paid in this way.) It injects things much worse than venom. 3/3
Essence Harvester
Creature -- Phyrexian Beast (U) Defile (You may pay up to less to cast this spell. It enters with a -1/-1 counter on it for each mana not paid in this way.) Whenever Essence Harvester enters, you gain life equal to its power. 6/6
Corrupted Splicer
Creature -- Phyrexian Artificer (U) Defile (You may pay up to less to cast this spell. It enters with a -1/-1 counter on it for each mana not paid in this way.) When Corrupted Splicer enters, create a 3/3 colorless Phyrexian Golem artifact creature token. 3/3
Furnace Pouncer
Creature -- Phyrexian Beast (C) Defile (You may pay up to less to cast this spell. It enters with a -1/-1 counter on it for each mana not paid in this way.) Whenever you cast an instant or sorcery spell, Furnace Pouncer gets +2/+0 until end of turn. 2/3
Unstable Metamorph
Artifact Creature -- Phyrexian Shapeshifter (R) Defile (You may pay up to less to cast this spell. It enters with a -1/-1 counter on it for each mana not paid in this way.) You may have Unstable Metamorph enter the battlefield as a copy of any creature on the battlefield, except it's an artifact in addition to its other types. 0/0
Phyrexian Annihilator
Creature -- Phyrexian Horror (M) Trample Defile (You may pay up to less to cast this spell. It enters with a -1/-1 counter on it for each mana not paid in this way.) Whenever Phyrexian Annihilator deals combat damage to a player, that player sacrifices that many permanents. 8/8
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