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 Post subject: Hoard of Notions
PostPosted: Sun Aug 13, 2017 9:02 pm 
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Welcome, unsuspecting poster, to my Hoard of Notions. This thread is where I'll be posting various cards, design musings, and cryptic portents of things yet to come.

Comments and feedback are required strongly encouraged.


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Last edited by Libe on Wed Oct 31, 2018 10:22 pm, edited 26 times in total.

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 Post subject: Re: Hoard of Notions
PostPosted: Sun Aug 13, 2017 9:12 pm 
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MaRo, everyone's favorite elemental, recently posted this article about the modern color pie. For most of us, it was probably a reiteration of things we already know, but nice to have as a reference. The only thing that struck me as odd was this bit filed under Green's pie:

"Banisher Priest–like effect (When this card enters the battlefield, exile target creature/permanent until this card leaves play.)"

To my knowledge, this isn't an effect that we've seen in Green yet. But it's an interesting extension of Green's creature removal tools, which thus far has been limited to flying hate, fightning, and biting the crap out of people.

That brings me to this card:

Swallow Whole

Enchantment -- Aura (U)
Enchant creature you control
When Swallow Whole enters the battlefield, exile target creature an opponent controls for as long as Swallow Whole remains on the battlefield.

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Last edited by Libe on Tue Aug 22, 2017 8:29 pm, edited 1 time in total.

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 Post subject: Re: Hoard of Notions
PostPosted: Sun Aug 13, 2017 9:59 pm 
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Libe wrote:

Fightning Strike-
Instant
Fightning Strike deals 3 damage to target creature, then that creature fights target creature you control.

:duel:

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 Post subject: Re: Hoard of Notions
PostPosted: Mon Aug 14, 2017 6:02 pm 
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razorborne wrote:
Libe wrote:

Fightning Strike-
Instant
Fightning Strike deals 3 damage to target creature, then that creature fights target creature you control.

:duel:

Whopps.

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 Post subject: Re: Hoard of Notions
PostPosted: Tue Aug 22, 2017 8:12 pm 
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If you've been fastidiously following and studying every post I've made in the past ten years, then you know that one of my favorite things is when a card combines two unrelated mechanics in a flavorful way. Unrelated to that, I also like those lawn bags that looks like jack-o-lanterns that you see at Halloween time.

Here's a card like that. Not like a lawn bag, the other part:

Eavesdropping

Enchantment (R)
You may look at your opponent’s hands.
Whenever an opponent draws a card, you may draw a card.
“Always speak as though someone is listening in. Because in this city, someone usually is.”
—Boss Langey


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Telepathy + Consecrated Sphinx isn't that mechanically interesting, I suppose, but sometimes cards are more than the sum of their parts.

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 Post subject: Re: Hoard of Notions
PostPosted: Wed Sep 06, 2017 6:54 pm 
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Gotcha, sucker! You've stumbled into Trap Week!

This week (Starting on Wednesday, as is tradition), I will be posting a Trap card every day until the week ends or I forget, whichever comes first.

We were introduced to Trap cards during the game's first foray to Zendikar, a plane famous for later being eaten by Eldrazi. In case you were curious, yes: people drove the "You activated by Trap card" jokes into the ground within 24 hours of the first one being spoiled. It's that kind of creative genius that I try to emulate in my threads.

Anyway, here's the first card:

Tomb Curse Trap

Instant -- Trap (U)
If a creature has entered an opponent’s control from a graveyard this turn, you may pay rather than pay Tomb Curse Trap’s mana cost.
Exile target creature.
The symbols that covered the tomb were unfamiliar, but the meaning was quite clear.

You activated my Trap card!

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 Post subject: Re: Hoard of Notions
PostPosted: Thu Sep 07, 2017 8:05 pm 
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Another day, another trap.

Like yesterday's card, most traps have an effect that somehow undoes whatever the opponent did to trigger them (See Whiplash Trap, Lavaball Trap). The second kind just punishes them for it (See Stone Idol Trap, Runeflare Trap). Today's card is more like that.

Reflection Trap

Instant -- Trap (R)
If an opponent controls two or more creatures with the same name, you may pay rather than pay Reflection Trap’s mana cost.
Put a creature token onto the battlefield that’s a copy of target creature an opponent controls.
She saw her reflection blink at the same moment she felt the knife in her back.

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 Post subject: Re: Hoard of Notions
PostPosted: Sat Sep 09, 2017 9:11 pm 
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Bruised and beaten, you stagger into a fork in the dungeon. You clutch your bag of treasure tighter in your blood-slick hand, surveying your options. Both directions lead steadily into darkness, yielding no clue which will lead to safety.

Gerrick's knowledge would have come in handy here. It's a shame you left him bleeding on the cold stone floor of the treasure room. But really, he should have known that the dais was booby-trapped, and it's not like he would've dragged you out of here if the roles were reversed.

Enough stalling, you tell yourself. Do you go left or right?

Left


Right


Go back the way you came

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 Post subject: Re: Hoard of Notions
PostPosted: Sun Sep 10, 2017 9:01 pm 
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:two:

Look, some coins! Better grab them!

...

Oh shiii--!

Dragon's Hoard Trap

Instant -- Trap (R)
If a spell or ability an opponent controls caused them to gain control of a permanent you control this turn, you may pay rather than pay Dragon’s Hoard Trap’s mana cost.
Create a 5/5 red Dragon creature token with flying.
Those who choose to steal from a dragon are set for life — as short as it may be.

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 Post subject: Re: Hoard of Notions
PostPosted: Mon Sep 11, 2017 7:30 pm 
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Trap? Trap.

Territorial Trap

Instant -- Trap (R)
If a creature with power 5 or greater entered the battlefield under an opponent’s control this turn, you may pay rather than pay Territorial Trap’s mana cost.
Put a creature card from your hand onto the battlefield. It fights target creature.

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 Post subject: Re: Hoard of Notions
PostPosted: Tue Sep 12, 2017 6:52 pm 
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It's time to say farewell to Trap week, but not before I post something especially dumb:


Chamber of Perils

Artifact (R)
You may cast Trap cards from your hand for their alternative costs.
“Being the head of an expedition has its perks: the respect of your team, a better share of the loot, being the last one into any unexplored ruins...”
—Haddock, expedition leader



Alternative costs are defined in 117.9 of the Comprehensive Rules, so does this work? Possibly more difficult to determine, is it too weak/strong?

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 Post subject: Re: Hoard of Notions
PostPosted: Thu Sep 14, 2017 1:21 am 
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I don't like chamber of perils because it removes the mechanically interesting part of traps and turns them into just discounted spells.

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 Post subject: Re: Hoard of Notions
PostPosted: Thu Sep 14, 2017 6:26 pm 
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Cato wrote:
I don't like chamber of perils because it removes the mechanically interesting part of traps and turns them into just discounted spells.

That's fair. I wanted to make a card that could be used as the lynchpin of a trap deck. I wanted a card that made your traps easier to trigger, but since they all have such different triggers, this was the only feasible way of doing it. It's a Lord of the Unreal-style supporter than covers weaknesses rather than accentuating strengths.

But, yeah, I guess it kind of defeats the point of traps.

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 Post subject: Re: Hoard of Notions
PostPosted: Sat Oct 28, 2017 2:31 pm 
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Yeehaw.

Firefight

Instant (C)
Firefight deals 3 damage to target creature. Wager with an opponent. If you win, Firefight deals 3 damage to that creature’s controller. (To wager, both players reveal cards from the top of their library until they choose to stop. The player whose revealed cards have a combined converted mana cost closest to 10 without going over wins the wager. Each player puts the revealed cards on the bottom of their library in a random order.)

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I know this is super dumb, but I love Western settings and I've been wanting to design a spellslinging cowboy set for ages.

I'm looking for a better name for the keyword action and maybe some more concise reminder text.

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 Post subject: Re: Hoard of Notions
PostPosted: Sat Oct 28, 2017 2:44 pm 
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Chamber of perils could tutor for a trap whenever you cast a trap

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 Post subject: Re: Hoard of Notions
PostPosted: Sat Oct 28, 2017 2:46 pm 
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LilyStorm wrote:
Chamber of perils could tutor for a trap whenever you cast a trap

That's not a bad fix, actually. If you spring one trap, it's easy to stumble into another.

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 Post subject: Re: Hoard of Notions
PostPosted: Sat Oct 28, 2017 2:55 pm 
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I like wager as a name, but if not, gamble works. Either is better than clash.

Do you reveal all at once or go back and forth?

1. I reveal a card, opponent reveals a card, I reveal a card, opponent reveals a card, etc.

or

2. I reveal 7 cards then stop. Opponent then reveals 6 cards and stops.

or

3. We simultaneously reveal cards and choose to stop toether, which doesn't actually work mechanically I think.

Maybe instead of that process, you bid how many cards from the beginning, then reveal to see who's closest. So...

You and target opponent gamble. (Starting with you, each gambler bids a number of cards. Then each player reveals that many cards from the top of his or her library. The player whose cards have the highest total converted mana cost less than 11 wins the gamble. Then those cards are put on the bottom of their owner's libraries in a random order.)

Or not. IDK.

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 Post subject: Re: Hoard of Notions
PostPosted: Sat Oct 28, 2017 5:57 pm 
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I like wager as a name, but if not, gamble works. Either is better than clash.

Do you reveal all at once or go back and forth?

1. I reveal a card, opponent reveals a card, I reveal a card, opponent reveals a card, etc.

or

2. I reveal 7 cards then stop. Opponent then reveals 6 cards and stops.

or

3. We simultaneously reveal cards and choose to stop toether, which doesn't actually work mechanically I think.

Maybe instead of that process, you bid how many cards from the beginning, then reveal to see who's closest. So...

You and target opponent gamble. (Starting with you, each gambler bids a number of cards. Then each player reveals that many cards from the top of his or her library. The player whose cards have the highest total converted mana cost less than 11 wins the gamble. Then those cards are put on the bottom of their owner's libraries in a random order.)

Or not. IDK.

I think #2 is the way to go from a gameplay and practicality standpoint.

(Starting with you, each gambling player reveals cards from the top of their library until they choose to stop. The player whose cards have the highest total converted mana cost less than 11 wins the gamble. Then those cards are put on the bottom of their owner's libraries in a random order.)

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 Post subject: Re: Hoard of Notions
PostPosted: Sun Oct 29, 2017 8:55 am 
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I suppose so. It gives the second gambler an unfair advantage in the process.

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 Post subject: Re: Hoard of Notions
PostPosted: Mon Nov 13, 2017 7:40 pm 
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Cradle Shepherd

Creature -- Treefolk (R)
Permanents you control that entered the battlefield this turn have hexproof.
"There is no greater tragedy than a life gone unlived."
4/5

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This is a card I posted in the original Hoard of Notions back on the Mothership (R.I.P), adjusted for modern-day sensibilities. I liked it a lot, and figured some of you may not have seen it yet.

Green has an occasional theme of "please leave me alone while it's my turn", seen on cards like Dosan the Falling Leaf and Seedtime. This guy works similarly, forcing your opponents to delay their Murdering until their turn.

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