Monday, August 25, 2014

Playtesting Update #2



I have begun to realize that Ante Commander needs more Ante cards and less land destruction.  This update is geared to address this.

1. Cuts: Vindicate (all), Strip Mine (all), Wasteland (all), Soul of ____ (all), the 4 of a color cycle (all except green), Sublime Archangel (green), Holg, the Resourceful (red)

Vindicate, Strip Mine and Wasteland have lead to many unfun games of little interaction and low ante counts.  Vindicate will be replaced my Maelstrom Pulse and other lands will be added.

The Souls are great cards, they just don’t fit.

The 4 of a color cycle is currently filled with crap and needs to be reworked.  I like the idea of having cards that cost 4 of a color, but they will need much more time to design and work.

Sublime Archangel just felt weird in the deck and green didn’t have a 4 of a color card, it got the axe.

Holg, the Resourceful was a great card, but I both wanted to replace his slot and create an ante Snapcaster Mage that would go in each deck.  Holg has evolved into Resourceful Goblin.

2. Adds: Maelstrom Pulse (all), Gemstone Quarry (all), the Mine land cycle (all), The Winds enchantment cycle (all), Resourceful Goblin (all), Pack Wars! (red)

Maelstrom Pulse replaces Vindicate and helps to prevent tokens taking over.

Here is Gemstone Quarry:

Gemstone Quarry
Ante Land
T: Add 1 to your mana pool. If Gemstone Quarry has a luck counter on it, instead add one mana of any color to your mana pool.
1: Put Gemstone Quarry onto the battlefield with a luck counter on it. If you do, ante the top card of your library. Activate this ability only if Gemstone Quarry is in the ante and only any time you could cast a sorcery.

The Mine land cycle are lands, one of each color, that pain you to tap for their color or you can pay one of the color, tap and sacrifice to draw a card. They are all named after the Urza cycling lands: Crater Mine, Isle Mine, Karst Mine, Meadow Mine, and Mire Mine.

Example:

Crater Mine
Land
T, Pay 1 life: Add R to your mana pool.
R, T, Sacrifice Crater Mine: Draw a card.

The Winds enchantments cycle consists of Ante Enchantments that give you an effect when you ante a card and ante a card themselves.

Fowl Winds
2W
Ante Enchantment
When Fowl Winds enters the battlefield, ante the top card or your library.
Whenever you ante a card, put two 1/1 white Spirit creature tokens with flying onto the battlefield.

Shifting Winds
2U
Ante Enchantment
When Shifting Winds enters the battlefield, ante the top card of you library.
Whenever you ante a card, return target nonland permanent to its owner’s hand.

Hell’s Winds
2B
Ante Enchantment
When Hell’s Winds enters the battlefield, ante the top card of your library.
Whenever you ante a card, you may return target creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step.

Thundering Winds
2R
Ante Enchantment
When Thundering Winds enters the battlefield, ante the top card or your library.
Whenever you ante a card, Thundering Winds deals 3 damage to target creature or player.

Rustling Winds
2G
Ante Enchantment
When Rustling Winds enters the battlefield, ante the top card of your library.
Whenever you ante a card, reveal the top card of your library. If it is a land card, you may put it onto the battlefield.

Resourceful Goblin is designed to be the red Snapcaster, slower, usually less options, but more raw power.  I am happy to find ways to put more red cards in the decks.

Resourceful Goblin
1R
Ante Creature – Goblin
Sacrifice Resourceful Goblin: You may play target card you own in the ante this turn. If you do, ante the top card of your library.
1/2

Pack Wars! Is a crazy idea that I would like to try in a game.  We will see if it is fun.

Pack Wars!
RRR
Ante Sorcery
Players play a MAGIC subgame for ante, using the top fifteen cards of their libraries as their decks. Players draw two cards for their opening hands instead of seven. During the subgame, players may cast one spell and activate one ability without playing their mana costs each turn and if a player would draw a card while his or her library has no cards in it, he or she doesn’t draw a card instead. When the subgame is over, players shuffle their libraries. If a player wins, he or she may choose a permanent. If he or she does, that player gains control of and owns the chosen permanent, then antes the top card of his or her library. The chosen permanent’s former owner gains ownership of the anted card. (Players can concede or intentionally draw the subgame.)

3. Card Updates:

Updated the Generals with better, clearer abilities:

Gwendal, the Bicorn
WU/BR/G
Legendary Creature – Unicorn
Commanding — When Gwendal, the Bicorn enters the battlefield, choose up to X, where X is the number of times it has been cast from the command zone — Exile another target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step; or put a 1/1 white Soldier creature token onto the battlefield, then populate; or gain 5 life; or transform Gwendal, the Bicorn. (Put a token onto the battlefield that’s a copy of a creature token you control.)
Unanteable (If Gwendal, Wrath’s Taken would be put into the ante or you would lose ownership, instead put it into your graveyard, then ante the top card of you library.)
2/3
Gwendal, Wrath’s Taken (Gwendal, the Bicorn’s Transformation)
Legendary Creature – Unicorn Demon
(Gwendal, Wrath’s Taken is white, black and red)
Haste
Unanteable (If Gwendal, Wrath’s Taken would be put into the ante or you would lose ownership, instead put it into your graveyard, then ante the top card of you library.)
6/2

Hermie, Homarid Dreamer
UB/RG/W
Legendary Creature – Homarid
Commanding — When Hermie, Homarid Dreamer enters the battlefield, choose up to X, where X is the number of times it has been cast from the command zone — Return another target nonland permanent to its owners hand; or scry 1, then draw a card; or when you cast the next instant or sorcery this turn, you may pay its mana cost. If you do, put it into its owner’s hand as it resolves; or transform Hermie, Homarid Dreamer.
Unanteable (If Hermie, Homarid Dreamer would be put into the ante or you would lose ownership, instead put it into your graveyard, then ante the top card of you library.)
2/3
Hermie, Dreams Revealed (Hermie, Homarid Dreamer’s Transformation)
Legendary Creature – Elemental Homarid
(Hermie, Dreams Revealed is blue, red and green)
Trample
Unanteable (If Hermie, Dreams Revealed would be put into the ante or you would lose ownership, instead put it into your graveyard, then ante the top card of you library.)
5/3

Rakadak, the Pilferer
RG/WU/B
Legendary Creature – Orc
Commanding — When Rakadak, the Pilferer enters the battlefield, choose up to X, where X is the number of times it has been cast from the command zone — Rakadak, the Pilferer deals 2 damage to target creature or player; or untap target creature and gain control of it until end of turn. That creature gains haste until end of turn; or the next instant or sorcery you cast this turn has storm; or transform Rakadak, the Pilferer.
Unanteable (If Rakadak, the Pilferer would be put into the ante or you would lose ownership, instead put it into your graveyard, then ante the top card of you library.)
2/3
Rakadak, Grace’s Found (Rakadak, the Pilferer’s Transformation)
Legendary Creature – Angel Orc
(Rakadak, Grace’s Found is white, blue and red)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Unanteable (If Rakadak, Grace’s Found would be put into the ante or you would lose ownership, instead put it into your graveyard, then ante the top card of you library.)
4/4

Cascading Chasm was fine but clunky, so I cranked it up a bit:

Cascading Chasm
Land
When Cascading Chasm enters the battlefield, exile cards from the top of your library until you exile two land cards. You may put a land card onto the battlefield, then put the rest of the exiled cards on the bottom of your library in a random order.
T, Sacrifice Cascading Chasm: Add 1 to your mana pool.

Jeweled Bird made the ante less interesting and fun, so I changed it to only one card.  We will see if this helps or if it just needs to be cut.

Jeweled Bird
1
Ante Artifact
T: Put Jeweled Bird into the ante. If you do, put a card you own from the ante into your graveyard, then draw a card.

Forbidden Dance completely changed as the original was darn near unplayable.  It is now way more powerful, but hopefully fun:

Forbidden Dance
2R
Ante Sorcery
Target opponent draws two cards, then you gain control of his or her hand until end of turn. (You may look at and play cards from target opponents hand and you control spells cast from his or her hand.)
Ante the top card of your library.

Update: I forgot to update Binding Contract.  It just didn't play right, so hopefully this will be better.

Binding Contract
1R
Ante Enchantment - Aura
Enchant player
At the beginning of his or her upkeep, enchanted player antes the top card of his or her library.

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