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Post by pasteur on Oct 29, 2015 15:19:09 GMT -8
Vessel (If equipped creature is tapped and would be destroyed, destroy CARDNAME instead.)
Non-random, but plays out differently from game-to-game. Alternatively:
Vessel (If equipped creature is untapped and would be destroyed, destroy CARDNAME instead.)
I like the story of "the vehicle crashes, you survive" on attacking and "you die, but someone else can pilot it" defending; but the gameplay might be better the second way. Really depends on the creatures/equipment we make, and how disposable they are/the tempo you invest in them, to tell you which is the preferable course of events.
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Post by nichgrayson on Oct 30, 2015 5:42:33 GMT -8
Zelyon Sword versus Noble Steeds
I was worried about tracking multiple creatures attached with my Vehicle design from turn to turn, so right as I was finalizing a playtest card pool to proxy for this weekend, I changed operate to be instant speed and last until end of turn. It didn’t take long to recognize that I had severely miscosted my casting and activations based on that substantial change. I also didn’t realize that I could reward everything and make things much simpler with this version. Here’s where I am as of now:
Redline Coupe 2 Artifact - Vehicle 2: Target creature you control gains haste until end of turn. Full crew 3 (If you control exactly three creatures that were targeted by this vehicle this turn, they get +1/+1 until end of turn.)
Highland Wagon 3 Artifact - Vehicle 2: Target creature you control gains trample until end of turn. Full crew 4 (If you control exactly four creatures that were targeted by this vehicle this turn, they get +1/+1 until end of turn.)
Stratus Zeppelin 4 Artifact - Vehicle 3: Target creature you control gains flying until end of turn. Full crew 3 (If you control exactly three creatures that were targeted by this vehicle this turn, they get +1/+1 until end of turn.)
I like that this execution feels very different from equipment. I see creatures loading into rigs every combat to wage war. Feels vehicle-y to me. Mechanically, the caveat is that none of these can have activated abilities that change combat math, or create combat blowouts. But that still leaves us with some meaty keywords at Common. I have no idea how to cost these as of now, but I erred on making the full crew trigger expensive enough to not happen every game.
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Post by Inanimate on Nov 3, 2015 10:04:12 GMT -8
I don't see exactly how the mechanic works wording-wise, but the idea is nice. I agree that sticking to something simple like +1/+1 makes sense. How often are these realistically going to get to a crew of 3 or 4, though? Seems very tough to me.
The idea is nice, regardless, and it's a simple way to pull off Vehicles. Let us know how it goes with playtesting.
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Post by jaytreat on Nov 3, 2015 19:00:50 GMT -8
Vessel ( If equipped creature is tapped and would be destroyed, destroy CARDNAME instead.) Non-random, but plays out differently from game-to-game. Alternatively: Vessel ( If equipped creature is untapped and would be destroyed, destroy CARDNAME instead.)I like the story of "the vehicle crashes, you survive" on attacking and "you die, but someone else can pilot it" defending; but the gameplay might be better the second way. Really depends on the creatures/equipment we make, and how disposable they are/the tempo you invest in them, to tell you which is the preferable course of events. I like this solution.
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