Aces
Posted: Wed Jun 01, 2022 3:18 am
Westenhemp Flying Ace --
Creature - Angel Pilot
Flying
Flying ace (This creature can't lose flying. As long as this is the only creature with flying, it gets +2/+2.)
2/2
Westentort Cavalry Ace --
Creature - Centaur Cavalry
Horsemanship
Horsemanship ace (This creature can't lose horsemanship. As long as this is the only creature with horsemanship, it gets +2/+2.)
2/2
.
Is this as nifty an ability as I think it is? It would obviously work for a cycle of cards (maybe a double or triple cycle of cards per color), and works as both a bonus and drawback, which as a designer I find rather compelling. I also like cards that create deckbuilding challenges, so it tweaks that knob for me, too. But do other people find that as nifty?
Is it too self-referential? The alternative would be to have one generic ability ("ace") which would prevent it from losing its printed abilities, but that seems a little vague and wild.
Does the power level swing too much based on the rarity of the ability it's tied to? Horsemanship and flying are often seen as essentially the same, but one appears ten gazillion times more frequently than the other.
Is there a better bonus than just +2/+2? That seemed a sweet spot between +1/+1 (too insignificant) and too swingy (+3/+3 or more), but p/t boosts are also low-hanging fruit.
The "can't lose {foo}" ability is mostly tinker text, until you consider Kasmina's Transmutation, Exemplars, Thundercloud Elemental, Earthbind, and similar cards.
Creature - Angel Pilot
Flying
Flying ace (This creature can't lose flying. As long as this is the only creature with flying, it gets +2/+2.)
2/2
Westentort Cavalry Ace --
Creature - Centaur Cavalry
Horsemanship
Horsemanship ace (This creature can't lose horsemanship. As long as this is the only creature with horsemanship, it gets +2/+2.)
2/2
.
Is this as nifty an ability as I think it is? It would obviously work for a cycle of cards (maybe a double or triple cycle of cards per color), and works as both a bonus and drawback, which as a designer I find rather compelling. I also like cards that create deckbuilding challenges, so it tweaks that knob for me, too. But do other people find that as nifty?
Is it too self-referential? The alternative would be to have one generic ability ("ace") which would prevent it from losing its printed abilities, but that seems a little vague and wild.
Does the power level swing too much based on the rarity of the ability it's tied to? Horsemanship and flying are often seen as essentially the same, but one appears ten gazillion times more frequently than the other.
Is there a better bonus than just +2/+2? That seemed a sweet spot between +1/+1 (too insignificant) and too swingy (+3/+3 or more), but p/t boosts are also low-hanging fruit.
The "can't lose {foo}" ability is mostly tinker text, until you consider Kasmina's Transmutation, Exemplars, Thundercloud Elemental, Earthbind, and similar cards.