Sunday, November 19, 2017

NaGaDeMon #07: Nonwhite Faction Mechanic

This one took a while to release, but I had figured out the main draw (foreshadowing) of the nonwhite faction mechanic for some amount of time shy of a while. It's drawing cards.

White sucks the most at doing the spells that have the effect of "draw a card" or "draw cards."

For the other colors:

  • Blue straight up just draws cards
  • Green also draws lots of cards, but this is usually tied with creatures in some manner; whether it's an Elvish Visionary that enters the battlefield, or you draw cards equal to combat damage, or you draw cards equal to a creature's power
  • Black draws cards but at a cost to itself, like paying life
  • Red draws cards, but it's in the form of looting/rummaging (it also doesn't do the "draw" effect and does the whole thing of exiling the top card of your library and letting you play it for that turn only, but these kind of effects don't count for what we're concerned for right now)
For both flavor and mechanics, there's a couple aspects of white vs. nonwhite to approach for drawing cards, both of which could be acted upon:
  • Firstly, divining for answers is something that white would do the least of since white's faith means it doesn't need to "consult the tea leaves", gain insight, or otherwise seek out answers to its answers. 
  • Secondly, drawing cards is inherently a random thing thing you get (versus tutoring); which ties to "chaos", a thematic word that opposes white's thing that was chosen to represent nonwhite when the designers of Commander 2016 were seeking out themes for each four-color identity.
So, the mechanical execution may be something like:
  • Insight (Whenever you draw a card, if it isn't your turn or the first card you draw during your turn, EFFECT
  • Fateful (Whenever you would draw a card, if it isn't your turn or the first card you would draw during your turn, you may scry 1.)
  • Spontaneity -- Whenever you would draw a card, if it isn't your turn or the first card you would draw during your turn, you may reveal it instead. If you do, EFFECT based on attribute X, then put it into your hand.
  • Wild (Whenever you would draw a card, if it isn't your turn or the first card you would draw during your turn, name a card type. If you do, reveal the card when you draw it. If its card type matches your choice, EFFECT / this creature is now wild.)
  • Fluctuate (Whenever you draw a card, if it isn't your turn or the first card you would draw during your turn, you may reveal it. If you do, if its mana cost doesn't match a card you previously revealed with fluctuate, this creature fluctuates.)
And then this next one has nothing to do with drawing cards and involves purposefully making sure that all cards that cost white mana has all of its numbers and number words amongst its power, toughness, and text never contain both an even number and an odd number.
  • Even the Odds (Whenever you cast a spell, if there is both an even number or number word and an odd number or number word amongst its power, toughness, and text, EFFECT)
And this next one is a riff of the above but made more simple of an effect but involve ensuring that white creatures always have its power and toughness be two odd numbers or two even numbers:
  • Oddity (Whenever a creature enters the battlefield under your control, if the total of its power and toughness is odd, EFFECT)
  • Oddity (Whenever you cast a creature spell, if the total of its power and toughness is odd, EFFECT)
  • Oddity -- Creatures you control with odd total power and toughness have/get EFFECT
No example designs this time. Just the raw possible design execution directions that could be taken, to be mulled over.

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