Saturday, October 20, 2018

#Moxtober 20: Breakable

During the month of October is #Inktober! Each day has a single-word prompt, but instead of inking something, I design a Magic: The Gathering mechanic to fit the word. This is called #Moxtober.

(#Moxtober was previously named #Meltober, named after "Mel", the more mechanically-inclined counterpart to "Vorthos" of the aesthetic profile spectrum.)

Day 01: "poisonous"
Day 02: "tranquil"
Day 03: "roasted"
Day 04: "spell"
Day 05: "chicken"
Day 06: "drooling"
Day 07: "exhausted"
Day 08: "star"

Day 09: "precious"
Day 10: "flowing"
Day 11: "cruel"
Day 12: "whale"
Day 13: "guarded"
Day 14: "clock"
Day 15: "weak"
Day 16: "angular"
Day 17: "swollen"
Day 18: "bottle"
Day 19: "scorched"

Today's prompt is: "breakable"

So, the "breakable" made me think of vases. And then I thought of glass and creatures like Glass Golem who have very high power yet low toughness - glass cannons.

My first iterations of referencing a "glass cannon" was to either reference 1-toughness creatures or creatures with 1-toughness AND more power than toughness. Since 1/1 tokens triggered the former and the latter ended up being weirdly worded, I then ended up at focusing on having the power being at least twice as much as the toughness. That felt very "glass cannon-y".

Besides, that means Glass Golem can get in on the fun and not just Lightning Elemental and other 1-toughness peers. It'd be a shame if a high power creature that FEELS like a glass cannon was foiled by having a measly one-more-toughness.

Now, the card I designed to demonstrate the mechanic I designed around "glass cannon" creatures isn't the most simplest card example. Sorry about that. I ended up with this card because I was trying to think of what you want to do with glass cannons - attack, of course! And then I got hooked on getting the wording exactly right so that you can cast this during your precombat main phase and still have this effect work for those glass cannons that just arrived to the battlefield (see the card World at War for similar templating, to ensure rebound works with this type of effect).

Anyway, compare this with raid. This mechanic functions similarly to raid in that you just need to meet the quality it asks for, but glass cannonade is more restrictive than raid. Thus, I wanted to add a bit more flexibility by throwing in entering the battlefield. Another reason for this is that "glass cannon" creatures tend to die more often and may not be around to trigger your glass cannonade triggers.

I love combining the term "glass cannon" with "cannonade" to make "glass cannonade". A cannonade is continuous firing of a cannon. The mechanic encourages you to swing sideways. And if they die, that's fine, because you're also encouraged to keep up casting more. Kinda like reloading the cannons so you can keep "firing."

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