Brainstorming the Maze part 2

We were at Exhaustion in our theme list.

All in all, there are two cards with “exhaustion” in their name: Curse of exhaustion from Dark ascension and the very Exhaustion from 9th edition. Extending the research to “sleep” we find Sleeping potion from Planeshift, Sleep from M11 and Pillory of the sleepless from Guildpact. We should also count Lethargy trap in the lot. Overall, the effects are quite the same: limiting actions of creatures and players; either tap doesn’t untap, can’t attack or block, -X/-0 or one spell per turn limit.

Another way of doing this is with -1/-1 counters. Shadowmoor and Scars of Mirrodin blocks were strong on that, but there are still some things we can do that they didn’t. Wither and Infect were the trademark of both, damage dealt from creatures to creatures. The counters weren’t really a penalty since most creatures died too fast for them to have a significant effect. This took place in the combat phase, which is the phase where there is the most creature death. Let’s see what we can come up with outside of combat:

  • At the beginning of your upkeep, put a -1/-1 counter of CARDNAME (The new vanish)
  • Whenever a creature comes into play, put a -1/-1 counter on that creature
  • Target creature gets +4/+4 until end of turn. Put a -1/-1 counter on that creature.
  • Whenever X, remove a counter from CARDNAME.

The last could replace the use of +1/+1 counters on the Sengir Vampire’s ability. The creatures are struggling to keep their vitality by feeding on others. I like this.

– In -1/-1 counters.

– In Feeding (Whenever a creature dealt damage by CARDNAME dies this turn, remove a counter from CARDNAME.)

– In an uncommon cycle of new vanishing. No keyword.

– Out +1/+1 counters

Plane warp creatures may be harder. Or not. Time spiral did this with timeshift cards. We could use some staples from previous editions and some exotic creatures with weird abilities that will represent future sets. I’m still debating if the exact timeshift card frame would be appropriate or if it would be better to do something new. If we focus more on the sudden apparition of creatures in the Maze, in other word the battlefield, flash on weird triggers would do the job. I’m thinking about Qasali ambusher. Venser, Shaper savant is also fun but would do better as a planewalker.

– In Timeshift cards.

– In weird Flash.

– In Venser planewalker.

Walls are pretty straightforward. It means wall tribal. Some problems that could come up are that too much walls will stop action and combat phase. To counter that, the walls need to be aggressive in their own ways, encouraging attacking, not blocking. Anyway, the Maze eats you alive; it makes sense that the walls are dangerous. A limit on the number of walls will also help.

– In no more than 2 walls per color at common. They need to encourage action in some way.

– In at least 1 wall caring card per color at common.

I also wanted to come back on yesterday’s Fight+eat theme. “Fight” is a keyword that represents combat outside the combat phase. “Must block” is less complicated and word just as much as fighting. Also, in the Maze, even if you run from danger sometimes you can walk in a dead end, forcing you to face danger. “Must block” should make the vast majority of common fight ability, leaving the true fight keyword for uncommon and rare. It also helps dealing with those pesky walls and engages combat.

– In “must block” mainly in green commons.

– In fight mainly in green uncommon and up.

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