I wanted to get back on the counters for the Maze, either -1/-1 or +1/+1, before doing a wrap-up of my brainstorming and continue with common design.
One thing that I’m really annoyed with is the current feeding mechanism. The double negative is just ugly, doesn’t read well and is extremely parasitic, in the worst way possible. It cares not for many instance of itself in a deck, like infect, but multiple instances of another ability: putting -1/-1 counters on your creatures. A deck playing this version will need to play things like Scarscale ritual or -1/-1 counters as cost like:
Vitality drain (As you cast this spell, you may put a number of -1/-1 counters on target creatures you control no greater than their toughness. CARDNAME cost 1 less for each counter placed this way.)
So I’m going to see if I can replace the -1/-1 counters for +1/+1 counters, if it is better or if I need a different type of counter entirely. First, let’s see the most basic form of feeding in both ways:
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Simple creature
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2G
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Creature- Beast
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Feeding (whenever a creature dealt damage by CARDNAME dies this turns, remove a -1/-1 counter from CARDNAME)
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2/3
This creature can only receive a single -1/-1 counter before its feeding ability is rendered useless. When it will be smaller, all he we be feeding on will be 1/1’s, which won’t be common. Now consider this:
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Simple creature
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2G
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Creature- Beast
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Feeding (whenever a creature dealt damage by CARDNAME dies this turn, put a +1/+1 counter on CARDNAME)
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1/2
First, this card can stands on its own without caring about Vitality drain at all. It still eats 1/1, but since it’s smaller, 1/1 may be more common. Creatures don’t need as much toughness to survive the counter, so they can be smaller. Even if we upgrade the double negative feeding, it won’t be enough to compete with the +1/+1 counters:
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Simple creature
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2G
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Creature- Beast
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Feeding (whenever CARDNAME deals damage to a creature, remove all -1/-1 counter from CARDNAME)
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2/3
This is a better version, clearer and stronger than the first one. It even has fewer words in the reminder text (13 compared to 16). But again, it is so dependent on Vitality drain that it is practically a vanilla creature and it is hard to make its ability relevant.
But then, what about Vitality drain? One of the themes of the set is exhaustion, the very life force being drained out of you by the Maze. An example of card with Vitality drain:
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Lifeforce Golem
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4
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Artifact creature- Golem
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Vitality drain (As you cast this spell, you may put a number of -1/-1 counters on creatures you control no greater than their toughness. CARDNAME cost 1 less for each counter placed this way.)
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4/4
Actually, this card works really well. The power and toughness are a total of collected power among your creature, assemble into one bigger monster. This works, but not all card with Vitality drain will be like this one. Spells will be harder to convey:
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Mad with exhaustion
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3R
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Sorcery
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Vitality drain (As you cast this spell, you may put a number of -1/-1 counters on creatures you control no greater than their toughness. CARDNAME cost 1 less for each counter placed this way.)
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Gain control of target creature until end of turn. Untap that creature. It gain haste until end of turn.
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Sleepless researches
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3UU
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Instant
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Vitality drain (As you cast this spell, you may put a number of -1/-1 counters on creatures you control no greater than their toughness. CARDNAME cost 1 less for each counter placed this way.)
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Look at the top five cards of your library. Put one or two of them in your hand and the rest at the bottom of your library.
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Turn to mush
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1BB
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Sorcery
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Vitality drain (As you cast this spell, you may put a number of -1/-1 counters on creatures you control no greater than their toughness. CARDNAME cost 1 less for each counter placed this way.)
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Target creature’s controller sacrifices it.
Like convoke and other cost reduction abilities, the generic mana needs to be high. The last card, Turn to mush, don’t work as well as the others because of the single generic mana, although I must say that those turned out better then I though. Can we make the same cards with +1/+1 counters?
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Lifeforce Golem
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4
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Artifact creature- Golem
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Vitality drain (As you cast this spell, you may remove any number of +1/+1 counters from creatures you control. CARDNAME cost 1 less for each counter removed this way.)
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4/4
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Mad with exhaustion
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3R
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Sorcery
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Vitality drain (As you cast this spell, you may remove any number of +1/+1 counters from creatures you control. CARDNAME cost 1 less for each counter removed this way.)
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Gain control of target creature until end of turn. Untap that creature. It gain haste until end of turn.
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Sleepless researches
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3UU
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Instant
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Vitality drain (As you cast this spell, you may remove any number of +1/+1 counters from creatures you control. CARDNAME cost 1 less for each counter removed this way.)
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Look at the top five cards of your library. Put one or two of them in your hand and the rest at the bottom of your library.
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Turn to mush
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1BB
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Sorcery
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Vitality drain (As you cast this spell, you may remove any number of +1/+1 counters from creatures you control. CARDNAME cost 1 less for each counter removed this way.)
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Target creature’s controller sacrifices it.
This version is worse than the one with -1/-1 counters. From a flavor point of view, I can’t kill my own creatures by stealing all of their vitality? Now it is this ability that’s super parasitic. Those two, feeding and Vitality drain, would do very well in separate sets, one that counts +1/+1 counter and another that counts -1/-1 counter, like Lorwyn/Shadowmoor for example. Well, maybe we can… A block has three sets. The first, the introduction, could be about +1/+1 counters and in then the second set a big change in the world makes it turn to -1/-1 counters. Ok this is against the rules of designing magic (one type of counter per block) and I would really like to arrange that, but both seem appropriate for something.
Lastly for this post, let’s review new vanishing.
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Starving baloth
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2G
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Creature- Beast
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Exhaustion (At the beginning of your upkeep, put a -1/-1 counter on CARDNAME)
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Trample
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5/5
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Viashino survivor
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3R
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Creature- Viashino warrior
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First strike
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Exhaustion (At the beginning of your upkeep, put a -1/-1 counter on CARDNAME)
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Feeding (whenever CARDNAME deals damage to a creature, remove all -1/-1 counter from CARDNAME)
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4/2
or with +1/+1 counter…
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Starving baloth
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2G
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Creature- Beast
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CARDNAME entres the battlefield with 5 +1/+1 counters on it.
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Exhaustion (At the beginning of your upkeep, remove a +1/+1 counter from CARDNAME)
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Trample
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0/0
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Viashino survivor
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3R
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Creature- Viashino warrior
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First strike
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CARDNAME enters the battlefield with 2 +1/+1 counters on it
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Exhaustion (At the beginning of your upkeep, remove a +1/+1 counter from CARDNAME)
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Feeding (whenever a creature dealt damage by CARDNAME dies this turn, put a +1/+1 counter on CARDNAME)
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2/0
The win for new vanishing is clearly -1/-1 counters. Less words and without the ridiculous 0/0 thing.
Recap:
+1/+1 wins for:
Feeding (whenever a creature dealt damage by CARDNAME dies this turn, put a +1/+1 counter on CARDNAME)
-1/-1 wins for:
Vitality drain (As you cast this spell, you may put a number of -1/-1 counters on creatures you control no greater than their toughness. CARDNAME cost 1 less for each counter placed this way.)
Exhaustion (At the beginning of your upkeep, put a -1/-1 counter on CARDNAME)
So, if I’m going with the -1/-1 counters, I’ll need something else to deal with them; maybe not directly removing as we have seen that the word “remove” is extremely parasitic, but something that interacts with ever smaller creatures. I’ll ponder on this for some time.