Community Set Project: Thannalid Mechanics
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SCORE: 2 | 92 COMMENTS | 561 VIEWS | IN 1 FOLDER
elpokitolama says... #2
etb*, not eot of course. Due to red mana appearance x)
March 22, 2015 12:22 p.m.
lemmingllama says... #3
Maybe Thannalids could be a tribe that make spores rather than are spores? Something Elvish Farmer-like
March 22, 2015 12:30 p.m.
elpokitolama says... #4
Fungus tribal? Sounds good to me, and would be relevant with sacrifice (black mana attribute) or etb abilities (red mana attribute). :)
March 22, 2015 12:33 p.m.
Just vomiting ideas to try and stimulate you:
Fungus and Spore mechanics pre-war: Devour and Populate
Mole mechanics pre-war: I think fortify would fit the moles much better than the tribe. This makes me not want to switch to mole people as I think they share design space.
March 22, 2015 12:42 p.m.
KalvinHobbez says... #6
Oh didn't know people were commenting on the Thannalids. I actually really liked their concept but they seemed to be the least liked by many...
Anyways, yeah I had the idea of them utilizing your usual Fungus concepts but I wasn't sure if I wanted to mess with tokens and +1/+1 counters too much, I didn't imagine the Thannalids as making really large creatures but more so having a kind of mid range style of control and aggro. They probably are a bit odd due to this...I probably should just make them Fungus tribal. A lot of my original stuff has been moved around anyways.
March 22, 2015 12:47 p.m.
lemmingllama says... #7
We can always try to create mechanics and then change the tribe itself to match the mechanic. After all, no lore at all has really been done for the Thannalids, so we could always make a mechanic then the lore group can make a tribe that fits it.
March 22, 2015 1:24 p.m.
KalvinHobbez says... #9
The concept of them could be moved around anyways. They could be an elemental that takes over bodies for all I know. Thannalid is a bit of a long name anyways, so probably just see how it works. Did you guys want to keep to the Golgari tribe having the zone movement thing then?
March 22, 2015 4:42 p.m.
lemmingllama says... #10
How about a suicidal mechanic? Something like "When this creature deals damage to a player, you may sacrifice it. If you do, something happens." Very general ability, but lets us get a wide array of abilities.
Another idea would be a Swarm mechanic. Something like "When this card enters the battlefield, look at the top X cards of your library. You may put reveal a card of some type and put it into your hand." Or a different take on it could be "When this creature enters the battlefield, look at the top X cards of your library. Put one of those cards into your graveyard, then put +1/+1 counters on the creature equal to the converted mana cost of the card."
March 22, 2015 4:57 p.m.
KalvinHobbez says... #11
When it comes to combat damage to a player that seems a bit more blue, but maybe could be Golgari in a way. I'll just make up some stupid random mechanics on the spot and see what might fit here:
-Whenever this creature enters the battlefield, you may sacrifice any number of creatures. If you do, put that many +1/+1 counters on it. Possible Name: Hoard
-Whenever this creature dies, put X 1/1 Saprolings onto the battlefield, where X is this creature's power. Possible Name: Deathrattle
-Deathrattle # instead, where the # is the token number you get instead.
-Whenever a creature dies you may put a growth counter on this creature. Different effect for each creature, maybe +1/+1 for every counter. Possible Name: Grow
-Whenever a creature or land card enters a new zone other than the stack, you may have an effect happen. Possible Name: Unroot
-Cost: This creature gains defender and indestructible, can not use during the combat phase. Possible Name: Root
-Whenever you cast a creature spell, have an effect like add G to your mana pool maybe. Possible Name: Warcry (Opposite of Prowess of course)
-You may have this creature enter the battlefield with # -1/-1 counters on it, if you do it gets a effect. Maybe vigilance. Possible Name: Threaten #
Just some random ideas I just made up on the spot to see what might be good. I personally like the second Deathratlle and Threaten.
March 22, 2015 5:11 p.m.
Femme_Fatale says... #12
I'm loving that last mechanic lemmingllama. I love it so much.
- Plague Spewer —
- Creature — Fungus Zombie
- When Plague Spewer enters the battlefield, entomb 6. (Look at the top 6 cards of your library. Put one of those cards into your graveyard and put X +1/+1 counters on Plague Spewer where X is equal to the converted mana cost of the entombed card.)
- 1/1
- Swamp Trudge —
- Sorcery
- Remove X +1/+1 counters from target creature you control. Then put a creature card with converted mana cost X or less from your graveyard to the battlefield.
- Spore Guru —
- Creature — Fungus Zombie
- Ungrave (: Remove X +1/+1 counters from target creature you control. Return a creature card with a converted mana cost of X or less from your graveyard to the battlefield.)
March 22, 2015 5:25 p.m.
KalvinHobbez says... #13
Ungrave seems to be a bit of an odd ability to have the rules text tell you the cost, but I see where you are coming from with it. I kind of do like how that Entomb could work out, might as well like the Thannalids utilize growth aggro then.
March 22, 2015 5:28 p.m.
Femme_Fatale says... #14
The reason I suggest them both KalvinHobbez, is the massive synergy that they have together. And with these two abilities I'm really thinking of Fungus people. Basically the home world of Ghave, Guru of Spores.
March 22, 2015 5:39 p.m.
Femme_Fatale says... #15
Oh, and Ungrave tells you the cost because that is the set cost at all times, whereas entomb's number can change.
We have to be VERY careful with entomb. Imagine having a one drop entomb creature chuck something that is 5 mana to the grave. Ouch.
March 22, 2015 5:40 p.m.
elpokitolama says... #16
Ghoultree + entomb, brace yourself modern meta T/O community set is coming! :D
This mechanic sounds really good to me.
March 22, 2015 5:45 p.m.
KalvinHobbez says... #17
Well I see having two new mechanics made for synergy with only really each other to be real odd. It's not ever really been done before. It's usually a mechanic is made and there will be cards with maybe a similar theme of synergizing with that mechanic. I feel like converted mana cost stuff might be a bit crazy too, probably a reason why Wizards make cards about it rarely now. Like you mentioned, you can entomb some pretty crazy stuff. I mean just imagine people going Sultai colors and scrying things to go on the top of their library so they purposely have cards like Scornful Egotist to have godly creatures out of nowhere. The mechanic can not be put on small cheaper creatures and heavily expensive creatures would be better off with other abilities or would be strong enough. But that's just how I see it.
March 22, 2015 5:46 p.m.
Femme_Fatale says... #18
Thing is, this is purely draft, not constructed. So people won't be going Sultai because we won't have the mana fixing for it.
March 22, 2015 5:48 p.m.
lemmingllama says... #19
I would happily vote Entomb to be one of the mechanics. Also best that we never put it on a card that has a CMC of less than three. It could be too powerful overall, although not too strong if we give them very little deck manipulation. I also would suggest we focus more on a theme of removing +1/+1 counters rather than adding them. Something like
Power to Pestilence -
Sorcery
As an additional cost to cast Power to Pestilence, remove X +1/+1 counters from target creature you control.
Power to Pestilence deals X damage to each creature and each player.
Also should we make them shuffle their library afterwards, or put them back in the same order, in random order, or in the order of their choice? My inner Timmy/Johnny says I want to cast a large Entomb creature, then a small one after reordering my library.
March 22, 2015 5:50 p.m.
Femme_Fatale says... #20
I want to do nothing about it deck manipulation with this ability at the moment. I think just having the players know the order of the cards is good enough of an advantage should the cards not give much benefit to the creature doing the entombing.
March 22, 2015 5:53 p.m.
lemmingllama says... #21
Also to all the concerns of elpokitolama and KalvinHobbez, this will be a draft set or block constructed. So there likely won't be many playables that are CMC 7+. Also this is why I'm voting for having a "removing +1/+1 counters to do stuff" subtheme so that all the Thannalid decks aren't just about rushing big fatties and nothing else.
Also I really like the synergy of Entomb and KalvinHobbez's Deathrattle ability. Could be fun to test.
March 22, 2015 5:53 p.m.
Let's not call it deathrattle, because that is directly from hearthstone.
March 22, 2015 5:56 p.m.
KalvinHobbez says... #23
Well Golgari is big on -1/-1 counters and all, so why not remove -1/-1 and +1/+1? I did mention that -1/-1 drawback ability that I liked but no one seemed to care for :c I'll make an example of why I would like it.
Thick Bramblewood
Creature - Treefolk Fungus
Threaten 2 (Whenever this creature enters the battlefield you may put two -1/-1 counters on it.)
If you pay Thick Bramblewood's Threaten cost, it has reach and vigilance.
3/5
Drawback to make a creature have versatility in the playfield.
March 22, 2015 5:57 p.m.
KalvinHobbez says... #24
Yeah I know Deathrattle is from hearthstone, everything mentioned is subject to change so it's just a temporary name.
With the Deathrattle concept it could be interesting to see some Ghave representation in a way :3
March 22, 2015 5:59 p.m.
elpokitolama says... #25
1/3 vigilance reach? Meh. :<
A better thing to do would be other static/etb abilities that relies on the presence or not of counters. Like putting tokens on the battlefield, adding x mana to the pool where x is the number of counters...
elpokitolama says... #1
Ante war, we can make them have a lot of death triggered ability, and then eot post war?
March 22, 2015 12:21 p.m.