Author Topic: New card type: Plant  (Read 4195 times)

Offline Josh

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New card type: Plant
« on: December 18, 2018, 11:22:30 AM »
+1
Hey, we have animals, why not plants?   ;)  Plants would use the Seed mechanic, which is my name for a counters mechanic.  This mechanic doesn't have to be unique to Plants though.

It's simple:  The identifier line will have Seed +X, which means that the card enters play with X Seed counters on it.  It will have abilities that have a cost of increasing the Seed counters (notated as Seed +X), or more likely, decreasing the Seed counters (notated as Seed -X).  These can be used at any time, which is why Seed +X abilities need to have a negative effect to the user.

They may also have ongoing abilities, which will usually increase or decrease the Seed counters passively (as seen below).

The Great Oak
Plant
Identifiers:  Seed +3
"Seed -6:  Discard a human in a territory or a captured human.
When a human is withdrawn, Reserved, or enters a deck, you may capture it instead and Seed +l (limit once per round)."
II Samuel 18:9

The Tree of Life
Plant
Identifiers:  Seed +4
"Seed -3:  Heal a hero.
Seed -12:  Rescue a Lost Soul.
When you attack with a Revelation hero, Seed +l (limit once per turn)."
Revelations 22:2
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Offline Ironisaac

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Re: New card type: Plant
« Reply #1 on: December 18, 2018, 12:23:33 PM »
0
I really like this mechanic! What would the Icon be? Something brand new, or would you reuse an existing icon?
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Offline Josh

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Re: New card type: Plant
« Reply #2 on: December 18, 2018, 12:35:25 PM »
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I really like this mechanic! What would the Icon be? Something brand new, or would you reuse an existing icon?

It would be brand new.  Like a Fortress or Site.  You just play it and it becomes active.
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Offline SiLeNcEd_MaTrIx

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Re: New card type: Plant
« Reply #3 on: December 18, 2018, 12:37:53 PM »
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I also like this idea. 
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Offline Bobbert

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Re: New card type: Plant
« Reply #4 on: December 18, 2018, 12:58:11 PM »
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Worm isn't even tournament legal yet and we already need a reprint so we have a way to get rid of these new planeswalkers plants ::)

It's a really interesting idea, although I think that in its current state Great Oak is maybe a little too good with Raider's Camp.[EDIT: I forgot a detail on RC, as Justin points out below]
« Last Edit: December 18, 2018, 01:36:39 PM by Bobbert »
ANB is good. Change my mind.

Offline Watchman

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Re: New card type: Plant
« Reply #5 on: December 18, 2018, 01:23:20 PM »
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I think that’s a cool idea (the card type and counter). Honestly, I like it better than the star abilities. 😆
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Offline The Guardian

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Re: New card type: Plant
« Reply #6 on: December 18, 2018, 01:24:25 PM »
+2
Quote
It's a really interesting idea, although I think that in its current state Great Oak is maybe a little too good with Raider's Camp.

Raider's Camp specifies that a human must be doing the capturing...plant capturing would be excluded... ::)
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Offline goalieking87

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Re: New card type: Plant
« Reply #7 on: December 18, 2018, 02:58:13 PM »
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I really like this mechanic! What would the Icon be? Something brand new, or would you reuse an existing icon?

It would be brand new.  Like a Fortress or Site.  You just play it and it becomes active.

I think it would be cool to also have these played when drawn like LSs.

Maybe draw a replacement, maybe not...but they hit the table immediately. For one, they would start working right away. Two, there could be some strategy and/or draw back as “board advantage” gets used more.

Offline Josh

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Re: New card type: Plant
« Reply #8 on: December 18, 2018, 03:12:01 PM »
+1
Raider's Camp specifies that a human must be doing the capturing...plant capturing would be excluded...but would be totally awesome

Fixed that for you Justin!  I know you were thinking it   ;)
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Offline The Guardian

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Re: New card type: Plant
« Reply #9 on: December 18, 2018, 03:28:24 PM »
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If only there was mention of the Venus Flytrap in the Bible... ::)
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Offline Watchman

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Re: New card type: Plant
« Reply #10 on: December 18, 2018, 03:28:35 PM »
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Hey if this becomes a thing there can be a dominant that specifically discards plants, like a DoN but for plants. It can be called ROUND-UP! A side effect of the discard can be if there are any humans in your territory they all get poisoned and decrease 0/3 per upkeep, so you’d want to play it with a non-humans offense/defense. 😁
« Last Edit: December 18, 2018, 04:06:09 PM by Watchman »
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Offline SignoftheStar

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Re: New card type: Plant
« Reply #11 on: January 20, 2019, 05:27:51 AM »
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