Hey there, 2nd time posting this since I apparently made a mistake the first time.
Another mechanic for a possible Muraganda Set called Simplicity:
Simplicity — If you control no creatures with abilities but Simplicity, XXX
Based on Muraganda Petroglyphs, Simplicity gives a creature a bonus if you have no creatures with abilities but Simplicity. Now, my reasoning is that pump effects like +1/+1 etc. should work with Simplicity, but added abilities like Flying/Trample will not, since they would create a permanent loop of getting abilites, losing Simplicity, losing abilites, getting Simplicity etc.
Now, would a wording like this work?
Simplicity — If you control no creatures with abilities but Simplicity, XXX can attack as though it had haste.
It gets haste, just not as an ability, and therefore still has just Simplicity which doesn't count itself.
That doesn't mean this mechanic is a good idea though. There are several problems with it, one of which arises from the layer system itself (if any Simplicity abilities give the creatures abilities, then Simplicity abilities which change power/toughness get turned off) and others which arise from the environment.
That doesn't mean this mechanic is a good idea though. There are several problems with it, one of which arises from the layer system itself (if any Simplicity abilities give the creatures abilities, then Simplicity abilities which change power/toughness get turned off) and others which arise from the environment.
That's what I thought, hence why my sking if wording like "can attack as though it had XXX" will work.
Simple pumping though should create no problems, right? Not an ability, so all should be ok.
Thought about making Simplicity only applying pumps or special effects which are not abilites on its own, like "can't be blocked" or something like that.
Can be turned off if a player gives a simple creature temporary flying/trample etc.
BTW, forgot to say that it is a creature ability. It's based on Petroglyphs, but on a creature. That may have been clear already, but still.
Simplicity - As long as the only abilities of creatures you control are simplicity abilities, [effect].
Note that simplicity is not italicized, as it refers to itself. This means simplicity has rules meaning.
702. Keyword Abilities
702.SIM. Simplicity
702.SIMa A simplicity ability is a special kind of ability that appears on some creatures.
702.SIMb As a static ability, simplicity is written "Simplicity - As long as the only abilities of creatures you control are simplicity abilities, [effect]." As an activated ability, simplicity is written "Simplicity - [Cost]: [Effect]. Activate this ability only if the only abilities of creatures you control are simplicity abilities." As a triggered ability, simplicity is written "Simplicity - [Trigger condition], if the only abilities of creatures you control are simplicity abilities, [effect]."
702.SIMc A simplicity ability can be one of two things: it can be an ability preceded by the simplicity keyword, or it can be an ability given to a creature by a simplicity ability of the first type. An ability that isn't a simplicity ability that a creature gains or has from an object is not a simplicity ability, even if that ability is also given to that creature by a simplicity ability of the first type.
- Example: White Simplicity Dude is a creature that says, "Simplicity - As long as the only abilities of creatures you control are simplicity abilities, White Simplicity Dude has lifelink." The entire quoted ability is a simplicity ability of the first type, and lifelink is a simplicity ability of the second type. If another object gives White Simplicity Dude flying, and this instance of flying isn't given to it by a simplicity ability, it will no longer have lifelink.
With the above, you can have creatures like this. If White Simplicity Dude and Green Simplicity Guy are both on the battlefield at the same time controlled by the same player, both will get their respective bonuses:
White Simplicity DudeW Creature - Dude
Simplicity - As long as the only abilities of creatures you control are simplicity abilities, ~ has lifelink.
1/1
Green Simplicity GuyG Creature - Guy
Simplicity - As long as the only abilities of creatures you control are simplicity abilities, ~ gets +1/+1.
1/1
Having this creature on the board will also give Green Guy and White Dude their bonuses:
Blue Simplicity BossU Creature - Boss
Simplicity - As long as the only abilities of creatures you control are simplicity abilities, creatures you control get +1/+1 and have flying.
1/1
This, however, would shut off all your simplicity creatures' abilities:
Red Simplicity Party-PooperR Creature - Party-Pooper
Creatures you control have haste.
1/1
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Hey there, 2nd time posting this since I apparently made a mistake the first time.
Another mechanic for a possible Muraganda Set called Simplicity:
Simplicity — If you control no creatures with abilities but Simplicity, XXX
Based on Muraganda Petroglyphs, Simplicity gives a creature a bonus if you have no creatures with abilities but Simplicity. Now, my reasoning is that pump effects like +1/+1 etc. should work with Simplicity, but added abilities like Flying/Trample will not, since they would create a permanent loop of getting abilites, losing Simplicity, losing abilites, getting Simplicity etc.
Now, would a wording like this work?
Simplicity — If you control no creatures with abilities but Simplicity, XXX can attack as though it had haste.
It gets haste, just not as an ability, and therefore still has just Simplicity which doesn't count itself.
Good, possible mechanic or completely stupid?
Weird. I thought of Simplicity myself (name and everything) a few days ago, since I was thinking about the idea of making a set that was focused on things being really simple. I haven't gone any further with it because of all the interaction issues I thought it would have. I think Thought_Criminal did a great job of patching it though.
Wow, thank you so much Thought Criminal!!! Calling them simplicity abilities is genious, that's exactly what I was going for!
Will take tons of balancing to make it acceptable within the set though, but whatever.
Thanks a lot again!
Edit:
Red Simplicity Party-Pooper R
Creature - Party-Pooper
Creatures you control have haste.
1/1
Shouldn't it also cancel out all other simple creatures if only party pooper has haste? Since one creature with non-simplicity abilities is already one too many?
What if this mechanic was instead on noncreature cards and gave an extra benefit when used on a vanilla creature? i.e.:
Pure GrowthG
Instant (C)
Target creature gets +2/+2 until end of turn. Simplicity -- If that creature has no abilities, you gain life equal to its toughness.
Pious Shield3 Artifact -- Equipment (U)
Prevent all combat damage that would be dealt to equipped creature. Simplicity -- As long as equipped creature has no abilities, it gets +2/+2.
Equip 2
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Another mechanic for a possible Muraganda Set called Simplicity:
Simplicity — If you control no creatures with abilities but Simplicity, XXX
Based on Muraganda Petroglyphs, Simplicity gives a creature a bonus if you have no creatures with abilities but Simplicity. Now, my reasoning is that pump effects like +1/+1 etc. should work with Simplicity, but added abilities like Flying/Trample will not, since they would create a permanent loop of getting abilites, losing Simplicity, losing abilites, getting Simplicity etc.
Now, would a wording like this work?
Simplicity — If you control no creatures with abilities but Simplicity, XXX can attack as though it had haste.
It gets haste, just not as an ability, and therefore still has just Simplicity which doesn't count itself.
Good, possible mechanic or completely stupid?
What will actually happen is (assuming your wording works as intended) you get to the appropriate layer, Simplicity applies, end story.
That doesn't mean this mechanic is a good idea though. There are several problems with it, one of which arises from the layer system itself (if any Simplicity abilities give the creatures abilities, then Simplicity abilities which change power/toughness get turned off) and others which arise from the environment.
That's what I thought, hence why my sking if wording like "can attack as though it had XXX" will work.
Simple pumping though should create no problems, right? Not an ability, so all should be ok.
Thought about making Simplicity only applying pumps or special effects which are not abilites on its own, like "can't be blocked" or something like that.
Can be turned off if a player gives a simple creature temporary flying/trample etc.
BTW, forgot to say that it is a creature ability. It's based on Petroglyphs, but on a creature. That may have been clear already, but still.
Note that simplicity is not italicized, as it refers to itself. This means simplicity has rules meaning.
702.SIM. Simplicity
702.SIMa A simplicity ability is a special kind of ability that appears on some creatures.
702.SIMb As a static ability, simplicity is written "Simplicity - As long as the only abilities of creatures you control are simplicity abilities, [effect]." As an activated ability, simplicity is written "Simplicity - [Cost]: [Effect]. Activate this ability only if the only abilities of creatures you control are simplicity abilities." As a triggered ability, simplicity is written "Simplicity - [Trigger condition], if the only abilities of creatures you control are simplicity abilities, [effect]."
702.SIMc A simplicity ability can be one of two things: it can be an ability preceded by the simplicity keyword, or it can be an ability given to a creature by a simplicity ability of the first type. An ability that isn't a simplicity ability that a creature gains or has from an object is not a simplicity ability, even if that ability is also given to that creature by a simplicity ability of the first type.
- Example: White Simplicity Dude is a creature that says, "Simplicity - As long as the only abilities of creatures you control are simplicity abilities, White Simplicity Dude has lifelink." The entire quoted ability is a simplicity ability of the first type, and lifelink is a simplicity ability of the second type. If another object gives White Simplicity Dude flying, and this instance of flying isn't given to it by a simplicity ability, it will no longer have lifelink.
With the above, you can have creatures like this. If White Simplicity Dude and Green Simplicity Guy are both on the battlefield at the same time controlled by the same player, both will get their respective bonuses:
White Simplicity Dude W
Creature - Dude
Simplicity - As long as the only abilities of creatures you control are simplicity abilities, ~ has lifelink.
1/1
Green Simplicity Guy G
Creature - Guy
Simplicity - As long as the only abilities of creatures you control are simplicity abilities, ~ gets +1/+1.
1/1
Having this creature on the board will also give Green Guy and White Dude their bonuses:
Blue Simplicity Boss U
Creature - Boss
Simplicity - As long as the only abilities of creatures you control are simplicity abilities, creatures you control get +1/+1 and have flying.
1/1
This, however, would shut off all your simplicity creatures' abilities:
Red Simplicity Party-Pooper R
Creature - Party-Pooper
Creatures you control have haste.
1/1
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Weird. I thought of Simplicity myself (name and everything) a few days ago, since I was thinking about the idea of making a set that was focused on things being really simple. I haven't gone any further with it because of all the interaction issues I thought it would have. I think Thought_Criminal did a great job of patching it though.
Will take tons of balancing to make it acceptable within the set though, but whatever.
Thanks a lot again!
Edit:
Red Simplicity Party-Pooper R
Creature - Party-Pooper
Creatures you control have haste.
1/1
Shouldn't it also cancel out all other simple creatures if only party pooper has haste? Since one creature with non-simplicity abilities is already one too many?
Pure Growth G
Instant (C)
Target creature gets +2/+2 until end of turn.
Simplicity -- If that creature has no abilities, you gain life equal to its toughness.
Pious Shield 3
Artifact -- Equipment (U)
Prevent all combat damage that would be dealt to equipped creature.
Simplicity -- As long as equipped creature has no abilities, it gets +2/+2.
Equip 2