So here's some examples of altered mechanics I came up with, let me know what you guys think:
Pious Vanguard3W
Creature — Human Soldier {C}
Stalwart-At the beginning of each end step if a creature you control blocked this turn, you gain 3 life.
2/3
Edit: Altered Stalwart;
Pious Vanguard3W
Creature — Human Soldier {C}
Stalwart-At the beginning of each end step if three or more creatures you control blocked this turn, you gain 3 life.
2/3
Stalwart is a twist on Raid where it focuses more on defense. The altered Stalwart is more similar to battalion.
Bursting Vigor2G
Instant {C}
Stampede (When you cast this spell copy it for each creature spell you cast this turn.)
Put a +1/+1 counter on target creature you control.
Stampede is creature based Storm.
Rabid Looter1R
Creature — Goblin {C}
When ~This~ attacks, ransack. (To Ransack, exile the top card of defending player's library, the next spell you cast this turn costs 1 less to cast.)
2/1
Edit: Altered Ransack;
Rabid Looter1R
Creature — Goblin {C}
When ~This~ attacks, ransack 1. (To Ransack, exile the top card of your library, the next spell you cast this turn costs 1 less to cast.)
2/1
Ransack is both a Delve alternative and a mill effect outside of blue. The altered form instead focuses on exiling one's own library and with varying cost reduction.
Gilded Cancrix3U
Creature — Crab {U}
When ~This~ enters the battlefield, add one mana of any color to your mana pool.
Ambush 1G(You may cast this spell as an instant for its ambush cost, if you do it enters the battlefield blocking target attacking creature. Return it to its owner's hand at the beginning of the end step.)
2/4
Edit: Altered Ambush;
Gilded Cancrix3U
Creature — Crab {U}
When ~This~ enters the battlefield, add one mana of any color to your mana pool.
Ambush 1G(You may cast this spell as an instant for its ambush cost, if you do when it enters the battlefield return it to its owner's hand.)
2/4
Ambush is a defensive version of Dash. Allowing you to have a blocker when you really need one. The altered version is more similar to forecast with the exception that through counterspells and removal it can be interacted with.
Grave Return2B
Sorcery {C}
Plot- A creature you control died this turn. (When you cast this spell, if a creature you control died this turn you may copy this spell. You may choose new targets for the copy.)
Return target creature card from your graveyard to your hand.
Edit: Altered Plot;
Grave Return2B
Sorcery {C}
Return target creature card from your hand.
Plot(When you cast this spell, you may discard a card that shares a color with it. If you do, you may copy it and you may choose new targets for the copy.)
Plot is Conspire but with different requirements. So one could require a creature being destroyed or an opponent drawing two or more cards. The altered Plot is less situational and allows for more usage of the mechanic to be found.
What do you all think of these? Could a mechanic shifted set be viable? Any ideas or feedback to make it work?
Stalwart needs to be ant the end of each turn. You never block on your own turn.
As is bursting vigor should cost one less, considering hunger of the howlpack if you switch it to be just a creature enters your battlefield it would be broken, especially at that mana cost.
For rabid looter, I am imagining a rare/mythic spellshaper type card that has “at the beginning of your first main phase, exile the top card of each opponents/players? Library face up. Until the end of turn, you may cast cards exiled this turn this way by tapping ~ and discarding a card”. Yes, I agree my idea could be worded much better.
As it stands this is a better Ingest.
I Like the ambush spin.
Plot also reminds me of the trap mechanic. For a common Grave Return seems fairly costed.
As is bursting vigor should cost one less, considering hunger of the howlpack if you switch it to be just a creature enters your battlefield it would be broken, especially at that mana cost.
Currently Stampede copies the spell for each creature spell that has been cast to avoid tokens, blinking, etc. So would it still be broken if I reduced it to G? Trying to fix Storm is kinda hard.
For rabid looter, I am imagining a rare/mythic spellshaper type card that has “at the beginning of your first main phase, exile the top card of each opponents/players? Library face up. Until the end of turn, you may cast cards exiled this turn this way by tapping ~ and discarding a card”. Yes, I agree my idea could be worded much better.
As it stands this is a better Ingest.
I hadn't even remembered Ingest was a thing to be honest lol. I could definitely see your idea being a mythic! Its really cool.
So when coming up with these mechanics I was trying to think of mechanica that would fit the color pairs I listed above.
Stalwart is WR
Stampede is WG
Ransack is BR
And Plot is UB
When it came to UG however I had a hard time coming up with a mechanic to shift. Theres not really much that the pair have shared outside of counters, so I looked further and noticed they did have another thing in common, creatures with flash. However you cant just make all the blue and green creatures in a set have flash so I figured this was a good alternative.
This issue with Stalwart and Ambush, which work both in a vacuum, is that having multiple mechanics that discourage opponents from attacking will bog games down. Stalwart tells people "don't attack or I get something" and Ambush says "don't attack when I have mana untapped," both of which mean its harder to push through the incremental damage that some strategies rely on. They can still work, but you'll need A LOT of testing to balance them.
Ransack doesn't make sense, as in, what is the purpose of exiling the card? I like the cost reduction effect, which is a red ability, but exiling from opponents is firmly black/blue (adding a cast rider would make it far too complex and powerful for a wide use keyword)
I like the idea of Stampede, and I like it counting creatures entering rather than being cast personally, but that does make it harder to balance.
If you want a widely used mechanic, I'd go with conspire over plot. That makes it easier to theme the color pair around and to build with in draft. The trap comparison above is apt, and traps were meant to be niche answers to individual situations rather than an overall deck archetype
This issue with Stalwart and Ambush, which work both in a vacuum, is that having multiple mechanics that discourage opponents from attacking will bog games down. Stalwart tells people "don't attack or I get something" and Ambush says "don't attack when I have mana untapped," both of which mean its harder to push through the incremental damage that some strategies rely on. They can still work, but you'll need A LOT of testing to balance them.
I agree, it does seem like it'd be hard for an aggro strategy to pull through. What if Ambush were changed to: Ambush "Cost" (You may cast this card as an instant for its ambush cost. If you do put it on the battlefield then return it to your hand.)
It would still allow ETB's to take effect without having to focus on blocking. However I would worry that this would basically be Forecast.
Ransack doesn't make sense, as in, what is the purpose of exiling the card? I like the cost reduction effect, which is a red ability, but exiling from opponents is firmly black/blue (adding a cast rider would make it far too complex and powerful for a wide use keyword)
Flavor-wise it follows the idea of your creature ransacking an enemy's library for something of value.
Gameplay-wise the idea is that with Stalwart and Ambush focusing on defense, Ransack allows an aggro deck to attack from two front. Most red cards that exile from opponent's libraries allow them to cast those cards, which as you've stated would be too broken and complex. So i decided on the "add 1 to your mana pool." As an additional red focused ability. Originally I had planned to do "Ransack N" but realized that would be getting to close to actual mill which as you've said is firmly blue black.
I like the idea of Stampede, and I like it counting creatures entering rather than being cast personally, but that does make it harder to balance.
I also like it better as counting creatures entering but it would be way too broken if that were the case. Were this an actual mechanic doubling season and some token spells would basically give insane value. Hence why I chose cast, however it still works fairly well with Ambush.
If you want a widely used mechanic, I'd go with conspire over plot. That makes it easier to theme the color pair around and to build with in draft. The trap comparison above is apt, and traps were meant to be niche answers to individual situations rather than an overall deck archetype
I really do like conspire and would like to make it work but it was considered a failure because its hard to design. It costs two creatures of similar color to tap to copy the spell, which is a pretty hefty price then theres not many effects that could be copied and feel like balanced.
For example: Conspire Unsummon
Instant U
Conspire
Return target creature to its owners hand.
Unsummon is a common blue...well, common. However, if it were to bounce two creatures, it'd be too powerful. If we add conspire to balance that power then we have to wait until we have two blue creatures out to cast this and that means that early in a game its practically a time walk.
I'd like to find a way to make it work though, perhaps adding creatures that care about tapping or being tapped?
So here's my proposed revisions to the mechanics listed above:
As stated previously Ambush and Stalwart both seem like theyd make games much slower and grindy which could make aggro not as enjoyable. For this I propose two possible changes:
1. Ambush could stay the same and Stalwart could be changed to check if three or more creatures blocked each turn. (Which would make it a reverse battalion.)
2. Stalwart stays the same and Ambush is changed to bounce the creature once it enters the battlefield. (Which would make it similar to forecast albeit with the ability for an opponent to interact via removal or counterspell.)
Ransack could be changed to "when this creature attacks, exile the top card of your library and the next spell you cast this turn costs 1 less to cast." Or I could go with my original idea of making creatures and spells have Ransack N.
Stampede, still in my opinion, seems to be the most balanced.
As for Plot I'm still not sure about it. I like how it feels sneaky and similar to both traps and conspire but i feel like it could be done better than how I have it.
Perhaps, "Plot (When you cast this spell you may discard a card that shares a color with it. If you do (effect)."?
As always input is appreciated and I look forward to hearing your opinions.
Here's some new cards based around the altered mechanics:
Guard Patrol4W
Enchantment {U}
Stalwart-At the beginning of each end step, if three or more creatures you control blocked this turn, create a 1/1 white soldier creature token.
Blessings of the Earth2G
Sorcery {C}
Search your library for a basic land and put it on the battlefield tapped. Shuffle your library.
Stampede (When you cast this spell, copy it for each creature spell you cast this turn.)
Vile Cutthroats3R
Creature — Human Rogue {U}
~This~ has trample as long as its attacking. 2RR, T: Ransack 3.(Exile the top three cards of your library, the next spell you cast this turn costs 3 less to cast.)
4/2
Mistspewer1U
Creature — Elemental {C}
When ~This~ enters the battlefield target creature gets -3/-0 until end of turn.
Ambush 2U(You may cast this card as an instant by paying 2U. If you do, return it to your hand when it enters the battlefield.)
1/2
Secret PlanXXB
Sorcery {R}
Plot - When you cast this card, you may discard a card that shares a color with it. If you do each other player copies it.
You draw X cards and your maximum hand size is reduced by X until your next upkeep.
And here's a mythic based around Boyachi's idea earlier:
Fwoosh, Burning Rebel2RR
Legendary Creature — Goblin Rogue{M}
Discard a card, R, T: ~This~ deals 1 damage to target player.
Whenever ~This~ deals damage to a player you may cast up to one card that player owns in exile until end of turn.
2/2
I see some interesting things here, but I'd caution that each of these mechanics falls into the category of things that Wizards has done and later regretted, or things that Wizards has never done for very good reason. My perspective and feedback tends to be from the perspective of someone trying to engineer a good draft format. What formats are you and your friends designing for?
As Rowanalpha mentioned, there are problems with using mechanics that discourage attacking. So much so that Wizards essentially does not print these mechanics (Enrage is the only thing that comes close). Magic's core systems already heavily favor the blocking player, and the developers actually need to devote a lot of space in each set to cards and mechanics that break stalled board states and encourage attacking. This is why we see mechanics like Battalion and Dash, but never their defensive counterparts.
Ambush has the same limitation as Flash. Flash works as an evergreen keyword where you have 1-3 flash creatures in a set, having many more flash creatures starts to discourage attacking. Ambush creatures with Etb also cause the repetitive play problem. Wizards considers Forecast and Buyback mistakes because they lead players to just do the same thing over and over again for the rest of the game. Notice that Dash creatures had "When this attacks" triggers instead of EtBs because it gave the opponent an opportunity to interact with them before they returned to your hand.
A fixed version of Ambush might read Ambush [Higher Cost] (You may cast this as though it had flash for its Ambush cost.) The Ambush cost would be over-rate, allowing for a better rate on the creature's normal mana rate (typically flash creatures need to be a bit below rate to account for the flash). Though I would still worry about this causing stalled boards if there were too many cards with this mechanic.
Plot works but can't really be pushed. It can be dangerous to let players discard a card for an outsized effect in the early game, and in the late game you can discard a small spell that is no longer relevant. I've thought of a similar mechanic awhile ago where the player always draws a card then discards a card, and gets a bonus effect if they are able to discard a card with a specific quality (a card type or creature type, a specific creature keyword, etc...)
Stampede has Storm's issue, which is more nuanced than it just being really busted. Storm's problem is that because it can so powerful in specific circumstances, balancing the cards makes them really under-powered in all other situations. I'd recommend making Stampede an ability word that goes on creatures with EtB effects that scale with the number of creatures spells you have cast that turn: Stampede - When this creature enters the battlefield [Do
something] for each creature spell you have cast this turn. This gives you more levers to adjust the cost, baseline power, and scaling of each card.
Exiling cards from your own library is not a real cost in the same way that exiling cards from your graveyard is. Rabid Looter reminded me of the is the Hardened Berserker effect. I actually think the berserker's effect is a good candidate for set mechanic and would synergize with stampede nicely. Note that this kind of cost reduction is primary in red and would be secondary in green. It's not something black is really allowed to do.
Sorry if this was a lot of me saying that things don't work. I definitely think there are some interesting things here. You have it structured as a faction set, but some of your mechanics seem like they would want to go on a few cards in each color, so you could try experimenting with the new typical structure like Eldraine (3 - 3.5 mechanics, non-keyworded themes for most color pairs).
Here's some new cards based around the altered mechanics:
Guard Patrol4W
Enchantment {U}
Stalwart-At the beginning of each end step, if three or more creatures you control blocked this turn, create a 1/1 white soldier creature token.
Blessings of the Earth2G
Sorcery {C}
Search your library for a basic land and put it on the battlefield tapped. Shuffle your library.
Stampede (When you cast this spell, copy it for each creature spell you cast this turn.)
Blessings of the earth plays against its own interest, in that it ramps, but to maximize its utility you need a lot of mana to begin with.
Vile Cutthroats3R
Creature — Human Rogue {U}
~This~ has trample as long as its attacking. 2RR, T: Ransack 3.(Exile the top three cards of your library, the next spell you cast this turn costs 3 less to cast.)
4/2
I am not sure why someone would activate this ability. It is a net loss of one mana to exile three cards from your deck. Any exile interactions need to be specific to the ability that exiles the card, or interact with your opponent's exile, otherwise it will negate the purpose of the exile zone (second graveyard problem).
Mistspewer1U
Creature — Elemental {C}
When ~This~ enters the battlefield target creature gets -3/-0 until end of turn.
Ambush 2U(You may cast this card as an instant by paying 2U. If you do, return it to your hand when it enters the battlefield.)
1/2
Secret PlanXXB
Sorcery {R}
Plot - When you cast this card, you may discard a card that shares a color with it. If you do each other player copies it.
You draw X cards and your maximum hand size is reduced by X until your next upkeep.
I don't think this works the way you want it to. Players only discard to handsize at the end of their own turn, so the plot lets you fill your opponent's hands and they will still have the opportunity to play their best cards before discarding while the caster spends mana to draw and immediatly has to discard. Effectively, you Mind Twist yourself to let your opponents filter their hands.
And here's a mythic based around Boyachi's idea earlier:
Fwoosh, Burning Rebel2RR
Legendary Creature — Goblin Rogue{M}
Discard a card, R, T: ~This~ deals 1 damage to target player.
Whenever ~This~ deals damage to a player you may cast up to one card that player owns in exile until end of turn.
2/2
This is a good application of interacting with opponent's exiled zone, but I still think mixing the exile and cost reductions into one ability is too much going on in one mechanic. The cost reduction (a la the aforementioned Hardened Berserker) is plenty interesting space to play in by itself.
Thanks for the insight. I definitely have a bit more to learn when it comes to sst design.
Ok so here's how the mechanics look now as I've done more thinking and using your sdvice:
Stalwart: At the beginning of each end step if three or more creatures you control blocked this turn, [effect].
I've decided to keep this one as is. The reason being the cost reduction of the Red mechanic is focused on attacking. So this gives a player value for blocking attacking creatures.
Stoke: When this creature attacks the next spell you cast this turn costs 1 less to cast.
Example: Rabid Looter1R
Creature - Goblin Rogue {C}
Stoke (When this creature attacks, the next spell you cast this turn costs 1 less to cast.)
2/1
Or possibly:
Stoke N: When this creature attacks the next spell you cast this turn costs N less to cast.
Example: Rabid Looter1R
Creature - Goblin Rogue {C}
Stoke 1 (When this creature attacks, the next spell you cast this turn costs 1 less to cast.)
2/1
As has been referred to, this effect seems to be much simpler and have wider design space. The name was changed to Stoke as it more resembles something adding fuel to a fire.
Stampede: When this creature enters the battlefield, [effect] for each other nontoken creature that entered the battlefield this turn.
Example: Greenvale Shepherd1GG
Creature - Human {R}
Stampede- When ~This~ enters the battlefield, create a 0/1 white goat creature token for each other nontoken creature that entered the battlefield this turn.
1/2
Stampede was changed to focus less on copying a spell and more so to focus on creature ETBs. Additionally, rather than focusing on creatures being cast it checks the amount of nontoken creatures that entered the battlefield.
Ambush (Cost): You may cast this creature for its ambush cost any time you could cast an instant. If you do, put it on the battlefield then return it to your hand.
Example:Mistspewer1U
Creature - Elemental {C}
When ~This~ enters the battlefield, target creature gets -3/-0 until end of turn.
Ambush 3U (You may cast this card any time you could cast an instant by paying 3U. If you do, put it on the battlefield then return it to your hand.)
2/1
This one will stay the same however ambush costs will be higher than what the casting cost is. To mitigate the potential for players to just cast the same card over and over again. This also can help with Stampede abilities.
Plot: Whenever this creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, [effect].
Example: Sinister SaboteurXXB
Creature - Human Rogue {R}
~This~ enters the battlefield with X +1/+1 counters on it.
Plot-Whenever ~This~ attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, target player draws X cards and loses X life, where X is ~This~ creature's power.
X/X
With plot I was looking at some cards I own trying to find some sort of inspiration. I found a card called Cloak of Confusion. So I got to thinking, what if plot was something that was creature based as well? So your attacking creatures if theyre not blocked can do something that might have more use than damage.
Of course, these aren't dead set either, just the most recent version. If there's any ideas, recommendations, or insight you all could give it'd be greatly appreciated.
Guard Captain2W
Creature - Human Soldier {C}
Stalwart - At the beginning of each end step, if three or more creatures you control blocked this turn, put a +1/+1 counter on ~This~.
2/2
Zealous Torch BearerR
Creature - Goblin {U}
Haste
Stoke 2 (When ~This~ attacks, the next spell you cast this turn costs 2 less to cast.)
0/1
Elven Outlander2G
Creature - Elf Shaman {U}
When ~This~ enters the battlefield, target creature you control gets +2/+2 until end of turn.
Ambush 4GG
2/3
Town CrierW
Creature - Human {U}
Stampede - When ~This~ enters the battlefield, untap up to X target creature's.
1/1
Devious Poisoner1B
Creature - Human Rogue {C}
Deathtouch
Plot - Target creature gains deathtouch until end of turn.
1/1
Zealous Torch Bearer is definitely much too powerful. A Stoke 1-drop can't have haste, and a Stoke 2 creature would need to cost 3 mana at minimum.
If you want to worry about player comprehension best practices, I'd recommend removing the number from Stoke and just making it a fixed 1. My guess is that for balance and space reasons most of the Stoke creatures would be Stoke 1, with only two or three having higher numbers. In this situation its usually better to lose the number for simplicity, then give one or two rarer cards an un-keyworded super version of the ability.
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Edit: The focus will be on mechanics that are shifted from various other mechanics in Magic's history.
UB - Plot (When you cast this discard a card of the same color if you do copy this.)
WR - Stalwart (effect at each end step if you blocked with three or more creatures.)
GW - Stampede (Copy this spell for every creature you cast this turn.)
BR - Ransack (Exile N cards from your library, the next spell you cast costs N less.)
UG - Ambush (Pay the Ambush cost to put this creature onto the battlefield then return it to your hand.)
Any help, ideas, or suggestions are appreciated.
Pious Vanguard 3W
Creature — Human Soldier {C}
Stalwart-At the beginning of each end step if a creature you control blocked this turn, you gain 3 life.
2/3
Edit: Altered Stalwart;
Pious Vanguard 3W
Creature — Human Soldier {C}
Stalwart-At the beginning of each end step if three or more creatures you control blocked this turn, you gain 3 life.
2/3
Stalwart is a twist on Raid where it focuses more on defense. The altered Stalwart is more similar to battalion.
Bursting Vigor 2G
Instant {C}
Stampede (When you cast this spell copy it for each creature spell you cast this turn.)
Put a +1/+1 counter on target creature you control.
Stampede is creature based Storm.
Rabid Looter 1R
Creature — Goblin {C}
When ~This~ attacks, ransack. (To Ransack, exile the top card of defending player's library, the next spell you cast this turn costs 1 less to cast.)
2/1
Edit: Altered Ransack;
Rabid Looter 1R
Creature — Goblin {C}
When ~This~ attacks, ransack 1. (To Ransack, exile the top card of your library, the next spell you cast this turn costs 1 less to cast.)
2/1
Ransack is both a Delve alternative and a mill effect outside of blue. The altered form instead focuses on exiling one's own library and with varying cost reduction.
Gilded Cancrix 3U
Creature — Crab {U}
When ~This~ enters the battlefield, add one mana of any color to your mana pool.
Ambush 1G(You may cast this spell as an instant for its ambush cost, if you do it enters the battlefield blocking target attacking creature. Return it to its owner's hand at the beginning of the end step.)
2/4
Edit: Altered Ambush;
Gilded Cancrix 3U
Creature — Crab {U}
When ~This~ enters the battlefield, add one mana of any color to your mana pool.
Ambush 1G(You may cast this spell as an instant for its ambush cost, if you do when it enters the battlefield return it to its owner's hand.)
2/4
Ambush is a defensive version of Dash. Allowing you to have a blocker when you really need one. The altered version is more similar to forecast with the exception that through counterspells and removal it can be interacted with.
Grave Return 2B
Sorcery {C}
Plot- A creature you control died this turn. (When you cast this spell, if a creature you control died this turn you may copy this spell. You may choose new targets for the copy.)
Return target creature card from your graveyard to your hand.
Edit: Altered Plot;
Grave Return 2B
Sorcery {C}
Return target creature card from your hand.
Plot(When you cast this spell, you may discard a card that shares a color with it. If you do, you may copy it and you may choose new targets for the copy.)
Plot is Conspire but with different requirements. So one could require a creature being destroyed or an opponent drawing two or more cards. The altered Plot is less situational and allows for more usage of the mechanic to be found.
What do you all think of these? Could a mechanic shifted set be viable? Any ideas or feedback to make it work?
As is bursting vigor should cost one less, considering hunger of the howlpack if you switch it to be just a creature enters your battlefield it would be broken, especially at that mana cost.
For rabid looter, I am imagining a rare/mythic spellshaper type card that has “at the beginning of your first main phase, exile the top card of each opponents/players? Library face up. Until the end of turn, you may cast cards exiled this turn this way by tapping ~ and discarding a card”. Yes, I agree my idea could be worded much better.
As it stands this is a better Ingest.
I Like the ambush spin.
Plot also reminds me of the trap mechanic. For a common Grave Return seems fairly costed.
I completely missed that I had put that. Will edit in accordance.
Currently Stampede copies the spell for each creature spell that has been cast to avoid tokens, blinking, etc. So would it still be broken if I reduced it to G? Trying to fix Storm is kinda hard.
I hadn't even remembered Ingest was a thing to be honest lol. I could definitely see your idea being a mythic! Its really cool.
So when coming up with these mechanics I was trying to think of mechanica that would fit the color pairs I listed above.
Stalwart is WR
Stampede is WG
Ransack is BR
And Plot is UB
When it came to UG however I had a hard time coming up with a mechanic to shift. Theres not really much that the pair have shared outside of counters, so I looked further and noticed they did have another thing in common, creatures with flash. However you cant just make all the blue and green creatures in a set have flash so I figured this was a good alternative.
Glad you think so, I was worried it might seem broken given the idea of sacrificing a creature to get it and another back.
Ransack doesn't make sense, as in, what is the purpose of exiling the card? I like the cost reduction effect, which is a red ability, but exiling from opponents is firmly black/blue (adding a cast rider would make it far too complex and powerful for a wide use keyword)
I like the idea of Stampede, and I like it counting creatures entering rather than being cast personally, but that does make it harder to balance.
If you want a widely used mechanic, I'd go with conspire over plot. That makes it easier to theme the color pair around and to build with in draft. The trap comparison above is apt, and traps were meant to be niche answers to individual situations rather than an overall deck archetype
I agree, it does seem like it'd be hard for an aggro strategy to pull through. What if Ambush were changed to:
Ambush "Cost" (You may cast this card as an instant for its ambush cost. If you do put it on the battlefield then return it to your hand.)
It would still allow ETB's to take effect without having to focus on blocking. However I would worry that this would basically be Forecast.
Flavor-wise it follows the idea of your creature ransacking an enemy's library for something of value.
Gameplay-wise the idea is that with Stalwart and Ambush focusing on defense, Ransack allows an aggro deck to attack from two front. Most red cards that exile from opponent's libraries allow them to cast those cards, which as you've stated would be too broken and complex. So i decided on the "add 1 to your mana pool." As an additional red focused ability. Originally I had planned to do "Ransack N" but realized that would be getting to close to actual mill which as you've said is firmly blue black.
I also like it better as counting creatures entering but it would be way too broken if that were the case. Were this an actual mechanic doubling season and some token spells would basically give insane value. Hence why I chose cast, however it still works fairly well with Ambush.
I really do like conspire and would like to make it work but it was considered a failure because its hard to design. It costs two creatures of similar color to tap to copy the spell, which is a pretty hefty price then theres not many effects that could be copied and feel like balanced.
For example:
Conspire Unsummon
Instant U
Conspire
Return target creature to its owners hand.
Unsummon is a common blue...well, common. However, if it were to bounce two creatures, it'd be too powerful. If we add conspire to balance that power then we have to wait until we have two blue creatures out to cast this and that means that early in a game its practically a time walk.
I'd like to find a way to make it work though, perhaps adding creatures that care about tapping or being tapped?
As stated previously Ambush and Stalwart both seem like theyd make games much slower and grindy which could make aggro not as enjoyable. For this I propose two possible changes:
1. Ambush could stay the same and Stalwart could be changed to check if three or more creatures blocked each turn. (Which would make it a reverse battalion.)
2. Stalwart stays the same and Ambush is changed to bounce the creature once it enters the battlefield. (Which would make it similar to forecast albeit with the ability for an opponent to interact via removal or counterspell.)
Ransack could be changed to "when this creature attacks, exile the top card of your library and the next spell you cast this turn costs 1 less to cast." Or I could go with my original idea of making creatures and spells have Ransack N.
Stampede, still in my opinion, seems to be the most balanced.
As for Plot I'm still not sure about it. I like how it feels sneaky and similar to both traps and conspire but i feel like it could be done better than how I have it.
Perhaps, "Plot (When you cast this spell you may discard a card that shares a color with it. If you do (effect)."?
As always input is appreciated and I look forward to hearing your opinions.
Guard Patrol 4W
Enchantment {U}
Stalwart-At the beginning of each end step, if three or more creatures you control blocked this turn, create a 1/1 white soldier creature token.
Blessings of the Earth 2G
Sorcery {C}
Search your library for a basic land and put it on the battlefield tapped. Shuffle your library.
Stampede (When you cast this spell, copy it for each creature spell you cast this turn.)
Vile Cutthroats 3R
Creature — Human Rogue {U}
~This~ has trample as long as its attacking.
2RR, T: Ransack 3.(Exile the top three cards of your library, the next spell you cast this turn costs 3 less to cast.)
4/2
Mistspewer 1U
Creature — Elemental {C}
When ~This~ enters the battlefield target creature gets -3/-0 until end of turn.
Ambush 2U(You may cast this card as an instant by paying 2U. If you do, return it to your hand when it enters the battlefield.)
1/2
Secret Plan XXB
Sorcery {R}
Plot - When you cast this card, you may discard a card that shares a color with it. If you do each other player copies it.
You draw X cards and your maximum hand size is reduced by X until your next upkeep.
And here's a mythic based around Boyachi's idea earlier:
Fwoosh, Burning Rebel 2RR
Legendary Creature — Goblin Rogue{M}
Discard a card, R, T: ~This~ deals 1 damage to target player.
Whenever ~This~ deals damage to a player you may cast up to one card that player owns in exile until end of turn.
2/2
As Rowanalpha mentioned, there are problems with using mechanics that discourage attacking. So much so that Wizards essentially does not print these mechanics (Enrage is the only thing that comes close). Magic's core systems already heavily favor the blocking player, and the developers actually need to devote a lot of space in each set to cards and mechanics that break stalled board states and encourage attacking. This is why we see mechanics like Battalion and Dash, but never their defensive counterparts.
Ambush has the same limitation as Flash. Flash works as an evergreen keyword where you have 1-3 flash creatures in a set, having many more flash creatures starts to discourage attacking. Ambush creatures with Etb also cause the repetitive play problem. Wizards considers Forecast and Buyback mistakes because they lead players to just do the same thing over and over again for the rest of the game. Notice that Dash creatures had "When this attacks" triggers instead of EtBs because it gave the opponent an opportunity to interact with them before they returned to your hand.
A fixed version of Ambush might read Ambush [Higher Cost] (You may cast this as though it had flash for its Ambush cost.) The Ambush cost would be over-rate, allowing for a better rate on the creature's normal mana rate (typically flash creatures need to be a bit below rate to account for the flash). Though I would still worry about this causing stalled boards if there were too many cards with this mechanic.
Plot works but can't really be pushed. It can be dangerous to let players discard a card for an outsized effect in the early game, and in the late game you can discard a small spell that is no longer relevant. I've thought of a similar mechanic awhile ago where the player always draws a card then discards a card, and gets a bonus effect if they are able to discard a card with a specific quality (a card type or creature type, a specific creature keyword, etc...)
Stampede has Storm's issue, which is more nuanced than it just being really busted. Storm's problem is that because it can so powerful in specific circumstances, balancing the cards makes them really under-powered in all other situations. I'd recommend making Stampede an ability word that goes on creatures with EtB effects that scale with the number of creatures spells you have cast that turn: Stampede - When this creature enters the battlefield [Do
something] for each creature spell you have cast this turn. This gives you more levers to adjust the cost, baseline power, and scaling of each card.
Exiling cards from your own library is not a real cost in the same way that exiling cards from your graveyard is. Rabid Looter reminded me of the is the Hardened Berserker effect. I actually think the berserker's effect is a good candidate for set mechanic and would synergize with stampede nicely. Note that this kind of cost reduction is primary in red and would be secondary in green. It's not something black is really allowed to do.
Sorry if this was a lot of me saying that things don't work. I definitely think there are some interesting things here. You have it structured as a faction set, but some of your mechanics seem like they would want to go on a few cards in each color, so you could try experimenting with the new typical structure like Eldraine (3 - 3.5 mechanics, non-keyworded themes for most color pairs).
Blessings of the earth plays against its own interest, in that it ramps, but to maximize its utility you need a lot of mana to begin with.
4/2
I am not sure why someone would activate this ability. It is a net loss of one mana to exile three cards from your deck. Any exile interactions need to be specific to the ability that exiles the card, or interact with your opponent's exile, otherwise it will negate the purpose of the exile zone (second graveyard problem).
I don't think this works the way you want it to. Players only discard to handsize at the end of their own turn, so the plot lets you fill your opponent's hands and they will still have the opportunity to play their best cards before discarding while the caster spends mana to draw and immediatly has to discard. Effectively, you Mind Twist yourself to let your opponents filter their hands.
This is a good application of interacting with opponent's exiled zone, but I still think mixing the exile and cost reductions into one ability is too much going on in one mechanic. The cost reduction (a la the aforementioned Hardened Berserker) is plenty interesting space to play in by itself.
Ok so here's how the mechanics look now as I've done more thinking and using your sdvice:
Stalwart: At the beginning of each end step if three or more creatures you control blocked this turn, [effect].
I've decided to keep this one as is. The reason being the cost reduction of the Red mechanic is focused on attacking. So this gives a player value for blocking attacking creatures.
Stoke: When this creature attacks the next spell you cast this turn costs 1 less to cast.
Example:
Rabid Looter 1R
Creature - Goblin Rogue {C}
Stoke (When this creature attacks, the next spell you cast this turn costs 1 less to cast.)
2/1
Or possibly:
Stoke N: When this creature attacks the next spell you cast this turn costs N less to cast.
Example:
Rabid Looter 1R
Creature - Goblin Rogue {C}
Stoke 1 (When this creature attacks, the next spell you cast this turn costs 1 less to cast.)
2/1
As has been referred to, this effect seems to be much simpler and have wider design space. The name was changed to Stoke as it more resembles something adding fuel to a fire.
Stampede: When this creature enters the battlefield, [effect] for each other nontoken creature that entered the battlefield this turn.
Example:
Greenvale Shepherd 1GG
Creature - Human {R}
Stampede- When ~This~ enters the battlefield, create a 0/1 white goat creature token for each other nontoken creature that entered the battlefield this turn.
1/2
Stampede was changed to focus less on copying a spell and more so to focus on creature ETBs. Additionally, rather than focusing on creatures being cast it checks the amount of nontoken creatures that entered the battlefield.
Ambush (Cost): You may cast this creature for its ambush cost any time you could cast an instant. If you do, put it on the battlefield then return it to your hand.
Example:Mistspewer 1U
Creature - Elemental {C}
When ~This~ enters the battlefield, target creature gets -3/-0 until end of turn.
Ambush 3U (You may cast this card any time you could cast an instant by paying 3U. If you do, put it on the battlefield then return it to your hand.)
2/1
This one will stay the same however ambush costs will be higher than what the casting cost is. To mitigate the potential for players to just cast the same card over and over again. This also can help with Stampede abilities.
Plot: Whenever this creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, [effect].
Example:
Sinister Saboteur XXB
Creature - Human Rogue {R}
~This~ enters the battlefield with X +1/+1 counters on it.
Plot-Whenever ~This~ attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, target player draws X cards and loses X life, where X is ~This~ creature's power.
X/X
With plot I was looking at some cards I own trying to find some sort of inspiration. I found a card called Cloak of Confusion. So I got to thinking, what if plot was something that was creature based as well? So your attacking creatures if theyre not blocked can do something that might have more use than damage.
Of course, these aren't dead set either, just the most recent version. If there's any ideas, recommendations, or insight you all could give it'd be greatly appreciated.
Guard Captain 2W
Creature - Human Soldier {C}
Stalwart - At the beginning of each end step, if three or more creatures you control blocked this turn, put a +1/+1 counter on ~This~.
2/2
Zealous Torch Bearer R
Creature - Goblin {U}
Haste
Stoke 2 (When ~This~ attacks, the next spell you cast this turn costs 2 less to cast.)
0/1
Elven Outlander 2G
Creature - Elf Shaman {U}
When ~This~ enters the battlefield, target creature you control gets +2/+2 until end of turn.
Ambush 4GG
2/3
Town Crier W
Creature - Human {U}
Stampede - When ~This~ enters the battlefield, untap up to X target creature's.
1/1
Devious Poisoner 1B
Creature - Human Rogue {C}
Deathtouch
Plot - Target creature gains deathtouch until end of turn.
1/1
If you want to worry about player comprehension best practices, I'd recommend removing the number from Stoke and just making it a fixed 1. My guess is that for balance and space reasons most of the Stoke creatures would be Stoke 1, with only two or three having higher numbers. In this situation its usually better to lose the number for simplicity, then give one or two rarer cards an un-keyworded super version of the ability.