In mashing up 250 cards, I wanted to make a very accessibly Wizard's Tower that I nicknamed the Apprentice's Tower. I have friends that play magic but pretty casually. So here were my list of goals
1) The cards must be approachable. No goofy rules next that isn't explained
2) Multiplayer magic does not encouraging attacking because you swing in once and you leave yourself open for 3-4 counterattacks. Not good Bob. Abilities that encouraged attacking were encouraged: lifelink, vigilance,
3) You know what doesn't get played enough. Enchantments. Holy shit, my Abzan Guide has +2/+2 and flying?! Watch out world!
3.a) As a corollary, no instant speed removal. Nobody likes their combat tricks getting blown out.
4) Make it easy to spend mana and interact/bluff. Morph is good. Smaller creatures with pump are also good.
My deck list can be found here: http://tappedout.net/mtg-decks/apprentices-tower/
Here are some ones I'm particular proud of that I think would be super fun.
4 mana, 6/6 and everyone sacrifices 1-3 lands. Who wouldn't? |
The player to the left of who plays this can sacrifice a land and then draw it next turn (shared library remember). Who wants it most?
The Boros want you to always read the fine print. |
Note how it says EACH battle. You don't have to be involved to mess with your neighbors' plans. Similar to:
I do have 3 mana untapped, why do you ask? |
No see, I was defenseless but now I'm not and you are |
The surprise untappers I think have a lot of potential. Make people attack and bluff defenses or have real defenses. Best of all you don't have to listen to anyone argue about whether or not it's good in limited.
Never seen cast IRL. Great name & flavor text too |
With a shared graveyard, I'm very excited for this.
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