Author Topic: Locale - a new card type  (Read 1651 times)

Den

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Locale - a new card type
« on: November 13, 2011, 06:51:19 PM »
New card type: Locale

Inspired by World Enchantments and Planes, Locale is a cross between Enchantment and Planeswalker.

1. Locale is a card type. It is cast as a spell. It is a permanent type. It is a damageable*.

2. Locale enters the battlefield with structure counters equal to the value printed on the bottom right of the card. For each damage dealt to a Locale, remove one structure counter from it. As a state-based effect, when a Locale has no structure counters on it, put it into the graveyard.

3. Locales, like planeswalkers, can be attacked by creatures. Locales do not deal combat damage unless it is also a creature.

ex.

Quote
Pugilist Colosseum

Locale
At the beginning of each player's end phase, that player chooses a creature he or she controls and a creature his or her opponent controls. Those creatures fight.
8

Quote
The Matrix

Locale
Whenever a player plays a spell, you may draw a card. If you do, discard a card.
Creatures can't attack you or ~ unless their controller pays for each creature he or she controls that's attacking you or ~.
9

* Damageable is a category that refers to objects that can be dealt damaged. These include creatures, planeswalkers, locales, and players. When you choose or target a damageable, any of these objects are legal.

ex.
Quote
Lightning Ball

Sorcery
~ deals 3 damage to target damageable. (A damageable is a creature, planeswalker, locale, or player.)

New card type means the color pie needs to be expanded. So here's the list of the primary (in parentheses), secondary or tertiary roles.

() : direct damage to locale
() : destroy locale
() : steal/counter locale
() : search locale/return locale from graveyard to hand/library/play
() : prevent damage/add counters to locale
() : Development mechanic (see below)

Rule:

4. In the tradition of Artifacts and Enchantments, Locales may also be attached to other card types, namely Lands. This subtype is called Development, which has the mechanic keyword "Develop {cost}". Development spells do not target (unlike the Aura); on the other hand, the Develop ability does target (like Equip). The controller of a Development can pay the develop cost to attach it to a target Land whenever he or she can cast a sorcery. If that Land is put into the graveyard, so are any Developments attached to it. A Development that's also a creature can't develop a land. (In that case, unattach Development.)

ex.
Quote
Sprawling Metropolis

Locale - Development
Whenever a Human creature becomes untapped, you may gain 1 life.
Developed land has ", : Put a 1/1 white Human creature token onto the battlefield."
Develop (: Attach this to target land. If developed land goes to the graveyard, put this into the graveyard. Activate this ability only any time you could cast a sorcery.)
6

Quote
Dwarven Foundry

Locale - Development
Artifact spells you cast have convoke.
~ can be attached only to a Mountain.
Developed land has ", Sacrifice an artifact: Add to your mana pool."
Develop
8

Their intents and purposes are different. Auras and Equipment are meant to be purely attachments. OTOH, Developments can be 'global enchantments' that grant a local bonus.

Development keyword #2:

Equipment has a keyword that is a triggered ability: Living Weapon. Speaking of which, here's the Locale version  :P called Survey:

5. Survey {cost} means "You may pay an additional {cost} as you cast this spell. If you do, when this Development enters the battlefield, put a Plot* land token onto the battlefield, then attach this Development to it."

Quote
Tower of Terror

Locale - Development
Survey (You may pay an additional as you cast this. If you do, when this Development enters the battlefield, put a Plot land token onto the battlefield, then attach this Development to it.)
Developed land is a swamp in addition to its other types and has ", : Target creature gains intimidate until end of turn."
Develop
6

* Plot is a land type with the inherent ability ": Add to your mana pool."
« Last Edit: November 18, 2011, 11:57:55 PM by Den »
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Den

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Terrain = new Land subtype
« Reply #1 on: December 12, 2013, 03:23:03 PM »
Terrain is a subtype of land.
 There are two ways to play a terrain:
 1. Use a land play.
 2. Pay the mana cost.
 Either way you can play them only when you can play a land and it never goes on the stack.

Terrains have two values printed on the bottom right. First number is amount of structure counters to put on it when it enters the battlefield. During your untap step, put a structure counter on it. You may not put more than the second number this way.

As a special action, you may move a creature you control onto a terrain you control, or remove it from a terrain. Do this only any time you can cast a sorcery. A creature can be moved onto no more than one terrain at a time.

Creatures may attack terrains directly. For each damage dealt to a terrain, remove a structure counter from it. Note: creatures attack and block per usual.

As a state-based effect, a terrain with no structure counters is put into its owner's graveyard. When a terrain leaves the battlefield, remove all creatures from it; they stay on the battlefield.

That's it for now...
« Last Edit: December 12, 2013, 03:25:25 PM by Den »