Homestuck: the Gathering
Discovery Change

homestuckthegathering:

If you are going to go through with that discovery change, might I recommend a big silly mythic?

"lands you play enter the battlefield with an additional discovery counter. You may remove discovery counters from lands you control as if they were lands of any type you control."

I submitted something like this a while back and I think it needs a bit more love. You gotta have completely unplayable (ie too expensive) mythics in your set!

Wow, that would probably be game breaking. In other words, perfect for a hugely overpriced mythic. That said, it’s currently my intention to not include anything at the Mythic rarity, as I loathe its very existence. :) However, something like that as a sorcery that only lasts the turn or the like is on the table… it’s definitely a space I’ll be keeping in mind as an option to play around in!

Discovery Change

If you are going to go through with that discovery change, might I recommend a big silly mythic?

"lands you play enter the battlefield with an additional discovery counter. You may remove discovery counters from lands you control as if they were lands of any type you control."

I submitted something like this a while back and I think it needs a bit more love. You gotta have completely unplayable (ie too expensive) mythics in your set!

A different kind of discovery

Holy crap, I just discovered that I have over 300 followers. When did that happen? *waves*

Discovery

I had an idea tonight that I am mulling in my brain. Discovery and the planets right now are incredibly powerful. Unfortunately to make them playable they also have to be common. I was willing to do this, to just acknowledge that they will warp the format around them in a way that Wizards is sometimes willing to do, even if not quite like this.

Tonight I thought of an alternative that weakens them while still keeping the flavor of the mechanic. Rather than getting the ability with each planet placed (after the first), each planet could come into play with a counter on it. Then at some point, you may remove all the counters from each of the same planet, and get an effect based on the number of counters removed.

Thus, the longer you explore, the bigger the effect is. But if you need it sooner you can get the smaller effect. It would obviously need to not be 1 of something per counter, since then there’s no difference between doing it with 2 twice and doing it with 4 once. But this way you don’t get something with each planet, you get something when you decide your quest is done.

Going to think about it and think about how to word it, but if anyone has any thoughts please feel free to leave them as comments.

Impossible Luck
Having impossible luck means having All the luck, which means there’s no luck at all- anything chance related breaks your way. Which I choose to model as any time the main source of randomness, a card draw, would occur, you get to get lucky and find what you want.
It’s the same effect as Archmage’s Ascension, except with a more hideous mana cost and without the need to wait to get it online. It remains to be seen whether it’s too much or too little.

Impossible Luck

Having impossible luck means having All the luck, which means there’s no luck at all- anything chance related breaks your way. Which I choose to model as any time the main source of randomness, a card draw, would occur, you get to get lucky and find what you want.

It’s the same effect as Archmage’s Ascension, except with a more hideous mana cost and without the need to wait to get it online. It remains to be seen whether it’s too much or too little.

Trollian Memo
Man, the memos were hilarious. This card isn’t really all that great, but it’s a starting point. I wanted to make it so things got more and more batshit and hard to deal with the more people and things got involved with the memo. Other ideas I had were too much text- tracking across turns requires an escape valve, something that causes the memo to either be sacrificed or be reset. So to cope with this being on the weaker side it’s pretty cheap to cast.

Trollian Memo

Man, the memos were hilarious. This card isn’t really all that great, but it’s a starting point. I wanted to make it so things got more and more batshit and hard to deal with the more people and things got involved with the memo. Other ideas I had were too much text- tracking across turns requires an escape valve, something that causes the memo to either be sacrificed or be reset. So to cope with this being on the weaker side it’s pretty cheap to cast.

Completed Side-quest
Here I take the step Zendikar and Worldwake chose not to take- making Quest an actual subtype for Enchantments. This means I can’t do any direct reprints of their quests, though I can do functional ones with the Quest subtype.
This gives you a bonus for completing other quests. I had to have it reference itself by name, otherwise having two of these out causes an infinite loop that ends the game in a draw unless someone has a naturalize.
This card is likely to be changed once I actually have other Quests out there, but for now it’s a good starting point. Another option I considered was to have it be able to copy other quests, which I will still consider, especially if this seems too strong (it minimizes the number of times you can copy a “sac this quest” quest’s ability, for instance).

Completed Side-quest

Here I take the step Zendikar and Worldwake chose not to take- making Quest an actual subtype for Enchantments. This means I can’t do any direct reprints of their quests, though I can do functional ones with the Quest subtype.

This gives you a bonus for completing other quests. I had to have it reference itself by name, otherwise having two of these out causes an infinite loop that ends the game in a draw unless someone has a naturalize.

This card is likely to be changed once I actually have other Quests out there, but for now it’s a good starting point. Another option I considered was to have it be able to copy other quests, which I will still consider, especially if this seems too strong (it minimizes the number of times you can copy a “sac this quest” quest’s ability, for instance).

Candle Light Hate Date
This one was a little tricky. I spent a while on the fence about whether or not the creatures targeted by this card should be likely to die. In the end I decided to let it go both ways, at least for now.
The previous version of this card was 1G and didn’t have the “if G was spent to cast” line. This made it a relative of “Mutant’s Prey”, which I thought was a nice thing to base on since Mutant is a Karkat reference and +1/+1 counters are a thing in this set. I liked the idea of a card that both had a fight and +1/+1 counters. But the word ‘hate’ is right there in the title, and both hate and to some extent dates are more red things, so I made it red and gave it the extra ‘if green’ boost.
My first idea, for the record, was “Target creature fights target other creature. Put a +1/+1 counter on each of those creatures.” This, however, would be played wrong 90% of the time, as the intent is to take advantage of the fact that you don’t check for lethal damage until the card finishes resolving. So two 3/3 critters targeted would both survive as 4/4s with 3 damage on them. Obviously, most people would play it that the counters only go on survivors, which is what the “at the beginning of the next end step” delayed trigger is meant to emulate.
I won’t be at all surprised if I change this later, but at least it is something now, for now.

Candle Light Hate Date

This one was a little tricky. I spent a while on the fence about whether or not the creatures targeted by this card should be likely to die. In the end I decided to let it go both ways, at least for now.

The previous version of this card was 1G and didn’t have the “if G was spent to cast” line. This made it a relative of “Mutant’s Prey”, which I thought was a nice thing to base on since Mutant is a Karkat reference and +1/+1 counters are a thing in this set. I liked the idea of a card that both had a fight and +1/+1 counters. But the word ‘hate’ is right there in the title, and both hate and to some extent dates are more red things, so I made it red and gave it the extra ‘if green’ boost.

My first idea, for the record, was “Target creature fights target other creature. Put a +1/+1 counter on each of those creatures.” This, however, would be played wrong 90% of the time, as the intent is to take advantage of the fact that you don’t check for lethal damage until the card finishes resolving. So two 3/3 critters targeted would both survive as 4/4s with 3 damage on them. Obviously, most people would play it that the counters only go on survivors, which is what the “at the beginning of the next end step” delayed trigger is meant to emulate.

I won’t be at all surprised if I change this later, but at least it is something now, for now.

Naptime
Going through the set I realized Naptime and Blood Pact did basically the same thing at the same mana cost and rarity. So this is a revamped Naptime that actually incorporates a nap.

Naptime

Going through the set I realized Naptime and Blood Pact did basically the same thing at the same mana cost and rarity. So this is a revamped Naptime that actually incorporates a nap.

Blood Pact
Here it is, with both corrections- reminder text removed, target added.

Blood Pact

Here it is, with both corrections- reminder text removed, target added.