edit: regarding the "plucky" thing: it would be very dangerous to make the two versions very swingy compared to each other, you don't want people to feel like they're being punished for winning.
edit edit:
what if it's "if you've already finished a game this match", so it's not tied to win / lose
View attachment 1706
This is probaby not very good without tons of shuffle effects, and should just be scry.
I don't like your second suggestion, as this means you won't turn on plucky in the third game when you win the first game but lose the second. If you play three games, I believe plucky should be "on" in at least one of those games so you don't get the subpar spell effect in all three games. Your first suggestion might be okay, but that wording means you will get at most one game with plucky turned on, meaning slightly less games where the card feels exciting to play. I think I still like the current wording better.
Anotak's suggestion I like though. "If you lost a game this round" is definitely better.
Also, the whole purpose of this mechanic was that it was a catch-up mechanic, so changing it to "if you've already finished a game this round" kinda defeats the purpose?
If we want it to be a comeback mechanic then it should 100 % not turn on when the score is 1-1 since then it is no longer a comeback.
How about this?Side Question: Help me with these
Well, if you lost the first game, and you end up winning the match, you came back from 0-1 behind. If you won the game, then you just lost the previous game, so you're also coming back from behind in that sense.
But you just lost the previous game! Like I already said though, the biggest argument against only having plucky be active when you're actually behind, is that it only ever activates in the second game of a match if you lost the first game. From a design perspective, that would make plucky way too situational for me.And if you won the first game and lost the second game, then the score is 1-1 in the match and the ‘comeback’ keyword should not be active. You’re not in a comeback situation when you are exactly even with your opponent.
That would mean plucky would be on average turned on for a player in 30% of their games. If that's the average percentage you want to run with in your games, I think I'ld prefer the "if you lost the previous game this match" wording. Dunno, but that feels the tiniest bit less complex and more fitting. If I was going to use plucky in my cube (I've been cutting back on customs though) I'ld go with the 40% option because that feels where I want it to be, but 30% might be okay too for you?Super agreed! You use the same logic as I do when deciding on how to word my cards.
Maaaaybe we can compromise and word it like this:
“If you lost the first game of this match..effect”
This would lead to it being active ONLY if you are on a comeback-train. It would activate 50 % of all second games and 50 % of all third games. How ‘bout that?
Sweet Remind me to look up those arts for you, I really don't have the time to do that today, but I can look for you later, maybe tomorrow.I see the artist names at the bottom of the cards but I can't seem to find the actual art. Is there any way you can either link to the page where you found each of them or attach them in a file here?
I like four of your designs and I'm going to steal them
White, blue, black and red.
memory issuesNot sure how I feel about the actual design of Haunted Armor but I wanted to explore this mechanic:
1. Something that is sup-par when drafted as the first 14 cards in the pack.
2. But above average if picked as the last card in the pack.
How do you guys feel about that?
100 % cons: Can only ever be good for one player, the last one. The random guy sitting as the 15'th man.
memory issues
would work a lot better in digital imo
It also seems like a lot of the time you're going to get a pack with two cards in it, this and something unusable, and you hatedraft this to stop someone else getting the bonus.