Okay, maybe let's fix the wedge-mechanic before going to the cards, I was a little too impatient.
Oh, another thing, I don't think we should include allied color cards. Those only go into one of the shard, e.g.
only goes into Khunda decks, and in no others. My experience with my own cube has been that it's better to include only the guilds that have overlap with two of the shards. Khans of Tarkir didn't include any allied color cards either for the same reason!
I'm on board with this, having ten more mono colored cards seems to bring more options anyway.
So in light of that, why don't we turn Wild into an upside mechanic (for most of the cards, anyway)? Going against the grain when it comes to what players like isn't going to make it easy to sell your mechanic, after all. This also prevents us from having to stat each wild creature with inflated stats to compensate for annoying drawbacks. In addition, I renamed Wild to Untamed and added a number for quicker reference and shorter overall text length. The rename also makes sure the reminder text is more intuitive and I can drop the "and it loses wild". Because you tamed it, it intuitively is no longer untamed (this is of course explained in full in the FAQ and in the rules, reminder text is just a shorthand way to intuitively explain mechanics in a few words, after all).
So, how about some more cards, I'm curious what you think of my changes and designs!
Okay, first, I totally love the design of the veteran falconer, seems like a perfect fit and should make the list.
But to what MaRo says, I don't really agree with that. First, downsides open up a lot of design space and when you can turn downsides into upsides (
Bone Shredder +
Phyrexian Reclamation), it feels usually great for the player. Drawbacks make you think and it makes me sad, that so many playes seems to not appreciate stuff like that. And having the ability to tap creatures without having them to attack (like the Falconer shows) can be a real upside! I want Magic, that makes people think, sometimes around corners.
Also, the way we tried the thing with the tame/domestication counter on the page before, it resulted in cards that are better than vehicles in at least on way (only need to tap once). I mean, vehicles are popular and they are also just artifact creatures with a downside, technically.
I also feel like, the mechanic was definitely not perfect the way I suggested last, but the upside only way you suggested doesn't seem to make that muih sense, flavorwise, to me. Why would the plaguebeast deal damage to creatures only when it has been domesticated? That feels just as off as the pacifistic variant from before I did. I mean, I am totally in for adding upsides to some, don't get me wrong, but not all-upside.
I have another suggestion. We will find the perfect version! Maybe this is it? It is still a downside mechanic, but it is not that brutal, as in the card is not useless, it just deals a bit of damage to you, because it is wild beast, but it also hurts your opponent. Also, they way it is worded now, it is super clear and short and everything is told in reminder text, for wordy rares.
EDIT: Ignore these, the better version follows further down lol.
Hungry Hippo
Creature - Hippo Beast
Trample
Untamed 3 (At the beginning of your end step, you may tap any number of non-beast creatures with total power 3 or greater. If you do, put a tame counter on this creature. Then, if there is no tame counter on it, it deals 3 damage to you.)
3/4
Bloody Packbeast
Creature - Beast
Untamed 4 (At the beginning of your end step, you may tap any number of non-beast creatures with total power 4 or greater. If you do, put a tame counter on this creature. Then, if there is no tame counter on it, it deals 4 damage to you.)
Bloody Packbeast has lifelink as long as it has a tame counter on it.
4/5
Big Goat
Untamed 2 (At the beginning of your end step, you may tap any number of non-beast creatures with total power 2 or greater. If you do, put a tame counter on this creature. Then, if there is no tame counter on it, it deals 2 damage to you.)
Big Goat has vigilance as long as it has a tame counter on it.
2/4
Alternatively,we could also make it a one time trigger wenn the creatures EtB, it just would feel a little bit off, that you have only one moment to tame the creatures, then the opportunity is gone. Something like this:
Bloody Packbeast
Creature - Beast
Untamed 4 (When this creature enters the battlefield, you may tap any number of non-beast creatures with total power 4 or greater and put a tame counter on it. If you don't it deals 4 damage to you.)
Bloody Packbeast has lifelink as long as it has a tame counter on it.
4/5
It would make it even a little less wordy, but I tend to like the first version a little better. On the other hand, getting P damage every end step if you can't tame it, might be too much actually. Maybe the EtB version is actually better. It is still a drawback that captures the wild temper of the beast, but it is really clear and far less wordy, which allows for more potential upsides. What do you say (and others)?
Yeah, the more I think of it, I think the EtB do it or not leads to the best gameplay so far. I like how we criticize and inspire each other!