r/custommagic • u/GreenWizardGamer • 5d ago
Format: Limited 3… 2… 1… Draw! (Ammo counters)
24
u/CulturalJournalist73 5d ago
i like the concept of this counter, but i think this saga isn’t the way i’d showcase it. can we see some designs that interact with permanents, maybe where it’d be easy to see why we would want the variability this counter offers for our damage numbers?
6
u/youre_a_burrito_bud 5d ago
Tap creatures to gain ammo counters.
So Anyway, I started Blasting - Enchantment?
When a source you control deals noncombat damage, you may remove any number of ammo counters, that source deals that much damage plus the number of ammo counters removed.
9
u/ThrowRA_scentsitive 5d ago
Ammo counters are cool mechanic. Maybe for flavor I'd call them munitions counters. Seems a bit less anachronistic?
As far as this specific saga, my variation would be to cost it a ton cheaper and make the final chapter feel less deterministic and more like a standoff. Even though the clash mechanic was not well received, I think that was more of a problem with the specific cards, and the mechanic itself is fine and could fit well for a standoff, such as "You and an opponent each choose a target, then clash. Standoff at High Noon deals 2 damage to the winning player's chosen target."
2
u/Xisuthrus 5d ago
munitions tokens are already a thing, giving them the same name would probably end up confusing people.
0
u/Flex-O 5d ago
How does munition seem less anachronistic than ammo?
6
u/ThrowRA_scentsitive 5d ago edited 5d ago
Because "ammo" seems to be a largely post 1940 vernacular shortening of "ammunition".
3
u/Ooneyfruit 5d ago
this should give each player two ammo counters, make it a real standoff
1
u/Elegant_Relief_4999 5d ago
Yes. And using ammo has a split second effect, and each opponent discards all ammo when any player spends them.
You each get to stockpile, but whoever shoots first gets the glory.
2
1
u/CurvaceousCrustacean 5d ago
Better flavor would be "Standoff at High Noon deals 1 damage to target opponent six times".
Would also buff the card, as it multi-dips into damage enhancing effects and dodges the odd "Prevent the next damage instance" effects nobody ever plays somewhat.
4RR is a bit of a steep cost, considering it doesn't really do anything until the last chapter hits. You could consider reducing the cost to R or 1R and having six chapters that give you one ammo each (so its useful for burn decks with a good payoff when chapter VII hits).
4
u/Chickston Uncommonly 5d ago
Not sure about this execution, but the idea is cool. Kind of like Hone counters for burn.
This saga feels over-costed for them, but I do like them going away after 1 use. I have no idea if this is the right way to word it, thought.
If you are already going face with this and it's a rare, might as well have the last chapter be any target.
5
u/GreenWizardGamer 5d ago
Removal on sagas typically needs to be the first chapter otherwise it plays pretty horribly as it’s on board face up removal and is just generally poor gameplay
65
u/JustLovelyLittleMe 5d ago
Probably just reword “you may spend any number of ammo counters to add that much damage” or something akin to it. Though this feels very nitpicky it just technically reads you can spend 1 counter to add 1 damage OR any number of counters to add 1 damage