We were talking today about creating a new control ability for green. So i tried to build it.
Its not a destruction, not a transformation, just some big roots that lock you on the board. You can root flying creature too if they are not upon the ocean.
What do you think about it ?
The rooted creature can still fight, use its ability (if any) and collect faeria if I understood correctly?
I really like it, itâs interesting considering where to best root a creature (how to tempt opponent to move it into the spot you want), then decide whether to step around it or move it, and whether to move or protect the sorcerer tiki too.
How does the rooting actually works? Does the tiki need to be next to the target or anywhere like Deepwood Stalker?
Anywhere, there is no range.
It creates a link between the two creatures. There isnât much in the game that has that level of complexity or information that isnât immediately visible.
I guess you could make it visible by drawing a line between the two creatures - but that might make the board a bit visually messy. However, you could just make the line appear only when you hover over one of the endpoints. That might be a good halfway point.
As for how it would play strategically - if you kept the rooter in a safe-ish place you could take a creature out of play for a while - although you couldnât go near it. You could also use the root to ensure that you could choose the perfect attacker. It does seem to add quite a bit of strategy.
Identity-wise, it does seem to fit green. However, I donât think it should be restricted only to green.
So Iâm not sure, but Iâm erring towards yes. I prefer it to swallow.
Technical stuff:
- Would transforming the rooter or rootee break root?
- I assume swallow would break root - on either the rooter or rootee.
- Would flash wind and other move cards still work? (Iâd guess yes, just like with taunt).
- Would moving a rooted flying creature onto the ocean break the root?
- Can a creature be double-rooted? If so, do both roots apply, or only the most recent one?
hello and Tx for the Anwser. Your technical analyse is quite good, i think we can enhanced the keyword text.
-What about âAs long as this creature is alive, target creature on a land become a structureâ. So, now, she canât attack, but only defend. She canât move by any flash the wind and she can be target by some spell (emperor command) but not by some others (froggy, LN, seifer wrath âŠ). The ability will be stronger, but the mechanism fit well to the game i guess.
-For the bind, first, the card skin change to fit to a structure, and then, with donât put some root with torn on the card or the tile, and did the same effect on the bind one (a little like the taunt/fly/jump skin already existing).
-I think root fit well to green, even more if it transform in structure. I donât see something in other color that can bring the same effect and fit to color identity (some moving sand or else, doest really work.). Maybe in 2 color creature, after all, there is already some ability restricted to color (death touch/ combat).
What happens to its attack value? You normally canât see it on structures. If you attack, it deals damage back, right? But, since itâs hidden, you now have to remember how much attack it had before it was rooted.
Aesthetically, structures are also typically non-living (with some exceptions), and vice-versa.
I think it would seem really weird to make a creature into a structure. Having LN etc no longer work but architect be able to heal just seems odd. Eg, what if itâs a Kobold Warlord and thereâs no other creature - does it still give itself bonus attack?
If you donât want it movable at all, I think itâd be easier to just add that explicitly, e.g. âcreature cannot move or be movedâ - maybe even append âin any wayâ. Far fewer problems that way IMHO.
The root graphic can still be large and obvious on a creature.
For me, a stucture with attack point is not a problem. Remember me the wall in magic. But well, i am not sur its the best way for the mechanism. Your solution is certainly better.
I really like it
People often suggest âRootingâ, I liked the idea at first, but after thinking about it a while I realized itâs just an unpleasant Taunt. It doesnât add much new to the game and itâs not very fun for either player. You can do a similar thing with a 20 health Taunt structure, or the new Swallow ability, at least in these cases the punished player has something they do about it. Also Faeria doesnât really allow passive effects (you canât see them).
I think the concept is good but it may be even more âflavourfulâ if it wasnât so much targeting an opponents creature but instead causes the creature you played to be ârootedâ, much like how a structure is immobile. In return for the heavy lack of mobility the card can gain additional value in statline or abilities. I think this actually is a great aspect for the green colour archetype, as it has little penalty for being used defensively or as a harvestor. An example but definitely not limited to is say âDeepwood Channeler: 5/6 Taunt, 4 faeria, when this card gathers Faeria gain 1F.â as a simply example, this allows the green to gain status back on a failing board but offers nothing for offense and if not placed next to a well it is a simply taunt stick.
Fly/taunt/jump for exemple are passiv effect, and they did skins for that, they will certainly did some news, why not one for that hability?
And about doing same thing or comparing this to taunt? i donât agree at all, its really far from those effect, and include many strategy and synergie posible with.
Interesting but totally something else. The main subject was to give to green a identity control ability.
It does have some similarities with taunt, but dash has similarities to haste, charge to jump, etc (both of those have greater similarity IMHO). I think itâs very different from taunt in that itâs not related to board position in any way, nor is it an automatic or repeatable effect.
The punished player has something they can do about it - kill the rooter. This makes the rooter a high-priority target, which means itâll often be played defensively (like Spirit of Rebirth or Ignus). But thatâs where the strategy comes in.
This is still the main negative IMHO. Itâs easy to create a graphic, but it becomes a bit messy and complex.