There are currently two largish groups of existing cards which could be catagorized under new keywords. While this would have the effect of shrinking card text, it would also greatly increase the potential for new card design and interactions.
The two card categories are as follows
1. Cards with the phrase "At the start of your turn"
Why make this change you ask? To allow for simple expansion of these interesting mechanics with further expansion. If you create a keyword for a mechanic, it can be described quickly and easily on other cards. You create an identifiable category.
My proposals for the names of these categories respectively are Initiate and Conclude. I am certainly open to suggestions that are more descriptive and or more thematic. My idea for this thread is to expand on the ideas that could be possible with these new keywords besides simply creating more cards that have them.
Some initial ideas:
1. Most of these effects are positive, there is no reason this always has to be so, it would be really interesting to create a minion that was overstatted but with a downside that was repetitive. This would fit in the mold of Fel Reaver.
2. Create cards which interact with these abilities. For example: doubling the effect, temporarily cancelling the effect, triggering the effect mid turn/on the opponents turn as well, etc.
3. Create cards which either benefit or harm the play of cards of this type
4. Create cards which benefit from the play of this type
Examples of all of the above exist more or less for most of the existing keywords in the game. As I filled out the categories I realized there were some gaps. I noticed there was room for a lot more Initiate cards, especially as class cards. Of course Initiate cards require far different balancing than Conclude cards as they are less likely to survive. A card with a negative Initiate ability may have less of a downside than the equivalent ability as Conclude. As Nat Pagle has shown, the reverse is dramatically true for positive abilities.
I'd love to hear some thoughts and ideas surrounding this idea. Feel free to design a card that fits as well.
There are currently two largish groups of existing cards which could be catagorized under new keywords. While this would have the effect of shrinking card text, it would also greatly increase the potential for new card design and interactions.
The two card categories are as follows
1. Cards with the phrase "At the start of your turn"
Cards that fit the category:
Lightwell, Doomsayer, Nat Pagle, Alarm-o-Bot, Demolisher, Shade of Naxxramas, Stoneskin Gargoyle, Mimiron's Head
2. Cards with the phrase "At the end of your turn"
Cards that fit the category:
Dreadscale, Ethereal Arcanist, Iron Sensei, Vitality Totem, Mana Tide Totem, Blood Imp, Fel Cannon, Anima Golem, Obsidian Destroyer, Young Priestess, Master Swordsmith, Illuminator, Imp Master, Emperor Thaurissan, Hogger, Baron Geddon, Ragnaros the Firelord, Ysera
Why make this change you ask? To allow for simple expansion of these interesting mechanics with further expansion. If you create a keyword for a mechanic, it can be described quickly and easily on other cards. You create an identifiable category.
My proposals for the names of these categories respectively are Initiate and Conclude. I am certainly open to suggestions that are more descriptive and or more thematic. My idea for this thread is to expand on the ideas that could be possible with these new keywords besides simply creating more cards that have them.
Some initial ideas:
1. Most of these effects are positive, there is no reason this always has to be so, it would be really interesting to create a minion that was overstatted but with a downside that was repetitive. This would fit in the mold of Fel Reaver.
2. Create cards which interact with these abilities. For example: doubling the effect, temporarily cancelling the effect, triggering the effect mid turn/on the opponents turn as well, etc.
3. Create cards which either benefit or harm the play of cards of this type
4. Create cards which benefit from the play of this type
Examples of all of the above exist more or less for most of the existing keywords in the game. As I filled out the categories I realized there were some gaps. I noticed there was room for a lot more Initiate cards, especially as class cards. Of course Initiate cards require far different balancing than Conclude cards as they are less likely to survive. A card with a negative Initiate ability may have less of a downside than the equivalent ability as Conclude. As Nat Pagle has shown, the reverse is dramatically true for positive abilities.
I'd love to hear some thoughts and ideas surrounding this idea. Feel free to design a card that fits as well.
Can this be moved to the card creation forum?
I think that such keywords should be decided by some kind of expansion or adventure, then spread to existing cards to tidy their texts.
Just like the keyword "discover." It sounds fitting due its context in the upcoming adventure.
I would also think they would do it his via an expansion. There is so much room for new cards in either category.