Examining old Magic cards and mechanics, particularly from the game's early years,
and reimagining them without all the text and rules headaches
Wednesday, February 29, 2012
Cocoon
Oh, Cocoon. Apparently, three turns is equivalent to one mana. (It's Ancestral Recall logic!)
The tradeoff is, in theory, neat and interesting -- exchanging some time for a bigger duder -- but Cocoon is actually better as removal than it is as a buff. That's not OK, especially in green -- especially in a card that's impossible to get onto opponent's duders. The obvious answer? Allow it to hit opponent's dudes, cut down the amount of time it spends tapping the creature and keep its upside intact (or even make it better!).
There's a problem, though -- it's hard to get the vanishing clause into cards. It's a lot of text that's caught up in that shorthand; since the keyword is a block mechanic, we can't use it. (That sounds awfully familiar by now, I'm sure.)
It's not perfect, but I like it a lot more. It's a real drawback -- one turn, one mana and one card -- but the upside is pretty good. It's also got the pseudo-removal aspect the original always wanted. Of course, there's another take, one closer to the original:
Labels:
Legends
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