Card #2
Needlebite Trap, Magic the Gathering
Topic : Autocasting As mentioned before, conditional autocast seems to be the direction this thread is heading in. So where does this card fit in?
As a trap, Needlebite Trap and EtG Traps has many similarities to an EtG Trap - it is meant to be casted under a certain condition to 'counter' an action by an opponent, and the casting usually gives you a benefit (in both cases, free/lowered cost).
If [condition], autocast this card for free.
If [condition], you may cast this card with [lower/free] cost.
One of the key differences is that an EtG Trap
must respond to the condition, whereas an MtG Trap can be held back and saved for later. This allows an EtG player to 'force' certain traps out of a players hand, and partially a side effect of the fact EtG has no stack/chain/instant system.
Let's break down Needlebite Trap's 'trap effect' :
If an opponent gained life this turn,
The first part of making a 'responsive' card like this one is that you need a condition to trigger off of - Needlebite Trap picks a relatively simple condition that many White, Green, and even Black MtG players could possibly be using in their decks.
What makes having a such a broad condition important? The reason for this it helps the card to see play - MtG Traps penalize the player for not playing their 'Trap' condition by having a much higher normal casting cost. Having narrow conditions like Refraction Trap make the card less likely to be cast, and less likely to actually respond to what it's supposed to do. (Not every important Red instant/sorcery in MtG is a damage spell, even if a majority are.) While the problem isn't as apparent on the color-specific MtG Traps due to 'countering' what the color is best known for, you can find much more blatant example in EtG's Holy Light, which rarely sees play even in element-specific matchups.
, you may pay rather than pay Needlebite Trap's mana cost.
Pretty straightfoward here - condition is met, benefit occurs. This helps to compensate for the usually overcosted trap by making it extremely cheap to play in the right situation.
Likewise, autocast ideas here in EtG could 'respond' to an effect by autocasting themselves for free, saving the player quantum he might need to use later.
Target player loses 5 life and you gain 5 life.
The actual effect is important - you want the effect to be decent if it was normally casted, and extremely efficient if it was 'trap' casted. As I mentioned back with Reflection Trap above, not every Red instant/sorcery is a damage spell, meaning you can have a potentially dead card. The limit of the effect is further stressed by the fact there has to be something damaging a creature/you to prevent - if there's no card to respond to, this card can't do anything.
On the other hand, Needlebite Trap's effect is relevant regardless of when you cast it - in a game where you start with 20 life, it's draining 1/4 of an opponent's life and giving back 1/4 of your life. While it is expensive to cast, it doesn't have to respond to anything and knocks your opponent down a notch in most games.
It's also worth noting that an EtG Trap doesn't necessarily have to trigger of an enemy's actions - if the card triggers off something very general like 'successful attacks' or 'taking damage', you could easily create the condition yourself.
Moomoose and Odinvanguard compiled a list of possible triggers we could use for our 'trap' a few pages back. I'm also leaving up some sample ideas that I've made:
Ninja of the Red Scroll
4
4 | 1
Ninja of the Red Scroll is immediately played for free if a player takes more than 3 damage from a spell.
Ninja of the Sanctum
2
2 | 2
Ninja of the White Scroll is immediately played for free when you take noncreature damage.
Noncreature sources deal 1 less damage to you.
What do you think is the best trigger for a Trap?