Instakill cards need to have a drawback in order to become acceptable, and the drawback should be thematic to the card itself.
For example, Holy Flash is a largely damaging card, but because it's only instakill towards darkness creatures, because :light is an element designed to be both pacifistic and the bane of darkness. So, Holy Flash doesn't count as CC if the creature it targeted isn't :darkness.
And flash reads "Kill target :darkness or :death creature."Flash doesn't kill every Darkness/Death creature, though, and as far as I can tell, conditions are only deemed 'acceptable' because the community has agreed they should be that way. For example, what's the problem with a card like this?
Sadness Spear | Sorrowful Spear
12 :darkness | 10 :darkness
Spell
Kill target creature.
Unlimited Fire Works | Unlimited Blaze Works
12 :fire | 10 :fire
Target enemy creature takes 50 damage.
Any ultimate kill(a kill that has no defense) puts a ceiling on creature durability for any and all creatures subject to that ultimate kill. It is always ok BUT it has an irrevocable impact on existing and future creature design. So it should not be added without careful thought about the consequence.If I remember correctly, Wizards plans to increase the base costs of those kinds of cards by 1 (DB-style cards costing 3, Wrath-style cards costing 5), as well as using more -X/-X and other control-style effects at lower CMCs. Is instant kill designing controllable if developers do not hold onto the belief it is absolutely necessary for the game?
Consider MtG:
The cheapest example of Instant Kill is Terror/Doom Blade/etc/etc which is a 2CMC spell that destroys 1 creature that it can target.
However there are many ways to avoid targeting (Protection being the strongest quality since it also prevents damage, enchantment, equipment, and blocking).
The next example is Wrath of God which is a 4CMC spell that destroys all creatures without targeting.
However that does nothing to Indestructible creatures.
Ah, but non targeting, non "damaging", non "destroy" lethal effects still exist like an AoE of -X|-X or an AoE of "exile".
Notice what happened. MtG added an ultimate attack and regretted it. So they added a defense. But then they needed a way around that ultimate defense. And then a way around that offense. Etc Etc. While this does create a nice layered complexity it also hints to "Nothing can be OP if it dies to Doomblade" since any attempt merely reads "Opponent taps 2 swamps and discards Doom Blade"*. So we need to realize that the moment we add instant kill, creatures will be capped in value by the cost to the opponent for them to use the instant kill.
*Note: This has impacted the MtG metagame in a quite significant way. It has made it so that WotC feels fine printing cards that are vastly OP compared to their peers but still die to Doom Blade. So 2 cards an order of magnitude apart in value might be given the same cost merely because Doom Blade exists.
If I remember correctly, Wizards plans to increase the base costs of those kinds of cards by 1 (DB-style cards costing 3, Wrath-style cards costing 5), as well as using more -X/-X and other control-style effects at lower CMCs. Is instant kill designing controllable if developers do not hold onto the belief it is absolutely necessary for the game?
Noted. Fenghuang's development did indeed take an unbelievably long time (several months, I believe) even if the resulting card was very high quality. It'd be difficult to imagine the timespan a group would have to take to balance killspells, especially seeing that MtG is now only beginning to work on making it more reasonable after years of Terror/Doom Blade/similar cards.If I remember correctly, Wizards plans to increase the base costs of those kinds of cards by 1 (DB-style cards costing 3, Wrath-style cards costing 5), as well as using more -X/-X and other control-style effects at lower CMCs. Is instant kill designing controllable if developers do not hold onto the belief it is absolutely necessary for the game?
Believing the game needs ultimate attacks has negligible impact on the ability to balance an ultimate attack("an attack without a defense" to differentiate it from things like Otyugh). And, like all design, designing such effects is inherently controllable.
It is the far reaching impact of the design that controls design of other things(Fractal's impact on creature design is a similar example albeit a weaker control). These are design choices that must be made while taking the entirety of the game into account including all of the future.
EtG can handle these kind of cards, however doing so correctly would take much more time than we took designing that Air Bird(I forget the name) with the Swift "Ren"(aka bounce) skill and that spent a long time in development before we released it for peer review.
(That being said, I still would be interested in seeing the steps individual designers would take to attempt to balance killspell designs.)
A Bigger Bottle of Basilisk's Blood:Strange as it may seem, this is a long way from instakill. For rushes and 30-card domination decks it is, but rushes won't pack expensive single-target spells unless they can also target HP and do decent damage. In a long game, soft CC like this can essentially become negative card value as you will have ended up paying 1 card for 0 cards. The reason stalls would still pack this is because there is already more CC and healing in the game, and a way to make it repeatable (BB into Auburn Nymph or healing+Diamond nullifying damage completely).
6 :earth Spell
Target creature is disabled for 15 turns.
It's not instakill, but it might as well be.
Does the same hold true for a spell that doesn't kill, but inflicts so much damage that it technically will kill any creature in the game without outside interference? (See example below.) Unlike Puff's example, Unlimited Blaze Works essentially guarantees a creature will be permanently removed from the board.A Bigger Bottle of Basilisk's Blood:Strange as it may seem, this is a long way from instakill. For rushes and 30-card domination decks it is, but rushes won't pack expensive single-target spells unless they can also target HP and do decent damage. In a long game, soft CC like this can essentially become negative card value as you will have ended up paying 1 card for 0 cards. The reason stalls would still pack this is because there is already more CC and healing in the game, and a way to make it repeatable (BB into Auburn Nymph or healing+Diamond nullifying damage completely).
6 :earth Spell
Target creature is disabled for 15 turns.
It's not instakill, but it might as well be.
Either way it's not an equivalent to instakill in the majority of games for 50% of decks that would use it and thus doesn't fit into a balance discussion on instakill effects (it will be different in some domination deck matches too), but it IS a viable alternative.
QuoteUnlimited Fire Works | Unlimited Blaze Works
12 :fire | 10 :fire
Target enemy creature takes 50 damage.
No regular creature in EtG will survive a card like this withoutImmaterialoutside support, so what stops it from being made? Like Holy Light, it doesn't truly "kill", but instead deals damage.
[snip] I would start by noting that killspell design puts a hard cap on creature value. [snip]Parallel Universe limits design space enough all on its lonesome
Does the same hold true for a spell that doesn't kill, but inflicts so much damage that it technically will kill any creature in the game without outside interference? (See example below.) Unlike Puff's example, Unlimited Blaze Works essentially guarantees a creature will be permanently removed from the board.While it's possible to buff a flying Titan or Colossal Dragon to withstand 50 damage, you'd then be paying two cards to resist one and it all turns into technicalities. For all practical purposes, 50 damage is certainly instakill.
Yes, PU likewise installs a hard cap.[snip] I would start by noting that killspell design puts a hard cap on creature value. [snip]Parallel Universe limits design space enough all on its lonesome
Does the same hold true for a spell that doesn't kill, but inflicts so much damage that it technically will kill any creature in the game without outside interference? (See example below.) Unlike Puff's example, Unlimited Blaze Works essentially guarantees a creature will be permanently removed from the board.While it's possible to buff a flying Titan or Colossal Dragon to withstand 50 damage, you'd then be paying two cards to resist one and it all turns into technicalities. For all practical purposes, 50 damage is certainly instakill.
It's worth noting though that Flooding doesn't simply restrict creatures but instead punishes them through instakill. It admittedly makes me wonder what Flooding would've looked like if it had obstructed the first 2-3 creature slots instead of obstructing all but the first 5.
Another point is how people seem to be fine with deflagging a weapon (which is, for most intents and purposes, the same as instantly killing a creature.)
Best way to find out is by making cards, I guess.Hm. How does this card look? It's technically more of a mill card, but:
Another point is how people seem to be fine with deflagging a weapon (which is, for most intents and purposes, the same as instantly killing a creature.)