Well, I always wanted a Shandalar where I would encounter the actual creatures from Magic, and not just "creatures one-removed". The problem always was that you'd either have to build a deck for each one or have a sophisticated random deck generator that could build theme decks and so.
I posted some of my ideas in the "Third Quest" thread (ages of Magic etc).
First of all, the terrain. I don't think it's a big stretch to have terrain types corresponding to Magic. So if we start with the Unlimited model, we'd have
Plains,
Island,
Swamp,
Mountain and
Forest squares, plus the dual squares (
Tundra/
Underground Sea/
Badlands/
Taiga/
Savannah +
Scrubland/
Bayou/
Tropical Island/
Volcanic Island/
Plateau). They should generally form clusters. Normal Islands in particular will be represented by not only islands but also seas and rivers.
Another terrain type would be "
Void".
Void can't be entered. It is beyond the edge of the map (unless it wraps, which it might do in some worlds), and it also appears when a terrain square is destroyed. In that case, destroyed squares will slowly regenerate, mostly by replicating the neighbours, but with a possibility of a surprising terrain change.
Basically, the terrain would determine the type of encounter. Encounter would be determined like this:
1. Select a creature at random
2. Find the percentage for the creature. If it's 0, go back to 1.
3. If a random roll satisfies the percentage, the creature appears, otherwise go back to 1.
The percentage would be 100% if you're on the terrain corresponding to the creature's color, 50% if you are on a square next to such a terrain, 25% if you are two squares away, and 0% otherwise. Colorless creatures always get 100%. Multicolored creatures get separate percentages for each color, which are then multiplied (for gold cards) or probabilistically added (for hybrids).
Marisi's Twinclaws and friends needs a bit more complicated formula, but it should be clear.
Reaper King,
Transguild Courier and Kobolds are treated as colorless.
Some cards in your collection can be "burned" or "expended" to have some effect. For example, by burning
Armageddon, you can destroy 3*3 area of the map, replacing it with
Void. Burning
Divination will add two random cards to your collection.
Thinking of creatures, I came up with some basic rules for their decks:
1. The starting life total is 10 times the creature's CMC. (10 minimum)
2. The creature plays 30*CMC cards in the deck (30 minimum, to make milling harder even for bigger creatures). However, instead of a 4-card limit, it has limit of 2*CMC (minimum of 2). If the creature has a theme, the same theme is in the deck (for example,
Goblin King would obviously play a Goblin deck,
Steel Overseer would play a deck with lots of artifact creatures,
Nemesis of Reason would have a mill deck etc.). On the other hand, non-themed creatures like
Goblin Piker can simply have a totally random deck.
3. The poison limit of a creature is half of its life total. So a 50-life creature will only die with 25 poison counters instead of 10.
4. The creature always plays the maximum allowed number of copies of its own card, and it always starts with at least one of those cards in its hand.
5. The colors a creature plays reflect itself. Usually, a creature plays a deck of its colors, but there's lots of exceptions:
Colorless creatures get a color assigned randomly so they could have spells (unless they already have a color theme, like
Cobalt Golem or
Tangle Golem).
If a creature requires some other colors to work at the maximum efficiency, it gets them, but not in such amount as their main color(s). For example, a
Thunderscape Battlemage will play a red deck with some black and green in it.
Matca Rioters will play a predominantly green deck with some presence of all four other colors.
Scarred Puma will have either black or green in its deck.
For some creatures, their "main" color will be actually a minor color in the deck.
Stormscape Familiar would play a deck that is predominantly white (or black, but the card won't work any better if you play both), and only has a small blue presence to support the Familiar itself.
Goham Djinn will play a deck of random color with only a minimum of black to support itself.
The basic rule is to play the minimum number of colors that will still allow the creature to function as it's supposed to.
6. The rarity of a creature affects the composition of deck (rarer creature have better decks) and also the encounter rate. Uncommon creatures get extra 50% percentage, rare creatures extra 25%.
7. Apart from creatures it would be also possible to encounter a planeswalker. They could be in the same list as creatures, but since there are so many more creatures than planeswalkers, they would appear very infrequently. Planeswalkers always have 100% percentage (plus rarity modifier), they are not limited by terrain.
8. Creatures might have special rules. For example, when you fight
Grave Titan, you have to fight two Zombies first (generic black decks, life total transfer to next fight) before tackling the Titan itself.
9. Defeating a creature will get you a small stash of cards which will always include at least one card of that particular creature. Normally, the size of stash is <the creature card> + (CMC of creature (at least 1))*(3 for uncommon, 5 for rare). So, defeating a common creature with CMC 1 will give you just 1 additional card, while defeating a
Shivan Dragon (rare with CMC 6) will give you 30 extra cards in addition to
Shivan Dragon card itself. Creatures won't give out rewards of higher rarity than their own. Some creatures get special rewards, for example
Hoarding Dragon will always give you a completely random artifact as an extra).
10. Being defeated will cause you to lose the same amount of randomly chosen cards as you would have won! (depends also on chosen difficulty level)
11. Some abilities have common effects:
Flying -- if you obtain flying (for example by burning up
Jump or
Flight), only creatures with flying or reach can attack you for a given time (Creatures like
Geyser Glider can attack you under 50% extra percentage).
Horsemanship -- if you obtain it, only creatures with horsemanship will attack you.
Landwalk -- if you have landwalk, you are completely free from random encounters, as long as you are in the appropriate terrain.
Unblockability -- no random encounters, period.
Protection -- you can't be attacked by creatures matching the protection requirement.
Shadow -- you can be attacked only by creatures with shadow (and things like
Heartwood Dryad). However, you need to have shadow in order to be attacked by shadow creatures.
Fear -- only black and artifact creatures will attack you.
etc.
A square might contain a town or dungeon. Towns and dungeons are not special terrain types (though this might be more complicated with lands that represent buildings and dwellings like
City of Brass,
An-Havva Township or
Gargoyle Castle).
In towns, Shandalar-style, are markets and quest-givers.
Markets: Allows you to buy or sell cards for money. There could be a "gamble" option (buying a booster of unknown cards). The wares on market depend on town's location. For example, it will only sell land cards for lands that are close to the town.
Quests: Basic types of quests would be:
1. Give the quest-giver a particular card or a card from a certain group (black sorcery, card with "Time" in its name, etc.)
2.
Defeat a particular creature in the vicinity of the town.
3.
Defeat a menace - a rare creature that will appear on the map after you get this quest. You are told what creature is this.
4.
Defeat a swarm - a group of common creatures you have to defeat one after one. Your life total transfers between fights (maybe poison counters as well).
Dungeons
Dungeons are basically a series of floors. On each floor you encounter some enemies (life total transfers between fights). No common creatures appear in the dungeons. Every floor is composed of several terrain-appropriate uncommon creatures followed by the rare boss. (N-th floor has N uncommons plus boss).
In a dungeon, you don't get rewards for beating individual opponents, apart from their own cards (and some special bonuses). Instead you get a stash of appropriate uncommon and rare cards that increases in size with floor. Dungeons on a basic land have 3 floors, on a common land 5, uncommon 10 and rare 20.
The uncommon stash could be 6 cards per floor and the rare stash 2 cards per floor.
Do you like any of these ideas?
