Gold Cost Formula
I'll put as much of my pseudo code in here as I can. It's not even close to being complete, so expect some holes. It's an on-going process. Let me know if something seems really out of place. Also, post any cards you'd like to see in the sample list.
NB: So far I am working strictly with creatures, since I think non-creature spells will be simpler to do afterward. I'm probably wrong, but I'm okay with that.
Gold Cost = crev * 10 (round up to the nearest 1g)
crev (Creature Value) = [cmcv * (ltv + htv + lpv + hpv + cav)]
cmcv (converted mana cost value) = [[100 - ((cmc+1) * 5)] / 100]
ltv (Low Toughness value) = each point of toughness less than the cmc is worth 1 point
htv (High Toughness value) = each point of toughness equal to or greater than the cmc is worth 2 points
lpv (Low Power value) = each point of power less than the cmc is worth 3 points
hpv (High Power value) = each point of power equal to or greater than the cmc is worth 4 points
cav (Cumulative Ability value) = this is where we get stupidly complicated
(see below)
So far I am breaking down each ability relative to the cmc and power of the creature.
Category 1: extremely minor abilities (desertwalk)
static = 1/[(cmc+1)/(power+1)], activated = 1/[(cmc+1+actcost)/(power+1)]
Category 2: trample, lifelink, banding, lesser evasion (Cannot be blocked by walls), Sengir trigger
activated +0/+1 : 4/(actcost+1) this might need to be bumped up
Flash: 2 points flat rate
all others: static = 2/[(cmc+1)/(power+1)], activated = 2/[(cmc+1+actcost)/(power+1)]
Category 3: Flanking, First Strike, Infect, Reach, Vigilance, Wither, any basiclandwalk
Flanking: static = 3 points, activated = 3/(actcost+1)
Persist: 3 points flat rate
Tap for Mana: 3 points per color of mana (ie most get 3, some get 9, Birds gets 15)
all others: static = 3/[(cmc+1)/(power+1)], activated = 3/[(cmc+1+actcost)/(power+1)]
Category 4: Evasion (flying, shadow, horsemanship, others such as Elven Riders), Protection*
activated +1/+0: 8/(actcost+1) this might need to be bumped up
Regeneration: activated = (4/actcost) (Drudge Skeleton)
Undying, Deathtouch: 4 points flat rate
all others: static = 4/[(cmc+1)/(power+1)], activated = 4/[(cmc+1+actcost)/(power+1)]
* Protection provides a color-based evasion type and a color-based immunity type, so it might get bumped up a level if need be
Category 5: Hexproof, Shroud, Double Strike, tap for damage
Tap for damage: per point dealt (not yet worked out for further costs)
all others: static = 5/[(cmc+1)/(power+1)], activated = 5/[(cmc+1+actcost)/(power+1)]
Category 6: Major Evasion (Fear, Intimidation)
pending...
Category 7: Indestructible, Annihilator
Annihilator: 14/(cmc+1) per point
pending...
Here's a couple examples.
Here's a short list of example gold prices.
When sold to a vendor, my suggested sale price is 10% of it's buy price for a common, 20% for uncommon, 40% for rare, and 80% for mythic.
I think Royal Assassin should be at least as high as Earth Elemental, but maybe not as high as Paladin en-Vec, which is a pretty narrow range. This might help me determine a realistic value for his tap ability, which at present is rather low. I could use some input on things like this. His ability seems comparable to annihilator, but perhaps a severely-nerfed version of it since it can only destroy one type of permanent (1 of the original 4 permanent types) and only in a tapped state (1 out of 2 common states) and if you use it you don't get to attack (trading off the common use of a creature as a damage delivery system). So it sounds a bit like (x * 1/4 * 1/2 * 1/2), which is really small if I use the current value of annihilator. I'll keep thinking on it, since whichever way I go with this will likely influence how I go with direct damage abilities.
Here's an extreme example of this for "destroy target permanent" abilities, in terms of ability point value (I picked 100 arbitrarily as a starting point). 100 * (# of types of permanents out of 4) * (# of states out of 2) * (tap = 1/2, activation=something weighted by activation cost) Thus, Royal Assassin would be 100 * 1/4 * 1/2 * 1/2 = 6.25, which only bumps him up to 82g from his current 80g. If I force him all the way up to 128g, that would take a starting value around 192. Thus, 192 * 1/4 * 1/2 * 1/2 = 12, putting him at 128 gold. But if I use this same logic to define annihilator, then Annihilator 1 would be worth the full 192 since it can destroy any permanent type, regardless of its state, requires no activation cost since the creature still gets to perform its primary function of attacking. It boggles the mind.
NB: So far I am working strictly with creatures, since I think non-creature spells will be simpler to do afterward. I'm probably wrong, but I'm okay with that.
Gold Cost = crev * 10 (round up to the nearest 1g)
crev (Creature Value) = [cmcv * (ltv + htv + lpv + hpv + cav)]
cmcv (converted mana cost value) = [[100 - ((cmc+1) * 5)] / 100]
ltv (Low Toughness value) = each point of toughness less than the cmc is worth 1 point
htv (High Toughness value) = each point of toughness equal to or greater than the cmc is worth 2 points
lpv (Low Power value) = each point of power less than the cmc is worth 3 points
hpv (High Power value) = each point of power equal to or greater than the cmc is worth 4 points
cav (Cumulative Ability value) = this is where we get stupidly complicated
So far I am breaking down each ability relative to the cmc and power of the creature.
Category 1: extremely minor abilities (desertwalk)
static = 1/[(cmc+1)/(power+1)], activated = 1/[(cmc+1+actcost)/(power+1)]
Category 2: trample, lifelink, banding, lesser evasion (Cannot be blocked by walls), Sengir trigger
activated +0/+1 : 4/(actcost+1) this might need to be bumped up
Flash: 2 points flat rate
all others: static = 2/[(cmc+1)/(power+1)], activated = 2/[(cmc+1+actcost)/(power+1)]
Category 3: Flanking, First Strike, Infect, Reach, Vigilance, Wither, any basiclandwalk
Flanking: static = 3 points, activated = 3/(actcost+1)
Persist: 3 points flat rate
Tap for Mana: 3 points per color of mana (ie most get 3, some get 9, Birds gets 15)
all others: static = 3/[(cmc+1)/(power+1)], activated = 3/[(cmc+1+actcost)/(power+1)]
Category 4: Evasion (flying, shadow, horsemanship, others such as Elven Riders), Protection*
activated +1/+0: 8/(actcost+1) this might need to be bumped up
Regeneration: activated = (4/actcost) (Drudge Skeleton)
Undying, Deathtouch: 4 points flat rate
all others: static = 4/[(cmc+1)/(power+1)], activated = 4/[(cmc+1+actcost)/(power+1)]
* Protection provides a color-based evasion type and a color-based immunity type, so it might get bumped up a level if need be
Category 5: Hexproof, Shroud, Double Strike, tap for damage
Tap for damage: per point dealt (not yet worked out for further costs)
all others: static = 5/[(cmc+1)/(power+1)], activated = 5/[(cmc+1+actcost)/(power+1)]
Category 6: Major Evasion (Fear, Intimidation)
pending...
Category 7: Indestructible, Annihilator
Annihilator: 14/(cmc+1) per point
pending...
Here's a couple examples.
- Lionheart Maverick | Open
- Shivan Dragon | Open
Here's a short list of example gold prices.
- Price List | Open
When sold to a vendor, my suggested sale price is 10% of it's buy price for a common, 20% for uncommon, 40% for rare, and 80% for mythic.
I think Royal Assassin should be at least as high as Earth Elemental, but maybe not as high as Paladin en-Vec, which is a pretty narrow range. This might help me determine a realistic value for his tap ability, which at present is rather low. I could use some input on things like this. His ability seems comparable to annihilator, but perhaps a severely-nerfed version of it since it can only destroy one type of permanent (1 of the original 4 permanent types) and only in a tapped state (1 out of 2 common states) and if you use it you don't get to attack (trading off the common use of a creature as a damage delivery system). So it sounds a bit like (x * 1/4 * 1/2 * 1/2), which is really small if I use the current value of annihilator. I'll keep thinking on it, since whichever way I go with this will likely influence how I go with direct damage abilities.
Here's an extreme example of this for "destroy target permanent" abilities, in terms of ability point value (I picked 100 arbitrarily as a starting point). 100 * (# of types of permanents out of 4) * (# of states out of 2) * (tap = 1/2, activation=something weighted by activation cost) Thus, Royal Assassin would be 100 * 1/4 * 1/2 * 1/2 = 6.25, which only bumps him up to 82g from his current 80g. If I force him all the way up to 128g, that would take a starting value around 192. Thus, 192 * 1/4 * 1/2 * 1/2 = 12, putting him at 128 gold. But if I use this same logic to define annihilator, then Annihilator 1 would be worth the full 192 since it can destroy any permanent type, regardless of its state, requires no activation cost since the creature still gets to perform its primary function of attacking. It boggles the mind.
as part of the activation cost".