Wednesday, October 20, 2010

Great Designer Search 2 - Essay 09: Worst Mechanic In Extended

Of all the mechanics currently in Extended, which one is the worst designed? Explain why.

The worst designed mechanic currently in Extended is Totem Armor. Totem Armor is the worst mechanic because it fails more than it succeeds.

Totem Armor’s purpose is to make Auras that negate the card disadvantage inherit in them. The problem is that the ability makes the enchanted creature more resilient but doesn’t stop the bigger problem of Instant speed removal killing the creature in response to the Aura. Rise Of Eldrazi limited is designed in such a way that Totem Armor achieves its goal there but only because the format has such a small amount of Instant speed removal.

In constructed play, the Totem Armor ability is not enough to overcome the card disadvantage because there is usually enough Instant speed removal. So the mechanic is not effective for experienced players and Spikes. Johnnys do not care because there is no combo potential for creature Auras.

Newer players and some Timmys will play Auras, but they will do this unaware of the card disadvantage. Totem Armor attempts to fix a problem they do not recognize as existing. Furthermore, the ability is confusing. Totem Armor is similar to Regeneration but not actually the same. New players often have trouble understanding Regeneration and Totem Armor just confuses them further. It would have been better designed if Totem Armor simply granted the ability “Sacrifice this Aura: regenerate enchanted creature.”

Furthermore, the ability lacks synergy. Nothing in Alara block nor Zendikar/Worldwake rewards a player for playing Enchantments. The use of -1/-1 counters in Scars Of Mirridion block is a disincentive to play Totem Armor because it negates Totem Armor’s bonus.

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