Duel At High Noon

Showdowns are an essential part of the Western setting, but hard to pin down mechanically. Share your ideas!
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When I was writing about a similar setting on Gathering Magic (http://www.gatheringmagic.com/julesrobins-exploring-the-frontier/ and http://www.gatheringmagic.com/julesrobins-oregon-trail/) we went through a whole lot of iterations for a duel mechanic. My favorites came from Jay Treat and Wobbles respectively:

  • Duel an opponent. (To duel, you each draw a card and then choose a card from your hand. Reveal them. If the card you chose shares no card types with your opponent’s, you win the duel. Discard the chosen cards.)

[Alternatively: Duel an opponent. (Each player in the duel draws a card, then reveals a card from his or her hand. You win the duel if those cards share a card type.)]

  • Quick-Draw—Reveal ~ from your hand: Target creature gets +2/+0 or -2/-0 until end of turn. (Play this ability only once. This card stays revealed.)

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  • Duel an opponent. (Each player in the duel draws a card, then permanently reveals an unrevealed card from hand. A player who revealed a card with higher converted mana cost wins the duel.)

This works like the original intention of the mechanic, but the chosen card stays revealed in hand rather than discarded. You can hold it in your hand with the face side showing to the opponent.


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