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Mechanics |
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The first official

wedge was Jeskai in Tarkir. In that block, its emphasis was noncreature spells.
Share other ideas for this wedge.


are the three colors that most care about artifacts. Searching for them, recovering them, easier to deploy them.
can animate artifacts into creatures.
can sacrifice artifacts to deal damage.

can get rid of artifacts. They can also emphasize equipment.

can search for artifacts.

can trade artifacts for new ones.
Block Mechanic Ideas
Weaponize = keyword action that means "Create a colorless Equipment artifact token called Weapon that has "Equipped creature has +1/+1. Equip
".

creatures can auto equip after weaponizing. ( see Boros Armsmaster )
cares how many artifacts you control (metalcraft). ( see Aerial Enforcer )
sacrifice artifacts for various effects. ( see Exploding Crisis )
Prowess was originally the Jeskai wedge mechanic, but it's since become evergreen, primary in red and blue and tertiary in white, so it could actually come back as a theme in WRU.


represent the ideal democratic, libertarian justice, wisdom, and compassion. Without
's selfish one-up-manship, and
's survival of the fittest.


feels more reactive, counteractive, controlling.
IMO it depends on which color is "centered", if any.
with 
is an ideal democratic society. Philosophically, I can see this as "each individual's talents can contribute towards a great society". So I'd center this sort of wedge around tempo weenies - little to no tokens, but instead relying on evasive cards or cards with a bit of extra reach to achieve a goal. You're not swarming the board so much as gathering a bunch of creatures with various talents to outmaneuver the enemy.
with 
is all about creativity and self-expression. This is where I'd place stuff like societal technological advancements. So this would be more focused on a "great machine" type build - artifacts or other cards that create an elaborate machine to advance your goals. So, many combo decks.
with 
is Jeskai, through and through. Society is set up so that the individual is free to pursue their passions.
's creativity and passion tempered by 
's societal structure. This is where I'd put prowess weenies - you're expressing your passions (casting spells) so that others benefit from it (prowess).
There's also something to be said about
with
, 
with
, and 
with
, but I feel like they'd be similar to the above themes.
Melvin-wise, I think the overall theme of "noncreature spells affecting your creatures" is a good way to go as a broad stroke. It should firmly be in the realm of Johnny rather than Timmy, IMO. Exciting

faction cards should appeal more to someone who wants to to exploit it or cards with it.
Some simple, totally not balanced mechanics off the top of my head:
Galvanize (Your next spell you cast this turn costs
less to cast.) - This would be a companion or alternative to prowess, found mostly on creatures as an action keyword i.e. "Whenever ~ attacks, galvanize." It's a bit of a stretch for white, but IMO so was Prowess before Jeskai popped up, so...
Dematerialize (Exile this creature until the beginning of your next upkeep/end step.) - A spiritual successor to phasing, but gameplay-wise would have many similar uses to the Gustcloak ability (Gustcloak Harrier) or cards like Voyager's Staff and Norin the Wary. Philosophically, I'd place this in a "
with
" or "
with 
" type wedge, since
is the odd-one out with this ability but could arguably get it as a sort of drawback i.e. "Whenever ~ attacks, dematerialize it unless you pay
".
Tinker -
, Tap an untapped artifact you control: [EFFECT] - Similar to Cohort, but instead of losing an attacker/blocker, you're losing out on a presumably-tap effect of the artifact you're using. This would probably be either
influenced by 
(Cohort is fairly
, but artifact manipulation makes it 
), or
influenced by 
(Artifact manipulation done in a 
fashion).