Code name "Hocus Pocus" Block, Set 1: Comments

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Mechanics | Skeleton

Bunch of Ideas

World Idea: Merge can flavorfuly represent a sort of elemental 'spirit bond'. The transformed creature would therefore always be an elemental or something like that. Also explains why only one creature in the bond has the ability to merge them, that creature is the one that performs the bonding ritual. This could be expanded to develop the rest of the set's themes, based on this world flavour, and from it we can also get the set structure idea working, using order/chaos as opposing feels.

Mechanical subtheme: Like creatures with 'dies' triggers except instead having 'when exiled' triggers to work with merge.
e.g.
Merge-Able Guy (1) (W)
Creature- Human Cleric (common)
When CARDNAME is exiled, you gain 3 life.
2/2
And this theme can expand to a few one-off exile matters of other sorts.

Archetype planning: Merge could be centred slightly in GWU. G because combining smaller creatures into one giant creature is SO green. W because the obvious unity flavour and exile related shenanigans is white-ish thing. U because the mystical element of becoming 'more' is suitably blue. WU would be the exile matters merge archetype, GU would be the merge archetype that cares about the transforming part and on big merge creatures and GW would be a creature army archetype to fuel merge.

Card Ideas: Rare cycle of mergers with exile-as-a-resource effects

Brother of the Bond (W)
Creature- Human Cleric (rare)
Merge 2- (1) (W)
1/2
//
Bonded Light -W-
Creature- Elemental (rare)
Vigilance
(1) (W), Put a card exiled with Bonded Light into its owner’s graveyard: Creatures you control gain indestructible until end of turn.
5/5

Wind Wanderer (2) (U)
Creature- Human Monk (rare)
Flying
Merge 1- (3) (U)
2/4
//
Shaper of Winds -U-
Creature- Elemental (rare)
Flying
(2) (U), Put a card exiled with Shaper of Winds into its owner’s graveyard: Put target nonland permanent on top of its owner’s library.
6/7

Viper Agent (1) (B)
Creature- Human Rogue (rare)
Deathtouch
Merge 2- (2)(B)
2/1
//
The Venom Fanged -B-
Creature- Elemental (rare)
Deathtouch
(1)(B), Put a card exiled with The Venom Fanged into its owner’s graveyard: Destroy target creature.
6/6

Spark Chaser (2)(R)
Creature- Goblin Scout (rare)
Haste
Merge 1- (2)(R)
3/2
//
Ignited One -R-
Creature- Elemental (rare)
(1)(R), Put a card exiled with Ignited One into its owner’s graveyard: Ignited One deals 2 damage to each other creature.
5/5

Earth Embracer (1)(G)
Creature- Elf Shaman (rare)
When Earth Embracer enters the battlefield, search your library for a basic land card, reveal it, then put that card into your hand. Then shuffle your library.
Merge 2- (3)(G)
1/2
//
Embraced Earth -G-
Creature- Elemental (rare)
Trample
(G), Put a card exiled with Embraced Earth into your graveyard: Search your library for a basic land card, reveal it, then put that card into your hand. Then shuffle your library.
7/7

These are all decent designs for sure, though I want to make sure that at rare they have some pretty cool and distinct effects. That and I think rare merge creatures should be useful when they are not merged yet.

I totally agree there should be cards like Merge-able guy who benefit from being merged. It could specifically mention exile or be given wider depth by referencing "When ~ leaves the battlefield." I like the idea of it being a bit more open ended in just leaving the battlefield for benefits.

Aslo, merge will be all colors. It isn't going to be a color faction set.

The leaves the battlefield idea is good, I'm on board for having a bunch of those. I was suggesting that merge is centred, stressed, in GWU. It would still be in BR. Doing this allows merge to be built-around more predictably.

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