Evolution: Comments

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Mechanics | General Information | Idea and Principles

I'm worried about Curve. How easy is it, really, in a given game to know if it's turn N? I know there have been a number of occasions when I've played a complex turn, forgotten if I've used my land-drop, and to work it out had to ask my opponent whether they've missed a land-drop. Often, no-one remembers without serious thought.

Add in non-land mana sources, and I think it could be really tricky to keep track of.

Well i haven't tested the 3 cards with Curve 5, but as far as the rest (Curve 1-4) it seems easy to know what turn is it the first 4 turns, although i'll admit the 3 card with Curve 5 are probably going to be killed/changed as that tracking the fifth turn can be problematic in many games.

Curve is a genuinely good mechanic. I could see Wizards actually using it.

Lurk is also a good mechanic, although i think some cost should be involved for playing it, even though it acts as a colorless land its also acts as a creature with flash. (Flip it up anytime, right?)

I would like to use your mechanic curve in my set Aeons. I think it fits perfectly with a set that cares about time. I'd just tweak it a little for my cause:

Angry Goblin {r}

Haste

Curve - If it is the first, second, or third turn of the game, Angry Goblin gets +1/+0 until end of turn.

1/1

Yeah rules for lurk are flip up anytime, although some cards (ie: Liege of Swords) care about them flipping on your turn for example. And yeah the Curve for later turns i used but with a different template, Angry Goblin would be Curve 1-3 in my templating, If you play this spell on the first through third turn it gains this effect. Anyways thanks on the feedback.

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