Xianlu: Mechanics

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Mechanics | Skeleton | Bequeath Abilities | Flavor & Plot | Intro Pack Decklists | Draft Archetypes

Reflex: You may cast this card any time you may cast an instant for its reflex cost. Used on 18 cards: Strike Down, Goldensilk Spider, Emperor's Judgment, Stern Instructor, Find Oneself, Vigilante's Challenge, Yaoguai Bloodspiller, Tanri, Celestial Daughter, Astral Shift, Coinhoarder Toad, Unnatural Plague, Hungering Claws, Typhoon Squid, Benevolent Fox, Seeing Spectres, Disciplined Takedown, Encouraging Compatriot, Unshaking Resolve

This is a pretty common mechanic with this exact name I've seen pop up elsewhere. Thanks to those people for inspiration.

Pretty much a filler mechanic. Again, it's aiming at depowering removal and instant speed tricks in general while still keeping them relevant for later. By necessity, it will show up more in {g} and {b}, but will also be found in all colors.

A big focus of the set is on reacting or surprising your opponent. By increasing the prevalence of instant-speed creatures and spells, I hope to encourage that. The combat step is going to be more important than usual in this set, so expect a lot of Reflex spells encouraging being cast during the combat step.

*Sequence*: Used on 11 cards: Killing Tiger Fangs, Beckoning the First Snow, Repulse the Monkey, Tortoise Stands Fast, Open Palm, Closed Heart, Descend Like Hawk, Rising Dragon Punch, Cyclone Flurry Kicks, Four Moments in One, Treading Upon Mirrors, Second Flurry, Twofold

Sequence is a pseudokeyword that classifies abilities that have the rider "If you cast another noncreature spell this turn," This is found primarily in {u}{r}, on primarily instants, sorceries, and creatures. Most of these cards have very over the top martial arts moves names and are relatively cheap; it is encouraged to cast multiple cards per turn, similar to Surge, to get the maximum benefit.

Unseal: PARAM1: Destroy this. Its controller draws a card. Any player may activate this ability during their turn. Used on 14 cards: Pacification Seal, Imbibing Seal, Neutralizing Seal, Agitating Seal, Resonant Seal, Prying Seal, Foretelling Seal, Brainwashing Seal, Allergy Seal, Vanity Seal, Empathy Seal, Destabilizing Seal, Yang-Releasing Seal, Yin-Releasing Seal

Seal is an enchantment subtype. Generally, Seals are fairly moderate - they are weak aura removals that any player can pay a moderate fee to remove them. If they do remove them, you draw a card, refunding the card used to cast the seal. This is to keep removal plentiful in a format where voltron is encouraged, but also keep it within reasonable limits. Most of these Talismans serve as tempo spells. There will be a number of cards in {w}{u} that will key off of enchantments in the battlefield and graveyard, or Seals themselves, creating a removal-heavy tempo archetype.

Monstrosity: If this creature isn't monstrous, put PARAM1ASWORDS +1/+1 counters on it and it becomes monstrous. Used on 14 cards: Insidious Cretin, Sentinel of the Pines, White Bone Spirit, Twilight Jumper, Bloodscale Python, Moonshade Stalker, Bellchime Devil, Red-Tailed Stallion, Sparrow-Catcher, Slaughter Seeker, Wildcaller Boar, Flesh-Drunk Ogre, Megaton Ogre, Leicheng Gatekeeper

Monstrous returns, with no mechanical changes from its previous iterations in Conspiracy 2 and Theros. Monstrous appears in {g}{r}{b}, making up the "evil monsters" faction of Xianlu. Design-wise, expect Monstrous to show up a little more on smaller creatures that get larger; the {b}{r} Monstrous archetype is a little more aggressive than the typical {g}{r} Monstrous archetype in Theros.

There will be an uncommon semi-cycle with Monstrous {x}, where X is something the opponent has - further strengthening the role of timing when it comes to combat.

Bequeath: When this dies, target creature gains any number of {+} abilities on this creature. Used on 20 cards: Village Herbalist, Puppeteer's Shadow, Tremorfist Monk, Wandering Romantic, Ancient Qilin, Inheritor of Winds, Raiments of the Monkey King, Deathwish Shifu, Visage Beetle, Qi-Sucking Ogre, Wishbringer Qilin, Lei Fang, Lost Heir, Wild-Eye Matriarch, Honed Swordsman, Legacy Bearer, Carapace Guard, Immortal Spirit, Luckbringer Sparrows, Vampiric Jiangshi, Wallbreaker

Thanks to Link for inspiration for this mechanic.

Note that + abilities stack. There will be cards that give + abilities to creatures without Bequeath at uncommon and above. There will be a "School" cycle that permanently gives a card a + ability. This archetype is primarily centered in {w}{b}{g}, but is found in all colors. {w}{b} decks focus on constantly recurring smaller bequeath cards on sticky followers to make them more annoying or evasive. {b}{g} decks focus on constantly fueling large creatures by sacrificing them Bequeath creatures. {g}{w} decks aim for a large Bequeath creature with numerous +1/+1 counters on it.

Keeping track of + abilities uses perforated cards. To limit the number of perforated cards, there will only be a pool of 11 different + abilities - 7 "common" ones, and 4 "rare" ones, on two different perforated cards.

Only one {+} ability stacks, which is Lei Fang, Lost Heir's {+} ability. I wanted to make his unique. Having {+} abilities not stack also helps with tracking and simplifying abilities moving around, which can get confusing in lieu of not having enough perforated stubs.




In card text or details pages, write the mechanic's code name (playtest name) between square brackets, like "[Crittercast]", "[Bushido 1]" or "[Delay 4 {2}{R}{R}]". It will be expanded to the mechanic's name plus reminder text, such as "Suspend 4 – {2}{r}{r}. (Rather than cast this spell from your hand,...)"
To expand a mechanic's name but not its reminder text, include parentheses at the end of the square brackets: "[Crittercast()]", "[Delay 9 {R}()]".