Vryn: Mechanics

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Mechanics | Skeleton | Archetypes | World | Cycles

Escalate: Pay PARAM1 for each mode chosen beyond the first. Used on 10 cards: Escalating Fury, Escalating Appropriation , UR11, UG11, Escalating Assault, UU11, UB11, Escalating Subterfuge, UW11, Escalating Arms

A returning mechanic originally printed in Shadows over Innistrad. Thematically, it is meant to represent the escalation in tensions between the Ampryn and the Trovian. Mechanically, this is just another take on modal. This mechanic will be in all five colors but will only be used at high rarities. Only 10 total cards are planned, 5 confluences at rare and 5 normal escalate spells at uncommon.

Exploit: When ~ enters the battlefield, you may sacrifice a creature. Used on 4 cards: Expendable Hitman, Nurich Ravager, Cemetery Mobilizer, Duressing Interogator

Returning mechanic originally printed in Dragons of Tarkir which will be color shifted into BG. Thematically, it represents the common exploitative tactics in espionage: blacklisting, extortion, etc. Mechanically, it is continuing to increase the number of modal effects in limited by making creatures that are optionally spell effects.

Deceive: Once per turn, you may give ~ +PARAM1/-PARAM1 until end of turn Used on 6 cards: Tricky Crow, Unassuming Passerby, Angler Terror, Spycraft, Cunning Operator, Duplicitous Lynx

Basically a cross between the flowstone and rootwalla abilities. In practice, creatures with deceive have modal bodies. This is a UB mechanic and is my submission for the long sought after UBr combat mechanic.

Provision a Gadget: Create a Gadget token of your choice. Used on 18 cards: UR01, Ringwatcher Eagle, Q's Arsenal, Baumner Innovator, Specialist Training, Mage-Ring Workshop, UU01, CW04, CW07, Confident Captain, UW02, Ingenious Owl, Paralytic Injection, Prokopian Scholar, Subliminal Leak, CG02, CB03, Q's Coupe

Gadgets are a type of artifact token. Basically, some card will instruct you to create a Gadget Token, at which point you will choose from among the possible gadget tokens a token to create. Gadgets will be in predominantly in WUR with a much smaller number of gadget cards in BG. Mechanically, gadgets are a way to dramatically increase the number of modal effects in the set while maintaining relative simplicity as its just one modal effect encountered many times. Thematically, gadgets have become a popular trope in spy fiction and fit the set well. The possible gadgets are defined below.

Battery
(Token) Artifact - Gadget
1, Sacrifice ~ : Add CC.

Radio
(Token) Artifact - Gadget
1, Sacrifice ~ : Draw a card, then discard a card.

Taser
(Token) Artifact - Gadget
1, Sacrifice ~ : Tap target creature.

Gadget 4 - TBD

Current plan is for each gadget to take up 1 quarter of a card face and print all 4 gadgets on the back of every token in the set so that every pack includes all 4 gadgets. I currently have no idea what the 4th gadget should be. Current best candidate is: Cleaner

Cleaner
(Token) Artifact - Gadget
1, Sacrifice ~ : Exile target card from a graveyard

If I go down this route, I need to include a graveyard mechanic, or at least a high number of graveyard matters cards for this to interact with. Alternatively, maybe there is no 4th gadget and I use that space on the card to describe "Provision" as a mechanic? IDK




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}()]".