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, Cemetery Mobilizer, Duressing Interogator, Nurich Ravager

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: Unassuming Passerby, Angler Terror, Spycraft, Cunning Operator, Duplicitous Lynx, Tricky Crow

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, Mage-Ring Workshop, UU01, CW04, CW07, Confident Captain, UW02, Ingenious Owl, Paralytic Injection, Prokopian Scholar, Subliminal Leak, CG02, CB03, Q's Coupe, Specialist Equipment

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, T, Sacrifice ~ : mana : Add CC.

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

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

Stimulant
(token) Artifact - Gadget
1, T, Sacrifice ~ : sorcery : put a +1/+1 counter on target creature.
Assignment: (~ enters with a mission counter. Remove one when ~ deals combat damage to a player) Used on 0 cards:

It is kind of a simplified version of quests but reskinned for spy stuff. Having a counter represents being on a mission. Removing the counter represents completing the assignment. Commons will either have simple bonuses for when the mission counter is removed, or simple abilities that are on while it has a mission counter. Uncommons and rares may have alternate ways of removing the counters or alternate ways of gaining mission counters. Examples

Hopeful Recruiter W
Creature - Dog Soldier[C]
Assignment
Whenever a mission counter is removed from ~, create a 1/1 white Soldier creature token.
1/1

Smooth Operator 2U
Creature - Illusion [C]
Assignment
~ can't be blocked while it has a mission counter.
3/2

Wet Worker 1B
Creature - human rebel [C]
Assignment
~ gets +1/+1 while it has a mission counter
2/1

Quick Draw McGee 1RR
Creature - Goblin [U]
Assignment
2 , remove a mission counter from a creature you control : instant : ~ deals 2 damage to target creature or player.
2/3

Team Leader 2GG
Creature - Ape [R]
Assignment
Whenever you cast a creature spell, put a mission counter on target creature.
Each creature you control gets +1/+1 for each mission counter on it.
4/4
Changeling: This card is every creature type. Used on 0 cards:

A returning mechanic meant to be put on "Spy" creatures. The flavor goal here is that Spys can blend into any group/tribe. These changlings will help to support the tribes of the plane: rebels, apes, wizards, vampires.




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}()]".