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See Wings of Surveillance. I don't remember if I need to say "attached to target creature." at the end of the Role ability.
See Jack of All Trades.
See Support Role Mechanic Aura Example.
See Second Role Test 2.
See Cares About Creature Types Test 1.
It's intentional that this does not have a built-in way to become a Knight on its own.
The abilities here represent preliminary design space of this concept.
The first disappointment is that I'm don't have a name for the first ability, and wonder if there even should be an ability word name for the first ability.
The second limit is that as currently is, would force 2-color cards and archetypes which is not something I'd desire for this set. The first alternative, would be to replace "pay " with "pay " and at least allow for three colors. From this, the next logical step would be to figure out what colors each [job] creature type would be, though it would be heavily based on the current color associations already in existence.
The final ability is not indicative of how each creature would have access to gaining another creature type. I haphazardly selected "become enchanted" because it's both general and still slightly white feeling. "Gained life this turn" would have worked, but just felt redundant with the first ability being the potential to gain life. Generic abilities for other creature types could be "Cast an instant or sorcery spell" to become a Wizard, "Dealt damage to a creature" to become a Warrior.
See Healer's Wisdom. Rather than a Rancor-style, I wonder if this mechanic's requirement allows to skip the hand and go directly to the battlefield.
In these tests, there were a few instants and sorceries that just had "Descend into the underworld" as a piece of text in addition to the typical instant or sorcery thing the card does, e.g. Conjure Hellfire and Invoke Heretical Truths.
Drawbacks that make a card dead in your hand as a default are too much. In general you want the thing you are working towards feel more like a reward.
Heretical Text Fanatic also doesn't make it feel like descending into the underworld was all that easy, especially not repeatable.
It's like coven except less focused and more specific.
When the graveyard plays a bigger role in the set, I'd argue the -2 is green.
The -6 bends because it can get certain creatures, but is as likely to get artifacts or lands, the latter definitely being green, the artifacts... probably red. The "mana ability" niche is something I haven't seen before, but if I had to give it to a single color, I'd pick green."
The first ability is pretty green (Riftsweeper), but the rest feels black
"you own" removed from first ability to let you hose flicker effects. A definite break, ngl.
Also considered costing with starting loyalty 5.
See Glitterkeep Crow.
See Trifecta Rare Enchantment.
See Damned Scholar.
See Heretical Text Fanatic.
See Dreadspawn.
See Unfortunate Soul.