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See Rage of Taalmi.
Noted.
The set this was envisioned for doesn't feel like it has any iconic tropes that can be made into top-down mechanics. I'll have to work on some themes from a bottom-up perspective, and then let the world fit the ideas.
The way to do it, probably, would be to have the set give further bonuses to low toughness. Stuff that can regenerate only low-toughness creatures, etc.
A mechanic worse than Frenzy is going to be a bit of a hard sell.
See Greycloud Duelist.
Daring concept, top-down design. I didn't like the idea of daring working on either attacking or blocking, so I split the mechanic into attacking and blocking. Maybe separating the two is just pointless.
Making it an emblem makes it an annoyingly unstoppable clock.
Not sure what to suggest instead for a time-thing. Maybe something like build up time counters, and then remove a time counter to take an extra turn? Bank up 2 or 3 turns is a pretty sure win.
Working on an ultimate for another version of Aung Htin Saw, Chronomaestro. I want the ultimate to put the opponent on the clock, but still be something that is very likely to win the player the game. Maybe more or less time counters? The cost and other abilities will have to factored in when choosing the number of time counters one would need to win.
@Vitenka:
That too though IMO that can be loosened for a set if need be.
Shared Discovery for example.
It's also kinda more in green's balliwick now.
Hmmm, okay. Conspire seems like a better/simpler? design although the flavor is obviously different. Ghastly Discovery for example?
shifted from to after Concentrate.
Top-down design of a film recording.
The identity still works with my first example - it's always granting blue creatures something; and it can itself become blue under a condition.
Dunno, I just feel this is a bit too fiddly for the amount you're gaining.
Yes, not caring about the card changing colors would be lighter on the text. As I stated however, the color identity of cards would be a theme of the block where this would appear. The block could contain cards like Object and Myth of the Hidden Lagoon.
Basically, this is a green creature that does a blue thing. In order to that blue thing, the creature has to become blue, and it would become blue in a way that feels primarily blue.
This is an alternate way to have a creature gain color, checking for a condition rather than a cost as Myth of the Hidden Lagoon was. The two could probably coexist, though abilities that check conditions like these satyrs would probably be much smaller in number than corrupted, so that the things they check feel more unique.
This would feel a lot tighter if that last line was just an unconditional "Blue creatures you control have prowess"
As it is, it feels like you've kinda thrown an extra step in there, and made the wording more fiddly than needed:
As long as you have more cards in your hand than each opponent creatures you control have prowess. Oh, and ~ is blue now, for some reason.
I was going for a specific type I music, but I couldn't remember the name of the style. The name would be Flautists.
The mechanic comes trying to see what I'd be able to do if a card's color was important for a block. Oddly two of the three mechanics I've designed for that block are sitting in Cards With No Home.
Name feels awkward. How about "Worshipful Flautists" or "Flautist Worshippers"?
Mechanic is also very awkward, but I assume that's deliberate...
See Spellbook's Page.
See Cult of Sickness.
See Twin's Hunting Grounds.
I considered making spells that target creatures target the creature that was turned legendary. When wanting to word that concept, it was easier nerf the ability wand word that.
Legendary creatures would not be a theme in the set, and that bit was included for flavor purposes.
Attempt at opus mechanic. Perhaps mechanic should be named magnum opus?
Inspiration was taken from epic.
Cons: Needs to applied very carefully and probably unlikeable since you can't play spells of the same type that cost less. No physical representation to acknowledge Opus and unlike vogue doesn't have the malleability to interact with as many cards and generally be interesting. As now is strictly worse than the legendary supertype.