Logic: the Processing

Logic: the Processing by amuseum

51 cards in Multiverse

8 with no rarity, 14 commons, 9 uncommons,
12 rares, 4 mythics, 2 basics, 2 tokens

12 colourless, 3 white, 9 blue, 5 black, 5 red,
2 green, 5 multicolour, 3 split, 3 artifact, 4 land

176 comments total

Rules that bend the infrastructure

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Mechanics | Foreword

Cardset comments (1)

The set creator would like to draw your attention to these comments:

On Qualitype (reply):

A qualitype is additional qualifier that goes on the type line. They have no inherent rules or effects, but they may be referenced by abilities. Rather they are used as qualifiers to group or identify cards via flavor, lore, association, etc.

Each qualitype for a card is separately enclosed by angled brackets <>. They appear after subtypes.

Ex. Fire may be a qualitype. It may appear on any card type, such as Instant - <Fire>, and Enchantment - <Fire>, and Creature - Elemental <Fire>. An ability may say for instance " spells cost 1 less."

Q: There may not be enough room on the type line.

A: That is a flaw with Magic card frame. On the Vogon frame, the type line runs almost the entire vertical height of the card, which is 40% longer than the width.

Actually idea was inspired by Shadowfist's designators. Shadowfist cards may have additional designators printed in bold at the top of the rules box. Other card games do something similar. Guardians CCG put additional qualifier words in bottom right of rules box.

On Scene (reply):

Scenes now more closely tied to planeswalkers and are used to tell their narrative.

Scenes are now basically mini-planeswalkers (aka paragon in my Erfh set) and will appear in all rarities. Such that scenes enter play with fate counters, and have two abilities. The first ability adds fate counters. The second ability costs a great amount of fate counters and is always a Climax.

You win the game if you acquire 3 climax points. A scene's climax is worth 1 Climax points, and PW/Paragon's climax is worth 2 Climax points.

You can win in any combination of scene and paragon climaxes that total 3 or more climax points. E.g. climax 3 scenes; climax 1 scene and 1 paragon; or climax 2 paragons.

Recently active cards: (all recent activity)

 U 
Sorcery
Search your library for a planeswalker or scene card, reveal it, put it into your hand, and shuffle your library.
2 comments
last 2021-11-08 18:38:07 by SecretInfiltrator
9 comments
last 2021-11-08 18:35:10 by SecretInfiltrator
 R 
Creature – Hellion Chimera
Graveyard shift (This creature can only attack or block while in your graveyard as though it were on the field.)

At the beginning of each opponent's upkeep, if that player has one or fewer cards in their hand, Hellion Chimera deals 3 damage to them.
2/3
2 comments
last 2021-11-08 12:38:19 by SecretInfiltrator
 
 
Krangle is a keyword action that adds one good and one bad keyword randomly.
2 comments
last 2021-11-08 12:35:54 by SecretInfiltrator
2 comments
last 2017-10-28 15:14:20 by SecretInfiltrator

Recent comments: (all recent activity)
On Pursue Greatness:

Blue continues to be able to bounce nonland permanents and counter spells, right? So disrupting them should not be an issue either.

On Sarpadia:

Why does the card "Sarpadia" depict Aeronan Saprolings and Phyrexians?

On Hellion Chimera:

A free immortal 2/3 if I mill myself seems imbalanced.

On Krangle:

I don't see any italics.

EDIT: Found them. Their not italicized on the list that actually explains what they do.

On Krangle:

Krangle is a keyword action that adds one good and one bad keyword randomly. Inspired by Path of Exile: Scourge League.

Krangle a creature by randomly giving it one good and one bad keyword. The set of keywords ideally are evergreen.

You may use my list: http://www.magicmultiverse.net/cardsets/367/details_pages/3039

The good keywords on that page are in normal font, and the bad keywords are italicized.

Ideally use an app to assist in selecting random keywords.

On Logic: the Processing:

Convert all "you may target" into "up to N target".

On Hellion Chimera:

Rules:

  • Creature with graveyard shift can't attack or block while on the field.

  • Creature with graveyard shift may attack and block while in your graveyard.

  • while it's attacking or blocking, treat it as though it were on the field. That means combat tricks that would target a creature on the field may target this while it's a combatant. As well as static effects, like first strike, deathtouch, pump, etc. still take effect.

  • Other abilities on the card take effect while on the field. Unless otherwise noted.

On Pursue Greatness:

See Scene.

Black and White shall be main colors to support scenes and planeswalkers, and thus win via climax points. 3+ points to win this way. Black can also steal and manipulate counters.

Red and Green shall be the main colors to disrupt scenes. Damage to "any target" can damage scenes and planeswalkers. Land destruction can be extended to destroy nonbasic lands and scenes. Green destroys noncreature, to include planeswalkers and scenes.

On The Brothers' War:

... Not Wastes instead of Deserts?

On Sarpadia:

The Myr cycle fairly strongly confirmed that "2 cost artifact" was about the right equivalent for a land :)

Using up your land drop becomes "Play only one a turn" if you have no land in your deck. That feels like a huge problem for the mechanic; but, well, only one a turn is a serious limit for most spells. But on the third hand... maybe not a problem if they are all this good; and require specialised removal.

(All recent activity)
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