Logic: the Processing: Recent Activity
Logic: the Processing: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Foreword |
Recent updates to Logic: the Processing: (Generated at 2025-05-09 14:40:43)
Logic: the Processing: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Foreword |
Recent updates to Logic: the Processing: (Generated at 2025-05-09 14:40:43)
Hm. You say you can play Terrains by using a land drop, bypassing the cost? So isn't this way better than Forest? As in, far closer to obsoleting basic lands than would be allowed?
FAQ
Terrain is a subtype of land.
There are two ways to play a terrain:
1. Use a land play.
2. Pay the mana cost.
Either way you can play them only when you can play a land and it never goes on the stack.
Terrains have two values printed on the bottom right. First number is amount of structure counters to put on it when it enters the battlefield. During your untap step, put a structure counter on it. You may not put more than the second number this way.
As a special action, you may move a creature you control onto a terrain you control, or remove it from a terrain. This creature now occupies the terrain. Do this only any time you can cast a sorcery. A creature can occupy no more than one terrain at a time. A terrain may have any number of occupants.
Creatures may attack terrains directly. For each damage dealt to a terrain, remove a structure counter from it. Note: creatures attack and block per usual.
As a state-based effect, a terrain with no structure counters is put into its owner's graveyard. When a terrain leaves the battlefield, remove all creatures from it; they stay on the battlefield.
That's it for now...
Right now its just for flavor
As I said on City of Lights, I can't see any difference this would make in the rules. It would allow certain cards' wording to be fractionally shorter, but at the expense of having to remember twenty new colour associations. It would mean you'd get some rather odd terminology (Rhys the Redeemed would tap to put a 1/1 lime Elf Warrior token OTB?) and some unusual distinctions (it's a rare context where "teal" and "cyan" are both valid words but mean different things).
So could you explain your motivation for this proposed change? What benefit would it bring?
i like that some also relate to the colors' pies. white-blue sky, black-red brick (sadism), crimson (blood), midnight (stealth), etc.
How about Marroon or Burgundy for black/red? And if you go for Teal as the green/blue one, Cyan can fit white/blue.
Hmm... wait I hadn't noticed the 3-color combos...
FAQ
The colors of Magic are white, blue, black, red, and green. They are also called primary colors.
Secondary colors are not colors of Magic, but can be used to represent combinations of two or more primary colors. In other words, they are merely shortcuts, so they don't increase the number of colors in the game.
If you have to choose a color, you must choose a primary color. If you have to choose one or more colors, you may choose one or more primary colors, or a secondary color as a quick way to mean that you chose the primary colors that comprise the secondary color.
Tentative list of secondary colors and the primary colors they represent:
All colors: all five colors
Gray: white and black
Turquoise: blue and green
Orange: red and green
Purple: blue and red
Pink: white and red
Sky: white and blue
Brick: black and red
Midnight: blue and black
Lime: white and green
Olive: black and green
Brown: blue, red, and green
Yellow: white, red, and green
Steel blue: white, blue, and black
Magenta: white, blue, and red
Cyan: white, blue, and green
Indigo: blue, black, and red
Teal: blue, black, and green
Crimson: white, black, and red
Moss green: white, black, and green
Sienna: black, red, and green
Yeah, if a Charmed Pendant or Elemental Resonance hits a Selesnya Guildmage then you get your choice of
, 
or 
. That's why Wooded Bastion is templated the way it is (rather than the more elegant "
,
: Add 
to your mana pool.", which would be functionally identical but might mislead some players.) This card's design I'm assuming comes with a rule change to allow mana to exist in multiple colours until you spend it.
Does "add
to your mana pool" currently become R or G when it goes into the mana pool (not when you spend it)? I assume it works like that: the same at the moment, but might do more if they alter the rule so mana in a mana pool can count as multiple colours (just like a creature can count as multiple colours at the same time, not be half-and-half).
use multicolour frame
Nyehehe. So it's a mana that's simultaneously white, blue, black, red and green. Cool. Normally this will just be City of Brass, but... um... hmm, I can't think of any cases when that'd be any different actually.
...I think you can't get any mana from this in Commander unless your general is five colours. Which is a difference, but not in a good direction :P
But they don't say it on the card, so people don't realize what's going on.
So they do.
Eh, they put it on all their lands already.
While I like Heavy as a concept, Wizards is not a fan of printing drawback-only abilities. Obviously we don't need to do everything exactly as Wizards would (they would never print Anydria and probably won't revisit the
mechanic), but it's something to be aware of nonetheless. I also think this would need to cost
in order to enter the battlefield untapped, even with the drawback.
Heavy is a supertype that restricts a player to play no more than one heavy card or spell per turn.
yea i was just thinking about the pre-release and release events for the new sets. besides working on the actual cards, they are also trying to make playing the game more fun and social. look at all the casual products like commander, archenemy, planes and schemes. etc.
forgot to mention Planeswalkers themselves as another huge design paradigm shift for Magic (also hugely affecting how lore and storytelling is done for new sets and blocks.)
but don't really change the way you think about playing the game.
in order to do that, would require almost creating a new game. magic's successful because it is what it is. there's no safe, rational reason to suddenly make it become something else just for the sake of change. risking to alienate the current player base and possibly dismantle the entire foundation of what makes magic great. (i'm thinking of terrain here. while cool and effective in other ccgs which build their entire game around them, it's not what magic needs or wants. and i haven't yet seen a version that works for magic.)
I've been rather happy with Wizards the last few years, it's true. Magic products starting hitting my group's podcast because of their innovations (Planechase, Archenemy, Commander, plus the occasional pre-release review.) Before Planechase, it wouldn't occur to us to cover Magic sets (man... have I really been podcasting so long that I remember what our policy was before Planechase? Crazy.) Those are the type of products I'd like to see Magic spend more time digging their toes into. DFCs, Level Up and Fuse are cool and interesting innovations, but don't really change the way you think about playing the game.
But, yeah, I'm happy as long as they mess with the format, even occasionally. I'm looking forward to the pre-release 'Fight the Hydra' game coming up in Theros. Here's hoping it will continue to be fun to play well after the pre-release.
Actually, Wizards has been very bold with experiments in recent years. DFC is a huge experiment. So are level up, colorless non-artifact spells, fuse, etc. As for mechanics and keywords go, I like the direction they're going. Especially with indirect game text like devotion and devour. They did some minigames like Clash, but there's room for other types of minigames. Which is sort of what taunt is aiming for.
Reminder text is just that, reminder. It's up to the designer and template editor to think up a reasonable text even if most of the legal text is left out. e.g. see new Bestow which leaves out a lot of rules. On the flip side, just because a concept is simple, doesn't mean reminder text is (see Time Stop).
Psi of course makes more sense within my set. But even outside of a specialized set, it's still a flavorful enabler and win condition for black and blue decks, the two colors that deal with discard and milling.