Gentlemen Magicians: Recent Activity
Gentlemen Magicians: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Guidelines | Current status | Mechanical themes | Setting | Skeleton | Suggested theme decks |
Recent updates to Gentlemen Magicians: (Generated at 2025-05-01 01:03:47)
It's a really interesting mechanic. Even those like Arcane Scriptorium that can add mana without losing loyalty aren't "strictly better" than basic lands, because (a) they can be attacked, and (b) loyalty abilities can only be activated on your turn at sorcery speed.
And just because you'll probably be pleased: you might like to know that the card-rendering engine's support for coloured artifacts is in large part due to the fact that your set is up here and has cards like this. :)
Yeah. See "mechanical themes" page for an explanation, although I see while I wasn't paying attention Alex has made a host of new improvements including explicit links for individual mechanics.
I started designing the set with a random collection of woodland creature cards, and was looking for other ideas to add. I didn't want at that point to introduce a specific new mechanic that would require a greater knowledge of the set to appreciate individual cards, and somehow I came up with this idea.
It seemed really obvious: the loyalty ability can be used in a variety of interesting ways, but never will be so long as it has to be on scary mythic cards. Originally it was on a variety of card types, but lands seemed by far the most natural. My (one quick) playtest showed it reasonably interesting and not too fiddly, although unsurprisingly some were way overpowered :)
Ah, cool, thank you!
...what the..?
Is this a Land with Loyalty abilities?
Heh. And now the feature goes up that makes Veredictum's question obsolete :)
Thank you
Logically, they should be worse than artefact creatures as they are vulnerable to less removal but equally easy to cast, and artefact creatures are already normally worse than average.
Perhaps have the option to have it come into play with haste, but sacrifice it at end of turn.
Lignify or mind control will let you recover, and you're not guaranteed to have ten white mana. I agree it's insane: I started as a thought exercise to make the most insane cards I could that were not outright instant wins (and preferably less powerful if you trick them into play, hence the white mana), and wanted to see if I could make a card worthy of the name of god (cf. galactus as the closest the creator could come to "fantastic four fight god"). I left the cycle in the set because it was interesting, I don't know if they actually help the set or not.
Trample may well be superfluous (although not necessarily against sufficient token generation). I think I felt the card couldn't not have it...
Oops. Yes, thank you.
And yes, pay two mana or black mana.