Code Geass
Code Geass by Alex
276 cards in Multiverse
33 with no rarity, 111 commons, 76 uncommons,
48 rares, 8 mythics
3 colourless, 40 white, 46 blue, 43 black, 49 red,
39 green, 23 multicolour, 20 hybrid, 7 artifact, 6 land
646 comments total
Bringing the epic anime series into Magic.
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Mechanics | Introduction and General Invitation | Proxies for playtest | Design Challenge 2 | Colour-pair archetypes | Skeleton |
Welcome to Code Geass the Magic set! My aims are that the set will:
- Be a reasonably faithful adaptation into Magic of the epic anime series Code Geass. If you haven't watched it, don't worry - I believe the mechanics should convey all the flavour you need to know. (But watch it. It's seventeen kinds of awesome.)
- Provide a gameplay experience that feels like Code Geass. In the same way that the experience of playing Innistrad led to feeling afraid, and the experience of playing Theros led to feeling triumphant, I want the experience of playing Code Geass the Magic set to feel like you're a master strategist, a tactical mastermind: making plans, predicting your opponents' moves, and perhaps thinking on your feet, to come out ahead.
Current candidate mechanics include:
Geass
Lelouch's Geass is a fascinating power. He can compel absolute obedience, but only once from each person. This is reflected by the new Geass subtype, shared by many instants, sorceries and Auras in the set. Some are positive, some are negative, but each one can only be used on a creature that hasn't already been Geassed.
Target creature gets +1/+1 and first strike until end of turn.
Tap target creature. That creature doesn't untap during its controller's next untap step.
Target creature deals damage to itself equal to its power.
Enchant creature
Enchanted creature has haste.
When Geass to Betray enters the battlefield, untap enchanted creature and gain control of it until end of turn.
(Enchanted creature has protection from other Geasses.)
Enchant creature
If enchanted creature would be destroyed, instead it gains indestructible until end of turn and its controller sacrifices another permanent or discards a card.
Enchant creature
Enchanted creature can't attack or block.
Enchant creature
Enchanted creature gets +2/+1 and has lifelink.
Instants and Prepare
Code Geass is a series characterised by tactical plots, ploys and counterploys, dramatic turnarounds and secret plans being revealed at the best (or worst) possible moment. To reflect this planning-ahead theme and get the experience of feeling like you're a master strategist, we need a preparation mechanic. The flagship mechanic for this aspect of the series is prepare, a mechanic which allows you to take cards which would normally be cast at sorcery speed and set them up exiled face down, from where they can later be cast at instant speed often for a discount. There's also a higher than usual number of instants, cantrips and combat tricks, to keep the combat step feeling dynamic and unpredictable.



Enchant creature
Enchanted creature gets -5/-0, doesn't untap during its controller's untap step, and its activated abilities can't be activated.



Each creature you control becomes a copy of target creature you control until end of turn, except they aren't legendary if that creature is legendary.


If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn.



Seismic Instability deals X damage to each creature without flying and each planeswalker.
Draw a card.
Draw a card.
Draw a card.

Note that my prepare mechanic was designed in 2014. It's delightful that Wizards finally caught up with me and printed foretell in Kaldheim. The one difference is that prepare grants flash, but that's plenty significant enough to have some interesting play differences.
Knightmares and Eject
The Knightmare Frame mecha in the series are represented by Equipment cards. They mostly have a new keyword mechanic eject representing the ejection pods built into most Knightmare Frames in the series, which save their pilot when the mech is severely damaged in combat. A number of blue and white cards give you bonuses for using artifacts or equipment.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip



Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip

At the beginning of each combat, choose first strike, vigilance, or lifelink. Equipped creature gains that ability until end of turn.
Equip

Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip

When Test Pilot enters the battlefield, you may attach target Equipment you control to it.
Whenever an equipped creature you control blocks, draw a card.

The Britannian Empire and Decadence
The world-spanning Holy Britannian Empire believe they're naturally superior to other races. They have a very well-organised military, but suffer from excessive internal politics, entitlement, arrogance, and racism, especially towards the conquered natives. Some of their most corrupt and indulgent characters have the new decadence mechanic. This grants you powerful effects, getting more powerful as you accumulate more of them, but also costing you most of your mana each turn. (If you have a card with "Decadence 1" and another with "Decadence 2", you get the opportunity to pay and trigger both abilities with X=3.) Britannia is represented by mostly white and black cards and some in blue.

Whenever you pay decadence, Smug Cavalier gets +X/+X until end of turn, where X is the amount you paid.

Whenever you pay decadence, you may tap up to that many target creatures.

Whenever you pay decadence, you may destroy target creature with converted mana cost that much or less.

Whenever you pay decadence, up to that many target creatures gain lifelink until end of turn.
The Black Knights and Revolt
The Black Knights are the rebel insurgency. Once terrorists, but now under the leadership of Zero they've become a fully-fledged resistance movement, a rebel army, trying to kick out the oppressors and reclaim their homeland for themselves. Their anger can be particularly provoked if some of their comrades have suffered, represented by the returning revolt mechanic. Cards with revolt give you extra bonuses if a permanent you control has left the battlefield this turn. The Black Knights are represented by mainly red cards with some green.

Revolt — Put it onto the battlefield instead if a permanent you controlled left the battlefield this turn.
When Traditionalist Insurgents enters the battlefield, draw a card.
Revolt — Traditionalist Insurgents costs

Control Change
The anime is known for characters changing sides, whether due to shifting loyalties, blackmail, Geass, or more dramatic and spoilersome reasons. This is represented by a high density of control-change effects in the set. Who can you trust?




When target creature deals combat damage to an opponent this turn, put target creature card from that player's graveyard onto the battlefield under your control.



Until your next turn, if damage dealt by a source an opponent controls would reduce your life total to less than 1, instead prevent that damage and gain control of that source.
At the beginning of combat on your turn, up to two target creatures get +X/+X, where X is the number of permanents you control but don't own.
Other mechanics
A few other mechanics from Magic's history return. Raid cards in red and black give you rewards for attacking even if your attackers won't survive combat - which can give opponents a hard time knowing whether to block or not. The traditionalist Japanese soldiers have Bushido, making them more fearsome in combat. A few creatures have channel, giving the cards an alternate use as combat tricks. And the chess motif of the series is represented by a cycle of gambit cards where you deliberately put a creature of yours at risk for the sake of a greater reward.
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
Gambit — When target creature you control dies during combat this turn, create another two of those tokens.
Gambit — When target creature you control dies during combat this turn, choose up to one target creature. Aggressive Gambit deals 3 damage to that creature.
Channel –

Limited
The set is designed and balanced for limited play. I've got ten colour-pair archetypes with corresponding signpost gold uncommons like UZ04 Recruiter for the Elevens and UZ07 Hostage Situation. You can see the skeleton here, generate a virtual booster or just check out the full visual spoiler.
Cardset comments (25) | Add a comment on this cardset
The set creator would like to draw your attention to these comments:
On Shocking Arrival (reply):
on 05 Jan 2021
by
Alex:
It's a bit similar to Drop from the Ceiling. Too similar? I hope not. I guess the set also has Ninja in Disguise in the same space too. This was originally meant to be I think I do slightly prefer it with 3s rather than 2s though. What do others think? |
On The Ends Don't Justify the Means (reply):
on 09 Dec 2016
by
Jack V:
Thinking it through, maybe it's something like this. Black: "Ends justify the means" is a central black tenet. Black is all about efficiency, selfishness and ruthlessness. There are some exceptions (eg. YOUR means trump OTHER PEOPLE'S ends :)) White: White is very conflicted. White is about the community, about systems, about having principles and sticking to them. That's not so much "means over ends" as there are LOTS of ends and white is torn between them. Every white paladin facing down a hostage situation is weighing up "keep my word, so people trust it in future" vs "save the innocent in front of me" vs "dispense justice, so fewer people take hostages in future" etc etc. Other colours conveniently "forget" about things that aren't in front of your face. White doesn't have that luxury. Sometimes your immediate end is sacrificed on the alter of the means of a HIGHER end. If you're lucky, a worthwhile one. Sometimes not. Green: What are these "ends" of what you speak? I do what comes naturally to me, and accept the consequences. Red: What are these "means" of which you speak? Why would you put, like, extra steps between me and my goal? DO THE GOAL. That's the point. Stop overthinking everything! Blue: I don't believe there's a one size fits all answer to this question, but if it helps, I'm absolutely definitely going to overthink everything. |
On Urban Guerrilla (reply): |
On Suzaku Kururugi (reply):
on 30 Aug 2014
by
Alex:
My rough feeling for power and toughness in this set goes:
Most combat tricks will only grant +1/+1 or less. No Giant Growth in this set. |
Recently active cards: (all recent activity)
At the beginning of the end step, return Hit-and-Run Saboteur to its owner’s hand.

Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip

Nonland cards in your hand and on top of your library have prepare. The prepare cost is the card's mana cost reduced by up to


Other legendary creatures you control have vigilance.
When C.C., Impulsive Witch dies, return her to the battlefield tapped under her owner's control at the beginning of their next upkeep.


Equip

If this is intended to trigger Revolt, it probably wants to self-bounce at end of combat, not end of turn.
That's probably supposed to be "look at and prepare" rather than "look and prepare at".
The reminder text has gone amusingly wrong here.
Specifically, all the Four Holy Swords are legendary, and several of them are common: Holy Sword Asahina, Holy Sword Chiba, Holy Sword Urabe, and Holy Sword Senba at uncommon. I confess that ability is lifted straight from Esika, God of the Tree. I spent a while trying to think what would be a flavourful ability for C.C. to have... none of deathtouch, reach or trample really work. Vigilance is OK. She is something of a commander (and/or mascot) so granting an ability to (some of) your team is quite nice.
The other ability I wondered about is a reflection of the way she can touch someone to make them relive painful memories. On a green card, the closest mechanic I can think of for that... might be stun, as on the Kamigawa snakes like Orochi Ranger. I know that ability has bimbled around the colour pie a bit and settled in blue (Queen of Ice), but I don't think it'd look particularly out of place on a rare.
But I'll stick with the vigilance-granting for now.
Hmm, annoyingly this is a bit too close to Guerrilla Tactician.
Well,it's a good set; and always nice to see a mecha ccg (since the battletech ccg was...not a success). Lelouch; however; was, is and shall always remain, a douche.
Thank you! :D
It is my favourite anime, out of maybe 90 or 100 that I've seen. As I mentioned above, I once wrote about how it's seventeen kinds of awesome, and I still stand by that :)
As you'll have seen, I've been doing a slow steady trickle of development on the set. I'm noticing how a lot of the cards look somewhat unimpressive by modern standards, which is an interesting way to observe power creep of printed Wizards sets over the years since I designed a lot of this set. I'm trying to make tweaks to address that where possible, but in some cases it's not easy.
Not super related to magic, but I just finished watching this show. It was outstandingly excellent, probably the best anime I've watched so far (I'm not a huge anime fan, so I haven't seen very many yet).
No spoilers, but the ending literally had me in tears. That's the fourth time in my life that I've ever cried at television. Absolutely incredible writing.
Sorry, I've been looking for somewhere to gush on this show for a while haha.
I looked through some of the set, and I really like the direction you took for this. It certainly feels very faithful to both magic and the source, which I know for certain is hard to do.
Well done Alex, and All Hail Lelouch!
I was thinking about how there aren't many cards in the set that encourage you to build a Geass deck. That led me to this concept, where Lelouch in the series loses control of his Geass (at the worst possible time, naturally).
That was the flavour inspiration. Mechanically this is something like the og Zendikar quests like Archmage Ascension, turning into a one-sided Wild Evocation if you ascend.
As and when I turn all Geasses into instants/sorceries I'll probably remove "or Aura" from the text here.
Great quote from a video about this moment: "Has any one noticed that where suzaku jumps down kicking, there is no door in roof so only possibility is, he is been holding on to the roof this whole time." - "He hasn't been holding onto the roof, he's been spinning in circles in midair the entire time."