Code Geass: Front Page
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
: Equipped creature becomes 5/4 and loses flying.
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 less to cast if a permanent you controlled left the battlefield this turn.
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 – , Discard Compassionate Athlete: Target creature gains lifelink until end of turn.
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.