Code Geass: Introduction and General Invitation

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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! The set is in early design, but my aims are that the set will:

Current Design Challenges

At this stage, the set needs to establish its mechanical identity. I believe the set will want four or five keyword mechanics: one for Geass, one for mecha, one for the Britannian faction, one for the Black Knights faction, and perhaps one on combat tricks or instants.

More details on the five possible areas for keyword mechanics follow! In each case I've linked to a "card" thread with more discussion of the issue, but please don't feel you have to do more reading if you don't want to: my aim is that this page here will have all you need to create a design.

(Faction) – Discussion
The decadent oppressors, the world-spanning civilised empire who believe they're naturally superior to other races. Have a very well-organised military, but suffer from excessive internal politics, entitlement, arrogance, and racism, especially towards the conquered natives.
(Faction) – Discussion
The rebel insurgency. Once terrorists, now a fully-fledged resistance movement, a rebel army, trying to kick out the oppressors and reclaim their homeland for themselves.

 C 
Artifact – Equipment
Equipped creature gets +2/+1.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {1}
 R 
Artifact – Equipment
Equipped creature gets +2/+2 and double strike.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {3}
 U 
Artifact – Equipment
Equipped creature gets +2/+2 and has first strike.
Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip {2}
 R 
Artifact – Equipment
Equipped creature has flying and gets +0/+3.
Whenever equipped creature blocks, you may pay {4}{r}{r}. If you do, Gawain deals 5 damage to each attacking creature.
Equip {2}

 U 
Enchantment – Aura Geass
(Enchanted creature has protection from other Geasses.)
Enchant creature
Whenever enchanted creature becomes tapped, you draw a card.
 C 
Enchantment – Aura Geass
Flash
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.)
 C 
Instant – Geass
(Exile this spell when it resolves. Its target gains protection from other Geasses indefinitely.)
Target creature gets +1/+1 and first strike until end of turn.
 U 
Enchantment – Aura Geass
(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.

 U 
Sorcery
Prepare {0} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn.
 C 
Creature – Human Soldier
Prepare {2}{w} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
As long as you're being attacked by a creature with toughness 2 or less, Prepared Guardian has lifelink.
3/3
((Battlefield Tactician))((Canny Major))

If you have comments on any of these individual issues, please do comment on the threads in question. For wider comments on the cardset as a whole, you can post them here!

Updated on 10 Nov 2014 by Alex