Code Geass: Recent Activity
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Recent updates to Code Geass: (Generated at 2025-06-22 02:43:37)
I like all three keywords so far.
This is Link's Decadence mechanic for the Britannian Faction. Templating discussed over on Benevolent Landowner.
This card is pretty interesting. On her own she just kills a token or one-drop each turn. But with other nobles around her, she becomes a scary killing machine.
Two copies of her can kill two 2-drops per turn. Still not that scary. Two copies of her plus something with Decadence 3 are making you pay
per turn, but killing almost any two creatures per turn. That's scary, but a fair reward for building a dedicated deck.
This is Link's Decadence mechanic for the Britannian Faction.
Templating isn't quite right, because with two of these out, I want one trigger to pay
, not two triggers to pay
or two triggers to pay
.
(Power level may not be right either, because with two of these out you'd pay
to gain twelve life. That's a lot.)
Examples using jmgariepy's "Entitlement": Cocky Knight, Bloodthirsty Skyknight.
Examples using Link's "Decadence": Benevolent Landowner, Cruel Princess.
use Banisher Priest template for shorter text
Throwing around suggested ideas: Imperial Recruiter and Vicious Imperialist use Link's "Conquer". I want to try examples of several other mechanics suggested here too, but I need to go now.
And all the tricks you've exiled aside.
Regarding making it permanent - could do; doesn't make much odds though - it'll still be used to kill the target immediately. I guess it works well in case you fail to kill it. Also adds the flavour of the geass being permanent.
This at least could very easily become an Aura - "Enchanted creature blocks each combat if able."
Trying a different wording for Gefjun Disturber.
bah. Prepare is too wordy. just use flash.
aha! here's a way to use it in combat. add ETB trigger and increase cost.
forgot the land type requirement
I want the fifth member of the enemy-colour hybrid cycle of Prepare
cards for the Prediction / planning mechanic. I created the other 4 earlier so that they could go in the red-green playtest deck: Prepare for Infiltration, Prepare for Survival, Prepare for Readiness, Prepare for Ambush. Here's the fifth.
I appreciate hybrid is something that MaRo says gets submitted for almost every set and included in almost no sets. It's possible I'll end up cutting it or turning all these monocolour. But I'd note that there is some benefit to having hybrid cards with prepare in particular, rather than making all of these monocolour as they easily could be: it means if you're playing against a red-green deck, there are 4 Prepare
cards they might have rather than 2, so it increases uncertainty about what the prepared cards are.
Is it bad that three of the cycle pump power (+1/+1, +1/+1, +1/+0) and the other two don't? I guess it's better than 4-do-1-doesn't?
The prepare mechanic in general seems to work well. It's certainly better than Set In Motion because often the combat when you need to use the preparation is 2-3 turns from when you prepare it.
It'd be more interesting once the set contains rather more prepare cards, including some from higher rarities and/or more expensive to invoke during combat.
make name more consistent with the others
Suggestion #1: See if you can find similar geass effects that do work as auras, even if not quite traditional auras (but it might mean sacrificing geas to betray :( ). I think this is worth trying because if it works it would clean up the geass mechanic a lot, I agree with V that the two different implementations is a problem.
Suggestion #2: Reverse it, turn the aura geases into sorcery geases saying "target creature gains", since the spell has to stick around as a reminder anyway. I think this fits the flavour slightly better too.
This was very solid just as a creature. A 3/1 attacker for 2 mana is very strong, but this is basically just Borderland Marauder with an alternate mode as the awful Bull Rush. The effect has also been seen on Rogue Kavu/Reckless Ogre (had to attack alone), Goblin Wardriver, Riot Ringleader, Terra Ravager, and Goblin Rabblemaster/Goblin General.
But that said, Borderland Marauder has 3.8 stars. This could certainly go down in power if I wanted.
Playtesting showed that the common Geasses are fine as utility spells. The "can't Geass a creature that's already Geassed" issue didn't come up. I think I'm okay if that only happens every 3 games or so.
However, we did find when tucking instants/sorceries behind a creature, they look like Auras. V said the instant/sorcery Geasses should just be Auras.
I'm not convinced. The current wording on Geass to Betray is:
> (Exile this spell when it resolves. Its
> target gains protection from other
> Geasses indefinitely.)
> Gain control of target creature until end
> of turn. Untap that creature. It gains
> haste until end of turn.
As an Aura, it would say:
> (Enchanted creature has protection
> from other Geasses.)
> Flash
> Enchant creature
> When Geass to Betray enters the
> battlefield, gain control of enchanted
> creature until end of turn. Untap that
> creature. It gains haste until end of
> turn.
That's more wordy, and I feel it's less clear what the actual effect of the spell is. Plus then the Geass card is hanging around on the battlefield rather than exiled; don't know if that's much worse, but I feel it's at least a little bit worse.
This will never be an all-star, but it showed it had value in playtesting. Making a creature have to engage provides a way to turn on the combat tricks in your hand.
The Gatherer comments on Culling Mark do reckon it's extremely overcosted though. This could perhaps be a Geass of Provoke instead.
This card is certainly solid, as playtesting demonstrated. Sometimes it's a Goblin Piker on turn 2, sometimes it's an Inner-Flame Acolyte on turns 3-6+.
Not sure there's enough design space for creatures with this trigger across all rarities, but it did play well.
This was nice. Plays well, especially on a trampler, but I could see this on several common creatures in the set.