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Recent updates to Code Geass: (Generated at 2025-06-22 02:42:25)

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V found this useful, but thought it could be cheaper. Which would be nice, as then it can match up with Prepare for Survival/Prepare for Readiness/Prepare for Ambush, so I'll do that.
Playtesting, this played pretty much the role I expected: takes a lot of mana (5+2) to get online, but once it's online and mana untapped, it dominates combat - but without ending the game too quickly, so the opponent has a chance to work around it. The Guren Mk-II came up against it, and they're both powerful effects: which one wins will depend on the particular circumstance of how people play out the tactics. V had left himself little enough Gawain mana that I was able to suit up Guren and push through with an unexpected 5-power double strike trampler for the win.
This may need to say "up to one target creature you control" or similar. As it is you can't ramp with this on turn 2, which is a big drawback.
The Shinkiro is the mech with the most powerful defence systems in the entire series. I want it to be able to regenerate creatures because of how Lelouch uses it to defend Tianzi and others. That puts it in green or black. I also thought this was a rare occasion when hexproof is justified, which puts it in green. By the time the Shinkiro is developed the factions in the series have shifted enough that it's hard to say which colour flavour-wise it should be in, so I'll let mechanics guide me here.
I could alternatively put it in blue, keep the hexproof, and replace regeneration with flickering or toughness-pump.
In keeping with the Glasgow RPI-11->Burai Type-10 mapping, this is the Japanese equivalent of the Gloucester Royal RPI-00/SC, costing
-then-
rather than
-then-
. I'd like for this and the Gekka to be green rather than red, since they're used by Tohdoh and the Four Holy Swords. However, over on Gloucester Royal RPI-00/SC I mentioned that I'd expect mecha with "close combat" mechanics to give first strike. Green really doesn't do first strike. So this needs a little thought.
costs down since this has eject
As mentioned on Glasgow RPI-11, the Burai is a Japanese version of the Glasgow RPI-11 which is basically exactly the same. The idea is that this technology has different names on the Japanese and Britannian factions but works exactly the same.
In order to not have two cards that are exactly identical except for colour, I made this
-cost-
-equip where the Glasgow is
-cost-
-equip.
Trying a different wording of the Prepare mechanic. It was:
> (You may exile this face down for
as a sorcery. If you do, on future turns you may cast it from exile for its prepare cost as if it had flash.)
I'm now trying:
> (
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.)
That makes it clearer this is an activated ability. It's using the "activation restrictions on the left side of the colon" technology that the Goblin Artisans recently discovered.
However it might make people think they need to reveal the Prepare card from their hand to exile it, which would rather defeat the point. The "You may exile..." wording is more similar to Morph's wording, "(You may cast this card face down as a 2/2 creature for
. Turn it face up any time for its morph cost.)".
A version of Plan for Infiltration with Prepare, my new Prediction / planning mechanic.
Writing this as a sorcery makes me feel that it ought to cost 2 mana, rather than 1. Which in turn makes me suspect the prepared version is a little too strong. We'll see.
A version of Plan for Survival with Prepare, my new Prediction / planning mechanic.
A version of Plan for Readiness with Prepare, my new Prediction / planning mechanic.