The Way of Kings: Recent Activity
The Way of Kings: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to The Way of Kings: (Generated at 2025-06-28 21:24:59)
The Way of Kings: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to The Way of Kings: (Generated at 2025-06-28 21:24:59)
Um, yeah. I also use a mac.
Yeah, it's the same thing basically, putting counters on things. I think we can get away with it, so long as we include enough relevant cards for limited.
That being said, Samuel, do you mind if I start changing "investiture counter" to charge counters?
I'm on a mac, so MSE isn't an option for me. Does it work if only one person has a PC? Also, I've had difficulty putting custom sets on cockatrice.
Yeah, that's not going to work. I'm in Montana, which means, on a statistical basis, you two are probably somewhere not Montana. I'll definitell keep cockatrice in mind. It will be fun once we finish the set.
This is a custom set, so I think we can go a little farther with the flavor than an official set ever wood. We well definitely keep things reasonable, though. Don't worry, none of the stances grant vigilance. ;)
Ooh, even better. Sounds good.
The back is good, it's about what I would expect to see on a mythic, not even considering the fact that some of it is flavor. I'll cut the equip, and also remove the "tap two permanents" from the transform cost, and make it a little cheaper. Oh yes. Much better. I think we can represent Syl's pranks as an instant or something. "Windspren's prank," or something to that effect.
Yes, it takes a very experienced shardbearer, but Syl and Pattern aren't ordinary shardblades. Shallan gave hers to Kaladin after summoning it for the first time in years. It's still a better card without it.
Proliferate? It doesn't do anything on its own, does it?
Noted on invest. One last thing though about invest though. Its not explicitly stared, but I don't think WOTC has made any keyword ability that has no mechanical relevance by itself.
The current wording of invest is like that. Putting counters on a unit doesn't mean anything by itself. It should be a "pseudo keyword" like Channel I think.
Cockatrice! Draft the set in Magic Set Editor, export it as an xml file, import it into cockatrice as a custom set and play.
Unless you guys are all in the same physical location in which sleeving up + post its are the way to go.
We do need to cut some. I do think, though, that we can leave off reminder text on bestow for a mythic simply for the purposes of a custom set. Thoughts on what to cut from the front? Equip should be enough on the back.
You're right... Maybe "sacrifice unless you've cast a green spell this turn" and "oppt. gains 2 life unless you've cast a black spell this turn"?
How would you recommend playtesting? I haven't figured out a good method.
Sure, glad to help. Just a couple of things,
Be careful with assigning the keywords for the other cards. For instance "as long as it's your turn, enchanted creature has vigilance" is not a good mechanic, because vigilance only does make sense during your turn anyway. :)
Please check in playtesting whether the mechanical complexity is worth it. Keywords take concentration to remember, and keywords which appear and disappear may be too complex for board states for not enough benefit.
Actually, come to think of it, Sanderson has explicitly stated that it takes a very experienced Shardbearer to keep his/her blade physically manifest when it has left the Bearer's hands. I think jameschanlee is right, we should cut the equip ability for room.
Fair point. Do you have some thoughts on ways to fix it?
We haven't worked on the Parshendi too much yet. The plan is to have two abilities. One is the "sliver mechanic," as you say, transforming Parshendi and giving other Parshendi bonuses. It's a
ability.
This ability, antagonize, represents their protectiveness of the dead. It's designed to have both high synergy with necro decks, and also be useful against them. It's a 
mechanic.
This card itself is mostly a proof of concept. We'll see how it develops more as we design more red cards.
Yeah, the flip side has an equip cost. Can you not see it on your screen? Shardblades can easily be passed to another wielder. In regards to complexity, the two spren have bestow abilities, and then a transform mechanic. The flip sides have equip abilities, and a transform mechanic. All the rest is flavor text. If you are talking about the Surgebinders, then, yes, they are too complex.
That would work. I would go with prowess for controler's turn, as skulk doesn't really match the flavor of the combat stance. Perhaps we could switch all the stances to turn based, as opposed to combat based.
Thanks for the input!
Regarding Invest: The idea behind it is to have a flavorful, relatively self countained keyword across each set we design. The individual sets are going to be very different, but they are all based on IP within the same fictional universe. It's supposed to be a little parasitic I guess. Regarding the name: Mostly for flavor reasons. I have no problem with changing it to charge counters, and keeping it named invest. That would still have a reasonable amount of flavor. Regarding the legends: Yes, I am painfully aware of how cramped their text boxes are. They were all very top-down designs, and I'm trying to clean them up a little. We might remove the activate on transform abilities, and replace them with a keyword or two. Regarding flip costs: To which are you referring? With Shallan, you only need to gain life on three different turns to flip her. Shouldn't be too hard. With Kaladin, he needs to survive three combats to flip. Is three too much? Should it be two? With the Spren, we could make them easier to flip by removing the extra effects, and lowering the cost. The flavor pieces the mechanics represent could be put on other cards.
The set is an extreme work in progress, and I really appreciate hearing your thoughts on it.
Since the player is casting this for 2BG, we already know that the player can make black and green mana. This means the riders to the abilities will almost never be relevant and may just be taking up space. In practice, this will pretty much always play as "1BG, T: Destroy target creature." as repeatable destruction, this ability is also quite undercosted. :)
Interesting ability, but how often will it be useful? (sorry i dont think there are a lot of red cards yet so I can't tell the parshendi keyword)
I've always thought of them as kind of slivers though, giving abilities to each other or changing them into different forms?
Except for rares or one-ofs, sets can't use two counter types for complexity purposes. since this primairly uses investiture counters, I'm not sure +1/+1 counters are a good idea.
Some abilities work with situational timings, but some don't. the white stance is good, but this for example plays a bit poorly - the prowess can't trigger on sorceries or enchantments (removing most of its power) and the hexproof almost never matters (i can kill it with sorceries or with instants normally).
How about something for the stances like:
Windstance

Enchantment - Aura [u]
Enchanted creature gets +?/+?.
As long as it's not your turn, enchanted creature has hexproof.
As long as it's your turn, enchanted creature has prowess (skulk?)