It's not supposed to be an interaction. It's supposed to be a variant. In both cases you have a better than arbitrary control over the order of your library after playing an effect that attempts to shuffle and some additional information.
The correct numbers are a question. I imagine even as little as scry 1 or scry 2 may be enough on an efficient enough body.
During conception of the idea, I thought about revealing four cards. Then, once I decided on reusing Shadowborn Apostle, I went up to six as a neat reference.
But making the call on the correct number is a lot about determining risk and reward. And I want players to be able to scry Shadowborn Apostle cards to the top of the library without hurting themselves if they find another one among the mix.
In the end I let the player make the call how many cards to reveal to allow them to make clever plays and add some gambling excitement to the effect.
I decided to make choosing a number a separate clause to unambiguously make it clear that you choose the number before revealing and cannot decide to stop short of six cards once you find your first Shadowborn Apostle.
Variants:
Making this card a Demon rather than a Vampire
Putting the card into hand rather than onto the battlefield.
It's a state trigger. They have a special section in the rules explicitly preventing the mentioned loop. It's why existing cards like Emperor Crocodile work without causing a loop.
I wouldn't have bothered to point this out because it's just a technicality. But since dude called out the upkeep problem, I might as well point this out too.
The way the trigger is set up, it would cause the game to immediately end in a tie. That's because the ability would trigger and go on the stack, then while we wait for it to resolve, it would trigger and go on the stack, then while we wait for it to resolve, it would trigger and go on the stack...
I think the timing will be very confusing in practice. That state trigger doesn't go on the stack until after the upkeep trigger finishes resolving, so you don't get around paying for the third counter, but I can see people screwing that up a lot
see below
Oh! You meant it's making a cycle of cards that care-about shuffling! That makes much more sense.
My bad for misunderstanderating.
It's not supposed to be an interaction. It's supposed to be a variant. In both cases you have a better than arbitrary control over the order of your library after playing an effect that attempts to shuffle and some additional information.
The correct numbers are a question. I imagine even as little as scry 1 or scry 2 may be enough on an efficient enough body.
Mmm, a soercery scry 4 for
seems sensible. Reason for example exists, but has a second casting mode, so you could do a bit more.
One further scry AND a 1/2? Seems over the top.
There's no interaction with Guide, but this is a powerful effect on its own. Scry 4 is a lot
So, uh, if you really don't want to scry4 you don't have to?
Feels like a bit of a bombo.
See Guide to the Eternities.
Inspired by Mourner’s Procession.
See Shadowborn Apostle.
During conception of the idea, I thought about revealing four cards. Then, once I decided on reusing Shadowborn Apostle, I went up to six as a neat reference.
But making the call on the correct number is a lot about determining risk and reward. And I want players to be able to scry Shadowborn Apostle cards to the top of the library without hurting themselves if they find another one among the mix.
In the end I let the player make the call how many cards to reveal to allow them to make clever plays and add some gambling excitement to the effect.
I decided to make choosing a number a separate clause to unambiguously make it clear that you choose the number before revealing and cannot decide to stop short of six cards once you find your first Shadowborn Apostle.
Variants:
See Last Breath and source of inspiration.
See Elise the Trailblazer.
Ah. Then nevermind and carry on.
It's a state trigger. They have a special section in the rules explicitly preventing the mentioned loop. It's why existing cards like Emperor Crocodile work without causing a loop.
I wouldn't have bothered to point this out because it's just a technicality. But since dude called out the upkeep problem, I might as well point this out too.
The way the trigger is set up, it would cause the game to immediately end in a tie. That's because the ability would trigger and go on the stack, then while we wait for it to resolve, it would trigger and go on the stack, then while we wait for it to resolve, it would trigger and go on the stack...
I thought about making it an activated ability:
> Remove all age counters from ~: If at least three age counters were removed this way, transform ~. Activate only as a sorcery.
Maybe a trigger at the beginning of the draw step or (first) main phase?
I think the timing will be very confusing in practice. That state trigger doesn't go on the stack until after the upkeep trigger finishes resolving, so you don't get around paying for the third counter, but I can see people screwing that up a lot
Do I still try to redeem cumulative upkeep? Maybe.
Concept. Currently feels too close to fuse to me.
Does the concept get better by entirely removing the mana cost of the half without rebound?
Multicolor rare version of Temporary Peace // Peace that Lasts and Knife in the Back // Back from the Grave with a twist.