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
The first one is the lord. The other ones would be a useful lord, but still lords.
To make it work as a tribe, you need something that works sensibly in multiples even without a lord. Personally; I'd play up the "Ok, so I can power up my shades freely, but I only have so much power to play with" angle, by having shades that they absolutely have to deal with.
I'd suggest saboteur abilities - but, well, they already have "I deal X extra damage" if left unblocked.
> "The biggest problem with a Shade lord is because of the mechanical tie of Shades with self-pump, they don’t tend to work well in the same deck. Unless you play the lord, they are anti-synergistic."
- Mark Rosewater, Blogatog
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.
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?
More rare material?
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?
Not aftermath.
increased transformation cost by
Innspired by Ecstasy, Gate Town.
Concept to incorporate planeswalk mechanics into default decks.
The first one is the lord. The other ones would be a useful lord, but still lords.
To make it work as a tribe, you need something that works sensibly in multiples even without a lord. Personally; I'd play up the "Ok, so I can power up my shades freely, but I only have so much power to play with" angle, by having shades that they absolutely have to deal with.
I'd suggest saboteur abilities - but, well, they already have "I deal X extra damage" if left unblocked.
1B: Each Shade you control gets +1/+1 UEOT.
Or
Shade creatures you control have menace.
Or
Whenever a Shade enters or leaves the battlefield, search for swamp and put onto the battlefield.
So I guess this powers other shades up more than itself, since its shade ability is costly compared to the norm?
I'd think stuff that messes with blocking, Lure, Sirens Call etc. would be more synergistic.
Neat thought to try and make this a real tribe though.
> "The biggest problem with a Shade lord is because of the mechanical tie of Shades with self-pump, they don’t tend to work well in the same deck. Unless you play the lord, they are anti-synergistic."
- Mark Rosewater, Blogatog
Hmmm...
added: subtype