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The identity still works with my first example - it's always granting blue creatures something; and it can itself become blue under a condition.
Dunno, I just feel this is a bit too fiddly for the amount you're gaining.
Yes, not caring about the card changing colors would be lighter on the text. As I stated however, the color identity of cards would be a theme of the block where this would appear. The block could contain cards like Object and Myth of the Hidden Lagoon.
Basically, this is a green creature that does a blue thing. In order to that blue thing, the creature has to become blue, and it would become blue in a way that feels primarily blue.
This is an alternate way to have a creature gain color, checking for a condition rather than a cost as Myth of the Hidden Lagoon was. The two could probably coexist, though abilities that check conditions like these satyrs would probably be much smaller in number than corrupted, so that the things they check feel more unique.
This would feel a lot tighter if that last line was just an unconditional "Blue creatures you control have prowess"
As it is, it feels like you've kinda thrown an extra step in there, and made the wording more fiddly than needed:
As long as you have more cards in your hand than each opponent creatures you control have prowess. Oh, and ~ is blue now, for some reason.
I was going for a specific type I music, but I couldn't remember the name of the style. The name would be Flautists.
The mechanic comes trying to see what I'd be able to do if a card's color was important for a block. Oddly two of the three mechanics I've designed for that block are sitting in Cards With No Home.
Name feels awkward. How about "Worshipful Flautists" or "Flautist Worshippers"?
Mechanic is also very awkward, but I assume that's deliberate...
See Spellbook's Page.
See Cult of Sickness.
See Twin's Hunting Grounds.
I considered making spells that target creatures target the creature that was turned legendary. When wanting to word that concept, it was easier nerf the ability wand word that.
Legendary creatures would not be a theme in the set, and that bit was included for flavor purposes.
Attempt at opus mechanic. Perhaps mechanic should be named magnum opus?
Inspiration was taken from epic.
Cons: Needs to applied very carefully and probably unlikeable since you can't play spells of the same type that cost less. No physical representation to acknowledge Opus and unlike vogue doesn't have the malleability to interact with as many cards and generally be interesting. As now is strictly worse than the legendary supertype.
The templating here is pretty painful, but I think it can be salvaged. How about you make it a keyword action:
> , : Pray for converted mana cost 2. (Reveal the top card of your library. If it has converted mana cost 2, you may cast it without paying its mana cost. Otherwise exile it.)
With the specific criteria (i.e. CMC 2, not CMC <= 2), this would work better on artifacts or small creatures like this. Players won't want to tap their bigger creatures (and/or pay more mana) on an unknown risk like that.
Attempt 1 at a mechanic to represent praying. Perhaps there's too much repeatable self-mill. That would set-up for turning the gods on if I continue with that route ((( Mishar-Rahsim, Hunting Twin t2))). A tap cost, like outlast would probably fix this, now included. Can the activation order go tapping the creature, then paying mana or is that off the table (for some reason I like the flavor of tapping first). No, that'd probably mess with player's expectations.
Cost aside, I'm not sure what the reward would be. This concept was simply "pay 1 mana for a 2 mana spell." A number of variable could be created, but some would look ugly and be impractical (ex: Prayer (mana)- Toughness 6). By making the prayer an exact rather than something of less (this must be CMC 2 not CMC 2 or less), limits the practicality of such a mechanic since it sounds sucky without any library manipulation going on. No, this idea probably won't work as a mechanic.
Changed from permanent to creature in first ability so that she can't target herself.
Taken from In Garruk's Wake, reflavored
See Divine Intervention.
See Daring Duelist.
Test mechanic