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See Stash Warden.
See Faerie Discloaker.
See Stash Warden.
See Pemmy Parish Cutpurse.
Couldn't you use a modified version of the Cairn Wanderer template?
~ has too many words. Each line of ~ is just nigglingly slightly too long. ~ will get eyestrain soon.
Which is a shame, it feels like a fairly simple and natural... oooh.
See Sacred Frenzy.
See Flameslinger Missionary.
See Rage of Taalmi.
Noted.
The set this was envisioned for doesn't feel like it has any iconic tropes that can be made into top-down mechanics. I'll have to work on some themes from a bottom-up perspective, and then let the world fit the ideas.
The way to do it, probably, would be to have the set give further bonuses to low toughness. Stuff that can regenerate only low-toughness creatures, etc.
A mechanic worse than Frenzy is going to be a bit of a hard sell.
See Greycloud Duelist.
Daring concept, top-down design. I didn't like the idea of daring working on either attacking or blocking, so I split the mechanic into attacking and blocking. Maybe separating the two is just pointless.
Making it an emblem makes it an annoyingly unstoppable clock.
Not sure what to suggest instead for a time-thing. Maybe something like build up time counters, and then remove a time counter to take an extra turn? Bank up 2 or 3 turns is a pretty sure win.
Working on an ultimate for another version of Aung Htin Saw, Chronomaestro. I want the ultimate to put the opponent on the clock, but still be something that is very likely to win the player the game. Maybe more or less time counters? The cost and other abilities will have to factored in when choosing the number of time counters one would need to win.
@Vitenka:
That too though IMO that can be loosened for a set if need be.
Shared Discovery for example.
It's also kinda more in green's balliwick now.
Hmmm, okay. Conspire seems like a better/simpler? design although the flavor is obviously different. Ghastly Discovery for example?
shifted from
to 

after Concentrate.
Top-down design of a film recording.
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 ((C61763)).
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.