(V1) Symbiotic (Whenever you cast a spell, you may pay 1 to put a +1/+1 counter on this. As you cast a spell, you may remove a +1/+1 counter from this to pay for 1.)
...Symbiotic is a Green-Blue mechanic that is a little complicated, but unlike most Simic mechanics, it actually feels blue. I'm not sure if it should trigger on any spell though. I Might prefer a version that only worked with instants and sorceries. Something like...
(V2) Symbiotic (Whenever you cast an instant or sorcery, you may pay 1 to put a +1/+1 counter on this. As you cast an instant or sorcery, you may remove a +1/+1 counter from this to pay for 1.)
...Note that with either version of this mechanic, you are getting at most one mana from a creature per spell. Let me know what you all think.
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Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Hmm another poster had a very similar mechanic recently. I quite like this ability, though being two abilities in one does add complexity and make it difficult to evaluate. I also don't see this a=t common simply because it adds a lot of board complexity. Why not try it on one card first:
Thrashing Triffid 1GU
Creature - Plant
Rare
~ enters the battlefield with 3 +1/+1 counters on it.
You may reduce the cost of each spell you cast by 1 by removing a +1/+1 counter from ~.
Whenever you cast a spell, you may pay 1. If you do, put a +1/+1 counter on ~.
0/0
Looking at it like that, I'd say this could be a vertical cycle or just a really cool rare, but not a whole mechanic.
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
^ Spell is easily Scapeshift Playable and strong without being broken that plant has kill me or if I am getting cheap spells face a 6/6 beater or face a GG Scapeshift which allows me to combo out eariler.
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Hmm another poster had a very similar mechanic recently. I quite like this ability, though being two abilities in one does add complexity and make it difficult to evaluate. I also don't see this a=t common simply because it adds a lot of board complexity.
I don't think it adds that much board complexity. Don't get me wrong, the mechanic is pushing NWO and every card with the mechanic at common would be red flagged. But it doesn't add any more board complexity than prowess. I also think that it being two abilities isn't really a deal breaker. Wizards prints mechanics with two abilities quite often and these two abilities are closely linked. One ability just undoes the other ability. I don't know. I just think it fits UG so well.
Oh, and the similar mechanic you were talking about is called Synthesis. I linked to it in my OP.
Thrashing Triffid 1GU
Creature - Plant [Rare]
~ enters the battlefield with 3 +1/+1 counters on it.
Whenever you cast a spell, you may pay 1. If you do, put a +1/+1 counter on ~.
As you cast a spell, you may remove a +1/+1 counter from this to reduce that spells cost by 1
0/0
^ Spell is easily Scapeshift Playable and strong without being broken that plant has kill me or if I am getting cheap spells face a 6/6 beater or face a GG Scapeshift which allows me to combo out eariler.
I'm pretty sure you are just wrong here valentine. Scapeshift does't want anything to do with thashing triffid. cost reduction will never accelerate scapeshift's kill because scapeshift's speed isn't limited by its acess to mana, but is instead limited by needing to get 7 land on the table. The Triffid doesn't help you do that in any way.
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
New idea, What if I split the mechanic. I'm thinking...
(V3) Symbiotic (Whenever you cast a spell, you may pay 1 to put a +1/+1 counter on this.)
...I could then use the other half of the ability on various other cards. I would probably have an uncommon that is basically symbiotic V1, and a rare that can pull counters from any of your creatures. I would have many other designs as well of course.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
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(V1) Symbiotic (Whenever you cast a spell, you may pay 1 to put a +1/+1 counter on this. As you cast a spell, you may remove a +1/+1 counter from this to pay for 1.)
...Symbiotic is a Green-Blue mechanic that is a little complicated, but unlike most Simic mechanics, it actually feels blue. I'm not sure if it should trigger on any spell though. I Might prefer a version that only worked with instants and sorceries. Something like...
(V2) Symbiotic (Whenever you cast an instant or sorcery, you may pay 1 to put a +1/+1 counter on this. As you cast an instant or sorcery, you may remove a +1/+1 counter from this to pay for 1.)
...Note that with either version of this mechanic, you are getting at most one mana from a creature per spell. Let me know what you all think.
- Manite
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Thrashing Triffid
1GU
Creature - Plant
Rare
~ enters the battlefield with 3 +1/+1 counters on it.
You may reduce the cost of each spell you cast by 1 by removing a +1/+1 counter from ~.
Whenever you cast a spell, you may pay 1. If you do, put a +1/+1 counter on ~.
0/0
Looking at it like that, I'd say this could be a vertical cycle or just a really cool rare, but not a whole mechanic.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Oh, and the similar mechanic you were talking about is called Synthesis. I linked to it in my OP.
Fixed some templating errors.
I'm pretty sure you are just wrong here valentine. Scapeshift does't want anything to do with thashing triffid. cost reduction will never accelerate scapeshift's kill because scapeshift's speed isn't limited by its acess to mana, but is instead limited by needing to get 7 land on the table. The Triffid doesn't help you do that in any way.
- Manite
(V3) Symbiotic (Whenever you cast a spell, you may pay 1 to put a +1/+1 counter on this.)
...I could then use the other half of the ability on various other cards. I would probably have an uncommon that is basically symbiotic V1, and a rare that can pull counters from any of your creatures. I would have many other designs as well of course.
What do you all think of V3?
- Manite