Sleep Agent
Creature - Vedalken Rogue
Shapeshift (You may cast this for its shapeshift cost by returning an untapped creature to its owner's hand. This gains haste.)
, : Attacking creatures get -1/-0 until end of turn.
2/4
Spiteful Phantasm
Creature - Spirit
Shapeshift (You may cast this for its shapeshift cost by returning an untapped creature to its owner's hand. This gains haste.)
~ can't block.
4/1
---
Shadow Watcher
Creature - Human Advisor
Machination (Whenever a card is put into a graveyard for the first time each turn, untap this creature.)
, : Scry 1.
1/3
Spiteful Phantasm
Creature - Vampire Rogue
Machination (Whenever a card is put into a graveyard for the first time each turn, untap this creature.)
, : Each opponent loses 1 life.
1/1
---
Shield of New Prahv
Creature - Human Soldier
When ~ enters the battlefield, delay target player. (The next permanent that would enter the battlefield untapped under that player's control before the end of that player's next turn enters tapped instead.)
0/3
Proclamation Pixie
Creature - Faerie Advisor
Flying
At the end of your turn, delay each opponent. (The next permanent that would enter the battlefield untapped under each opponent's control before the end of that player's next turn enters tapped instead.)
1/1
---
Fountain Sphinx
Creature - Sphinx
Flying
When ~ enters the battlefield, inhibit each opponent. (During each opponent's next untap step that player chooses a permanent they would untap and don't untap it.)
4/4
---
Any ideas how to improve these mechanics?
Private Mod Note
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Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Shapeshift seems like a reasonable version of simmilar mechanics like Ninjitsu, Dash and Emerge. I like it.
Machination seems narrow and kinda weird.
Delay and Inhibit are both quite unexciting and don't look particularly fun.
Shapeshift - Looks solid. In light of Blinking Spirit and friends, could you see this reflavored as an Azorius mechanic? Perhaps an Emerge riff that bounces instead of sacrifices? Or "Kicker - Return a(nother) creature you control to its owner's hand"? (I ask for my own selfish purposes, not because there's anything wrong with it as is.)
Machination - I find it odd for black to be so committed to untapping. I do like the trigger though. It would probably be better as an ability word. I find that mechanics such as this, (all with the same trigger, therefore triggering simultaneously) have high "forward" tracking complexity. Meaning, it's difficult for players to predict the consequences of triggering it. Also, niche (if not narrow) triggers like this require significant consideration in set design.
Delay - I love this mechanic. I've considered just about every Twiddle and Kismet style mechanic possible. Unfortunately, in the end, Detain has already done it (and probably done it better). I wouldn't say it couldn't or shouldn't be done, just that it's probably not a good candidate for Azorius specifically. It could make an awesome Jeskai mechanic though!
Inhibit - I've also explored similar (certainly not identical) territory for Azorius but never could quite figure out how to word it. It looks like you got it. It's basically the same except my take is "permanent" rather than temporary and has a prison-buildup thing going on. It's super-fun.
Bureaucracy (During each player's untap step, that player chooses a tapped permanent he or she controls. That permanent doesn't untap this untap step.)
Shapeshift is really cool. I've considered variants of this before that turn creatures into a copy of the card with the mechanic, so that you can do combat shenanigans. (Never fleshed it out enough to make it non-repetitive, simple enough, and not cause card disadvantage.)
I like Machination's trigger a lot, but I'd prefer to see it trigger an ability directly, rather than untap the creature.
Delay is a good Azorious mechanic, but it's difficult to grok and, as Legend said, it's very similar to detain.
I like Inhibit. It's very Azorius without being overly oppressive (i.e. it gets weaker as the game goes on and a clever opponent can play around it to some degree).
Shapeshift needs to specify that you control the returned creature. It's cool though. I'd almost rather see it in Simic? Either way haste feels a bit odd.
I'll echo Astrolabe's sentiments on Machination.
Both Azorius mechanics seem like they would rather just be Detain.
Also, niche (if not narrow) triggers like this require significant consideration in set design.
It says "put into a graveyard". Not "put into a graveyard from a library". It triggers on most spells resolving, on creatures dying, other permanents being destroyed or acrificed, AND on milling. Nothing narrow or niche about that. If anything, it's broader than prowess!
Shapeshift - Looks solid. In light of Blinking Spirit and friends, could you see this reflavored as an Azorius mechanic? Perhaps an Emerge riff that bounces instead of sacrifices? Or "Kicker - Return a(nother) creature you control to its owner's hand"? (I ask for my own selfish purposes, not because there's anything wrong with it as is.)
Remember that almost every mechanic is goddamn kicker But I don't understand why you even ask, since gating is already in Bant's colors.
Yup. Me too my first reflex was "Why isn't this just an ability word?" You can have a card whose effect is to untap, but I don't think a random cantrip should have the capacity to untap your entire squad.
Shapeshift needs to specify that you control the returned creature. It's cool though. I'd almost rather see it in Simic? Either way haste feels a bit odd.
Haste may be slightly dubious on a color wheel level, but I agree it's pretty much mandatory for flavor reasons. I mean, the creature, as flavor goes, has been sitting there all along. It should be able to attack! Same principle as with Suspend. Besides, without haste, this is literally just a bad gating.
Personally I like the Azorius mechanics (Suggested template for Inhibit: The next time an inhibited player would untap a permanent or permanents, they untap one less permanent.), but I agree it's going to be very hard to play in that space without making what seems like a watered down detain.
I see two, not really problems but things I don't like, with Shapeshift. First is the interaction with any 1-drop, you now have free haste for all you shapeshiftes, while not a problem it bugs the heck out of me. Second, it might be too easy to abuse ETBs as a mechanic, ninjutsu had the drawback of having to attack with the creature and get it unblocked, while here, every shapeshifter you draw is your best ETB all over again.
Machination has the problem of only wanting to go on creatures that have a tap ability making it very narrow. It can go on other creatures to give pseudo-vigilence but that isn't at all what that color pair wants.
Delay and Inhibit both seem like weaker versions of Detain, which never really felt that strong. Switching who makes the choice makes it a less interesting ability for the person playing it, even if it makes it more dynamic for the one its being used against. While giving your opponent more chances to play wrong can work, it generally makes more sense to give your self more options so you can play right.
Also, niche (if not narrow) triggers like this require significant consideration in set design.
It says "put into a graveyard". Not "put into a graveyard from a library". It triggers on most spells resolving, on creatures dying, other permanents being destroyed or acrificed, AND on milling. Nothing narrow or niche about that. If anything, it's broader than prowess!
Shapeshift - Looks solid. In light of Blinking Spirit and friends, could you see this reflavored as an Azorius mechanic? Perhaps an Emerge riff that bounces instead of sacrifices? Or "Kicker - Return a(nother) creature you control to its owner's hand"? (I ask for my own selfish purposes, not because there's anything wrong with it as is.)
Remember that almost every mechanic is goddamn kicker But I don't understand why you even ask, since gating is already in Bant's colors.
That's good to know. Does green gate? I honestly had no idea gating was in Bant's colors (unless you count Stampeding Wildebeests and the like. I'll have to look it up when I have the time.) I also have no idea what Bant's colors have to do with Dimir's colors.
Fountain Sphinx
Creature - Sphinx
Flying
When ~ enters the battlefield, inhibit each opponent. (During each opponent's next untap step that player chooses a permanent they would untap and don't untap it.)
4/4
Hung Jury (Common) 1W
Creature - Spirit
1/3
Flying
Sacrifice Hung Jury: Delay 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Order in the Court (Common) 1W
Instant
Target creature can’t attack or block and its activated abilities can't be activated until your next turn.
Delay 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Judge's Apprentice (Common) 2(W/U)
Creature - Vedalken Advisor
1/4
When Judge's Apprentice enters the battlefield, delay 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Reconsider (Common) U
Instant
Return target spell to its owner's hand.
Delay 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Contempt of Court (Common) 1U
Instant
Return target creature to its owner's hand.
Delay 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Inquisitor Sphinx (Uncommon) 4(W/U)
Creature - Sphinx
3/3
Flash
Flying
When Inquisitor Sphinx enters the battlefield, delay 3. (Spells your opponents cast cost 3 more to cast until your next turn.)
Restraining Order (Uncommon) 3W
Enchantment - Aura
Enchant creature
When Restraining Order enters the battlefield, delay 2. (Spells your opponents cast cost 2 more to cast until your next turn.)
Enchanted creature can’t attack you.
etc.
EDIT: If it's too weak, we could go with a Nether Voidish wording to make sacrifice, flash, and "can't be countered" all more relevant.
Sleep Agent
Creature - Vedalken Rogue
Shapeshift (You may cast this for its shapeshift cost by returning an untapped creature to its owner's hand. This gains haste.)
, : Attacking creatures get -1/-0 until end of turn.
2/4
Spiteful Phantasm
Creature - Spirit
Shapeshift (You may cast this for its shapeshift cost by returning an untapped creature to its owner's hand. This gains haste.)
~ can't block.
4/1
---
Shadow Watcher
Creature - Human Advisor
Machination (Whenever a card is put into a graveyard for the first time each turn, untap this creature.)
, : Scry 1.
1/3
Spiteful Phantasm
Creature - Vampire Rogue
Machination (Whenever a card is put into a graveyard for the first time each turn, untap this creature.)
, : Each opponent loses 1 life.
1/1
---
Shield of New Prahv
Creature - Human Soldier
When ~ enters the battlefield, delay target player. (The next permanent that would enter the battlefield untapped under that player's control before the end of that player's next turn enters tapped instead.)
0/3
Proclamation Pixie
Creature - Faerie Advisor
Flying
At the end of your turn, delay each opponent. (The next permanent that would enter the battlefield untapped under each opponent's control before the end of that player's next turn enters tapped instead.)
1/1
---
Fountain Sphinx
Creature - Sphinx
Flying
When ~ enters the battlefield, inhibit each opponent. (During each opponent's next untap step that player chooses a permanent they would untap and don't untap it.)
4/4
---
Any ideas how to improve these mechanics?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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Machination seems narrow and kinda weird.
Delay and Inhibit are both quite unexciting and don't look particularly fun.
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Shapeshift - Looks solid. In light of Blinking Spirit and friends, could you see this reflavored as an Azorius mechanic? Perhaps an Emerge riff that bounces instead of sacrifices? Or "Kicker - Return a(nother) creature you control to its owner's hand"? (I ask for my own selfish purposes, not because there's anything wrong with it as is.)
Machination - I find it odd for black to be so committed to untapping. I do like the trigger though. It would probably be better as an ability word. I find that mechanics such as this, (all with the same trigger, therefore triggering simultaneously) have high "forward" tracking complexity. Meaning, it's difficult for players to predict the consequences of triggering it. Also, niche (if not narrow) triggers like this require significant consideration in set design.
Delay - I love this mechanic. I've considered just about every Twiddle and Kismet style mechanic possible. Unfortunately, in the end, Detain has already done it (and probably done it better). I wouldn't say it couldn't or shouldn't be done, just that it's probably not a good candidate for Azorius specifically. It could make an awesome Jeskai mechanic though!
Inhibit - I've also explored similar (certainly not identical) territory for Azorius but never could quite figure out how to word it. It looks like you got it. It's basically the same except my take is "permanent" rather than temporary and has a prison-buildup thing going on. It's super-fun.
Bureaucracy (During each player's untap step, that player chooses a tapped permanent he or she controls. That permanent doesn't untap this untap step.)
I like Machination's trigger a lot, but I'd prefer to see it trigger an ability directly, rather than untap the creature.
Delay is a good Azorious mechanic, but it's difficult to grok and, as Legend said, it's very similar to detain.
I like Inhibit. It's very Azorius without being overly oppressive (i.e. it gets weaker as the game goes on and a clever opponent can play around it to some degree).
I'll echo Astrolabe's sentiments on Machination.
Both Azorius mechanics seem like they would rather just be Detain.
It says "put into a graveyard". Not "put into a graveyard from a library". It triggers on most spells resolving, on creatures dying, other permanents being destroyed or acrificed, AND on milling. Nothing narrow or niche about that. If anything, it's broader than prowess!
Remember that almost every mechanic is goddamn kicker But I don't understand why you even ask, since gating is already in Bant's colors.
Yup. Me too my first reflex was "Why isn't this just an ability word?" You can have a card whose effect is to untap, but I don't think a random cantrip should have the capacity to untap your entire squad.
Haste may be slightly dubious on a color wheel level, but I agree it's pretty much mandatory for flavor reasons. I mean, the creature, as flavor goes, has been sitting there all along. It should be able to attack! Same principle as with Suspend. Besides, without haste, this is literally just a bad gating.
Personally I like the Azorius mechanics (Suggested template for Inhibit: The next time an inhibited player would untap a permanent or permanents, they untap one less permanent.), but I agree it's going to be very hard to play in that space without making what seems like a watered down detain.
Machination has the problem of only wanting to go on creatures that have a tap ability making it very narrow. It can go on other creatures to give pseudo-vigilence but that isn't at all what that color pair wants.
Delay and Inhibit both seem like weaker versions of Detain, which never really felt that strong. Switching who makes the choice makes it a less interesting ability for the person playing it, even if it makes it more dynamic for the one its being used against. While giving your opponent more chances to play wrong can work, it generally makes more sense to give your self more options so you can play right.
Oh nevermind, I thought it triggered from mill.
That's good to know. Does green gate? I honestly had no idea gating was in Bant's colors (unless you count Stampeding Wildebeests and the like. I'll have to look it up when I have the time.) I also have no idea what Bant's colors have to do with Dimir's colors.
Me too.
iow, direct trigger of different effects
How about a sort-of hybrid of Decree and Inhibit?
Hung Jury (Common)
1W
Creature - Spirit
1/3
Flying
Sacrifice Hung Jury: Delay 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Order in the Court (Common)
1W
Instant
Target creature can’t attack or block and its activated abilities can't be activated until your next turn.
Delay 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Judge's Apprentice (Common)
2(W/U)
Creature - Vedalken Advisor
1/4
When Judge's Apprentice enters the battlefield, delay 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Reconsider (Common)
U
Instant
Return target spell to its owner's hand.
Delay 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Contempt of Court (Common)
1U
Instant
Return target creature to its owner's hand.
Delay 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Inquisitor Sphinx (Uncommon)
4(W/U)
Creature - Sphinx
3/3
Flash
Flying
When Inquisitor Sphinx enters the battlefield, delay 3. (Spells your opponents cast cost 3 more to cast until your next turn.)
Restraining Order (Uncommon)
3W
Enchantment - Aura
Enchant creature
When Restraining Order enters the battlefield, delay 2. (Spells your opponents cast cost 2 more to cast until your next turn.)
Enchanted creature can’t attack you.
etc.
EDIT: If it's too weak, we could go with a Nether Voidish wording to make sacrifice, flash, and "can't be countered" all more relevant.
Lurk - If three or more cards entered a graveyard this turn, effect.
Gutterskulk 1U
Creature - Homunculus
Lurk - If three or more cards entered a graveyard this turn, Gutterskulk is unblockable.
2/1
Though on second thought this might make more sense as a Golgari mechanic.