In Aeleria Divided, we were introduced to the four warring factions of Aeleria; the cruel Etaxians, the oppressive Dextrasians, the mechanical Hyperions and the furious Rebels. Four factions fighting for their own agendas, ignoring the damage they were doing to their own timeline, ignorant to their own supreme importance in the multiverse.
It didn't have to be this way.
In Call of Aeleria, the Old Gods descended from the heavens to try in vain to stop the fighting, to undo the damage that had been done, to stop the factions from destroying each other, and themselves.
This is all our fault...this is our cross to bear...
Finally, in Fall of Aeleria, Etaxias moved himself and his stronghold one second out of sync with the timeline, dropping the straw that would break the camel's back. The timeline ruptured, irreparably damaged, and chaos ensued, along with the massive and violent destruction of almost all life on the plane.
I only wish we could have realized sooner...
Now, the plane is a wasteland. Ruined. Barely habitable. The Hyperions were utterly annihilated, while the Dextrasians and Etaxians have effectively fallen apart and dissolved, with only a few members left each, their Planeswalker leaders dead or escaped. Only the rebels, who hid underground, were spared the brunt of the chaos, though their numbers are barely a shadow of what they were.
We have to survive...we have to...live on...
Now, any life that remains puts their former differences aside and works together for the common good. For survival. For Aeleria.
-------
This isn't a set, so much as it is a richly flavored EDH deck. If I like it enough, however, and if it gets a good enough response, I might make a sequel, a "block", if you will, of custom EDH decks. I think Aeleria is a fine story, if I do say so myself, and I quite like it.
In any case, on with the cards.
702.106 Hide
702.106a Hide is an activated ability that functions on the battlefield or in exile.
702.106b Hide [cost] means "[cost]: Exile this creature if it's on the battlefield, or return it to the battlefield if it's in exile."
702.106c Creatures exiling themselves with their Hide abilities are "hiding", and creatures entering the battlefield from exile after paying their Hide cost are "coming out of hiding".
702.106d Some triggers say "Whenever a creature comes out of hiding...". This is a special kind of enters-the-battlefield trigger that triggers as a creature with Hide enters the battlefield from exile as a result of its hide ability resolving from exile.
702.106e Creatures coming out of hiding can't activate their hide abilities from the battlefield again that turn. Permanents can attempt to come out of hiding as many times as its owner can pay for it, though additional instances of hide resolving from exile after the permanent is on the battlefield will do nothing.
702.106f Some abilities grant creatures hide for a duration, usually until that creature comes out of hiding. Creatures that gain hide for a definite duration don't lose hide when they exile themselves with their own hide ability. They only lose hide when the duration expires or they leave the battlefield another way. Note that a creature who was granted hide can lose hide if it's exiled by a source other than its own hide ability. (Unless that creature already had hide printed on it.)
702.106g Some abilities refer to "creatures in hiding". This means any exiled creature that was put there with its own Hide ability.
Resmigan was the one who finally managed to rally the surviving intelligent beings into peace, towards the greater good of survival. Surviving the hellish wastes of Aeleria will take everything they've got, and though she didn't ask for it, she's become the de facto leader of the free peoples.
More cards to come as I continue building on the deck in my spare time. More mechanics to come, too. Let me know what you think!
Resmigan -- So... I play a 1cc or 0cc creature, then I can draw my entire library?
While you meant these as EDH, frankly I think hide as a keyword is obscenely powerful. Hide creatures are _impossible_ to kill except via pithing needle. Even wanderer of the wastes, with its decrepit stats, is combo-fodder.
As written, Nomad camp is broken. Note that you don't have to attach it to an opponent's lands, so you can just accumulate nomads. Even if the wording was fixed, this is way too cheap of a token generator.
I really like the Hide mechanic, save for the actual name of the ability. Hide seems to basic for leaping into exile then leaping back. Maybe escape, fleeting, idk something more intense would do. Anyhow the cards are really cool. The legendary girl could be broken with small creatures, but all in all I think the ability looks really interesting. The hide effect if cool because it's almost a backup plan against both killing removal and exile removal. Provided you have the mana.
I think the key thing you need to remember is tha Hide is a powerful ability. Mondu thinks it's too good, but I think he's forgetting that you need the mana to make the card survive. With that being said, a 1/2 returning back and forth from exile while your opponent is attacking you seems a little less powerful, doesn't it? Sure the creature has a slim chance of dying with open mana, but how often will that be enough to save you?
Combos are another story, but I think the mechanic you will be okay as long as you try to prevent any infinite combos. Some combos are fine, others are not.
A slight problem with the CR rules that you came up with:
702.106c and 702.106d don't actually interact with each other like you intend them to. According to 702.106c, creature objects whose hide ability have resolved this turn don't "hide"; they "are hiding". 702.106d restricts the number of times a creature object can "hide" each turn, not the number of times a creature object can "be hiding" each turn.
702.106c* A creature "hides" when it is put into exile from the battlefield as a result of its hide ability resolving. A creature "comes out of hiding" when it is put onto the battlefield from exile as a result of its hide ability resolving.
There's also the corner-case flavor disconnect where if a creature is exiled (due to Path to Exile, perhaps), it can still come out of hiding, even though it never hid to begin with. But that I think is a viable flavor disconnect that can be used to develop strategies.
Also, if a creature hides, does it retain its counters and any permanents attached to it?
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Every time a creature hides or comes out of hiding, it becomes a new object and forgets all previous times it hid. If you hide it, then unhide it, it's a completely different object that hasn't hid this turn, so you're free to hide it again.
I personally think hide was fine just the way it was; it mainly just comes down to how many shenanigans combos you add to your set. That decides if it's broken.
Crop Watcher is a really cool card, but I think it needs a different name. Crop watcher is a little basic for something as wild as this guy. Lord of the Land seems way more fitting. Another neat idea would be to scale his power and toughness equal to the number of lands you control.
Ilias, Locus of Life - The ability will never trigger anymore, as creatures will never "come out of hiding" anymore. In your updated CR entries, "comes out of hiding" isn't defined, so the game will never see the trigger condition of the ability happen. The trigger condition would either have to be changed to "Whenever a creature you control is coming out of hiding" or the CR entry would have to be changed to define "come out of hiding" instead.
Cruel Bargainer - In addition to having the same problem as Ilias, this card will never allow creatures to come out of hiding. Objects that move from one zone to another retain no memory of their previous existence. A creature object may have been given hide from this guy, but once it's put into exile, it won't have hide anymore (unless Resmigan is also on the battlefield) and so it will never be able to come out of hiding.
Tree of Life - Not so much a "doesn't work" issue, but it can be pretty hard to keep track of how many lands were sacrificed as a result of its replacement effect. You could either change it to exile or have the Tree enter with counters to denote the number of lands sacrificed.
Aside from the tense issue with "comes/coming" out of hiding, the main issue with it is that objects that are put into exile from the battlefield as a result of the hide ability can never come out of hiding, as they will no longer have that ability when they're in the exile zone. You would probably have to include some sort of weird rule exception that says "objects that are put into another zone retain no memory of their previous existence, except that objects put into exile as a result of a hide ability resolving don't lose their hide ability" to make the mechanic work.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Crop Watcher is now Guardian of Crops and was given defender.
Tree of Life now exiles lands.
CR entry updated, now defines what "Whenever a creature comes out of hiding..." is, and defines how granting hide to creatures not printed with it functions when that creature hides itself.
Two cards added. (Arglara, Corpse Stitcher and Grim Entertainer.)
Something to note: If you don't control Nomads, the dual lands essentially have no drawback. I also think 20 subsistence counters is too much, and that number should probably be reduced.
This is a really minor update. Lots of syntax on cards edited or cleaned up just made to work at all.
Eight cards updated. (Ramien, Seedbearer; Tree of Life; Arglara, Corpse Stitcher; Wheat Fields; Slaughterhouse; Nutrient Farm; Stand Together; Sheer Will)
In Aeleria Divided, we were introduced to the four warring factions of Aeleria; the cruel Etaxians, the oppressive Dextrasians, the mechanical Hyperions and the furious Rebels. Four factions fighting for their own agendas, ignoring the damage they were doing to their own timeline, ignorant to their own supreme importance in the multiverse.
It didn't have to be this way.
In Call of Aeleria, the Old Gods descended from the heavens to try in vain to stop the fighting, to undo the damage that had been done, to stop the factions from destroying each other, and themselves.
This is all our fault...this is our cross to bear...
Finally, in Fall of Aeleria, Etaxias moved himself and his stronghold one second out of sync with the timeline, dropping the straw that would break the camel's back. The timeline ruptured, irreparably damaged, and chaos ensued, along with the massive and violent destruction of almost all life on the plane.
I only wish we could have realized sooner...
Now, the plane is a wasteland. Ruined. Barely habitable. The Hyperions were utterly annihilated, while the Dextrasians and Etaxians have effectively fallen apart and dissolved, with only a few members left each, their Planeswalker leaders dead or escaped. Only the rebels, who hid underground, were spared the brunt of the chaos, though their numbers are barely a shadow of what they were.
We have to survive...we have to...live on...
Now, any life that remains puts their former differences aside and works together for the common good. For survival. For Aeleria.
-------
This isn't a set, so much as it is a richly flavored EDH deck. If I like it enough, however, and if it gets a good enough response, I might make a sequel, a "block", if you will, of custom EDH decks. I think Aeleria is a fine story, if I do say so myself, and I quite like it.
In any case, on with the cards.
Resmigan was the one who finally managed to rally the surviving intelligent beings into peace, towards the greater good of survival. Surviving the hellish wastes of Aeleria will take everything they've got, and though she didn't ask for it, she's become the de facto leader of the free peoples.
More cards to come as I continue building on the deck in my spare time. More mechanics to come, too. Let me know what you think!
---TMStage.
While you meant these as EDH, frankly I think hide as a keyword is obscenely powerful. Hide creatures are _impossible_ to kill except via pithing needle. Even wanderer of the wastes, with its decrepit stats, is combo-fodder.
As written, Nomad camp is broken. Note that you don't have to attach it to an opponent's lands, so you can just accumulate nomads. Even if the wording was fixed, this is way too cheap of a token generator.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I think the key thing you need to remember is tha Hide is a powerful ability. Mondu thinks it's too good, but I think he's forgetting that you need the mana to make the card survive. With that being said, a 1/2 returning back and forth from exile while your opponent is attacking you seems a little less powerful, doesn't it? Sure the creature has a slim chance of dying with open mana, but how often will that be enough to save you?
Combos are another story, but I think the mechanic you will be okay as long as you try to prevent any infinite combos. Some combos are fine, others are not.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
More cards will probably be added after I get home from class. I'm having fun with this deck.
702.106c and 702.106d don't actually interact with each other like you intend them to. According to 702.106c, creature objects whose hide ability have resolved this turn don't "hide"; they "are hiding". 702.106d restricts the number of times a creature object can "hide" each turn, not the number of times a creature object can "be hiding" each turn.
702.106c* A creature "hides" when it is put into exile from the battlefield as a result of its hide ability resolving. A creature "comes out of hiding" when it is put onto the battlefield from exile as a result of its hide ability resolving.
There's also the corner-case flavor disconnect where if a creature is exiled (due to Path to Exile, perhaps), it can still come out of hiding, even though it never hid to begin with. But that I think is a viable flavor disconnect that can be used to develop strategies.
Also, if a creature hides, does it retain its counters and any permanents attached to it?
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Cruel Bargainer - In addition to having the same problem as Ilias, this card will never allow creatures to come out of hiding. Objects that move from one zone to another retain no memory of their previous existence. A creature object may have been given hide from this guy, but once it's put into exile, it won't have hide anymore (unless Resmigan is also on the battlefield) and so it will never be able to come out of hiding.
Tree of Life - Not so much a "doesn't work" issue, but it can be pretty hard to keep track of how many lands were sacrificed as a result of its replacement effect. You could either change it to exile or have the Tree enter with counters to denote the number of lands sacrificed.
Aside from the tense issue with "comes/coming" out of hiding, the main issue with it is that objects that are put into exile from the battlefield as a result of the hide ability can never come out of hiding, as they will no longer have that ability when they're in the exile zone. You would probably have to include some sort of weird rule exception that says "objects that are put into another zone retain no memory of their previous existence, except that objects put into exile as a result of a hide ability resolving don't lose their hide ability" to make the mechanic work.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall