It's been a little while, but here I am with a very early bit of contemplation. The Create thread in this forum also has me humming with possibilities now too! But let's start here. I swear I didn't deliberately filch anything from anyone; it's like that clause at the end of movies about being a work of fiction and all that. The resemblence is purely coincidence!
And here we go. I'll also note that the mode names are not meant to be taken seriously (much), as I don't see multiple mode names being taken to print save on maybe rares/mythics. It's just to illustrate the idea, not to deliberately be a memory issue.
KEYWORDS
Configure {COST} (Choose a mode if you pay this cost during your upkeep. It stays configured until your next turn.)
- "At the beginning of your upkeep, you may pay this permanent's configure cost. If you do, choose one of its modes and it retains that mode until your next turn."
Sentry Warder (Rare) 3WW
Artifact Creature - Device
3/4
Configure 3WW(Choose a mode if you pay this cost during your upkeep. It stays configured until your next turn.)
• Offense — Whenever Sentry Warder attacks, create two tapped and attacking 1/1 Thopter artifact creature tokens with flying.
• Defense — Prevent 1 damage from sources that deal damage to you.
Radiant Searchlight (Uncommon) 1W
Artifact - Device
Configure 1W(Choose a mode if you pay this cost during your upkeep. It stays configured until your next turn.)
• Offense — At the beginning of combat on your turn, you may tap target creature.
• Defense — Whenever a creature you control blocks, you gain 1 life.
Public Archive (Rare) 5
Artifact - Device
Configure 4(Choose a mode if you pay this cost during your upkeep. It stays configured until your next turn.)
Activate Public Archive only as a sorcery.
• Knowledge — T: Draw two cards.
• Power — T: Put a +1/+1 counter on each creature you control. (That wording about 'activate this artifact' is totally on purpose too. Doesn't it just sound neater? It also just means the two tap abilities, just to be 100% clear.)
Manascope (Common) 3
Artifact - Device
Configure 1(Choose a mode if you pay this cost during your upkeep. It stays configured until your next turn.)
• Quality — T: Add one mana of any color to your mana pool.
• Quantity — T, Sacrifice Manascope: Add CCC to your mana pool.
Ignite
- "This permanent becomes ignited until {duration}."
- Artifacts with Ignite gain temporary bonuses/abilities while ignited.
Spark Emitter (Rare) 3RR
Artifact - Engine 4RR, T: Spark Emitter deals 2 damage to target player. Ignite Spark Emitter until end of turn.
• Ignite — Whenever a creature you control attacks, Spark Emitter deals 1 damage to target player.
MISCELLANEOUS OTHER STUFF
Decrier of False Progress (Rare) 3G
Creature - Elf Druid
3/3
Devices cost 2 more to configure.
Whenever a player ignites an artifact, destroy that artifact at the beginning of the next end step. (Random rare artifact hoser.)
Architect of Air (Common) 2U
Creature - Human Artificer
1/2
When Architect of Air enters the battlefield, create a 1/1 Thopter artifact creature token with flying.
I'm big on configure, although I'd honestly prefer it if the mode you chose stuck until you reconfigured. I understand the memory issues inherent in that, but it probably just makes for better gameplay than having to pay over and over again. Sentry Warden in particular is way too expensive if you have to configure every turn.
Ignite is not as cool to me. As far as I'm concerned it just seems like an overly fancy way to do a delayed trigger.
Decrier of False Progress is parasitic (anti-parasitic?), obviously, but at least amusing, even if it's probably not very good even in-block.
I expect to see Architect of Air printed in Kaladesh block down to everything but the name.
I really like the idea behind Configure, I just don't like the execution of it. I'd rather you just pick a mode each upkeep and not have to pay to pick it. As a player I want to put my mana into other spells rather than a mode of one permanent.
Noted, RE: Configure. I also realized that 'ignite' is really a subset of Monstrous. I've been eyeballing permanent states lately, and the whole idea of 'invention' is what led me in the direction of modal artifacts. It's actually from a modal type theme I've got in my personal file, but it felt right with artifacts more.
Now let's try something a little weird for terminology, something on which I have a suspicion, based on this sudden urge to 'create' things. Just a couple, since it's almost 2am:
Scrap Sanctifier (Uncommon) 2W
Creature - Human Artificer
2/2
Whenever you create a token, you gain 1 life.
Whenever a creature you control creates a token, put a +1/+1 counter on that creature.
Magmasoul Sculptor (Rare) 3RR
Creature - Human Artificer
1/1
Whenever Magmasoul Sculptor enters the battlefield or deals damage to a player, it creates a 3/3 Golem artifact creature token.
Whenever a token created by Magmasoul Sculptor dies, Magmasoul Sculptor deals 3 damage to target player.
I think it's unlikely that both halves of Scrap Sanctifier are going to work. I would be very surprised if creating isn't something you, the player, does across the board. The second one also has memory issues...
I think it's unlikely that both halves of Scrap Sanctifier are going to work. I would be very surprised if creating isn't something you, the player, does across the board. The second one also has memory issues...
I don't think the second one has memory issues on a significant level. Why? It's a similar issue with cards such as Admonition Angel (more than one out), or if you cast a second Ashiok, Nightmare Weaver after the first used its + ability several times. In both cases, you have multiple cards in exile that COULD be returned to the battlefield, and you have to keep track of which belongs to whom. This is similar with the token creator (which, I'll note, would be a memory issue only if used with other Golem token makers such as from Scars of Mirrodin block).
You are quite likely right about create, in the end, but oh I sure want to see if one day they bust down the wall of "who can perform keyword actions". They've gone halfway there already, by saying "exiled by" on various cards, even though you the player was the one who really did the exiling. The wording is arguably self-contradictory (you exiled it, except the card did), but they use the "by" terminology to refer the source of the directive to exile as a tracking mechanism. I'm quibbling semantics a little, I know.
Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Apparently I want to do creative stuff at nearly 1am. After sitting around running simulations through my head for the past few days, I eventually came to agree that Configure would be better as "pay to change" and not "pay to set" every turn. I still consider it somewhat of a memory issue, but if the Siege cycle from Tarkir wasn't over the top there -- though they were Enchantments and were either A or B and not potentially attacking/blocking -- then it seems like the bookkeeping for a configured artifact would be somewhat straight forward too.
That said, here's another facet that likely is going down: Kaladesh is referred to as somewhat steampunk (unless my memory is being evil again), and that made me ponder one specific thing for potential return: Modular. Yet Modular only targets ARTIFACT creatures, and one thing that comes to mind when I think of steampunk, is salvaging spare parts to boost your own bizniz. Thus: Salvage was born. (Alternatively, Scavenge could just as easily return.)
Scraphound (Common) 3
Artifact Creature - Hound Construct
0/0
Salvage 2 (This enters the battlefield with two +1/+1 counters on it. When it dies, distribute its +1/+1 counters among creatures you control.)
Battlesuit Brawler (Uncommon)
6
Artifact Creature - Construct
0/0
Trample
Salvage 5 (This enters the battlefield with five +1/+1 counters. When it dies, distribute its +1/+1 counters among creatures you control.)
And updating wording for the Configure batch leads to...!
Sentry Warder (Rare) 3WW
Artifact Creature - Device Construct
3/4
Configure 3WW(Choose a mode as this enters the battlefield. At the beginning of your upkeep, you may change modes by paying 3WW.)
• Offense — Whenever Sentry Warder attacks, create two tapped and attacking 1/1 Thopter artifact creature tokens with flying.
• Defense — If a source would deal damage to you, prevent 1 of that damage.
Public Archive (Rare) 5
Artifact - Device
Configure 4(Choose a mode as this enters the battlefield. At the beginning of your upkeep, you may change modes by paying 4.)
Activate Public Archive only as a sorcery.
• Knowledge — T: Draw two cards.
• Power — T: Put a +1/+1 counter on each creature you control.
Blazing Ward (Uncommon) 1W
Artifact - Device
Configure 1W(Choose a mode as this enters the battlefield. At the beginning of your upkeep, you may change modes by paying 1W.)
Activate Blazing Ward only during combat.
• Offense — T: Tap target creature.
• Defense — 1W, T: Target blocking creature gets +2/+2 until end of turn.
OTHER MISCELLANY
Hovergraft Assembler (Common) 4U
Creature - Human Artificer
2/2
Flying
Whenever you cast an artifact spell, Hovergraft Assembler gets +1/+1 until end of turn.
So I've been fretting thinking about what could possibly be so interesting about the flagship mechanic coming soon to Kaladesh? If it was something straightforward, we likely would have seen it by now. Since (per MaRo's Tumblr) it's the mysterious "Mechanic E" that's been on the backburner since original Mirrodin, and we didn't see it in Alara or Scars of Mirrodin, that suggests that the solution was concocted sometime within the past six years. So if the problem with it wasn't solved until 'recently', what changed recently? I think it's any or all of the following, in order of likelihood:
- Checklist cards. This is to say, external/"token" cards that help maintain game integrity.
- New modal templating/technology.
- Double-faced cards (and/or tokens)
So with this in mind, I went down the rabbit hole trying to find the Wonderland for "invention". I don't really have sample cards here, because I have no idea how to do the mockups or rules text properly; this is literally just an idea:
- Suppose you have a creature (with type Artificer, of course) that creates an Invention when it enters the battlefield. What is an invention? In game terms, it's likely an artifact, but it's an artifact where you choose what effect it has. Are you starting to see why I assert that both modal templating and checklist cards are rearing their heads here?
- As you 'create' this Invention, you get the appropriate reminder/checklist card and <do stuff to it> that tells everyone what it does. Originally, I was thinking you'd mark it off, but that doesn't really work in a match where the effect could change, so instead, the original card has "reminder art" that basically points to which effect(s) the invention has. Similar to how DFCs have the little arrow with reminder-text P/T in the bottom right, we get something similar here, except it's telling you "Hey, this is what my stuff does". I actually had the thought that the 'invention' reminder card did something else, which was that it was an overlay card where the original card lost an ability but gained the one from its invention, but I was not sure how this could be conveyed.
So I've been fretting thinking about what could possibly be so interesting about the flagship mechanic coming soon to Kaladesh? If it was something straightforward, we likely would have seen it by now. Since (per MaRo's Tumblr) it's the mysterious "Mechanic E" that's been on the backburner since original Mirrodin, and we didn't see it in Alara or Scars of Mirrodin, that suggests that the solution was concocted sometime within the past six years. So if the problem with it wasn't solved until 'recently', what changed recently? I think it's any or all of the following, in order of likelihood:
- Checklist cards. This is to say, external/"token" cards that help maintain game integrity.
- New modal templating/technology.
- Double-faced cards (and/or tokens)
So with this in mind, I went down the rabbit hole trying to find the Wonderland for "invention". I don't really have sample cards here, because I have no idea how to do the mockups or rules text properly; this is literally just an idea:
- Suppose you have a creature (with type Artificer, of course) that creates an Invention when it enters the battlefield. What is an invention? In game terms, it's likely an artifact, but it's an artifact where you choose what effect it has. Are you starting to see why I assert that both modal templating and checklist cards are rearing their heads here?
- As you 'create' this Invention, you get the appropriate reminder/checklist card and <do stuff to it> that tells everyone what it does. Originally, I was thinking you'd mark it off, but that doesn't really work in a match where the effect could change, so instead, the original card has "reminder art" that basically points to which effect(s) the invention has. Similar to how DFCs have the little arrow with reminder-text P/T in the bottom right, we get something similar here, except it's telling you "Hey, this is what my stuff does". I actually had the thought that the 'invention' reminder card did something else, which was that it was an overlay card where the original card lost an ability but gained the one from its invention, but I was not sure how this could be conveyed.
Interesting thoughts.
Another possible reason for the long delay in seeing mechanic E is visual frame and symbol elements, like with enchantment creatures in Theros, Devoid from BFZ and colorless mana in OGW. MaRo talked about this recently- quote "We have begun embracing card-frame components and symbols as an important tool in design. Both devoid and the new colorless mana symbol were key mechanical aspects of the design that leaned heavily on visual components. As we seek out new design veins to explore, having visuals as a tool to help us has proven a necessity".
So Salvage is Modular without the artifact clause?
Love Configure btw
Salvage is probably a more overpowered Modular, in the long run. Modular required all the counters going to one destination; this says "spread the love".
So, PAX has come and the long awaited speculation has concluded. If they chose to do anything like Configure in Kaladesh block, it weren't the first set. Plus, the more I think about it, the more I think it doesn't belong on creatures; non-creature artifacts only, in short, even though it can be swanky. (Mechanical identity, anyone?)
That said, here's a random pile of stuff based on the official three mechanics of Kaladesh, because I was bored:
Imperious Inventor (Common)
4U
Creature - Vedalken Artificer
2/2
Fabricate 3
Imperious Inventor can’t attack unless you control three or more artifacts.
Aether Connoisseur (Uncommon)
3B
Creature - Aetherborn Artificer
2/4
Lifelink
Servos you control have lifelink.
ENERGY
Convoker of the Conduit (Uncommon)
G
Creature - Elf Druid
1/1
When Convoker of the Conduit enters the battlefield, you get EE (two energy counters).
Pay E: Convoker of the Conduit gets +2/+2 until end of turn. Activate this ability only once each turn.
OTHER
Artisan of Anarchy (Common)
3RR
Creature - Gremlin
4/3
Artisan of Anarchy can’t be blocked by artifact creatures.
Filigree Mechanic (Common)
1W
Creature - Dwarf Artificer
2/2
Whenever Filigree Mechanic becomes tapped, you gain 1 life.
And here we go. I'll also note that the mode names are not meant to be taken seriously (much), as I don't see multiple mode names being taken to print save on maybe rares/mythics. It's just to illustrate the idea, not to deliberately be a memory issue.
KEYWORDS
Configure {COST} (Choose a mode if you pay this cost during your upkeep. It stays configured until your next turn.)
- "At the beginning of your upkeep, you may pay this permanent's configure cost. If you do, choose one of its modes and it retains that mode until your next turn."
Sentry Warder (Rare)
3WW
Artifact Creature - Device
3/4
Configure 3WW (Choose a mode if you pay this cost during your upkeep. It stays configured until your next turn.)
• Offense — Whenever Sentry Warder attacks, create two tapped and attacking 1/1 Thopter artifact creature tokens with flying.
• Defense — Prevent 1 damage from sources that deal damage to you.
Radiant Searchlight (Uncommon)
1W
Artifact - Device
Configure 1W (Choose a mode if you pay this cost during your upkeep. It stays configured until your next turn.)
• Offense — At the beginning of combat on your turn, you may tap target creature.
• Defense — Whenever a creature you control blocks, you gain 1 life.
Public Archive (Rare)
5
Artifact - Device
Configure 4 (Choose a mode if you pay this cost during your upkeep. It stays configured until your next turn.)
Activate Public Archive only as a sorcery.
• Knowledge — T: Draw two cards.
• Power — T: Put a +1/+1 counter on each creature you control.
(That wording about 'activate this artifact' is totally on purpose too. Doesn't it just sound neater? It also just means the two tap abilities, just to be 100% clear.)
Manascope (Common)
3
Artifact - Device
Configure 1 (Choose a mode if you pay this cost during your upkeep. It stays configured until your next turn.)
• Quality — T: Add one mana of any color to your mana pool.
• Quantity — T, Sacrifice Manascope: Add CCC to your mana pool.
Ignite
- "This permanent becomes ignited until {duration}."
- Artifacts with Ignite gain temporary bonuses/abilities while ignited.
Spark Emitter (Rare)
3RR
Artifact - Engine
4RR, T: Spark Emitter deals 2 damage to target player. Ignite Spark Emitter until end of turn.
• Ignite — Whenever a creature you control attacks, Spark Emitter deals 1 damage to target player.
MISCELLANEOUS OTHER STUFF
Decrier of False Progress (Rare)
3G
Creature - Elf Druid
3/3
Devices cost 2 more to configure.
Whenever a player ignites an artifact, destroy that artifact at the beginning of the next end step.
(Random rare artifact hoser.)
Architect of Air (Common)
2U
Creature - Human Artificer
1/2
When Architect of Air enters the battlefield, create a 1/1 Thopter artifact creature token with flying.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Ignite is not as cool to me. As far as I'm concerned it just seems like an overly fancy way to do a delayed trigger.
Decrier of False Progress is parasitic (anti-parasitic?), obviously, but at least amusing, even if it's probably not very good even in-block.
I expect to see Architect of Air printed in Kaladesh block down to everything but the name.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Now let's try something a little weird for terminology, something on which I have a suspicion, based on this sudden urge to 'create' things. Just a couple, since it's almost 2am:
Scrap Sanctifier (Uncommon)
2W
Creature - Human Artificer
2/2
Whenever you create a token, you gain 1 life.
Whenever a creature you control creates a token, put a +1/+1 counter on that creature.
Magmasoul Sculptor (Rare)
3RR
Creature - Human Artificer
1/1
Whenever Magmasoul Sculptor enters the battlefield or deals damage to a player, it creates a 3/3 Golem artifact creature token.
Whenever a token created by Magmasoul Sculptor dies, Magmasoul Sculptor deals 3 damage to target player.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
You are quite likely right about create, in the end, but oh I sure want to see if one day they bust down the wall of "who can perform keyword actions". They've gone halfway there already, by saying "exiled by" on various cards, even though you the player was the one who really did the exiling. The wording is arguably self-contradictory (you exiled it, except the card did), but they use the "by" terminology to refer the source of the directive to exile as a tracking mechanism. I'm quibbling semantics a little, I know.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
This is the second time I've seen "create". Is it officially a keyword action? I hope not.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Thanks. I wasn't sure because it isn't on The Gatherer yet.
That said, here's another facet that likely is going down: Kaladesh is referred to as somewhat steampunk (unless my memory is being evil again), and that made me ponder one specific thing for potential return: Modular. Yet Modular only targets ARTIFACT creatures, and one thing that comes to mind when I think of steampunk, is salvaging spare parts to boost your own bizniz. Thus: Salvage was born. (Alternatively, Scavenge could just as easily return.)
Scraphound (Common)
3
Artifact Creature - Hound Construct
0/0
Salvage 2 (This enters the battlefield with two +1/+1 counters on it. When it dies, distribute its +1/+1 counters among creatures you control.)
Battlesuit Brawler (Uncommon)
6
Artifact Creature - Construct
0/0
Trample
Salvage 5 (This enters the battlefield with five +1/+1 counters. When it dies, distribute its +1/+1 counters among creatures you control.)
And updating wording for the Configure batch leads to...!
Sentry Warder (Rare)
3WW
Artifact Creature - Device Construct
3/4
Configure 3WW (Choose a mode as this enters the battlefield. At the beginning of your upkeep, you may change modes by paying 3WW.)
• Offense — Whenever Sentry Warder attacks, create two tapped and attacking 1/1 Thopter artifact creature tokens with flying.
• Defense — If a source would deal damage to you, prevent 1 of that damage.
Public Archive (Rare)
5
Artifact - Device
Configure 4 (Choose a mode as this enters the battlefield. At the beginning of your upkeep, you may change modes by paying 4.)
Activate Public Archive only as a sorcery.
• Knowledge — T: Draw two cards.
• Power — T: Put a +1/+1 counter on each creature you control.
Blazing Ward (Uncommon)
1W
Artifact - Device
Configure 1W (Choose a mode as this enters the battlefield. At the beginning of your upkeep, you may change modes by paying 1W.)
Activate Blazing Ward only during combat.
• Offense — T: Tap target creature.
• Defense — 1W, T: Target blocking creature gets +2/+2 until end of turn.
OTHER MISCELLANY
Hovergraft Assembler (Common)
4U
Creature - Human Artificer
2/2
Flying
Whenever you cast an artifact spell, Hovergraft Assembler gets +1/+1 until end of turn.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
frettingthinking about what could possibly be so interesting about the flagship mechanic coming soon to Kaladesh? If it was something straightforward, we likely would have seen it by now. Since (per MaRo's Tumblr) it's the mysterious "Mechanic E" that's been on the backburner since original Mirrodin, and we didn't see it in Alara or Scars of Mirrodin, that suggests that the solution was concocted sometime within the past six years. So if the problem with it wasn't solved until 'recently', what changed recently? I think it's any or all of the following, in order of likelihood:- Checklist cards. This is to say, external/"token" cards that help maintain game integrity.
- New modal templating/technology.
- Double-faced cards (and/or tokens)
So with this in mind, I went down the rabbit hole trying to find the Wonderland for "invention". I don't really have sample cards here, because I have no idea how to do the mockups or rules text properly; this is literally just an idea:
- Suppose you have a creature (with type Artificer, of course) that creates an Invention when it enters the battlefield. What is an invention? In game terms, it's likely an artifact, but it's an artifact where you choose what effect it has. Are you starting to see why I assert that both modal templating and checklist cards are rearing their heads here?
- As you 'create' this Invention, you get the appropriate reminder/checklist card and <do stuff to it> that tells everyone what it does. Originally, I was thinking you'd mark it off, but that doesn't really work in a match where the effect could change, so instead, the original card has "reminder art" that basically points to which effect(s) the invention has. Similar to how DFCs have the little arrow with reminder-text P/T in the bottom right, we get something similar here, except it's telling you "Hey, this is what my stuff does". I actually had the thought that the 'invention' reminder card did something else, which was that it was an overlay card where the original card lost an ability but gained the one from its invention, but I was not sure how this could be conveyed.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Interesting thoughts.
Another possible reason for the long delay in seeing mechanic E is visual frame and symbol elements, like with enchantment creatures in Theros, Devoid from BFZ and colorless mana in OGW. MaRo talked about this recently- quote "We have begun embracing card-frame components and symbols as an important tool in design. Both devoid and the new colorless mana symbol were key mechanical aspects of the design that leaned heavily on visual components. As we seek out new design veins to explore, having visuals as a tool to help us has proven a necessity".
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Love Configure btw
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
That said, here's a random pile of stuff based on the official three mechanics of Kaladesh, because I was bored:
VEHICLES
Cloaked Cruiser (Uncommon)
4
Artifact - Vehicle
4/2
Cloaked Cruiser can’t be blocked.
Crew 4
Battering Ram (Common)
7
Artifact - Vehicle
4/3
Battering Ram can’t be blocked by creatures with power 2 or less.
Crew 5
Careening Carrier (Common)
4
Artifact - Vehicle
4/1
Trample, haste
Crew 2
FABRICATE
Imperious Inventor (Common)
4U
Creature - Vedalken Artificer
2/2
Fabricate 3
Imperious Inventor can’t attack unless you control three or more artifacts.
Aether Connoisseur (Uncommon)
3B
Creature - Aetherborn Artificer
2/4
Lifelink
Servos you control have lifelink.
ENERGY
Convoker of the Conduit (Uncommon)
G
Creature - Elf Druid
1/1
When Convoker of the Conduit enters the battlefield, you get EE (two energy counters).
Pay E: Convoker of the Conduit gets +2/+2 until end of turn. Activate this ability only once each turn.
OTHER
Artisan of Anarchy (Common)
3RR
Creature - Gremlin
4/3
Artisan of Anarchy can’t be blocked by artifact creatures.
Filigree Mechanic (Common)
1W
Creature - Dwarf Artificer
2/2
Whenever Filigree Mechanic becomes tapped, you gain 1 life.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir