These are the cards. Updated in op. Here for easy reference.
Unworthy Apprentice (Common) 1W
Creature - Thrull
3/1 Reap — 1W, Discard Unworthy Apprentice: If a creature died this turn, put three +1/+1 counters on target creature you control. Worthy at last. - Grand Pariah Sevren
Life After Death (Common) W
Instant
You gain 4 life. Reap — 3W, Discard Life after Death: If a creature died this turn, you gain 8 life.
Epitaph Etcher (Common) 3B
Creature - Thrull Artificer
1/3
Deathtouch Reap — 1B, Discard Epitaph Etcher: If a creature died this turn, draw two cards.
Dissect (Common) B
Sorcery
Each opponent discards a card. Reap — 2B, Discard Dissect: If a creature died this turn, each opponent discards two cards.
Cost of Living (Uncommon) 2W
Enchantment - Aura
Enchant creature
Enchanted creature has "At the beginning of your upkeep, pay 2 or sacrifice this creature." Reap — W, Discard Cost of Living: If a creature died this turn, creature spells your opponents cast cost 2 more to cast until your next turn.
Vile Reaper (Uncommon) 2B
Creature - Horror
3/1
Lifelink Reap — XBB, Discard Vile Reaper: If a creature died this turn, each opponent loses X life and you gain X life.
Redemption (Rare) 4W
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible until your next turn. Reap — 2W, Discard Redemption: If a creature died this turn, return that card to the battlefield under your control.
Bats in the Belfry (Rare) 1B
Enchantment
Whenever a player discards a card, create a 1/1 black Bat creature token with flying. Reap — 3B, Discard Bats in the Belfry: If a creature died this turn, create six 1/1 black Bat creature tokens with flying.
Interment (Common) 4W
Sorcery
Exile target creature or creature card from a graveyard.
Exhume 1W(1W, Discard this card: Return target creature card from your graveyard to your hand.)
Life After Death (Common) 1W
Instant
You gain 4 life. If a creature died this turn, you gain 8 life instead.
Exhume 1W(1W, Discard this card: Return target creature card from your graveyard to your hand.)
Dig Deep (Common) 3B
Sorcery
Look at the top six cards of target player’s library. Put two of them back in any order and the rest into that player’s graveyard.
Exhume 1B(1B, Discard this card: Return target creature card from your graveyard to your hand.)
Dissect (Common) B
Instant
When target creature dies this turn, draw two cards, then discard a card.
Exhume 1B(1B, Discard this card: Return target creature card from your graveyard to your hand.)
Enshrine (Uncommon) 3W
Enchantment
When Enshrine enters the battlefield, exile another target nonland permanent until Enshrine leaves the battlefield.
Indestructible
Exhume 1W(1W, Discard this card: Return target creature card from your graveyard to your hand.)
Burial Rites (Uncommon) 1B
Enchantment
Activated abilities of creature cards in your graveyard cost 1 less to activate.
Sacrifice Burial Rites: Exile target card from a graveyard.
Exhume 1B(1B, Discard this card: Return target creature card from your graveyard to your hand.)
Inhume (Rare) W
Sorcery
Search your library for a permanent card and put that card into your graveyard. Then shuffle your library.
Exhume 1W(1W, Discard this card: Return target creature card from your graveyard to your hand.)
Burial Chamber (Rare) 2B
Enchantment
Cards in your graveyard can’t be the targets of spells or abilities your opponents control.
Indestructible
Exhume 1B(1B, Discard this card: Return target creature card from your graveyard to your hand.)
Why call call it Exhume when you can call it [card]Disentomb
[/card]. I am a little worried about the flavor of this, as graveyards I would auto grokk to be golgari. Also I can hardly imagine an Orzhov rich-guy sacrificng themself to return someone else from the grave. They are so greedy and selfish, why would the willingly die?
As is why is the exgume cost almost the same 1w or 1b?
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Why call call it Exhume when you can call it [card]Disentomb
[/card]. I am a little worried about the flavor of this, as graveyards I would auto grokk to be golgari. Also I can hardly imagine an Orzhov rich-guy sacrificng themself to return someone else from the grave. They are so greedy and selfish, why would the willingly die?
As is why is the exgume cost almost the same 1w or 1b?
I may change it to "Disentomb".
I understand what you mean, but Golgari mechanics don't merely interact with the graveyard, they operate from within it.
I'm not sure what you mean by a rich Orzhov guy sacrificing himself or willingly dying to return someone else from the grave. Which cards convey that flavor?
It shouldn't be flavored such that a Rich Guy is sacrificing themselves, but that the Rich can pay to come back. Though maybe that wants to be on the creatures? It could be seen as the Rich buying the dead, which works better flavor wise.
This should be costed similarly to cycling, so while on the right track variations would be appreciated. Maybe add a common or uncommon to black that cares about cards being discarded.
It's the sort of mechanics I feel are hard to evaluate until seeing how they actually play in their environment. I note you take precaution not to put it on creatures. I assum this is due to some looping issue? Since the only looping that would be enabled is something like Wharf Infiltrator or the Amonkhet discard trigger, this seems an unnecessary concern.
I agree the mechanic name is less than ideal. "Exume" is too... hands-on/dirty sounding for Orzhov.
It's the sort of mechanics I feel are hard to evaluate until seeing how they actually play in their environment. I note you take precaution not to put it on creatures. I assum this is due to some looping issue?
I actually did it for flavor reasons. I was trying to avoid a "body swap" feel to any of the cards. But now that you mention it, WotC would probably want to avoid any looping potential if not for the current cardpool, then the future cardpool. Archfiend of Ifnir comes to mind.
And if it was on creatures, that would be hitting the problematic flavor of someone sacrificing themselves to bring someone else back that Forestsguy was bringing up.
When keywording a recursion mechanic, you need to be careful about creating repetitive gamestates. Maybe this is not as bad as dredge always bringing back the same card, but it will always be bringing back your best card.
Interment - Can't use the word "target" twice like this. Currently you would need to target both a creature on the battlefield and a creature card in a graveyard, then decide on resolution which of the two to exile.
The obvious first option is to make it modal, but that might be a bit too cluttered and awkward with the exhume ability at the bottom.
Exile target creature or creature card from a graveyard.
Exile target creature from the battlefield or creature card from a graveyard.
Exile target creature and up to one target creature card from a graveyard.
Dig Deep - I'm not sure whether you thought this far ahead, for effects like this, I always try to consider the very late game. If there are fewer cards in the library than this is looking at, should it be able to deck the targeted player or just set their next draws? i.e. What you have or:
Look at the top six cards of target player's library. Put two of them back in any order and the rest into that player's graveyard.
No wrong answer really, but really late game one can be used on the opponent to win and the game and the other can be used on yourself to fix your last two draws.
Enshrine - Are there effects that can exile enchantments in this set? Seems like indestructible might be a bit excessive.
Wording fixed in op and mse. Yes, there are two card in the block that can exile an enchantment. Not sure if they'll wind up in the same set at this though.
Sanctify (Common) 1(G/W)
Sorcery
Exile target artifact or enchantment.
Clarify (Uncommon) 3(G/W)
Sorcery
Exile all enchantments.
Which are actually intended as foils for a particular horizontal cycle as well as general purpose.
Mantle of Winds (Common) 1U
Enchant creature
Enchanted creature gets +1/+0.
Enchanted creatures has flying.
You may cast Mantle of Winds from your graveyard for 3U.
Big problem I have with this mechanic: Disentomb isn't a white thing. It's a black and green thing. White can return small creatures directly from graveyard to battlefield, but besides a few exceptions that were bleeds, it's not a white mechanic.
This also creates really repetitive and same-y gameplay. I don't think it'd be very fun to go up against, honestly.
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Big problem I have with this mechanic: Disentomb isn't a white thing. It's a black and green thing. White can return small creatures directly from graveyard to battlefield, but besides a few exceptions that were bleeds, it's not a white mechanic.
This also creates really repetitive and same-y gameplay. I don't think it'd be very fun to go up against, honestly.
You're right on both points. Green has about 15 cards that Disentomb, while white has about that many which resurrect. So, I'd argue that Disentomb is actually a step down for white, which in my mind makes it fine. However, it's a moot point because the block already has Swarm and Infuse, which are both at least as "same-y" as Embalm and Flashback. So, since those mechanics are not flexible/changeable, the Orzhov are receiving yet another makeover. Meet Reap...
Card Name (Common) 3W
Creature - Spirit
1/4
When Card Name dies, you gain 4 life. Reap — 1W, Discard Basilica Ghost: When target creature dies this turn, you gain 8 life.
Apostate Healer (Common) 2B
Creature - Thrull
2/1
Lifelink Reap — 1B, Discard Apostate Healer: When target creature dies this turn, each opponent loses 4 life.
This looks like a very bad mechanic. You target a creature, then have to get that creature to die. It has the weaknesses of a pump spell without the benefit of being a pump spell. Ideally you'll only use Reap when you know the creature is going to die(mid-combat, or in-response to a removal spell), but this just exemplifies its weakness. Its an overly reactive ability that doesn't interact with the thing it is reactive to. This could theoretically be used proactively to discourage lethal blocking, but the effect would have to be exceptionally detrimental to your opponent and it only discourages lethal blocking so it can still be blocked. I might be wrong and this plays way better than it looks but I can't see past the ugly first impression.
These are the cards. Updated in op. Here for easy reference.
Unworthy Apprentice (Common) 1W
Creature - Thrull
3/1 Reap — 1W, Discard Unworthy Apprentice: If a creature died this turn, put three +1/+1 counters on trget creature you control. Worthy at last. - Grand Pariah Sevren
Life After Death (Common) W
Instant
You gain 4 life. Reap — 3W, Discard Life after Death: If a creature died this turn, you gain 8 life.
Epitaph Etcher (Common) 3B
Creature - Thrull Artificer
1/3
Deathtouch Reap — 1B, Discard Epitaph Etcher: If a creature died this turn, draw two cards.
Dissect (Common) B
Sorcery
Each opponent discards a card. Reap — 2B, Discard Dissect: If a creature died this turn, each opponent discards two cards.
Cost of Living (Uncommon) 2W
Sorcery
Target player sacrifices a creature unless he or she pays 2. Reap — W, Discard Cost of Living: If a creature died this turn, spells your opponents cast cost 2 more to cast until your next turn.
Vile Reaper (Uncommon) 2B
Creature - Horror
3/1
Lifelink Reap — XBB, Discard Vile Reaper: If a creature died this turn, each opponent loses X life and you gain X life.
Redemption (Rare) 4W
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible until your next turn. Reap — 2W, Discard Redemption: If a creature died this turn, return that card to the battlefield under your control.
Bats in the Belfry (Rare) 1B
Enchantment
Whenever a player discards a card, create a 1/1 black Bat creature token with flying. Reap — 3B, Discard Bats in the Belfry: If a creature died this turn, create six 1/1 black Bat creature tokens with flying.
Could this check if a creature has already died like morbid?
Reap -- [cost], Discard CARDNAME: If a creature died this turn, [effect].
or Reap -- [cost], Discard CARDNAME: [Effect]. Activate this ability only if a creature died this turn.
Nah. I think Reap is just different enough from Morbid to be its own thing. Morbid is (thus far) strictly kicker whereas Reap is strictly modal. I mean, WotC did Revolt despite Morbid, and of course we see the logic in it because they did it. But if one of us presented Revolt as a set mechanic, most of us (including myself) would have been like - "just use Morbid". They also did Escalate despite Entwine, even though in practice Escalate is almost every time nothing more than Entwine - if that!
EDIT: Also, Channel : Bloodrush. And others. So yeah. WotC makes narrower versions of existing mechanics. So I think we can too when it's appropriate.
For Reap, I really recommend you keep it to permanents. The modal ones are interesting but just not as compelling as the permanents, where the choice is more meaningful.
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Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
For Reap, I really recommend you keep it to permanents. The modal ones are interesting but just not as compelling as the permanents, where the choice is more meaningful.
I'm sure there will be changes here and there as I slot guild cards into their respective sets. I'll keep this in mind.
Unworthy Apprentice (Common)
1W
Creature - Thrull
3/1
Reap — 1W, Discard Unworthy Apprentice: If a creature died this turn, put three +1/+1 counters on target creature you control.
Worthy at last. - Grand Pariah Sevren
Life After Death (Common)
W
Instant
You gain 4 life.
Reap — 3W, Discard Life after Death: If a creature died this turn, you gain 8 life.
Epitaph Etcher (Common)
3B
Creature - Thrull Artificer
1/3
Deathtouch
Reap — 1B, Discard Epitaph Etcher: If a creature died this turn, draw two cards.
Dissect (Common)
B
Sorcery
Each opponent discards a card.
Reap — 2B, Discard Dissect: If a creature died this turn, each opponent discards two cards.
Cost of Living (Uncommon)
2W
Enchantment - Aura
Enchant creature
Enchanted creature has "At the beginning of your upkeep, pay 2 or sacrifice this creature."
Reap — W, Discard Cost of Living: If a creature died this turn, creature spells your opponents cast cost 2 more to cast until your next turn.
Vile Reaper (Uncommon)
2B
Creature - Horror
3/1
Lifelink
Reap — XBB, Discard Vile Reaper: If a creature died this turn, each opponent loses X life and you gain X life.
Redemption (Rare)
4W
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible until your next turn.
Reap — 2W, Discard Redemption: If a creature died this turn, return that card to the battlefield under your control.
Bats in the Belfry (Rare)
1B
Enchantment
Whenever a player discards a card, create a 1/1 black Bat creature token with flying.
Reap — 3B, Discard Bats in the Belfry: If a creature died this turn, create six 1/1 black Bat creature tokens with flying.
4W
Sorcery
Exile target creature or creature card from a graveyard.
Exhume 1W (1W, Discard this card: Return target creature card from your graveyard to your hand.)
Life After Death (Common)
1W
Instant
You gain 4 life. If a creature died this turn, you gain 8 life instead.
Exhume 1W (1W, Discard this card: Return target creature card from your graveyard to your hand.)
Dig Deep (Common)
3B
Sorcery
Look at the top six cards of target player’s library. Put two of them back in any order and the rest into that player’s graveyard.
Exhume 1B (1B, Discard this card: Return target creature card from your graveyard to your hand.)
Dissect (Common)
B
Instant
When target creature dies this turn, draw two cards, then discard a card.
Exhume 1B (1B, Discard this card: Return target creature card from your graveyard to your hand.)
Enshrine (Uncommon)
3W
Enchantment
When Enshrine enters the battlefield, exile another target nonland permanent until Enshrine leaves the battlefield.
Indestructible
Exhume 1W (1W, Discard this card: Return target creature card from your graveyard to your hand.)
Burial Rites (Uncommon)
1B
Enchantment
Activated abilities of creature cards in your graveyard cost 1 less to activate.
Sacrifice Burial Rites: Exile target card from a graveyard.
Exhume 1B (1B, Discard this card: Return target creature card from your graveyard to your hand.)
Inhume (Rare)
W
Sorcery
Search your library for a permanent card and put that card into your graveyard. Then shuffle your library.
Exhume 1W (1W, Discard this card: Return target creature card from your graveyard to your hand.)
Burial Chamber (Rare)
2B
Enchantment
Cards in your graveyard can’t be the targets of spells or abilities your opponents control.
Indestructible
Exhume 1B (1B, Discard this card: Return target creature card from your graveyard to your hand.)
[/card]. I am a little worried about the flavor of this, as graveyards I would auto grokk to be golgari. Also I can hardly imagine an Orzhov rich-guy sacrificng themself to return someone else from the grave. They are so greedy and selfish, why would the willingly die?
As is why is the exgume cost almost the same 1w or 1b?
I may change it to "Disentomb".
I understand what you mean, but Golgari mechanics don't merely interact with the graveyard, they operate from within it.
I'm not sure what you mean by a rich Orzhov guy sacrificing himself or willingly dying to return someone else from the grave. Which cards convey that flavor?
This should be costed similarly to cycling, so while on the right track variations would be appreciated. Maybe add a common or uncommon to black that cares about cards being discarded.
I agree the mechanic name is less than ideal. "Exume" is too... hands-on/dirty sounding for Orzhov.
I actually did it for flavor reasons. I was trying to avoid a "body swap" feel to any of the cards. But now that you mention it, WotC would probably want to avoid any looping potential if not for the current cardpool, then the future cardpool. Archfiend of Ifnir comes to mind.
When keywording a recursion mechanic, you need to be careful about creating repetitive gamestates. Maybe this is not as bad as dredge always bringing back the same card, but it will always be bringing back your best card.
Interment - Can't use the word "target" twice like this. Currently you would need to target both a creature on the battlefield and a creature card in a graveyard, then decide on resolution which of the two to exile.
The obvious first option is to make it modal, but that might be a bit too cluttered and awkward with the exhume ability at the bottom.
Dig Deep - I'm not sure whether you thought this far ahead, for effects like this, I always try to consider the very late game. If there are fewer cards in the library than this is looking at, should it be able to deck the targeted player or just set their next draws? i.e. What you have or:
No wrong answer really, but really late game one can be used on the opponent to win and the game and the other can be used on yourself to fix your last two draws.
Enshrine - Are there effects that can exile enchantments in this set? Seems like indestructible might be a bit excessive.
Wording fixed in op and mse. Yes, there are two card in the block that can exile an enchantment. Not sure if they'll wind up in the same set at this though.
Sanctify (Common)
1(G/W)
Sorcery
Exile target artifact or enchantment.
Clarify (Uncommon)
3(G/W)
Sorcery
Exile all enchantments.
Which are actually intended as foils for a particular horizontal cycle as well as general purpose.
Mantle of Winds (Common)
1U
Enchant creature
Enchanted creature gets +1/+0.
Enchanted creatures has flying.
You may cast Mantle of Winds from your graveyard for 3U.
This also creates really repetitive and same-y gameplay. I don't think it'd be very fun to go up against, honestly.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
You're right on both points. Green has about 15 cards that Disentomb, while white has about that many which resurrect. So, I'd argue that Disentomb is actually a step down for white, which in my mind makes it fine. However, it's a moot point because the block already has Swarm and Infuse, which are both at least as "same-y" as Embalm and Flashback. So, since those mechanics are not flexible/changeable, the Orzhov are receiving yet another makeover. Meet Reap...
Card Name (Common)
3W
Creature - Spirit
1/4
When Card Name dies, you gain 4 life.
Reap — 1W, Discard Basilica Ghost: When target creature dies this turn, you gain 8 life.
Apostate Healer (Common)
2B
Creature - Thrull
2/1
Lifelink
Reap — 1B, Discard Apostate Healer: When target creature dies this turn, each opponent loses 4 life.
etc
Unworthy Apprentice (Common)
1W
Creature - Thrull
3/1
Reap — 1W, Discard Unworthy Apprentice: If a creature died this turn, put three +1/+1 counters on trget creature you control.
Worthy at last. - Grand Pariah Sevren
Life After Death (Common)
W
Instant
You gain 4 life.
Reap — 3W, Discard Life after Death: If a creature died this turn, you gain 8 life.
Epitaph Etcher (Common)
3B
Creature - Thrull Artificer
1/3
Deathtouch
Reap — 1B, Discard Epitaph Etcher: If a creature died this turn, draw two cards.
Dissect (Common)
B
Sorcery
Each opponent discards a card.
Reap — 2B, Discard Dissect: If a creature died this turn, each opponent discards two cards.
Cost of Living (Uncommon)
2W
Sorcery
Target player sacrifices a creature unless he or she pays 2.
Reap — W, Discard Cost of Living: If a creature died this turn, spells your opponents cast cost 2 more to cast until your next turn.
Vile Reaper (Uncommon)
2B
Creature - Horror
3/1
Lifelink
Reap — XBB, Discard Vile Reaper: If a creature died this turn, each opponent loses X life and you gain X life.
Redemption (Rare)
4W
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible until your next turn.
Reap — 2W, Discard Redemption: If a creature died this turn, return that card to the battlefield under your control.
Bats in the Belfry (Rare)
1B
Enchantment
Whenever a player discards a card, create a 1/1 black Bat creature token with flying.
Reap — 3B, Discard Bats in the Belfry: If a creature died this turn, create six 1/1 black Bat creature tokens with flying.
Reap -- [cost], Discard CARDNAME: If a creature died this turn, [effect].
or
Reap -- [cost], Discard CARDNAME: [Effect]. Activate this ability only if a creature died this turn.
or maybe just reuse morbid?
Yeah, I think that'll work. Targeting was my sad attempt to further distance it from Morbid, but I don't think it's necessary. Thanks!
Nah. I think Reap is just different enough from Morbid to be its own thing. Morbid is (thus far) strictly kicker whereas Reap is strictly modal. I mean, WotC did Revolt despite Morbid, and of course we see the logic in it because they did it. But if one of us presented Revolt as a set mechanic, most of us (including myself) would have been like - "just use Morbid". They also did Escalate despite Entwine, even though in practice Escalate is almost every time nothing more than Entwine - if that!
EDIT: Also, Channel : Bloodrush. And others. So yeah. WotC makes narrower versions of existing mechanics. So I think we can too when it's appropriate.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
I'm sure there will be changes here and there as I slot guild cards into their respective sets. I'll keep this in mind.