Forebode will be on sorceries across all five colors. These are just the white cards. The idea is for Foretell to do "half" of what the spell does.
Uplift (Common) 2W
Sorcery
Target creature gets +2/+2 and gains flying until end of turn.
Foretell W(As you draw this card, you may reveal it and pay W.)
When this card is foretold, target creature gets +1/+1 and gains flying until end of turn.
Reality Rift (Uncommon) 4W
Sorcery
Exile target creature.
Foretell 2W(As you draw this card, you may reveal it and pay 2W.)
When this card is foretold, exile target creature, then return it to the battlefield under its owner’s control.
Fresh Reinforcements (Rare) 5W
Sorcery
Create three 2/2 white Knight creature tokens with vigilance. Then you gain 2 life for each creature you control.
Foretell 3W(As you draw this card, you may reveal it and pay 3W.)
When this card is foretold, create three 1/1 white Warrior creature tokens with vigilance, then you gain 1 life for each creature you control.
Return of the Gatewatch (Mythic) 7W
Sorcery
Each player returns all planeswalker cards from their graveyard to the battlefield.
Foretell 1W(As you draw this card, you may reveal it and pay 1W.)
When this card is foretold, search your library for a planeswalker card and put that card into your graveyard. Then shuffle your library.
Forebode — When you draw this card, you may pay 1W and reveal it. If you do, special things happen.
This is an interesting spin on miracle. They all look and feel over costed, but that might just be the necessary cost for such an ability. The only one I would be excited about playing would be restoration.
Sorcery
Miracle
Target creature gets +2/+2 and gains flying until end of turn.
If the Miracle cost was payed, target creature gets +1/+1 and gains flying until end of turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
Drop your knees to the floor
Hands to the sky
Give a round of applause
For the great Miss Y!
Cards tweaked. Should be significantly more interesting. The costs are a little on the high side because it's basically a spell nested within a kicker cost. (I hope that makes sense to someone other than me.)
Miracle has baggage I don't want to deal with ("first card") and I certainly wouldn't want to add to it.
There is a huge problem with the mechanic as currently written: If an ability of an object would trigger, but the object's identity isn't known to all players at that time, it doesn't trigger.
603.2e. If a triggered ability's trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.
An ability that reads "When you draw this card, ..." necessarily triggers from the hand, a zone that (usually) contains cards whose identity is only known to the player who owns the cards in it. Because of this, such an ability will never trigger. It doesn't matter that the card is revealed upon resolution, because an ability can't resolve if it never triggers.
Therefore, it is impossible for forebode to be an ability word in this state. You must change some part of the mechanic, or make it a keyword ability, in order for it to 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
There is a huge problem with the mechanic as currently written: If an ability of an object would trigger, but the object's identity isn't known to all players at that time, it doesn't trigger.
603.2e. If a triggered ability's trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.
An ability that reads "When you draw this card, ..." necessarily triggers from the hand, a zone that (usually) contains cards whose identity is only known to the player who owns the cards in it. Because of this, such an ability will never trigger. It doesn't matter that the card is revealed upon resolution, because an ability can't resolve if it never triggers.
Therefore, it is impossible for forebode to be an ability word in this state. You must change some part of the mechanic, or make it a keyword ability, in order for it to work.
Like this?
Uplift (Common) 2W
Sorcery
Target creature gets +2/+2 and gains flying until end of turn.
Foretell W(As you draw this card, you may reveal it and pay W.)
When this card is foretold, target creature gets +1/+1 and gains flying until end of turn.
Uplift (Common) 2W
Sorcery
Target creature gets +2/+2 and gains flying until end of turn.
Foretell W(As you draw this card, you may reveal it and pay W.)
When this card is foretold, target creature gets +1/+1 and gains flying until end of turn.
Yes, that works just fine.
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
The rules text of forbode doesn't work. At the very least the first "when" would need to be an "as". The "if" later would need to be a "when" then, because otherwise targeted forbode effects wouldn't be possible.
EDIT: I typed this post before the recent change was visible. Weird, huh?
EDIT 2: Well, the "baggage" of miracle is actually a feature preventing missing opportunities to miracle multiple times a turn and reduce abuse (but really much more of the former than the later). It might just be an issue that that feature is missing.
Well, the "baggage" of miracle is actually a feature preventing missing opportunities to miracle multiple times a turn and reduce abuse (but really much more of the former than the later). It might just be an issue that that feature is missing.
I am not sure if I am reading the cards in its current form correctly. But Now if you pay the foretold cost both effects trigger. Not only the weaker one.
Private Mod Note
():
Rollback Post to RevisionRollBack
Drop your knees to the floor
Hands to the sky
Give a round of applause
For the great Miss Y!
Well, the "baggage" of miracle is actually a feature preventing missing opportunities to miracle multiple times a turn and reduce abuse (but really much more of the former than the later). It might just be an issue that that feature is missing.
I don't understand. Please explain?
One of the biggest issues of mechanic is forgetting that you even need to be careful about the process of drawing your card. You want to carefully pick up the card and look at it before adding it to your hand, so your opponent can track the card and know the one you've just drawn from the ones you had in your hand before. Logistics become problematic if you put the drawn card into your hand and then notice it is a special miracle/forebode/foretell card and take it out of your hand to show it to your opponent who cannot tell whether you are pulling a trick on them showing them a card you had in your hand since the start of the game.
This deliberate card drawing is very different from the way many players are used to go about the process. It requires focussing on your behavior to override an automated process. That's a mental strain. If any card draw needs this deliberation, then you need to keep up the focus at all times (maybe your opponent just played Vision Skeins, are you thinking about drawing every card individually? Or do you pick them up all at once? Do you pay close attention what your opponent is doing at the same time?) That's sustained mental strain.
The game becomes less about understanding the game state and making good decisions, but about how you decide for these moments, but about how you physically perform a usually simple action.
Miracle proposes a partial solution to the problem: Concentrate the mental strain into a singular moment: The first draw of the turn, which you can rely on with a high degree of certainty to be the draw step. And then you forget about it.
The restriction allowed players to not care about trying to maximize their chances by drawing additional cards (except for instant speed card draw e. g. in the form of Clues - which as design would have it would be a very deliberate action and as such the very act of activating an ability for such an act rouses their attention at just the right moment that the deliberate act is less easily forgotten.)
Then there is the balance concern - and a great deal of a "fun concern". How do you cost the effect? Miracle effects in general are cheap (cheaper than casting without miracle), but can include those three X spells that really capitalize on being always fun, because you (with a good enough amount of certainty) only get to cast them when you likely have all your mana open and can allocate just the right amount of mana to (... turn it all into Angels, who cares what plans I had before; set the world aflame and see them despair!!!) do whatever is best. By not encouraging additional card draw with the mechanic you keep the question of "but what about tapping out for a Divination?" out of the equation.
Note that another design feature here is that the miracle costs are low: If you want to keep mana open for a miracle from e. g. your Clue (ignoring X here, because no designer can control the mighty and fickle X), then you only need to keep open one or two mana - enough to crack another Clue if needed, but that one won't result in a miracle anyway, so no need to worry (except about drawing the miracle you really wanted to keep on your deck ).
If you make all the costs really low though without the first per turn restriction, then play design has to really evaluate all card draw including looting/rummaging as if there is a high chance of "free" spells occuring (meant is "free" on the card advantage axis not the mana cost.
Private Mod Note
():
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]
Uplift (Common)
2W
Sorcery
Target creature gets +2/+2 and gains flying until end of turn.
Foretell W (As you draw this card, you may reveal it and pay W.)
When this card is foretold, target creature gets +1/+1 and gains flying until end of turn.
Reality Rift (Uncommon)
4W
Sorcery
Exile target creature.
Foretell 2W (As you draw this card, you may reveal it and pay 2W.)
When this card is foretold, exile target creature, then return it to the battlefield under its owner’s control.
Fresh Reinforcements (Rare)
5W
Sorcery
Create three 2/2 white Knight creature tokens with vigilance. Then you gain 2 life for each creature you control.
Foretell 3W (As you draw this card, you may reveal it and pay 3W.)
When this card is foretold, create three 1/1 white Warrior creature tokens with vigilance, then you gain 1 life for each creature you control.
Return of the Gatewatch (Mythic)
7W
Sorcery
Each player returns all planeswalker cards from their graveyard to the battlefield.
Foretell 1W (As you draw this card, you may reveal it and pay 1W.)
When this card is foretold, search your library for a planeswalker card and put that card into your graveyard. Then shuffle your library.
Sorcery
Miracle
Target creature gets +2/+2 and gains flying until end of turn.
If the Miracle cost was payed, target creature gets +1/+1 and gains flying until end of turn.
Hands to the sky
Give a round of applause
For the great Miss Y!
Miracle has baggage I don't want to deal with ("first card") and I certainly wouldn't want to add to it.
Hands to the sky
Give a round of applause
For the great Miss Y!
An ability that reads "When you draw this card, ..." necessarily triggers from the hand, a zone that (usually) contains cards whose identity is only known to the player who owns the cards in it. Because of this, such an ability will never trigger. It doesn't matter that the card is revealed upon resolution, because an ability can't resolve if it never triggers.
Therefore, it is impossible for forebode to be an ability word in this state. You must change some part of the mechanic, or make it a keyword ability, in order for it to 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
Like this?
Uplift (Common)
2W
Sorcery
Target creature gets +2/+2 and gains flying until end of turn.
Foretell W (As you draw this card, you may reveal it and pay W.)
When this card is foretold, target creature gets +1/+1 and gains flying until end of turn.
Yes, that works just fine.
[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
EDIT: I typed this post before the recent change was visible. Weird, huh?
EDIT 2: Well, the "baggage" of miracle is actually a feature preventing missing opportunities to miracle multiple times a turn and reduce abuse (but really much more of the former than the later). It might just be an issue that that feature is missing.
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."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I don't understand. Please explain?
Hands to the sky
Give a round of applause
For the great Miss Y!
One of the biggest issues of mechanic is forgetting that you even need to be careful about the process of drawing your card. You want to carefully pick up the card and look at it before adding it to your hand, so your opponent can track the card and know the one you've just drawn from the ones you had in your hand before. Logistics become problematic if you put the drawn card into your hand and then notice it is a special miracle/forebode/foretell card and take it out of your hand to show it to your opponent who cannot tell whether you are pulling a trick on them showing them a card you had in your hand since the start of the game.
This deliberate card drawing is very different from the way many players are used to go about the process. It requires focussing on your behavior to override an automated process. That's a mental strain. If any card draw needs this deliberation, then you need to keep up the focus at all times (maybe your opponent just played Vision Skeins, are you thinking about drawing every card individually? Or do you pick them up all at once? Do you pay close attention what your opponent is doing at the same time?) That's sustained mental strain.
The game becomes less about understanding the game state and making good decisions, but about how you decide for these moments, but about how you physically perform a usually simple action.
Miracle proposes a partial solution to the problem: Concentrate the mental strain into a singular moment: The first draw of the turn, which you can rely on with a high degree of certainty to be the draw step. And then you forget about it.
The restriction allowed players to not care about trying to maximize their chances by drawing additional cards (except for instant speed card draw e. g. in the form of Clues - which as design would have it would be a very deliberate action and as such the very act of activating an ability for such an act rouses their attention at just the right moment that the deliberate act is less easily forgotten.)
Then there is the balance concern - and a great deal of a "fun concern". How do you cost the effect? Miracle effects in general are cheap (cheaper than casting without miracle), but can include those three X spells that really capitalize on being always fun, because you (with a good enough amount of certainty) only get to cast them when you likely have all your mana open and can allocate just the right amount of mana to (... turn it all into Angels, who cares what plans I had before; set the world aflame and see them despair!!!) do whatever is best. By not encouraging additional card draw with the mechanic you keep the question of "but what about tapping out for a Divination?" out of the equation.
Note that another design feature here is that the miracle costs are low: If you want to keep mana open for a miracle from e. g. your Clue (ignoring X here, because no designer can control the mighty and fickle X), then you only need to keep open one or two mana - enough to crack another Clue if needed, but that one won't result in a miracle anyway, so no need to worry (except about drawing the miracle you really wanted to keep on your deck ).
If you make all the costs really low though without the first per turn restriction, then play design has to really evaluate all card draw including looting/rummaging as if there is a high chance of "free" spells occuring (meant is "free" on the card advantage axis not the mana cost.
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."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO