Plan for Peace1W
Plot
(If you control a plot, resolve "Start" or "End" from this spell, the opposite from a plot you control, then sacrifice that plot. Otherwise, draw a card and this becomes a permanent.) Start - Gain 6 life. End - Create a 2/2 Knight creature token with Vigilance.
Jungle Development1G
Plot
(If you control a plot, resolve "Start" or "End" from this spell, the opposite from a plot you control, then sacrifice that plot. Otherwise, draw a card and this becomes a permanent.) Start - Destroy target artifact or enchantment. End - Mill the top three cards of your library. You may return a land or creature card among them to your hand. Otherwise, draw a card.
Plots are much like Sorceries, in that they resolve their text right away. However, if you control no other Plots, that resolution only turns them into a permanent for later (and you draw a card for your trouble.) This means Plot is a hybrid type: a non-permanent card that is allowed by the rules to exist as a permanent.
Once you resolve a second plot, you must choose the Start and End from it, and the opposite choice from a plot you control, sacrificing that second one. Yes, this was inspired by Gloomhaven
So right off the bat you have to have a way to set at least one 'start' or 'end' effect because right now you can never have a start or end since there's never a start or end to do the opposite of.
Your effects thematically don't make a lot of sense. What makes this a 'plot'? Like a plot would make more sense if you had to play another plot on top of a starter plot and it gained effects based on how many there were or what choices were previously made. Like if it were 'Plot- draw a card for each plot before this' and 'Plot- Final plot sacrifice all plots you control and each opponent sacrifices X creatres, loses X life, and you draw X cards'. Or if you had Plots that were specifically a start and ones that were specifically an end.
And as a side note your current effects aren't powerful enough. Unless you do a mutate type deal where with every new plot the previous plot effects happen again.
Here's what I was thinking, using one of your cards as an example:
Plan for Peace 1W
Enchantment - Plot
Masterplan - When ~ enters the battlefield, create a 2/2 white Knight token with vigilance.
Endgame - When another plot enters the battlefield under your control, sacrifice ~. If you do, gain 6 life.
---
Each plot gives you a fairly minor effect when you cast it, but an additional (usually more impressive) payoff if you can "finish the job" by playing another plot. (The ability words are just for extra flavor and could easily be left off.)
Having played Gloomhaven, I understand what you're trying to do. The challenge is that the mechanics of Gloomhaven are vastly different than Magic, so the idea doesn't translate well.
You are essentially creating a sorcery that costs you two cards, so the abilities to choose from need be more powerful to reflect that high resource cost. Additionally, because there's not a attack/move dynamic, you'll want to have each spell have a generally useful ability as the "top" and a very situationally useful ability as the "bottom" so that the player has to carefully choose the right time to cast the spell or be forced to settle for a one of te options being suboptimal (like happens in Gloomhaven at times).
If you want to push down this path, I think you are better off trying this as spells that you cast at the same time, rather than the psuedo permanent execution above. Aside of the rules issues it creates, something more akin to a splice variant would feel more like playing your two GH cards and then choosing which halves to resolve.
Peace and Battle2W
Instant
Choose one: Yin - Gain 6 life. Yang - Create a 2/2 white Knight creature token. Balance - Exile this card and draw a card. Choose Yin or Yang the next time you are able. When you do, cast this card choosing the other.
Form and Decay2G
Instant
Choose one: Yin - Return target creature card from your graveyard to your hand. Yang - Destroy target artifact or enchantment. Balance - Exile this card and draw a card. Choose Yin or Yang the next time you are able. When you do, cast this card choosing the other.
To better understand your intent I have to ask. Its meant such that you cantrip the card initially then get a double spell on the next one but they are opposing modes?
I like the concept but as they are significantly stronger than normal modal spells that requires an appropriate increase in cost.
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Plot
(If you control a plot, resolve "Start" or "End" from this spell, the opposite from a plot you control, then sacrifice that plot. Otherwise, draw a card and this becomes a permanent.)
Start - Gain 6 life.
End - Create a 2/2 Knight creature token with Vigilance.
Jungle Development 1G
Plot
(If you control a plot, resolve "Start" or "End" from this spell, the opposite from a plot you control, then sacrifice that plot. Otherwise, draw a card and this becomes a permanent.)
Start - Destroy target artifact or enchantment.
End - Mill the top three cards of your library. You may return a land or creature card among them to your hand. Otherwise, draw a card.
Plots are much like Sorceries, in that they resolve their text right away. However, if you control no other Plots, that resolution only turns them into a permanent for later (and you draw a card for your trouble.) This means Plot is a hybrid type: a non-permanent card that is allowed by the rules to exist as a permanent.
Once you resolve a second plot, you must choose the Start and End from it, and the opposite choice from a plot you control, sacrificing that second one. Yes, this was inspired by Gloomhaven
Your effects thematically don't make a lot of sense. What makes this a 'plot'? Like a plot would make more sense if you had to play another plot on top of a starter plot and it gained effects based on how many there were or what choices were previously made. Like if it were 'Plot- draw a card for each plot before this' and 'Plot- Final plot sacrifice all plots you control and each opponent sacrifices X creatres, loses X life, and you draw X cards'. Or if you had Plots that were specifically a start and ones that were specifically an end.
And as a side note your current effects aren't powerful enough. Unless you do a mutate type deal where with every new plot the previous plot effects happen again.
Plan for Peace 1W
Enchantment - Plot
Masterplan - When ~ enters the battlefield, create a 2/2 white Knight token with vigilance.
Endgame - When another plot enters the battlefield under your control, sacrifice ~. If you do, gain 6 life.
---
Each plot gives you a fairly minor effect when you cast it, but an additional (usually more impressive) payoff if you can "finish the job" by playing another plot. (The ability words are just for extra flavor and could easily be left off.)
You are essentially creating a sorcery that costs you two cards, so the abilities to choose from need be more powerful to reflect that high resource cost. Additionally, because there's not a attack/move dynamic, you'll want to have each spell have a generally useful ability as the "top" and a very situationally useful ability as the "bottom" so that the player has to carefully choose the right time to cast the spell or be forced to settle for a one of te options being suboptimal (like happens in Gloomhaven at times).
If you want to push down this path, I think you are better off trying this as spells that you cast at the same time, rather than the psuedo permanent execution above. Aside of the rules issues it creates, something more akin to a splice variant would feel more like playing your two GH cards and then choosing which halves to resolve.
Peace and Battle 2W
Instant
Choose one:
Yin - Gain 6 life.
Yang - Create a 2/2 white Knight creature token.
Balance - Exile this card and draw a card. Choose Yin or Yang the next time you are able. When you do, cast this card choosing the other.
Form and Decay 2G
Instant
Choose one:
Yin - Return target creature card from your graveyard to your hand.
Yang - Destroy target artifact or enchantment.
Balance - Exile this card and draw a card. Choose Yin or Yang the next time you are able. When you do, cast this card choosing the other.
I like the concept but as they are significantly stronger than normal modal spells that requires an appropriate increase in cost.