I have a hobby of working on my custom Final Fantasy IX themed set as time allows and I have always wanted to way to make Synthesis work within Magic the Gathering. Early attempts at this mechanic looked like Meld, only for equipment. I pulled some inspiration from both Zendikar Rising (auto-equip) and Strixhaven (learn boards) for this iteration.
Mage Masher3
Artifact - Equipment (U)
Equipped Creature gets +1/+1
Non-creature spells cost 1 more to cast.
Equip 1
Synthesize - If you control two permanents named Mage Masher, you may exile them and put an artifact card named “The Ogre” from outside the game onto the battlefield. Activate this ability only any time you could cast a sorcery.
Had originally costed Mage Masher at 2 and didn't have a toughness boost and then realized I just created a near strictly better Thorn of Amethyst. I think this Thorn of Amethyst + Short Sword at 3cc would make for a strong and printable uncommon.
The Ogre5
Artifact - Synthesis Equipment (U)
When The Ogre enters the battlefield, attach it to target creature you control.
Equipped creature gets +3/+3 and trample.
Non-creature spells cost 2 more to cast.
Equip 4
The Ogre is reasonable option for its regular cost, but a much better deal when cast via synthesize.
You need to retemplate this because, as written, its a static ability that will be constantly checking "Do you want to do this" until you do it, but its an easy enough fix.
Mage Masher 3
Artifact - Equipment (U)
Equipped Creature gets +1/+1
Non-creature spells cost 1 more to cast.
Equip 1 Synthesize - Exile two permanents named Mage Masher: Put an artifact card named “The Ogre” from outside the game onto the battlefield. Activate this ability only any time you could cast a sorcery.
This is the new Muscle Burst, but no more useful I'm afraid.
Not sure I understand this comparison. Synthesis has a lot more utility and flexibility then a Kindle/Muscle Burst style card. You're seeing a single uncommon application of the mechanic. Synthesis does not necessarily require duplicate copies of the same card although in this example it does. Synthesis abilities aren't going to be limited to p/t boosts either. Synthesis is primarily a cost reduction mechanic that allows you to have a sideboard similar to a learn-board from which you can cast otherwise reasonably costed equipment at a much more advantageous rate if you can draw and play the two cards that synthesize to make that card.
You need to retemplate this because, as written, its a static ability that will be constantly checking "Do you want to do this" until you do it, but its an easy enough fix.
Much appreciated. Nailing the right wording is often a challenge. What are your thoughts on making the auto-equip dependent upon the equipment entering from outside the game? Too restrictive?
The problem is that this mechanic is overly dependent. It doesn't want to involve another card for a Brothers Yamazaki effect.
In tournament play, this extra card takes up a spot in the sideboard. It won't be well-received.
You'll have to make things blatantly broken to be worth inclusion. That won't be well-received either, by intellectuals.
An effect doing anything even remotely in this style has to be more versatile.
I would suggest something like Auras you can "free play" from outside the game (like a Limit Break) that bounces to your hand afterwards and allows you to use it an additional time; effectively making it unique from Level Up.
Also consider not requiring two copies of the same card as the enabler for your Synthesis ability, but soften the requirements to be more inclusive (such as requiring simply another creature with CMC 2 or less; power toughness 2 or less; etc.). Requiring two copies of a specific card is dreary, and doesn't make the ability nearly as interactive as it hopes to be, to be viable and fun.
Much appreciated. Nailing the right wording is often a challenge. What are your thoughts on making the auto-equip dependent upon the equipment entering from outside the game? Too restrictive?
Probably a better solution would be for the auto equip to be part of the synthesis activation rather than the card being summoned. That encourages the specific play pattern you are creating more because otherwise the Ogre is worth just main-decking.
Mage Masher 3
Artifact - Equipment (U)
Equipped Creature gets +1/+1
Non-creature spells cost 1 more to cast.
Equip 1 Synthesize - Exile two permanents named Mage Masher: Put an artifact card named “The Ogre” from outside the game onto the battlefield. You may attach it to a creature you control. Activate only as a sorcery.
The one caveat to this whole discussion is, of course, none of this works in commander, but because you cannot have multiples of your original card nor a sideboard for the Ogre to wait in. You'll want to tune this either for limited (component cards need to be common so they can be picked up easily) or constructed (more competitively costed uncommons).
The one caveat to this whole discussion is, of course, none of this works in commander, but because you cannot have multiples of your original card nor a sideboard for the Ogre to wait in. You'll want to tune this either for limited (component cards need to be common so they can be picked up easily) or constructed (more competitively costed uncommons).
There is a way to make this work in commander.
First it could either make a token called 'Ogre' or it could search for it. This way it would free up the sideboard or be usable in commander.
Also with regards to needing 2 'Mage Mashers' (which as stated not all of the Synthesize cards would need duplicates), a simple replacement artifact can be used:
Orichalcum 3
Artifact
When Orichalcum leaves play gain 1
When activating a Synthesize ability of another artifact, you may treat Orichalcum's name as either Mage Masher, Save The Queen or Masamune.
The one caveat to this whole discussion is, of course, none of this works in commander, but because you cannot have multiples of your original card nor a sideboard for the Ogre to wait in. You'll want to tune this either for limited (component cards need to be common so they can be picked up easily) or constructed (more competitively costed uncommons).
There is a way to make this work in commander.
First it could either make a token called 'Ogre' or it could search for it. This way it would free up the sideboard or be usable in commander.
Also with regards to needing 2 'Mage Mashers' (which as stated not all of the Synthesize cards would need duplicates), a simple replacement artifact can be used:
Orichalcum 3
Artifact
When Orichalcum leaves play gain 1
When activating a Synthesize ability of another artifact, you may treat Orichalcum's name as either Mage Masher, Save The Queen or Masamune.
~Funk Pirate
Oh yeah, there are different ways you can make this work for commander - Just the specific tact the OP took inspirations from wouldn't.
I can't speak to the specific details of FF lore at play here, but one fix for playability would be to let the ability synthesize with any other equipment rather than specific ones. A little less flavorful, but easier to make work for gameplay.
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Mage Masher 3
Artifact - Equipment (U)
Equipped Creature gets +1/+1
Non-creature spells cost 1 more to cast.
Equip 1
Synthesize - If you control two permanents named Mage Masher, you may exile them and put an artifact card named “The Ogre” from outside the game onto the battlefield. Activate this ability only any time you could cast a sorcery.
Had originally costed Mage Masher at 2 and didn't have a toughness boost and then realized I just created a near strictly better Thorn of Amethyst. I think this Thorn of Amethyst + Short Sword at 3cc would make for a strong and printable uncommon.
The Ogre 5
Artifact - Synthesis Equipment (U)
When The Ogre enters the battlefield, attach it to target creature you control.
Equipped creature gets +3/+3 and trample.
Non-creature spells cost 2 more to cast.
Equip 4
The Ogre is reasonable option for its regular cost, but a much better deal when cast via synthesize.
Mage Masher 3
Artifact - Equipment (U)
Equipped Creature gets +1/+1
Non-creature spells cost 1 more to cast.
Equip 1
Synthesize - Exile two permanents named Mage Masher: Put an artifact card named “The Ogre” from outside the game onto the battlefield. Activate this ability only any time you could cast a sorcery.
Not sure I understand this comparison. Synthesis has a lot more utility and flexibility then a Kindle/Muscle Burst style card. You're seeing a single uncommon application of the mechanic. Synthesis does not necessarily require duplicate copies of the same card although in this example it does. Synthesis abilities aren't going to be limited to p/t boosts either. Synthesis is primarily a cost reduction mechanic that allows you to have a sideboard similar to a learn-board from which you can cast otherwise reasonably costed equipment at a much more advantageous rate if you can draw and play the two cards that synthesize to make that card.
Much appreciated. Nailing the right wording is often a challenge. What are your thoughts on making the auto-equip dependent upon the equipment entering from outside the game? Too restrictive?
In tournament play, this extra card takes up a spot in the sideboard. It won't be well-received.
You'll have to make things blatantly broken to be worth inclusion. That won't be well-received either, by intellectuals.
An effect doing anything even remotely in this style has to be more versatile.
I would suggest something like Auras you can "free play" from outside the game (like a Limit Break) that bounces to your hand afterwards and allows you to use it an additional time; effectively making it unique from Level Up.
Also consider not requiring two copies of the same card as the enabler for your Synthesis ability, but soften the requirements to be more inclusive (such as requiring simply another creature with CMC 2 or less; power toughness 2 or less; etc.). Requiring two copies of a specific card is dreary, and doesn't make the ability nearly as interactive as it hopes to be, to be viable and fun.
Probably a better solution would be for the auto equip to be part of the synthesis activation rather than the card being summoned. That encourages the specific play pattern you are creating more because otherwise the Ogre is worth just main-decking.
Mage Masher 3
Artifact - Equipment (U)
Equipped Creature gets +1/+1
Non-creature spells cost 1 more to cast.
Equip 1
Synthesize - Exile two permanents named Mage Masher: Put an artifact card named “The Ogre” from outside the game onto the battlefield. You may attach it to a creature you control. Activate only as a sorcery.
The one caveat to this whole discussion is, of course, none of this works in commander, but because you cannot have multiples of your original card nor a sideboard for the Ogre to wait in. You'll want to tune this either for limited (component cards need to be common so they can be picked up easily) or constructed (more competitively costed uncommons).
There is a way to make this work in commander.
First it could either make a token called 'Ogre' or it could search for it. This way it would free up the sideboard or be usable in commander.
Also with regards to needing 2 'Mage Mashers' (which as stated not all of the Synthesize cards would need duplicates), a simple replacement artifact can be used:
Orichalcum 3
Artifact
When Orichalcum leaves play gain 1
When activating a Synthesize ability of another artifact, you may treat Orichalcum's name as either Mage Masher, Save The Queen or Masamune.
~Funk Pirate
Oh yeah, there are different ways you can make this work for commander - Just the specific tact the OP took inspirations from wouldn't.
I can't speak to the specific details of FF lore at play here, but one fix for playability would be to let the ability synthesize with any other equipment rather than specific ones. A little less flavorful, but easier to make work for gameplay.