People are forgetting that we aren't looking for a mechanic that fits the concept of gods perfectly as currently concepted. MaRo explicitly stated that the mechanic has been given a flavor overhaul. Offering is an example of a mechanic whose flavor is already a perfect match for gods, so paradoxically it's not a good candidate to be the returning "fixed" keyword.
Where was it said that the God mechanic is the one that was an old mechanic with a fresh coat of paint?
I'm pretty sure that since wizards said that this is a "enchantment matters" set that the obvious keyword returning from future sight is aura swap. It not only fits with the theme but could also be made to swap for "god cards".
Where was it said that the God mechanic is the one that was an old mechanic with a fresh coat of paint?
From the compilation of news from the ComicCon panel:
the second is a mechanic that we thought had potential but didn’t live up to it first time out - it has been mechanically retweaked and given a new name and flavor. The last mechanics is also tied to the gods
So the gods get 2 mechanics, one new, another, returning one at least tied to them.
Granted I doubt this very much but what if it were something nuts like: If this creature would leave the battlefield it doesn't leave the battlefield instead.
Some ideas that could justify the different frame.
Erebos, Whatever?BB
Legendary Enchantment Creature - God
Ancient # (You may begin the game with this permanent on the battlefield. If you do, draw # less cards in your opening hand.)
Erebos, Whatever has P/T set to grow as the game proceeds so it's not overepowered to start the game with it.
*/*
Erebos, Whatever?BB
Legendary Enchantment Creature - God New Forecast - At the beginning of your upkeep, you may pay ?B and reveal this card from your hand. If you do, do something. You may only "new forecast" one card each turn.
X/X
Private Mod Note
():
Rollback Post to RevisionRollBack
-
YOU ARE SURPRISED BY A MANTICORE! IT QUICKLY SHREDS YOUR FLESH AND DEVOURS YOU!
Some ideas that could justify the different frame.
Erebos, Whatever?BB
Legendary Enchantment Creature - God
Ancient # (You may begin the game with this permanent on the battlefield. If you do, draw # less cards in your opening hand.)
Erebos, Whatever has P/T set to grow as the game proceeds so it's not overepowered to start the game with it.
*/*
Erebos, Whatever?BB
Legendary Enchantment Creature - God New Forecast - At the beginning of your upkeep, you may pay ?B and reveal this card from your hand. If you do, do something. You may only "new forecast" one card each turn.
X/X
that first one would have to shuffle cards back into your library, youhave to finish taking mulligans before you can use any ability like this to put something into play before the game starts
I've seen a custom mechanic like this, but my guess is something like:
"Presence (When this creature dies, return it to the battlefield as a noncreature enchantment.)"
So, if the green god read:
"Creatures you control have reach and first strike"
Then it would come back as an enchantment, retaining all abilities, including that one.
Then, maybe, in BotG, a variant would be:
"Presence
As long as ~ is a creature, creatures you control get +2/+0.
As long as ~ is an enchantment, creatures you control get +0/+2."
This variant is in the MSE set with the mechanic, but I think something like this would be feasible. Just a thought.
For what it's worth, the opposite of evergreen is "deciduous" so I suggest we start using that from now on to refer to shroud, banding, islandhome, etc.
I'm pretty sure that since wizards said that this is a "enchantment matters" set that the obvious keyword returning from future sight is aura swap. It not only fits with the theme but could also be made to swap for "god cards".
unless it's changed to restrict the cost of what you can swap for, not likely. as printed aura swap is fundamentally broken. its possible, for example, to go
turn one: land, gladecover scout
turn two: land, arcanum wings
turn three: land, swap for eldrazi conscription
the mechanic would have to change so it took more work than that to cheat that powerful an effect into play that early
I wonder if Gods' mechanic has something to do with fate. Fate is a very important concept in Greek Mythology, various characters are shown struggling against their fate, and they always, always lose (see Oidipus).
A concept of fate might be something between suspend and a planeswalker ultimate, i.e. a very powerful effect that hits the game several turns after the God card enters the battlefield (but unlike an ultimate, does NOT require the card to stay there).
Something like this:
<Blue God> enters the battlefield with 5 fate counters.
If <Blue God> would leave the battlefield, exile it instead of putting it anywhere else. If <Blue God> is exiled this way, fate counters remain on it.
At the beginning of your upkeep, if <Blue God> is on the battlefield or in exile, remove a fate counter from it.
When last fate counter is removed from <Blue God> while it's on the battlefield or in exile, draw 10 cards and you have no maximum hand size for the rest of the game. If <Blue God> is exiled, return it to your hand.
I do like the idea of them doing a new take on forecast for the mechanic. Jist call it prophecy or oracle and it falls very much into Greek flavor. It also explains the new borders, since that makes it easier to see if you have cards with the ability on them (kind of like miracle). I know that MaRo said the main problem with forecast was that it created too repetitive of gameplay, so maybe they adjusted it to be when you draw the card you do the ability. So, kind of like a mix of Miracle and Forecast, where you aren't casting the spell, but you get a strong effect if you reveal it and pay some amount.
I hope they don't play from the sideboard or anything like that. It would feel a weak ripoff of yugioh with all their ridiculous side decks that just complicate the crap out of the game.
"You will go far, Hero, further than you can imagine, to take on the legendary challenge set before you. Theros is a world where the gods are real—and those gods will grant you a boon at the start of your journey."
I don't know if this was already speculated but with this excerpt from The Path of the Hero article maybe the God Cards will end up working like or close to the Chancellor Cycle from New Phyrexia (ex: Chancellor of the Annex).
I hope they don't play from the sideboard or anything like that. It would feel a weak ripoff of yugioh with all their ridiculous side decks that just complicate the crap out of the game.
its highly unlikely. the sideboard isn't a game zone, and there's a world of difference rules wise from something in a game zone allowing you to find something 'from outside the game (your sideboard in a competitive setting)' and a card letting you play itself from outside the game
Where was it said that the God mechanic is the one that was an old mechanic with a fresh coat of paint?
Level 1 Judge
I write flavor articles for RoxieCards.
I play and judge at Giga Bites Cafein Marietta, Georgia.
From the compilation of news from the ComicCon panel:
So the gods get 2 mechanics, one new, another, returning one at least tied to them.
Reach out and torch someone . . .
Was that actually said, or was this a typo from people making a transcript, because I don't remember them saying that the gods got two mechanics.
Level 1 Judge
I write flavor articles for RoxieCards.
I play and judge at Giga Bites Cafein Marietta, Georgia.
Legendary Enchantment Creature - God
Ancient # (You may begin the game with this permanent on the battlefield. If you do, draw # less cards in your opening hand.)
Erebos, Whatever has P/T set to grow as the game proceeds so it's not overepowered to start the game with it.
*/*
Legendary Enchantment Creature - God
New Forecast - At the beginning of your upkeep, you may pay ?B and reveal this card from your hand. If you do, do something. You may only "new forecast" one card each turn.
X/X
that first one would have to shuffle cards back into your library, youhave to finish taking mulligans before you can use any ability like this to put something into play before the game starts
"Presence (When this creature dies, return it to the battlefield as a noncreature enchantment.)"
So, if the green god read:
"Creatures you control have reach and first strike"
Then it would come back as an enchantment, retaining all abilities, including that one.
Then, maybe, in BotG, a variant would be:
"Presence
As long as ~ is a creature, creatures you control get +2/+0.
As long as ~ is an enchantment, creatures you control get +0/+2."
This variant is in the MSE set with the mechanic, but I think something like this would be feasible. Just a thought.
Quotes:
unless it's changed to restrict the cost of what you can swap for, not likely. as printed aura swap is fundamentally broken. its possible, for example, to go
turn one: land, gladecover scout
turn two: land, arcanum wings
turn three: land, swap for eldrazi conscription
the mechanic would have to change so it took more work than that to cheat that powerful an effect into play that early
It's what MaRo posted on his blog after he returned from ComicCon.
( http://markrosewater.tumblr.com/post/55998229408/so-now-what-can-you-tell-us-about-theros )
Let the reanimation guys play our way please.
That could be why they have recently altered the sideboard rules.
A concept of fate might be something between suspend and a planeswalker ultimate, i.e. a very powerful effect that hits the game several turns after the God card enters the battlefield (but unlike an ultimate, does NOT require the card to stay there).
Something like this:
<Blue God> enters the battlefield with 5 fate counters.
If <Blue God> would leave the battlefield, exile it instead of putting it anywhere else. If <Blue God> is exiled this way, fate counters remain on it.
At the beginning of your upkeep, if <Blue God> is on the battlefield or in exile, remove a fate counter from it.
When last fate counter is removed from <Blue God> while it's on the battlefield or in exile, draw 10 cards and you have no maximum hand size for the rest of the game. If <Blue God> is exiled, return it to your hand.
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
I don't know if this was already speculated but with this excerpt from The Path of the Hero article maybe the God Cards will end up working like or close to the Chancellor Cycle from New Phyrexia (ex: Chancellor of the Annex).
In reference to XXWB Mythic Sorcery - Return X creatures from among any graveyards in to play under your control.
its highly unlikely. the sideboard isn't a game zone, and there's a world of difference rules wise from something in a game zone allowing you to find something 'from outside the game (your sideboard in a competitive setting)' and a card letting you play itself from outside the game
This is exactly what I was thinking, but with a different spin on things:
Blue God (3UU)
Legendary Creature - Blue God
Whenever ~ deals combat damage to a player, put a divinity counter on ~.
As long as ~ has a divinity counter on it, it gains flying, defender, and indestructible.
Remove a divinity counter from ~: Creatures you control are unblockable until end of turn.
3/2