I do not like this idea of casting x spells to trigger transformation, indicating the passing of time. Day/Night is time based. How do we measure time in MTG? Turns. Time Walk, Time Warp, Time Stretch etc. Time=Turns.
And this Day/Night state has to be global, affecting both players at the same time, otherwise it would make no sense. As someone else has said previously, it makes no damn sense for my creatures to be in Night mode while yours are in Day mode. Unless they are thousands of miles apart, or each creature has their own time bubble. Both sound dumb.
Game starts in daytime.
Each player takes 1st turn.
Change to nighttime at start of 2nd turn.
Each player takes 2nd turn.
Daytime again.
And so forth.
You can even account for effects that change the "time" by having each player taking a turn in the current "time-state" to constitute one full daytime or nighttime. And extra turns could be treated as exactly that, an extra turn in the current "time-state".
For example:
Daytime.
My 1st turn. Drop land. Pass turn.
Your turn. Drop land. Pass.
Now nighttime.
My turn. Draw. Drop land. Play Time Walk. End turn.
My extra turn. Draw. Land. Play hasty 3-drop werewolf. Attack. Pass.
Your turn (still night). Draw. Land. Pass.
Changes to daytime.
Werewolf becomes puny human citizen.
My turn. Draw. Land. Play spell to change day to night. Puny human becomes awesome werewolf again. Attack. Pass.
Your turn (still night). Draw. Land. Hasty 3-drop werewolf. Attack. Pass.
Changes to daytime. Both werewolves become puny humans.
My turn. Draw. Pass.
Your turn. Draw. Land. Play spell to change day to night. Both humans turn into werewolves again. Attack. Pass.
My turn (still night). Draw. Attack back. Pass.
Changes to daytime. Both werewolves to humans again.Your turn. Draw. Pass.
My turn. Draw. Pass.
i'm thinking tap/untap target permanent for the "Mind" part. fits with the one mana cost spell trend too. the "Body" part could either refer too the equipped creature's body (+1/+1 counter seems likely) or a new body (1/1 token). both are also one mana spells.
And this Day/Night state has to be global, affecting both players at the same time, otherwise it would make no sense. As someone else has said previously, it makes no damn sense for my creatures to be in Night mode while yours are in Day mode. Unless they are thousands of miles apart, or each creature has their own time bubble. Both sound dumb.
Game starts in daytime.
Each player takes 1st turn.
Change to nighttime at start of 2nd turn.
Each player takes 2nd turn.
Daytime again.
And so forth.
You can even account for effects that change the "time" by having each player taking a turn in the current "time-state" to constitute one full daytime or nighttime. And extra turns could be treated as exactly that, an extra turn in the current "time-state".
For example:
Daytime.
My 1st turn. Drop land. Pass turn.
Your turn. Drop land. Pass.
Now nighttime.
My turn. Draw. Drop land. Play Time Walk. End turn.
My extra turn. Draw. Land. Play hasty 3-drop werewolf. Attack. Pass.
Your turn (still night). Draw. Land. Pass.
Changes to daytime.
Werewolf becomes puny human citizen.
My turn. Draw. Land. Play spell to change day to night. Puny human becomes awesome werewolf again. Attack. Pass.
Your turn (still night). Draw. Land. Hasty 3-drop werewolf. Attack. Pass.
Changes to daytime. Both werewolves become puny humans.
My turn. Draw. Pass.
Your turn. Draw. Land. Play spell to change day to night. Both humans turn into werewolves again. Attack. Pass.
My turn (still night). Draw. Attack back. Pass.
Changes to daytime. Both werewolves to humans again.Your turn. Draw. Pass.
My turn. Draw. Pass.
Changes to night.
Maybe?