An idea for a new mechanic built around instants and sorceries. The idea is simple unexciting spells which can offer up additional value by allowing you to cast another card in hand at the same time. There are a few arguments for and against these two versions and I still feel I'm missing the correct format for this mechanic so I was hoping to get some thoughts.
Interlock1 (When you cast this spell you may reveal an unrevealed instant or sorcery from your hand until the end of turn. If you do cast a copy of that spell. You still pay that spells mana costs.)
or the less impressive looking:
Interlock2 (When you cast this spell you may reveal an instant or sorcery from your hand. If you do cast a copy of that spell, then place that card on top of your library. You still pay that spells mana costs.)
A couple of card examples from my set:
Windback the Clock 2U
Instant (C)
Untap three permanents you control.
Interlock
Infiltrate U
Sorcery (U)
Target creatures is unblockable this turn.
Interlock
Duplicate 2UU
Sorcery (R)
Put a token copy of target creature you control onto the battlefield.
Interlock
None of which are fixed in stone but you get the idea.
So this is basically a reverse-Splice? I like it. Be careful with costing commons. Seems very UR.
I created the following card recently in another thread. It has no use in and of itself - I was looking for a Twincast variant:
Exciting Preview XR
Sorcery
Rare
You may reveal an instant or sorcery card with converted mana cost X or less from your hand. If you do, cast a copy of it.
Your wording should be along these lines: "When you cast this, you may reveal an instant or sorcery card from your hand. You may pay its costs and cast a copy of it."
I would recommend for the first set just keeping this ability on sorceries. In later sets you could explore using it on instants, however be wary of costing and rarities as you're also Quickening revealed sorceries.
I also find it funny as an Interlock device is something placed on your car after multiple drink driving offences, to prevent you driving with a positive BAC.
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
This idea seems cool, but possibly confusing. The main problem with it what if you cast a card with Interlock? Does that cards Interlock ability also trigger? If not, how does the reminder text address this?
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I make art!
Sorry for any grammar/spelling errors, I mostly post from my tablet/smartphone.
Currently playing: Standard: UBRControl
Commander:
White Makes Right (Mikaeus, The Lunarch)
Izzet Fun Yet? (Jhoira of the Ghitu)
The Perfect Storm (Jeleva, Nephalia's Scourge)
Dead Grave Walking (Skullbriar, the Walking Grave)
How Could You Be So Heartless? (Heartless Hidetsugu)
So this is basically a reverse-Splice? I like it. Be careful with costing commons. Seems very UR.
I created the following card recently in another thread. It has no use in and of itself - I was looking for a Twincast variant:
Exciting Preview XR
Sorcery
Rare
You may reveal an instant or sorcery card with converted mana cost X or less from your hand. If you do, cast a copy of it.
Your wording should be along these lines: "When you cast this, you may reveal an instant or sorcery card from your hand. You may pay its costs and cast a copy of it."
I would recommend for the first set just keeping this ability on sorceries. In later sets you could explore using it on instants, however be wary of costing and rarities as you're also Quickening revealed sorceries.
I also find it funny as an Interlock device is something placed on your car after multiple drink driving offences, to prevent you driving with a positive BAC.
An interesting point. Fortunately a couple of common instants I had in mind for this will still work at sorcery speed. I'm still playing around with the specifics, I will probably have some instants, even if only at rare. An earlier restriction limited mana costs but it felt too restrictive while playing. Wording wise how about something like "When you cast this, you may reveal an instant or sorcery card from your hand, pay its casting costs and cast a copy of it, then....." as I'm trying to keep my word count low.
Namewise, I had no idea interlock was even a real word, I just needed a placeholder name till I thought of something better
This idea seems cool, but possibly confusing. The main problem with it what if you cast a card with Interlock? Does that cards Interlock ability also trigger? If not, how does the reminder text address this?
I'd be happy with an interlocking chain, the idea is that once I cast a copy I can no longer cast a second copy this turn (without having to redraw it or some other complex shenanigans).
I guess it's not entirely broken because you have to pay the mana each time, so an Interlocking chain could be kept in check. And depending on your hand, you can keep playing almost the same spells over and over. Especially if some of them restocked your hand.
Actually, the more I think of this the more fun it seems. It really does seem very Izzet flavored, as viridiancircle commented.
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I make art!
Sorry for any grammar/spelling errors, I mostly post from my tablet/smartphone.
Currently playing: Standard: UBRControl
Commander:
White Makes Right (Mikaeus, The Lunarch)
Izzet Fun Yet? (Jhoira of the Ghitu)
The Perfect Storm (Jeleva, Nephalia's Scourge)
Dead Grave Walking (Skullbriar, the Walking Grave)
How Could You Be So Heartless? (Heartless Hidetsugu)
Interlock (when you cast this card, you may reveal an instant or sorcery card from your hand. If you do, copy that card. You may cast the copy.)
Doesn't allow chains (copies of spells aren't cards). The "you still pay its costs" rider is unnecessary and a little wordy, so it's gone.
The mechanic stretches your spells, which could be an issue in a control deck if you have several cheap spells with interlock and tempo and/or cantrip effects. This plus terror and/or wrath of god makes the game really hard on any deck that relies on creatures for the win.
Interlock1 (When you cast this spell you may reveal an unrevealed instant or sorcery from your hand until the end of turn. If you do cast a copy of that spell. You still pay that spells mana costs.)
or the less impressive looking:
Interlock2 (When you cast this spell you may reveal an instant or sorcery from your hand. If you do cast a copy of that spell, then place that card on top of your library. You still pay that spells mana costs.)
A couple of card examples from my set:
Windback the Clock 2U
Instant (C)
Untap three permanents you control.
Interlock
Infiltrate U
Sorcery (U)
Target creatures is unblockable this turn.
Interlock
Duplicate 2UU
Sorcery (R)
Put a token copy of target creature you control onto the battlefield.
Interlock
None of which are fixed in stone but you get the idea.
I created the following card recently in another thread. It has no use in and of itself - I was looking for a Twincast variant:
Exciting Preview
XR
Sorcery
Rare
You may reveal an instant or sorcery card with converted mana cost X or less from your hand. If you do, cast a copy of it.
Your wording should be along these lines: "When you cast this, you may reveal an instant or sorcery card from your hand. You may pay its costs and cast a copy of it."
I would recommend for the first set just keeping this ability on sorceries. In later sets you could explore using it on instants, however be wary of costing and rarities as you're also Quickening revealed sorceries.
I also find it funny as an Interlock device is something placed on your car after multiple drink driving offences, to prevent you driving with a positive BAC.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Sorry for any grammar/spelling errors, I mostly post from my tablet/smartphone.
Currently playing:
Standard:
UBRControl
Commander:
White Makes Right (Mikaeus, The Lunarch)
Izzet Fun Yet? (Jhoira of the Ghitu)
The Perfect Storm (Jeleva, Nephalia's Scourge)
Dead Grave Walking (Skullbriar, the Walking Grave)
How Could You Be So Heartless? (Heartless Hidetsugu)
An interesting point. Fortunately a couple of common instants I had in mind for this will still work at sorcery speed. I'm still playing around with the specifics, I will probably have some instants, even if only at rare. An earlier restriction limited mana costs but it felt too restrictive while playing. Wording wise how about something like "When you cast this, you may reveal an instant or sorcery card from your hand, pay its casting costs and cast a copy of it, then....." as I'm trying to keep my word count low.
Namewise, I had no idea interlock was even a real word, I just needed a placeholder name till I thought of something better
I hadn't considered those, but really I've not designed to work them. I'm piggybacking on other rulings about casting it from your hand or anywhere.
Interesting question, what's the ruling between Ancestral Visions and Melek, Izzet Paragon? I reckon I'd want it roughly the same.
I'd be happy with an interlocking chain, the idea is that once I cast a copy I can no longer cast a second copy this turn (without having to redraw it or some other complex shenanigans).
Actually, the more I think of this the more fun it seems. It really does seem very Izzet flavored, as viridiancircle commented.
Sorry for any grammar/spelling errors, I mostly post from my tablet/smartphone.
Currently playing:
Standard:
UBRControl
Commander:
White Makes Right (Mikaeus, The Lunarch)
Izzet Fun Yet? (Jhoira of the Ghitu)
The Perfect Storm (Jeleva, Nephalia's Scourge)
Dead Grave Walking (Skullbriar, the Walking Grave)
How Could You Be So Heartless? (Heartless Hidetsugu)
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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Doesn't allow chains (copies of spells aren't cards). The "you still pay its costs" rider is unnecessary and a little wordy, so it's gone.
The mechanic stretches your spells, which could be an issue in a control deck if you have several cheap spells with interlock and tempo and/or cantrip effects. This plus terror and/or wrath of god makes the game really hard on any deck that relies on creatures for the win.
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre