Herbalism5G
Sorcery (C)
You gain 8 life.
Alchemy 2(2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Brew Mastery3UU
Instant (C)
Counter target spell.
Alchemy 2(2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Drop of VenomG
Sorcery (U)
Target player gets a poison counter.
Alchemy 2(2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Mystic's Recipe3U
Sorcery (U)
Return target instant or sorcery card from your graveyard to your hand.
Alchemy 2(2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Aromatherapy1G
Instant (C)
Prevent all combat damage that would be dealt this turn.
Alchemy 2(2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Smoke Screen1U
Instant (C)
Target creature you control gains hexproof until end of turn.
Alchemy 2(2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
PotencyGU
Instant (U)
Counter target activated or triggered ability. (Mana abilities can’t be targeted.)
Alchemy 2(2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
is it good value though? with land cycling, you get a permanent mana card. maybe better with artifact theme. in that case, mana rocks with sac abilities is more attractive.
is it good value though? with land cycling, you get a permanent mana card. maybe better with artifact theme. in that case, mana rocks with sac abilities is more attractive.
I was thinking something along the lines of Spellbombs, or even this thread HERE. The current keyword was intended to capture the flavor of "Lead into Gold" as well as manafixing/ramping/artifacts. I figured since this helps you to curve out it balanced against netting a card. I've also attached renders for cards in the original post.
Lord of Atlantis, mind you that these ramp, not just mana-fix.
foo, this is yet again a nice mechanic! I really like the idea behind this. What bugs me a little bit, though, is that the quest to turn stuff into gold was the ULTIMATE quest of alchemy, which, in almost every story, is foolhardy and doomed to failure. So I think it's kinda contrary to the flavor that seemingly everyone can turn stuff into gold in your alchemy universe.
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Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
I feel like this sort of mechanic is better suited to be spread out across all colors as a mana-smoothing mechanic, rather than be limited to just one color pair. Especially since the cards themselves don't have any inherent synergy with the gold tokens.
Lord of Atlantis, mind you that these ramp, not just mana-fix.
foo, this is yet again a nice mechanic! I really like the idea behind this. What bugs me a little bit, though, is that the quest to turn stuff into gold was the ULTIMATE quest of alchemy, which, in almost every story, is foolhardy and doomed to failure. So I think it's kinda contrary to the flavor that seemingly everyone can turn stuff into gold in your alchemy universe.
I feel like this sort of mechanic is better suited to be spread out across all colors as a mana-smoothing mechanic, rather than be limited to just one color pair. Especially since the cards themselves don't have any inherent synergy with the gold tokens.
Yeah, these were some of the gripes I was considering myself, the A: Everyone, not just the GU guild having access to the gold; B: The card effects not playing up the artifacts. I was hoping to capture the flavor with the simplicity of the effect but it does seem to be too vast a mechanic to be contained to a Guild mechanic slot... I know I was looking for POTION/ALCHEMIST/HERBALIST themes for this faction as opposed to the UR spellslingers, but am open to other ideas for it as well. Back to the drawing board for now...
What about a Transmute variant:
Chemical Reaction4GU
Sorcery (C)
Untap all permanents you control.
Brew 1GU(1GU, Discard this card: Return a card with the same converted mana cost as this card from your graveyard to your hand. Brew only as a sorcery.)
I don't see making a gold token as particularly situated in any given color. Indeed, blue seems the least-likely to get it, green and red the most. Green for its ramp, red for its 'short term bursts' like Generator Servant.
Re: brew, it seems like more of an Izzet mechanic. Maybe if you put it on instants, sorceries, and enchantments, but only let you get back creature cards?
I think I'd rather see Transmute come back as a returning mechanic, since you've already got an Alchemy theme. For a while I entertained a cycle of artifacts that you could sacrifice for various "potion consumable" effects or transmute. Brew isn't bad, but I'd just use transmute and maybe use Brew to explore different space.
I think this is a pretty sweet mechanic, but it will take a lot of work to make it fit into a set. Put it in all colors and you could accidentally end up with a 5 color format. Put it in just a few colors and they might start stealing away important splashable cards from the others.
I agree that, in general, a gold token seems way worse than a card. I think this leaves you with two options: boost the mechanic's power or make the gold tokens matter. For the former, a simple solution would be lowering the cost to 1. This might prove to be way too strong, but the loss of card advantage can be very punishing if things go awry. For the latter, you can design your set around making gold tokens good to have around. Artifact themes, multicolor themes, etc. could make the Alchemy option on the card far more appealing.
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This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I think this is a pretty sweet mechanic, but it will take a lot of work to make it fit into a set. Put it in all colors and you could accidentally end up with a 5 color format. Put it in just a few colors and they might start stealing away important splashable cards from the others.
I agree that, in general, a gold token seems way worse than a card. I think this leaves you with two options: boost the mechanic's power or make the gold tokens matter. For the former, a simple solution would be lowering the cost to 1. This might prove to be way too strong, but the loss of card advantage can be very punishing if things go awry. For the latter, you can design your set around making gold tokens good to have around. Artifact themes, multicolor themes, etc. could make the Alchemy option on the card far more appealing.
This was originally what I was going for, having the UG cards and creatures care more about artifact shenanigans and Potions (which there would be a colorless cycle for each color). Given GU will want to care about artifacts here, maybe a "colorless matters" mini-theme might work out as well ala Ancient Stirrings and artifact love from blue.
I think instead of 1 I could work something out similar to Transmute, making the Alchemy costs be U, G, and (G/U) respectively for their card's color.
As I do think the Gold Counter Ramp+Artifact theme really resonated with where I wanted the flavor for (G/U) so I'm glad that you think its a good mechanical fit here.
Also -
Stefan, Potion Master2GU
Legendary Creature - Human Artificer (R)
Whenever an artifact or enchantment enters the battlefield under your control, draw a card. “Variety is the spice of life, and consistency its sweetness.”
2/2
Sorcery (C)
You gain 8 life.
Alchemy 2 (2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Brew Mastery 3UU
Instant (C)
Counter target spell.
Alchemy 2 (2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Drop of Venom G
Sorcery (U)
Target player gets a poison counter.
Alchemy 2 (2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Mystic's Recipe 3U
Sorcery (U)
Return target instant or sorcery card from your graveyard to your hand.
Alchemy 2 (2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Aromatherapy 1G
Instant (C)
Prevent all combat damage that would be dealt this turn.
Alchemy 2 (2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Smoke Screen 1U
Instant (C)
Target creature you control gains hexproof until end of turn.
Alchemy 2 (2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Potency GU
Instant (U)
Counter target activated or triggered ability. (Mana abilities can’t be targeted.)
Alchemy 2 (2, Discard this card: Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”)
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
........................
I was thinking something along the lines of Spellbombs, or even this thread HERE. The current keyword was intended to capture the flavor of "Lead into Gold" as well as manafixing/ramping/artifacts. I figured since this helps you to curve out it balanced against netting a card. I've also attached renders for cards in the original post.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
foo, this is yet again a nice mechanic! I really like the idea behind this. What bugs me a little bit, though, is that the quest to turn stuff into gold was the ULTIMATE quest of alchemy, which, in almost every story, is foolhardy and doomed to failure. So I think it's kinda contrary to the flavor that seemingly everyone can turn stuff into gold in your alchemy universe.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
R Citizen Cane (Feldon of the Third Path)
Yeah, these were some of the gripes I was considering myself, the A: Everyone, not just the GU guild having access to the gold; B: The card effects not playing up the artifacts. I was hoping to capture the flavor with the simplicity of the effect but it does seem to be too vast a mechanic to be contained to a Guild mechanic slot... I know I was looking for POTION/ALCHEMIST/HERBALIST themes for this faction as opposed to the UR spellslingers, but am open to other ideas for it as well. Back to the drawing board for now...
What about a Transmute variant:
Chemical Reaction 4GU
Sorcery (C)
Untap all permanents you control.
Brew 1GU (1GU, Discard this card: Return a card with the same converted mana cost as this card from your graveyard to your hand. Brew only as a sorcery.)
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Boomerize 2UU
Instant
Return permanent to hand.
Alchemize (Get a gold token.)
........................
I don't see making a gold token as particularly situated in any given color. Indeed, blue seems the least-likely to get it, green and red the most. Green for its ramp, red for its 'short term bursts' like Generator Servant.
Re: brew, it seems like more of an Izzet mechanic. Maybe if you put it on instants, sorceries, and enchantments, but only let you get back creature cards?
BGU Control
R Aggro
Standard - For Fun
BG Auras
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
I agree that, in general, a gold token seems way worse than a card. I think this leaves you with two options: boost the mechanic's power or make the gold tokens matter. For the former, a simple solution would be lowering the cost to 1. This might prove to be way too strong, but the loss of card advantage can be very punishing if things go awry. For the latter, you can design your set around making gold tokens good to have around. Artifact themes, multicolor themes, etc. could make the Alchemy option on the card far more appealing.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
This was originally what I was going for, having the UG cards and creatures care more about artifact shenanigans and Potions (which there would be a colorless cycle for each color). Given GU will want to care about artifacts here, maybe a "colorless matters" mini-theme might work out as well ala Ancient Stirrings and artifact love from blue.
I think instead of 1 I could work something out similar to Transmute, making the Alchemy costs be U, G, and (G/U) respectively for their card's color.
As I do think the Gold Counter Ramp+Artifact theme really resonated with where I wanted the flavor for (G/U) so I'm glad that you think its a good mechanical fit here.
Also -
Stefan, Potion Master 2GU
Legendary Creature - Human Artificer (R)
Whenever an artifact or enchantment enters the battlefield under your control, draw a card.
“Variety is the spice of life, and consistency its sweetness.”
2/2
A legendary 'enchantress'/'alchemist'.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.