Making a custom 2 set block where the very life-force of "Mana" is actively rebelling/turning against people who use it to much, or too greedily, and decided upon Awaken as a good keyword to make a return for an overarching use across multiple sets, but is there anyway to use it that it hasn't already been used?
Maybe things that have triggers based on casting a spell via Awaken costs? Or maybe cards similar to old school Evoke cards that sort of suck, but are intended to be used with the Awaken cost?
Random ideas:
Awaken Lord URG
Creature - Elemental [R]
Land Creatures you control get +1/+1 and are Indestructible.
2/2
Awaken Enchantment 3RG
Enchantment [R]
At the beginning of your upkeep, reveal the top card of your library. If it is a non-land card, put it into your hand. If it is a land card, you may put it onto the battlefield then Awaken 3.
Awaken Lord seems nice. Note that templating uses "have indestructible" rather than "are indestructible" now that indestructible is a keyword.
Awaken Enchantment isn't possible as written, because awaken isn't a keyword action. It's a keyword that represents a static and a spell ability that just happens to use an English verb as its name. The last bit would have to be written out in full.
Awaken Mystic Snake seems rather roundabout in its implementation. Since it has no mana cost, it can't be cast normally without using the awaken ability's permission, so you might as well just have the mana cost be GUU and have the awaken effect just be written out on the card.
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How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Would I need to create a new mechanic similar to Manifest vs Morph, to use on permanents that have alternate uses like I am trying to do?
Also, how would you try and implement a "Mass Awaken" effect that doesn't end up putting all the counters on a single land.
Example--"For each land you control, Awaken 3." Currently doesn't work with regular Awaken wording, since it would just put multiple Awaken triggers on the stack, and you could slam all the counters on a single land, I want this to be an effect similar to Sylvan Awakening that makes all your lands into 3/3 dudes.
I might have the solution to using Awaken on permanents, or causing effects like the Awaken Enchantment not working with current wording.
Mechanic: Vivify <number> (Put <number> +1/+1 counters or target land you control that's not a creature. That land becomes a 0/0 Elemental creature with haste. It's still a land.)
So, for the cards ive tried earlier--
Awaken Enchantment3RG
Enchantment [R]
At the beginning of your upkeep, reveal the top card of your library. If it is a non-land card, put it into your hand. If it is a land card, you may put it onto the battlefield then Vivify 3. (Put three +1/+1 counters on target land that's not a creature. It's a 0/0 Elemental creature with Haste. It's still a land.)
Awaken Mystic Snake1UUG
Instant [M]
Counter target spell, then Vivify 2. (Put two +1/+1 counters on target land that's not a creature. It's a 0/0 Elemental creature with Haste. It's still a land.)
I personally used awaken as a keyword action since before it became canon keyword, so I'm myself a bit inconvenienced by the more strict template now associated with it. Adding to the rules to enable both wordings is within the realm of things that could be done.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
I think the best way to push awakened lands aside from making obvious cost reductions is having a lot of land recursion from your graveyard for when they (likely) die.
Is my "Vivify X" mechanic a correct way to turn it into an actual mechanic that can be on any card? Or do I need to change some wording somehow?
Vivify does work as an action keyword that would function nearly identical to awaken (sans alternate casting cost)
I wouldn't however use both in the same set as having two nearly identical mechanics that function only slightly differently would be confusing, but you could easily combine vivify with kicker to replicate the effects of awaken.
I don't intend to use both, my intention was to "push" the original Awaken into a more universal mechanic, which is what Vivify ends up doing. I just want cards that do a thing then make a Manland, or have etb/triggered effects whenever a manland gets made, etc. "Whenever you Vivify, draw a card" "Land creatures you control have Trample" "Whenever ~ etb, Vivify 2 for each land you control" etc.
I think the best way to push awakened lands aside from making obvious cost reductions is having a lot of land recursion from your graveyard for when they (likely) die.
One of the first things I made was a "Manland Lord" who makes them Indestructible. Doesn't keep bounce/exile effects from happening, but it works for some amount of defense. Also, I don't plan on actually creating any kill spells/removal that just automatically kills manlands, but maybe something that undoes the Vivify effect, returning it to just being a land.
I found Awaken being only Sorcery and Instant mechanic, and (basically) not in Green, be very strange. I understand the need of simplifying and less is more, but not for a mechanic with such resonance (at least for a setting) and name. Vivify seems to be good fix for that.
I'm not sure if having a word "target" inside a keyword action is a good solution, and if it's even doable in rules. The mechanic would be more powerful and less prone to blowouts if you removed it, even if it's correct within rules.
I noticed that both of mechanics of this set you presented here tread on BFZ's design space (many colors of Converge, Awaken reimagined). You could look at this set and commentaries for it more closely to take from them what you need to perfect your set.
I'm not sure if having a word "target" inside a keyword action is a good solution, and if it's even doable in rules. The mechanic would be more powerful and less prone to blowouts if you removed it, even if it's correct within rules.
Making a custom 2 set block where the very life-force of "Mana" is actively rebelling/turning against people who use it to much, or too greedily, and decided upon Awaken as a good keyword to make a return for an overarching use across multiple sets, but is there anyway to use it that it hasn't already been used?
Maybe things that have triggers based on casting a spell via Awaken costs? Or maybe cards similar to old school Evoke cards that sort of suck, but are intended to be used with the Awaken cost?
Random ideas:
Awaken Lord URG
Creature - Elemental [R]
Land Creatures you control get +1/+1 and are Indestructible.
2/2
Awaken Enchantment 3RG
Enchantment [R]
At the beginning of your upkeep, reveal the top card of your library. If it is a non-land card, put it into your hand. If it is a land card, you may put it onto the battlefield then Awaken 3.
Awaken Mystic Snake
Instant [M]
~ is green and blue.
Counter target spell.
Awaken 2--UUG.
Awaken Enchantment isn't possible as written, because awaken isn't a keyword action. It's a keyword that represents a static and a spell ability that just happens to use an English verb as its name. The last bit would have to be written out in full.
Awaken Mystic Snake seems rather roundabout in its implementation. Since it has no mana cost, it can't be cast normally without using the awaken ability's permission, so you might as well just have the mana cost be GUU and have the awaken effect just be written out on the card.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Also, how would you try and implement a "Mass Awaken" effect that doesn't end up putting all the counters on a single land.
Example--"For each land you control, Awaken 3." Currently doesn't work with regular Awaken wording, since it would just put multiple Awaken triggers on the stack, and you could slam all the counters on a single land, I want this to be an effect similar to Sylvan Awakening that makes all your lands into 3/3 dudes.
Mechanic: Vivify <number> (Put <number> +1/+1 counters or target land you control that's not a creature. That land becomes a 0/0 Elemental creature with haste. It's still a land.)
So, for the cards ive tried earlier--
Awaken Enchantment 3RG
Enchantment [R]
At the beginning of your upkeep, reveal the top card of your library. If it is a non-land card, put it into your hand. If it is a land card, you may put it onto the battlefield then Vivify 3. (Put three +1/+1 counters on target land that's not a creature. It's a 0/0 Elemental creature with Haste. It's still a land.)
Awaken Mystic Snake 1UUG
Instant [M]
Counter target spell, then Vivify 2. (Put two +1/+1 counters on target land that's not a creature. It's a 0/0 Elemental creature with Haste. It's still a land.)
Art is life itself.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Vivify does work as an action keyword that would function nearly identical to awaken (sans alternate casting cost)
I wouldn't however use both in the same set as having two nearly identical mechanics that function only slightly differently would be confusing, but you could easily combine vivify with kicker to replicate the effects of awaken.
One of the first things I made was a "Manland Lord" who makes them Indestructible. Doesn't keep bounce/exile effects from happening, but it works for some amount of defense. Also, I don't plan on actually creating any kill spells/removal that just automatically kills manlands, but maybe something that undoes the Vivify effect, returning it to just being a land.
I'm not sure if having a word "target" inside a keyword action is a good solution, and if it's even doable in rules. The mechanic would be more powerful and less prone to blowouts if you removed it, even if it's correct within rules.
I noticed that both of mechanics of this set you presented here tread on BFZ's design space (many colors of Converge, Awaken reimagined). You could look at this set and commentaries for it more closely to take from them what you need to perfect your set.
It's possible within the rules. Though I personally consider it a design mistake.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO