I was just thinking about cards that would be amazing to recreate for newer players, like All Hallow's Eve and The Abyss. Then, I thought, couldn't Sagas be used to recreate these cards without disturbing the RL? In fact, a Saga would be ALMOST functionally identical to All Hallow's Eve. They could be made legendary in order to recreate the enchant world vibe--thus keeping their abilities from stacking with themselves. The really cool thing is, they could be used to create unique twists on what we currently have for Sagas.
The first, The Darkening Skies could represent the destruction caused by Yawgmoth in his Death Cloud form.
The Darkening Skies 2BB
Legendary Enchantment - Saga
I, II, III: Each player sacrifices a
creature.
The twist here, is that the ability is the same for all three phases. In a way, it is also a modern play on vanishing.
The second, The Rise of Lim Dul would represent the slow buildup to a massive necromantic spell.
The Rise of Lim Dul 2BB
Legendary Enchantment - Saga
III: All players return all creature cards in
their graveyards to the battlefield.
The twist here being that it doesn't do anything until the third saga counter is added. This not only reflects the counter
mechanic of All Hallow's Eve, but it also is a way to mirror the suspend mechanic, while still allowing
enchantment interactions.
Yeah, there's enough design space in Sagas to get another set out of them, at least, since the ones in Dominaria didn't vary that much in template. Both of these look great imo.
The templates are novel and your idea is pretty cool but I don't like that your novelty is "wasting" the design potential of sagas. As you said yourself, Rise of Lim Dul could be done using suspend and The Darkening of Skies with fading. I would rather have less novel templates that explored Saga's unique possibilities.
The Darkening of Skies could make each player sacrifice one more creature each turn adding to the idea that Yawgmoth's destruction would only get worse as time goes by. Rise of Lum Dul could mill you 4 cards on the first two chapters in order to break symmetry and make you the better necromancer.
The Darkening of Skies could make each player sacrifice one more creature each turn adding to the idea that Yawgmoth's destruction would only get worse as time goes by. Rise of Lum Dul could mill you 4 cards on the first two chapters in order to break symmetry and make you the better necromancer.
The Darkening SkiesBB
Legendary Enchantment - Saga
I, II, III — Each player loses 1 life and discards a card.
II, III — Each player sacrifices a creature.
III — Each player sacrifices a land.
Now that's an interesting use of the template.
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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]
The templates are novel and your idea is pretty cool but I don't like that your novelty is "wasting" the design potential of sagas. As you said yourself, Rise of Lim Dul could be done using suspend and The Darkening of Skies with fading. I would rather have less novel templates that explored Saga's unique possibilities.
The Darkening of Skies could make each player sacrifice one more creature each turn adding to the idea that Yawgmoth's destruction would only get worse as time goes by. Rise of Lum Dul could mill you 4 cards on the first two chapters in order to break symmetry and make you the better necromancer.
I completely agree that it could be done with more in the way of chapters. My thought was that by having the first two chapters do nothing but the enchantment still existing on the field, you could still do other things with it, like tutor for enchantments, return it to your battlefield with Replenish, trigger enchantresses. It wasn't meant to be wasted, per se, just done differently. It would also allow for more counterplay than suspend does, being able to be disenchanted. I don't feel like this is wasted, either. Suspend and fading--especially fading--aren't evergreen mechanics, whereas I think Sagas could be.
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The first, The Darkening Skies could represent the destruction caused by Yawgmoth in his Death Cloud form.
The Darkening Skies 2BB
Legendary Enchantment - Saga
I, II, III: Each player sacrifices a
creature.
The twist here, is that the ability is the same for all three phases. In a way, it is also a modern play on vanishing.
The second, The Rise of Lim Dul would represent the slow buildup to a massive necromantic spell.
The Rise of Lim Dul 2BB
Legendary Enchantment - Saga
III: All players return all creature cards in
their graveyards to the battlefield.
The twist here being that it doesn't do anything until the third saga counter is added. This not only reflects the counter
mechanic of All Hallow's Eve, but it also is a way to mirror the suspend mechanic, while still allowing
enchantment interactions.
The Darkening of Skies could make each player sacrifice one more creature each turn adding to the idea that Yawgmoth's destruction would only get worse as time goes by. Rise of Lum Dul could mill you 4 cards on the first two chapters in order to break symmetry and make you the better necromancer.
BGU Control
R Aggro
Standard - For Fun
BG Auras
Legendary Enchantment - Saga
I, II, III — Each player loses 1 life and discards a card.
II, III — Each player sacrifices a creature.
III — Each player sacrifices a land.
Now that's an interesting use of the template.
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
I completely agree that it could be done with more in the way of chapters. My thought was that by having the first two chapters do nothing but the enchantment still existing on the field, you could still do other things with it, like tutor for enchantments, return it to your battlefield with Replenish, trigger enchantresses. It wasn't meant to be wasted, per se, just done differently. It would also allow for more counterplay than suspend does, being able to be disenchanted. I don't feel like this is wasted, either. Suspend and fading--especially fading--aren't evergreen mechanics, whereas I think Sagas could be.