I posted a thread a few days ago about one of these and it seemed to be in a good spot as is, so I wanted to show off the other mechanics I came up with as well as their flavor and theme. Just to preface, this set revolves around five planes each focused on three colors of mana, like Alara. Each of these planes is an extremely hostile environment, and each mechanic highlights how people learn to survive there.
URW - Agile (Creatures with flash, flying, and/or haste are agile.)
Timely Rescuer1W
Creature - Human Scout
2/1
Flash
When ~ enters the battlefield, return up to one other target creature you control to its owner's hand. If you return an agile creature to its owner's hand this way, draw a card. (Creatures with flash, flying, and/or haste are agile.)
Horizon Surveyor2U
Creature - Human Scout
1/2
Defender, haste T: Scry X, where X is the number of agile creatures you control. (Creatures with flash, flying, and/or haste are agile.)
This is a batching mechanic like Historic, and allows other cards to care about creatures you control that have flash, flying, or haste. The flavor here is pretty obvious. Creatures with enhanced mobility are rewarded.
This wedge represents a vast canyon carved up by deadly rapids. Cliff faces are constantly crumbling and falling into the water means death, so knowing how to get around is the most important thing here. That's why this wedge's mechanic is agile.
RWB - Retaliate - Whenever a player blocks/If a player has blocked this turn...
Avatar's Scorn2R
Instant Retaliate - This spell costs 2 less to cast if a player blocked this turn.
~ deals 3 damage to any target.
No Respite3B
Sorcery Retaliate - Return up to two target creature cards from your graveyard to your hand. If a player blocked this turn, you may return one of those cards to the battlefield instead.
This is an ability word that cares about whether a player has blocked during the turn. For white, it rewards playing defensively. For red and black, it rewards playing offensively and punishes the opponent for playing defensively.
This wedge represents a wasteland that was decimated by a never ending and brutal war. Three avatars and the cults that follow them are constantly at each other's throats. Each avatar exudes an aura of leadership that inspires their followers to blind fanaticism, pushing them to uncommon lengths to defeat their enemies. The war has constantly escalated over time, with each faction retaliating against each other for every slight. Ironically, the war has gone on for so long that nobody even remembers exactly what started it, and why the three avatars hate each other so much, but it is known that the war has little to do with territory, resources, or ensuring the security of their people, and might have something to do with two other avatars that were slain long ago.
It’s also worth mentioning that I’m aware that this wedge is the most departed from the set’s overall theme of survival, and maybe Retaliate doesn’t do the best job of serving that theme. The idea is that the plane is in a constant state of war, and nobody can take a neutral side. There’s no safe place to lie low, so the only way to survive is to join up and fight for one of the three avatars.
WBG - Vital {cost} (You may cast this spell for its vital cost if your life total has changed this turn.)
Disown3B
Instant
Vital 1W(You may cast this spell for its vital cost if your life total has changed this turn.)
Eixle target creature. In this place, being left to fend for oneself is a death sentence.
Pompous Regent7WW
Creature - Noble
*/*
Vital 10BB(You may cast this spell for its vital cost if your life total has changed this turn.)
If you cast this spell for its vital cost, it costs X less to cast, where X is the amount of life you lost this turn.
~'s power and toughness are each equal to your life total.
This mechanic focuses on manipulating your own life total, particularly during your own turn. Green, white and black all like to gain life, and black likes to pay life for power, so this, being a mechanic that cares both about life gain and life loss, suits all three nicely. Paired with lifelink, lifegain effects, Food tokens, and life payment, this will allow the player to pay more aggressive costs for their spells by harnessing their life as a resource, or by prolonging it.
This wedge represents a barren kingdom going through a never ending dark age. Food and other resources are extremely scarce, so survival depends on how well you can manage your resources and prolong your own life. The ones who thrive here are the greediest, who take more than they need and leave little for the rest, while the less fortunate must band together and ration their resources in order to make them last as long as possible.
BGU - Stalk target creature.(Draw a card, then exile a card from your hand face down until that creature leaves the battlefield.)
Sinuous Swine3G
Creature - Boar
3/3
When ~ enters the battlefield, stalk it. (Draw a card, then exile a card from your hand face down until it leaves the battlefield.)
Trail of Blood1B
Enchantment - Aura
When ~ enters the battlefield, stalk enchanted creature. (Draw a card, then exile a card from your hand face down until it leaves the battlefield.)
Enchanted creature gets -2/-2.
This mechanic was probably the most difficult to come up with. The set needed a card smoothing mechanic, so I started with looting. I landed on this because it accomplishes a few things mechanically: It draws cards, which is core to blue; it rewards you for killing creatures, which is black; and it's centered on creatures, which is green. It also happens to do each of those things in a way that doesn't undercut color pie limitations for any color. It's also possibly the biggest stretch, flavorwise, in the set, but I think gameplay will prove that it feels more flavorful than it looks.
Speaking of which, this wedge represents an overgrown jungle where every plant and animal wants to kill you. Here, surviving means being at the very top of the food chain as often as possible, because every living thing has evolved to be as clever and deadly as possible. The people who survive here do so by becoming apex predators to avoid becoming prey.
GUR - Target creature voyages N. (You may exile that creature, then return it to the battlefield under its owner's control with N +1/+1 counters on it.)
Hardened Explorer1G
Creature - Human Scout
1/1 2G: ~ voyages X, where X is ~'s power as you activate this ability. (You may exile it, then return it to the battlefield under its owner's control with X +1/+1 counters on it.)
Spirit of Dancing Flames2R
Creature - Spirit
2/2
At the beginning of combat on your turn, up to one target creature you control voyages 1. (You may exile that creature, then return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Whenever a creature enters the battlefield under your control, that creature gains haste until end of turn. This ability triggers only once each turn.
This mechanic is the biggest stretch, mechanically. Flickering is core to blue, and while green and red don't really get that effect, I don't think it's an outright break, because I can't think of a way it undercuts their weaknesses as long as it's used with specific timing. Blue will be able to get most on instants and sorceries, giving it the most flexible timing. Green will mostly have creatures that voyage themselves, and red will mainly get it on triggers with fixed timing. Adding +1/+1 counters to the creatures makes the effect more at home in red and green because, in some situations, it's basically just a stat boost, while blue will be able to use it more defensively. It's also just a fun way to interact with etb triggers.
This wedge represents a vast ocean with colorful and exotic fauna and flora, like vivid coral reefs and giant sharks. It's constantly tossed about by a perpetual and wandering hurricane. The ocean is dotted by many small islands that are covered in rainforests and volcanos. The ocean and its islands are home to countless territorial guardian spirits who are quick to anger and difficult to appease. The hurricane that circles the ocean is actually the result of the wrath of the most powerful ocean spirit. In order to survive here, people must be skilled at sailing and moving from one place to another to avoid the hurricane, and they can't linger too long on any one island or they risk upsetting the local guardian spirits. So, voyaging from one island to the next, gathering and consuming resources with each stop, has become the only way of life.
And that's pretty much it. I think the biggest issues with these mechanics are:
Some of them synergize more or less with others, and some don't have any built-in synergy at all (Stalk and Vital, for example).
While none of these mechanics need to exclusively appear on creatures, almost all of them reference or require creatures in some way, making the set a little more creature focused than I usually like.
Retaliate is basically the mirror to Raid, and suffers from the same limits to design space that Raid does, not to mention it's in the same colors Raid originally appeared in making it feel like a rehash, which I'm not a fan of. It just happened to feel like the cleanest new mechanic I could think of for RWB, and it fits the flavor of the setting well. It's just unfortunate that this wedge ends up being yet another RWB combat faction.
Let me know what other issues you can see with these mechanics or their designs, as well as any suggestions you have.
Since these are fairly open-ended abilities you will have some synergy, but Retaliate and Vital seem to be counter to one another, one wanting blockers and the other wanting to hit the opponent, which makes WB put their opponent in the position of not having a good choice when presented with an attacker.
Voyage should probably return the creature at the beginning of the next turn, so it cannot be activated multiple times in a turn, and things like that.
I am a little unclear about the stalk mechanic. What happens to the exiled card after the permanent leaves the battlefield? (Does the card go to the graveyard, your hand, etc...)
Voyage seems a bit weak if you exile the creature. Hardened Explorer would just get one counter? Maybe it should keep counters if its exiled?
For retaliate, maybe you should reverse the raid mechanic?
Example, if you haven't entered your combat phase, cardname costs x less
Alternatively, maybe you can use the design space to discard cards to reduce the cost.
Ex. When you cast cardname, you may discard a card, if you do it costs x less where x is the mana value of the discarded card (or maybe a straight reduction), which also synergizes with madness which is part of Rakdos's color pie
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Agile
This is an interesting idea. I like these are all keywords you could use at reasonably high volume, especially flying, and the flexibility of different cards that could fit in a deck with these keywords. Ikoria keywords matter theme showed something like this could work, so I think this is actually very promising space.
The flavour is actually neat too.
Retaliate
Not a huge fan of this. In addition to the problems you mentioned, I don't think this works as well as a build-around theme as with something like Raid, as Raid is a lot easier to consistently activate, while this is dependent on what your opponent is doing.
If you want to avoid too much combat focus, an idea I had for a theme or mechanic that could work here is a condition based on the amount of damage you've dealt in a turn (say six or seven maybe). Could be activated with any combination of big creatures, little creature swarms and burn, which has some fun flexibility and helps here match up with all three colours.
Alternatively, maybe something focusing on go wide value, +1/+1 counters, or auras and/or equipment?
Vital
I appreciate the open-endedness of this, but I do wonder if the simplicity of just doing this for life gain instead might be better. Life payments would naturally go well with that mechanic anyway such that I'm not sure if it's necessary to care about both, though I could see doing so anyway.
Good choice of theme for the colours. Works very well.
Stalk
This is a pretty cool and interesting effect, I do wonder how much usable design space there is for this. Every card with this has built-in cantriping and potential card advantage. That might prove to be a bit much at volume.
An alternative suggestion is you could do something like a gravecycling mechanic e.g.
Gravecycling [cost] ([cost], Discard this card: Return another target card that shares a cardtype with this from your graveyard to your hand.)
You could use what cardtypes different colours get gravecycling on to control what cards they get to regrow.
Or a cycle from the graveyard mechanic
Gravecycling [cost] ([cost], Exile this card from your graveyard: Draw a card)
Voyage
This seems promising. I do wonder how many cards with this you could fit in a set but I'd be interested in giving it a try. I do also think it should return the creatures at the endstep. This reduces how much shenanigans you can do with repeatedly recurring etb effects which seems helpful for getting the right volume and I think it fits the flavour of the mechanic better if their voyage lasts more than an instant as well.
RWB Retaliate -> Dormant {keyword} (When this creature dies, if it didn't have {keyword}, return it to the battlefield under its owner's control with a {keyword} counter on it.)
1R
Creature - Goblin Warrior
2/1
Dormant haste (When this creature dies, if it didn't have haste, return it to the battlefield under its owner's control with a haste counter on it.) 1, Sacrifice ~: Target creature an opponent controls can't block this turn.
W
Creature - Human Soldier
1/1
Dormant double strike (When this creature dies, if it didn't have double strike, return it to the battlefield with a double strike counter on it.)
2B
Creature - Human Assassin
2/1
Flash
Dormant deathtouch (When this creature dies, if it didn't have deathtouch, return it to the battlefield with a deathtouch counter on it.)
This is a spin on Undying, another keyword I was considering for this faction. Flavorfully, it would represent creatures here being pushed to the absolute limits of their physical strength and abilities, causing them to awaken dormant powers, in order to survive. Focusing on keywords rather than +1/+1 counters adds some synergy with Agile.
WBG Vital -> "Dire - Whenever you pay life or sacrifice a permanent to pay a cost..."
2W
Enchantment Dire - Creatures you control get +1/+1 and have vigilance if you've paid life or sacrificed a permanent to pay a cost this turn.
1B
Creature - Advisor
2/1 Dire - Whenever you pay life or sacrifice a permanent to pay a cost, target player reveals the top card of their library and puts it into their hand. That player loses life equal to that card's mana value.
G
Creature - Wolf
1/1 Dire - ~ enters the battlefield with a +1/+1 counter on it if you've paid life or sacrificed a permanent to pay a cost this turn.
This better captures the flavor of having to manage scarce resources by turning other things into resources. Black likes paying life, while green and white excel at making things that can be sacrificed for value (creatures, Food, Treasure, etc.). This also synergizes more with Dormant and Stalk.
GUR and URW
Voyage and Agile are now in a bit of an awkward spot. Having both puts the set at four creature-centric mechanics, and while Voyage synergizes nicely with Stalk and Agile synergizes reasonably with Dormant, Voyage synergizes more with Dormant than it does with Agile. I could keep both, and just not mind the issues here. The mechanics are open-ended enough that they can go on non-creature spells, giving UR a soft spell theme. I'll be brainstorming ideas though. If one of these needs to go, it will probably need to be Agile.
URW - Agile (Creatures with flash, flying, and/or haste are agile.)
Timely Rescuer 1W
Creature - Human Scout
2/1
Flash
When ~ enters the battlefield, return up to one other target creature you control to its owner's hand. If you return an agile creature to its owner's hand this way, draw a card. (Creatures with flash, flying, and/or haste are agile.)
Horizon Surveyor 2U
Creature - Human Scout
1/2
Defender, haste
T: Scry X, where X is the number of agile creatures you control. (Creatures with flash, flying, and/or haste are agile.)
This is a batching mechanic like Historic, and allows other cards to care about creatures you control that have flash, flying, or haste. The flavor here is pretty obvious. Creatures with enhanced mobility are rewarded.
This wedge represents a vast canyon carved up by deadly rapids. Cliff faces are constantly crumbling and falling into the water means death, so knowing how to get around is the most important thing here. That's why this wedge's mechanic is agile.
RWB - Retaliate - Whenever a player blocks/If a player has blocked this turn...
Avatar's Scorn 2R
Instant
Retaliate - This spell costs 2 less to cast if a player blocked this turn.
~ deals 3 damage to any target.
No Respite 3B
Sorcery
Retaliate - Return up to two target creature cards from your graveyard to your hand. If a player blocked this turn, you may return one of those cards to the battlefield instead.
This is an ability word that cares about whether a player has blocked during the turn. For white, it rewards playing defensively. For red and black, it rewards playing offensively and punishes the opponent for playing defensively.
This wedge represents a wasteland that was decimated by a never ending and brutal war. Three avatars and the cults that follow them are constantly at each other's throats. Each avatar exudes an aura of leadership that inspires their followers to blind fanaticism, pushing them to uncommon lengths to defeat their enemies. The war has constantly escalated over time, with each faction retaliating against each other for every slight. Ironically, the war has gone on for so long that nobody even remembers exactly what started it, and why the three avatars hate each other so much, but it is known that the war has little to do with territory, resources, or ensuring the security of their people, and might have something to do with two other avatars that were slain long ago.
It’s also worth mentioning that I’m aware that this wedge is the most departed from the set’s overall theme of survival, and maybe Retaliate doesn’t do the best job of serving that theme. The idea is that the plane is in a constant state of war, and nobody can take a neutral side. There’s no safe place to lie low, so the only way to survive is to join up and fight for one of the three avatars.
WBG - Vital {cost} (You may cast this spell for its vital cost if your life total has changed this turn.)
Disown 3B
Instant
Vital 1W (You may cast this spell for its vital cost if your life total has changed this turn.)
Eixle target creature.
In this place, being left to fend for oneself is a death sentence.
Pompous Regent 7WW
Creature - Noble
*/*
Vital 10BB (You may cast this spell for its vital cost if your life total has changed this turn.)
If you cast this spell for its vital cost, it costs X less to cast, where X is the amount of life you lost this turn.
~'s power and toughness are each equal to your life total.
This mechanic focuses on manipulating your own life total, particularly during your own turn. Green, white and black all like to gain life, and black likes to pay life for power, so this, being a mechanic that cares both about life gain and life loss, suits all three nicely. Paired with lifelink, lifegain effects, Food tokens, and life payment, this will allow the player to pay more aggressive costs for their spells by harnessing their life as a resource, or by prolonging it.
This wedge represents a barren kingdom going through a never ending dark age. Food and other resources are extremely scarce, so survival depends on how well you can manage your resources and prolong your own life. The ones who thrive here are the greediest, who take more than they need and leave little for the rest, while the less fortunate must band together and ration their resources in order to make them last as long as possible.
BGU - Stalk target creature.(Draw a card, then exile a card from your hand face down until that creature leaves the battlefield.)
Sinuous Swine 3G
Creature - Boar
3/3
When ~ enters the battlefield, stalk it. (Draw a card, then exile a card from your hand face down until it leaves the battlefield.)
Trail of Blood 1B
Enchantment - Aura
When ~ enters the battlefield, stalk enchanted creature. (Draw a card, then exile a card from your hand face down until it leaves the battlefield.)
Enchanted creature gets -2/-2.
This mechanic was probably the most difficult to come up with. The set needed a card smoothing mechanic, so I started with looting. I landed on this because it accomplishes a few things mechanically: It draws cards, which is core to blue; it rewards you for killing creatures, which is black; and it's centered on creatures, which is green. It also happens to do each of those things in a way that doesn't undercut color pie limitations for any color. It's also possibly the biggest stretch, flavorwise, in the set, but I think gameplay will prove that it feels more flavorful than it looks.
Speaking of which, this wedge represents an overgrown jungle where every plant and animal wants to kill you. Here, surviving means being at the very top of the food chain as often as possible, because every living thing has evolved to be as clever and deadly as possible. The people who survive here do so by becoming apex predators to avoid becoming prey.
GUR - Target creature voyages N. (You may exile that creature, then return it to the battlefield under its owner's control with N +1/+1 counters on it.)
Hardened Explorer 1G
Creature - Human Scout
1/1
2G: ~ voyages X, where X is ~'s power as you activate this ability. (You may exile it, then return it to the battlefield under its owner's control with X +1/+1 counters on it.)
Spirit of Dancing Flames 2R
Creature - Spirit
2/2
At the beginning of combat on your turn, up to one target creature you control voyages 1. (You may exile that creature, then return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Whenever a creature enters the battlefield under your control, that creature gains haste until end of turn. This ability triggers only once each turn.
This mechanic is the biggest stretch, mechanically. Flickering is core to blue, and while green and red don't really get that effect, I don't think it's an outright break, because I can't think of a way it undercuts their weaknesses as long as it's used with specific timing. Blue will be able to get most on instants and sorceries, giving it the most flexible timing. Green will mostly have creatures that voyage themselves, and red will mainly get it on triggers with fixed timing. Adding +1/+1 counters to the creatures makes the effect more at home in red and green because, in some situations, it's basically just a stat boost, while blue will be able to use it more defensively. It's also just a fun way to interact with etb triggers.
This wedge represents a vast ocean with colorful and exotic fauna and flora, like vivid coral reefs and giant sharks. It's constantly tossed about by a perpetual and wandering hurricane. The ocean is dotted by many small islands that are covered in rainforests and volcanos. The ocean and its islands are home to countless territorial guardian spirits who are quick to anger and difficult to appease. The hurricane that circles the ocean is actually the result of the wrath of the most powerful ocean spirit. In order to survive here, people must be skilled at sailing and moving from one place to another to avoid the hurricane, and they can't linger too long on any one island or they risk upsetting the local guardian spirits. So, voyaging from one island to the next, gathering and consuming resources with each stop, has become the only way of life.
And that's pretty much it. I think the biggest issues with these mechanics are:
Let me know what other issues you can see with these mechanics or their designs, as well as any suggestions you have.
Voyage should probably return the creature at the beginning of the next turn, so it cannot be activated multiple times in a turn, and things like that.
Voyage seems a bit weak if you exile the creature. Hardened Explorer would just get one counter? Maybe it should keep counters if its exiled?
For retaliate, maybe you should reverse the raid mechanic?
Example, if you haven't entered your combat phase, cardname costs x less
Alternatively, maybe you can use the design space to discard cards to reduce the cost.
Ex. When you cast cardname, you may discard a card, if you do it costs x less where x is the mana value of the discarded card (or maybe a straight reduction), which also synergizes with madness which is part of Rakdos's color pie
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
This is an interesting idea. I like these are all keywords you could use at reasonably high volume, especially flying, and the flexibility of different cards that could fit in a deck with these keywords. Ikoria keywords matter theme showed something like this could work, so I think this is actually very promising space.
The flavour is actually neat too.
Retaliate
Not a huge fan of this. In addition to the problems you mentioned, I don't think this works as well as a build-around theme as with something like Raid, as Raid is a lot easier to consistently activate, while this is dependent on what your opponent is doing.
If you want to avoid too much combat focus, an idea I had for a theme or mechanic that could work here is a condition based on the amount of damage you've dealt in a turn (say six or seven maybe). Could be activated with any combination of big creatures, little creature swarms and burn, which has some fun flexibility and helps here match up with all three colours.
Alternatively, maybe something focusing on go wide value, +1/+1 counters, or auras and/or equipment?
Vital
I appreciate the open-endedness of this, but I do wonder if the simplicity of just doing this for life gain instead might be better. Life payments would naturally go well with that mechanic anyway such that I'm not sure if it's necessary to care about both, though I could see doing so anyway.
Good choice of theme for the colours. Works very well.
Stalk
This is a pretty cool and interesting effect, I do wonder how much usable design space there is for this. Every card with this has built-in cantriping and potential card advantage. That might prove to be a bit much at volume.
An alternative suggestion is you could do something like a gravecycling mechanic e.g.
Gravecycling [cost] ([cost], Discard this card: Return another target card that shares a cardtype with this from your graveyard to your hand.)
You could use what cardtypes different colours get gravecycling on to control what cards they get to regrow.
Or a cycle from the graveyard mechanic
Gravecycling [cost] ([cost], Exile this card from your graveyard: Draw a card)
Voyage
This seems promising. I do wonder how many cards with this you could fit in a set but I'd be interested in giving it a try. I do also think it should return the creatures at the endstep. This reduces how much shenanigans you can do with repeatedly recurring etb effects which seems helpful for getting the right volume and I think it fits the flavour of the mechanic better if their voyage lasts more than an instant as well.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
RWB
Retaliate -> Dormant {keyword} (When this creature dies, if it didn't have {keyword}, return it to the battlefield under its owner's control with a {keyword} counter on it.)
1R
Creature - Goblin Warrior
2/1
Dormant haste (When this creature dies, if it didn't have haste, return it to the battlefield under its owner's control with a haste counter on it.)
1, Sacrifice ~: Target creature an opponent controls can't block this turn.
W
Creature - Human Soldier
1/1
Dormant double strike (When this creature dies, if it didn't have double strike, return it to the battlefield with a double strike counter on it.)
2B
Creature - Human Assassin
2/1
Flash
Dormant deathtouch (When this creature dies, if it didn't have deathtouch, return it to the battlefield with a deathtouch counter on it.)
This is a spin on Undying, another keyword I was considering for this faction. Flavorfully, it would represent creatures here being pushed to the absolute limits of their physical strength and abilities, causing them to awaken dormant powers, in order to survive. Focusing on keywords rather than +1/+1 counters adds some synergy with Agile.
WBG
Vital -> "Dire - Whenever you pay life or sacrifice a permanent to pay a cost..."
2W
Enchantment
Dire - Creatures you control get +1/+1 and have vigilance if you've paid life or sacrificed a permanent to pay a cost this turn.
1B
Creature - Advisor
2/1
Dire - Whenever you pay life or sacrifice a permanent to pay a cost, target player reveals the top card of their library and puts it into their hand. That player loses life equal to that card's mana value.
G
Creature - Wolf
1/1
Dire - ~ enters the battlefield with a +1/+1 counter on it if you've paid life or sacrificed a permanent to pay a cost this turn.
This better captures the flavor of having to manage scarce resources by turning other things into resources. Black likes paying life, while green and white excel at making things that can be sacrificed for value (creatures, Food, Treasure, etc.). This also synergizes more with Dormant and Stalk.
GUR and URW
Voyage and Agile are now in a bit of an awkward spot. Having both puts the set at four creature-centric mechanics, and while Voyage synergizes nicely with Stalk and Agile synergizes reasonably with Dormant, Voyage synergizes more with Dormant than it does with Agile. I could keep both, and just not mind the issues here. The mechanics are open-ended enough that they can go on non-creature spells, giving UR a soft spell theme. I'll be brainstorming ideas though. If one of these needs to go, it will probably need to be Agile.