A mechanic to represent star-crossed lovers (who could be Romeo and Juliet in UB promos.)
You start the game with both in the command zone (like regular partners), but if you play Ava, Loretto turns into his conspiracy. You need to hit your adversary (with mana open) to rescue him. Then you cast Loretto, but now Ava turns into a conspiracy (assuming she is revealed in a revealed zone.) Conspiracies always exist in the command zone, so there she goes.
Turns out, Ava was the ringleader of the organization Loretto was spying on! What drama!
While technically a functional ability, unblockable on a tap activation is going to confuse so many players.
This seems like a great way to get conspiracies into constructed games. Keeping them out of competative is a nice first step to their normalization so that's also a bonus.
Being single-faced cards outside of being a commander is a letdown but I don't think there is an elegant way of fixing this.
I agree with this.
Maybe you can add a way to untap Loretto, it would work better.
Private Mod Note
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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
3 horizon canopy
2 full art damnation
This is a neat twist on the Double-Up commander trope. It's very shojo, and I don't want to let that element obstruct my perspective judgement of it.
A concern for this could be that it's trying to curb the hostility of commander by doing more with less. Potentially attempt to instantly assert equilibrium with other uber things like Norin the Wary; but at that point does it cease to be fair and balanced? It becomes set defining, and this an improper means to balance out (blend down) uber content. This process would be a grueling heavy project if done right, which involves lots of aesthetic work across the board implementing bits in the style of things like my own, Sign of the Cross.
This is like bike wheel truing. In a lateral true, you want the wheel to be as consistently equal throughout the entire rotation. Too much tension on a set of spokes (or a quadrant of the wheel) produces a hop. The edge of the rim hops up from the gauge, because too much tension is pulling that part of the rim into the hub. Not enough tension on a set of spokes (or a quadrant of the wheel) produces a dip. The edge of the rim dips down and clashes the gauge, because there's not enough tension on that part of the wheel, and this allows the rim to fall too far away from the hub.
Thus, creating a lateral true in a multi-quadrant card game can most effectively begin by extending the flexible accessibility across the board. And thus, successfully blends down the uber hops, by bringing all the dipped sections up. Implementing lots of aesthetic content across the board.
Otherwise, I think it's fine, but I would expect choppy waters as to how well it's received given how many times this has been hashed over now.
Counting Partner, Friends Forever, Background, etc.
To totally neglect this could be bad. I would always consider some innovation that sets it apart even more, and makes it more unique, dynamic, interactive, etc.