NOTE: This is just playing around with the concepts, so if you have ideas for cards using these variants, feel free to post them below.
Maro mentioned that they toyed with two saga variants for WOE but didn't end up using them in the set, but they sounded like interesting riffs on the card type.
The Sagas that Stick Around
Settling the Wilds 2GG
Enchantment - Aura Saga
Ever After (Do not put this Saga into your graveyard after its last chapter ability)
I - Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
II - Create two 1/1 green Elf creature tokens.
III - CARDNAME gains "Tap an untapped creature you control: Untap target basic land you control. Activate as a sorcery."
Aura Sagas
A Blaze of Glory R
Enchantment - Aura Saga
Enchant creature
I - Enchanted creature gains haste until the end of turn.
II - Enchanted creature gains menace until the end of turn.
III - When enchanted creature dies this turn, it deals damage equal to its power to up to one target creature or planeswalker.
Trials and Tribulations 1WW
Enchantment - Aura Saga
Enchant creature
I - Enchanted creature cannot attack or block as long as CARDNAME is on the battlefield.
II, III - Enchanted creature's controller may pay enchanted creature's manacost. If they don't, they tap another untapped creature they control.
IV - Tap enchanted creature.
Saga's that gain a permanent ability as thier last chapter is a neat idea. Though Settling the Wilds is far too conservative. Four mana is too much for how little this does. 1GG is a more reasonable cost. Or at the minimum put the land into play.
Aura Sagas have a very strange flavor.
A blaze of glory is great. My only comment is that I would personally want the last chapter to be straight up Fling. I don't know if that would actually be better but feels like a better end to a card called a blaze of glory.
Trials and Tribulations. This is a beautifully designed card. Lasting four chapters pushes it form questionable to worthwhile and the potential of locking down a second creature is a great bonus for its temporary nature. I imagine aura sagas as the creature reenacting the story but for this in particular. I imagine a creature being compelled to repeat Buddhist sutras.
I like the idea of a saga that eventually becomes a traditional enchantment.
Settling the Wilds has the same issue that Earthcraft does with Squirrel Nest. I know it costs more mana and you get some notice that it's coming and you can interrupt them when they try to go off, but also Earthcraft is banned in basically everything. Not sure if this is sufficiently powered down for Modern.
For the auras, I actually like the idea of a creature getting powered up over time. So chapter I, it gets first strike, then chapter II, vigilance etc. until it all disappears on the last chapter. More Crystalline Giant vibes vs. the temporary menace on A Blaze of Glory (although I understand in this instance, it not having menace means it's more likely to get blocked and die).
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"Did you think to kill me? There's no flesh and blood within this cloak to kill. There is only an idea. Ideas are bulletproof." - V, V for Vendetta. Alan Moore
Yeah, mostly this was proof of concept than designing to a specific effect. I was just interested in tinkering with the hypothetical designs and seeing if anyone else had neat ideas to expand in them.
i think you should change the wording to Old-Growth Troll and Tom Bombadil instead of "do not put into your graveyard".
"When the final chapter of this saga triggers, return it to the battlefield as an enchantment with" "" .
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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
i think you should change the wording to Old-Growth Troll and Tom Bombadil instead of "do not put into your graveyard".
"When the final chapter of this saga triggers, return it to the battlefield as an enchantment with" "" .
The problem is then it would just start its Saga chapters all over again. You’d need additional text to make it lose its abilities, plus you’d be retriggering enchantress abilities so that would push the cost up too.
i think you should change the wording to Old-Growth Troll and Tom Bombadil instead of "do not put into your graveyard".
"When the final chapter of this saga triggers, return it to the battlefield as an enchantment with" "" .
The problem is then it would just start its Saga chapters all over again. You’d need additional text to make it lose its abilities, plus you’d be retriggering enchantress abilities so that would push the cost up too.
What if they transform instead?
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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
Transforming cards are a solution, but in terms of actual sets they add to complexity of production so they usually aren’t used unless there’s a hard need for them.
The applications seem fine. It seems like you were just sketching out on the concept.
Trials and Tribulations would struggle to see play. When you consider most power couples, paying the cost or tapping down the other creature isn't a significant drawback. It's like Eldrazi is the only significant case. You could do far more damage with removal. I think the whole thing wants to be reworked. It could do way more damage than it's doing.
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NOTE: This is just playing around with the concepts, so if you have ideas for cards using these variants, feel free to post them below.
Maro mentioned that they toyed with two saga variants for WOE but didn't end up using them in the set, but they sounded like interesting riffs on the card type.
The Sagas that Stick Around
Settling the Wilds 2GG
Enchantment - Aura Saga
Ever After (Do not put this Saga into your graveyard after its last chapter ability)
I - Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
II - Create two 1/1 green Elf creature tokens.
III - CARDNAME gains "Tap an untapped creature you control: Untap target basic land you control. Activate as a sorcery."
Aura Sagas
A Blaze of Glory R
Enchantment - Aura Saga
Enchant creature
I - Enchanted creature gains haste until the end of turn.
II - Enchanted creature gains menace until the end of turn.
III - When enchanted creature dies this turn, it deals damage equal to its power to up to one target creature or planeswalker.
Trials and Tribulations 1WW
Enchantment - Aura Saga
Enchant creature
I - Enchanted creature cannot attack or block as long as CARDNAME is on the battlefield.
II, III - Enchanted creature's controller may pay enchanted creature's manacost. If they don't, they tap another untapped creature they control.
IV - Tap enchanted creature.
Aura Sagas have a very strange flavor.
A blaze of glory is great. My only comment is that I would personally want the last chapter to be straight up Fling. I don't know if that would actually be better but feels like a better end to a card called a blaze of glory.
Trials and Tribulations. This is a beautifully designed card. Lasting four chapters pushes it form questionable to worthwhile and the potential of locking down a second creature is a great bonus for its temporary nature. I imagine aura sagas as the creature reenacting the story but for this in particular. I imagine a creature being compelled to repeat Buddhist sutras.
I like the idea of a saga that eventually becomes a traditional enchantment.
Settling the Wilds has the same issue that Earthcraft does with Squirrel Nest. I know it costs more mana and you get some notice that it's coming and you can interrupt them when they try to go off, but also Earthcraft is banned in basically everything. Not sure if this is sufficiently powered down for Modern.
For the auras, I actually like the idea of a creature getting powered up over time. So chapter I, it gets first strike, then chapter II, vigilance etc. until it all disappears on the last chapter. More Crystalline Giant vibes vs. the temporary menace on A Blaze of Glory (although I understand in this instance, it not having menace means it's more likely to get blocked and die).
"When the final chapter of this saga triggers, return it to the battlefield as an enchantment with" "" .
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
What if they transform instead?
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
The applications seem fine. It seems like you were just sketching out on the concept.
Trials and Tribulations would struggle to see play. When you consider most power couples, paying the cost or tapping down the other creature isn't a significant drawback. It's like Eldrazi is the only significant case. You could do far more damage with removal. I think the whole thing wants to be reworked. It could do way more damage than it's doing.