Put all local enchantment cards in all graveyards that could enchant target creature into play under your control enchanting that creature.
Mechanic B
You can't lose the game this turn.
Mechanic C
As an additional cost to play CARDNAME, sacrifice a creature.
Put NUMBER creature tokens into play that are 1/1 copies of the sacrificed creature.
Mechanic D
Target player gains protection from the color of your choice until end of turn.
Mechanic E
Remove all permanents you control from the game. Take an extra turn after this one. At the end of that turn, return to play under their owner's control all cards removed from the game this way.
Mechanic F
You win the game if there are no cards in your library.
Mechanic G
Copy target activated or triggered ability. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Mechanic H
Counter target spell. Search your library for a card with the same name as that spell, reveal it, and put it into your hand. Then shuffle your library.
Mechanic I
Each player chooses a target artifact, creature, enchantment, or land card in an opponent's graveyard. Then each player puts that card into play under his or her control.
Mechanic J
Remove target creature from the game and draw cards equal to its power. At the beginning of your next upkeep, return it to play and discard cards equal to its toughness.
Its kinda my opinion that they kinda went against the whole point of going art-first by picking mechanics that are only vaguely tied to the art. Pretty lame, but I like a few of em.
A: As much as I love local enchants, this is barely ever useful and when it is it'd probably backfire.
B: Predictable but still fairly interesting. Not as good as some of the others, though(the protection mechanic, D, for all intents and purposes does the same thing with more versatility against most fatal threats)
C: Cool, good mechanic, but absolutely jack nothing to to with the damn art. Wasn't this the point of doing it this (longer) way? I say boycott it for that reason, heh. Stick to the feature's goals, even if R+D themselves can't.
D: I like this one(protection) for its versatility and for being elegant at the same time, like Oblation. A mass COP, a counterspell for anything targeting you, etc....pretty cool.
E: Ah, mass flicker with an extra turn built in between landings. Very cool ability, fits the art fairly well. Great with comes-into-play(not to be confused with circles of protection) abilities, which is the main use I see out of it. Also is an escape route from mass destruction, which is always cool. Another cool mechanic.
F:Instant win with leveler=costing up. Not particuarily broad in its uses either, and that kind of limitation takes some of the fun out of it. Too stiff to be a good 'johnny' card; its a 'wannabe' Johnny card. Even One with Nothing is more widely useful.
G: SPORK! That said, it doesn't relate to the art much(though beyond D none of em really do), and is not really more than an uncommon-strength card IMO. Pretty good, but not as intruiging as the other 'cool' ones.
H: Both limited in use, obnoxious, and sure to be overcosted. Why even include this in a list with the others, R+D? It'd never, ever win. Dead on arrival.
I: Cute, fun little card. Reminds me of Decimate in its mass targeting, heh. I'd still prefer D or E, and this still is only barely relevant to the art.
J: Comoblicious and very Spike-powerful, and almost sure to be butchered in development as a result. Probably way too strong not matter which way you slice it, though multicolor might save it. Probably not worth the butchering risk. Smells like a "mistake" card like Clamp or Jitte.
So, my pick is either D(pro player) or E(mass flicker), probably E for being less strictly reactive, and a lot more interesting. Creates unique play situations, which is always a good thing. So, go E!
that's not what happened at all. kamahl stabbed phage, akroma, and some old lady and they became korona. then korona got stabbed by her "prophets" and kamahl got drunk with a mutant centaur
http://www.wizards.com/default.asp?x=mtgcom/daily/ymtc34
E: Ah, mass flicker with an extra turn built in between landings. Very cool ability, fits the art fairly well. Great with comes-into-play(not to be confused with circles of protection) abilities, which is the main use I see out of it. Also is an escape route from mass destruction, which is always cool. Another cool mechanic.
. . . So, my pick is either D(pro player) or E(mass flicker), probably E for being less strictly reactive, and a lot more interesting. Creates unique play situations, which is always a good thing. So, go E!
Agreed. It does all sorts of things - untaps your lands, extra draw/drop, triggers LP/CiP abilities, removes unfriendlies from your permanents, as an instant it is a potential safegaurd vs. D00M.
E will be only good if it's an instant, and I'm SURE it will be a powerful. Oh, R&D, what poor white has to do for you to like it?
I voted for J. It kinda relates with the art (the woman is being "shielded" in a way) and will probably end up being my favorite color combination, U/W.
You really just need to embrace the rage. I keep a small colony of hamsters next to my computer and every time I lose a match to mana screw I throw one against the wall.
Voted J.
Creative effect, extremely flexible and un-narrow, and fits the art very well.
Its going to get butchered in development though, its so open to abuse. With something like Kamahl, Pit Fighter or Gigapede it generates insane card advantage AND reanimates a pretty good creature. FoF costs :3mana::symu: for an effect thats bascially a worse version of the draw/discard (both in terms of numbers and getting a turn before you discard), and that was undercosted. Then add on some reanimation, which costs :3mana::symb: on Zombify.
Its either going to be at least a :6mana::symb::symu: sorcery, or the effect will be changed into a much worse version.
Take a closer look - the effect isn't reanimation but "flickering" (similar to Astral Slide). That makes the card W/U.
i'm quite disappointed with the list. they all seem narrow and boring. while i am a johnny, it seems odd to have a list of ten johnny cards. overall, this is just too one-dimensional and completely negates the concept of YMTC.
like others have noted, a large number of the mechanics don't fit the art either.
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I don't see how this helps you escape from mass destruction unless it's instant-speed - which I can guarantee it won't be, because it gives an extra turn.
Quoted for posterity. Fine, fine.
Given the complete lack of aggressive one-drops in decks that would run it,
Eh? I wouldn't realize I put this in my deck + so build around it?
this mechanic may as well read "You may not play spells or abilities this turn, and you skip your attack step.
Why skip my attack
. . . Untap all permanents you control, draw a card and you may play an additional land this turn." In fact, that wording would be strictly better than this mechanic, as you wouldn't have to give back anything you'd stolen.
Where is the LP/CiP trigger? Disagree heaps here, do I, Jedit. Another sit-down with this mechanic you have. Be a pessimist not! What if a :2mana::symw::symw: instant it came out as? Mmm? /Yoda
Is it just me, or does it seem like the art should be incidental to the mechanic? The mechanic chosen should be the primary factor in determining the card art, not the other way around. If we vote for a card with a mechanic that does not match the art, then that is not our problem, it's Wizards.Sum up: Don't base your choice on the art!
Is it just me, or does it seem like the art should be incidental to the mechanic? The mechanic chosen should be the primary factor in determining the card art, not the other way around. If we vote for a card with a mechanic that does not match the art, then that is not our problem, it's Wizards.Sum up: Don't base your choice on the art!
Just my two cents...
I disagree. That's what a top-down design is: you base the mechanic off the art/concept. They said from the beginning this would be a top-down design.
I'm voting for D. Not only does it protect you against cards that can't be countered, like Urza's Rage, it also protects against storm and mind's desire... I'm also glad it reads "Target player gains protection" instead of "You".
Evil is boring. The universe is friendly. Life is on your side. Joy is your birthright. Cynicism is idiotic. Fear is a bad habit. Despair is lazy. In fact, all of creation wants you to succeed. Act as if the universe is a prodigious miracle created for your amusement and illumination. Assume that secret helpers are working behind the scenes to assist you in turning into the gorgeous masterpiece you were born to be. . . Life always gives you exactly what you need, exactly when you need it.
Mechanics H and J seemed to be the most interesting to me. Mechanic H because it is an interesting card for the sideboard, especially when you have the chance of a playing against a Mirror. The fact that it's a hard counter is reasonably solid, and the free search/shuffle is simply an added benefit. It will probably still cost at least {2}{U}{U} however (thus nerfing it).
Mechanic J, on the other, seems to be the best card to really abuse. Especially with the High Power/Low Toughness creatures that have CiP abilities. Or even just being able to dig into your library some and get rid of any chaff cards you may have in your hand. I could also see this as a possible mechanic that works with Madness style decks. So, I think this, if costed correctly, could be a really solid card as well. This is the one I choose.
It'll be interesting to see what didn't make the list (that is, if they post such a list like they did with Crucible of Worlds).
I can still drop a hasted creature + swing, though. Narrow example, maybe - but you make the mechanic sound more narrow than it is.
How do you plan on dropping a hasted critter with no lands? Uless I'm completely incompetent and lands aren't permanents which is enitrely possible. In any case I voted J because I would probably actually play with it.
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How do you plan on dropping a hasted critter with no lands? Uless I'm completely incompetent and lands aren't permanents which is enitrely possible.
Lands are indeed permanents and would be removed.
What I assume rianaln is referring to is the trick with Upheaval and Psychatog: play Upheaval and float mana in response to pay for Psychatog, then play Psychatog after everything has been returned to hand.
bleh, i thought my card idea would be good enough to make it...
anyways i voted C (tokens are fun!), but i wouldn't mind seeing E.
In Card C, The Number part suggests that a X casting cost will be utilized, which means that in the right deck, this card is breakable (even if they change it to non-legendary creature as i think they may.)
Card E can have it's uses, an intersting combo for spiritcraft users would be to otherworldly journey a Cloudhoof Kirin, then play E. When your turn ends, the Kirin comes back, but everything else is still gone, and you have another turn to do whatever. Then at the end of that turn, everything else comes back, and with a bunch of spirits coming back into play, the kirin's ability activates, and you can mill a good deal of cards. this would also work with bounteous kirin. this would work even if it was a sourcery.
There are exactly FOUR useful mechanics on this list:
Mechanic C As an additional cost to play CARDNAME, sacrifice a creature.
Put NUMBER creature tokens into play that are 1/1 copies of the sacrificed creature.
Mechanic D Target player gains protection from the color of your choice until end of turn.
Mechanic F You win the game if there are no cards in your library.
Mechanic G Copy target activated or triggered ability. You may choose new targets for the copy. (Mana abilities can't be targeted.)
C - This allows you to make copies of a lot of useful creatures u wish you had a heck of a lot of. This one makes sense to be overcosted but it will be useful no matter what because it will probably be green. This is what got my vote.
D - Narrow yes but it certainly can be useful to avoid certain death (IE Rage, Brain Freeze, etc.).
F - Sure, Leveler is the combo card to win with it but things like Arc-Slogger don't hurt either. The reason I didn't vote for this one is that I think they might actually undercost this one and thus hurt any chances we'll see of self-milling in activated abilities costs (which has a lot of potention IMO).
G - It's no SPOON! but it gets it's job done. It'll probably get printed anyway within the next two blocks in some form so that's why I didn't vote for this one.
But why is everyone voting for E? I'm pretty sure that it's cost AT LEAST 5 mana and probably even 6 and so this basically means you're gonna just untap ure permanents and draw an extra card for that much mana since you're probably not gonna have a land in your hand at that point in the game. If it can go down to 3 or 4 mana then I would've thought otherwise but even with the drawback R&D won't let this card be that cheap...(I don't think so at least).
i actually really enjoy some of these! i hope that the rest don't go into the crapper if they don't get voted in. of course, who knows when this card will see print (do we know?), but it really depends on what the surrounding block looks like. we could vote in something that is really cool now, and all be joking about how worthless in limmited and block it is when it hits shelves.
personally i like the "player gains protection" esp if lightly costed and "spork," which to me just makes sense with cards having such a strong focus on anti-activated abilities these days. although it would be a totally abused card if costed lightly.
personally i hope this is a white card. the art just doesn't seem to fit blue as some of these abilities would seem.
A: As said very limited use, more so now with equip being used more than creature enchants
B: you can't lose the game now, but lose it at the start of the next turn. how did wizards miss this? final fortune would be good I guess
C: Rules nightmare with */* creatures and clones, over powered with Rukh/Doppleganger
D: Another attempt at a white counter spell
E: Worldgorger dragon as a time walk, almost an instant win card. Tap all mana cast this, play mass destruction with mana in pool.
F: too many easy wins with this card
G: fork/twincast that can be more or less powerful. Most likely used on your abilities 99% of the time. Funny if used on a door to nothing your opponent just activated. "you lose" "you lose first so I win"
H: Grim reminder for blue, atleast 4 cost most likely more, type 1 or block card where everyone plays the same deck
I: One of those cards that makes it seem like you have a bad deck on purpose
J: Insane power level. Draw extra cards with equip that would fall off, use ball lightning to get 2 attacks and 6 cards. On the opponent's darksteel colossus draw 11, find the card you need and not have to deal with it for a turn. All of this would make it have to be high casting cost.
J is the most powerful card
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first turn
Nick: I lay a swamp, tap, dark ritual...
Me: If you cast a hypnotic specter I'll punch you in the face
Nick:...ahh I take 3 points of mana burn
The reason I play black according to CrovaxtheCursed:
How do you plan on dropping a hasted critter with no lands? Uless I'm completely incompetent and lands aren't permanents which is enitrely possible. In any case I voted J because I would probably actually play with it.
I know how.
In the extra turn you get, play a mountain, tap, put down a raging goblin. (or any other 1cc haste creature)
or what epeeguy said could also work.
Mechanic J is potentially the coolest and would be actually playable. On top of that, it could me made balanced such that it is good in constructed without being broken in limited (unlike jitte, etc) which makes it a much better-designed card. I'm a fan.
I'd love to see E get competitively costed at 2WWW. Then I could do 4WWWWW: Destroy all creatures each other player controls. Draw a card. Flicker everything.
That, and I always was one for messing with stupid useless cards like Flicker.
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I voted for I. It's a symmetrical card, but one whose symmetry can be broken really easily. Because it's symmetric, I can see this as green's first reanimation spell. As a die-hard Johnny, this mechanic piques my interest.
People should stop complaining about how the mechanics don't fit the art. *Nothing* fits the art. The art is boring. It's very well done, but it has absolutely no clues to hinge a card mechanic onto. I wish we could go back to step one and pick one of the other, more exciting art choices we were given.
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A would have awesome usage in extended. first you mill yourself, then you play a small creature, and then this, returning tons of enchant creature cards, like dragon's breath, dragon's scales, and all the others, times 4. combo potential
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Agreed. It does all sorts of things - untaps your lands, extra draw/drop, triggers LP/CiP abilities, removes unfriendlies from your permanents, as an instant it is a potential safegaurd vs. D00M.
Vote: E
And regarding C, I would love to use it on Maros. Are they 1/1, or their abilities make them otherwise?
<Qzilla> losing to girls at magic is such a high
I voted for J. It kinda relates with the art (the woman is being "shielded" in a way) and will probably end up being my favorite color combination, U/W.
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Take a closer look - the effect isn't reanimation but "flickering" (similar to Astral Slide). That makes the card W/U.
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like others have noted, a large number of the mechanics don't fit the art either.
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Eh? I wouldn't realize I put this in my deck + so build around it? Why skip my attack Where is the LP/CiP trigger? Disagree heaps here, do I, Jedit. Another sit-down with this mechanic you have. Be a pessimist not! What if a :2mana::symw::symw: instant it came out as? Mmm? /Yoda
Just my two cents...
On Planar Chaos:
I disagree. That's what a top-down design is: you base the mechanic off the art/concept. They said from the beginning this would be a top-down design.
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I can still drop a hasted creature + swing, though. Narrow example, maybe - but you make the mechanic sound more narrow than it is.
Fair enough X_x
Mechanic J, on the other, seems to be the best card to really abuse. Especially with the High Power/Low Toughness creatures that have CiP abilities. Or even just being able to dig into your library some and get rid of any chaff cards you may have in your hand. I could also see this as a possible mechanic that works with Madness style decks. So, I think this, if costed correctly, could be a really solid card as well. This is the one I choose.
It'll be interesting to see what didn't make the list (that is, if they post such a list like they did with Crucible of Worlds).
How do you plan on dropping a hasted critter with no lands? Uless I'm completely incompetent and lands aren't permanents which is enitrely possible. In any case I voted J because I would probably actually play with it.
Lands are indeed permanents and would be removed.
What I assume rianaln is referring to is the trick with Upheaval and Psychatog: play Upheaval and float mana in response to pay for Psychatog, then play Psychatog after everything has been returned to hand.
anyways i voted C (tokens are fun!), but i wouldn't mind seeing E.
In Card C, The Number part suggests that a X casting cost will be utilized, which means that in the right deck, this card is breakable (even if they change it to non-legendary creature as i think they may.)
Card E can have it's uses, an intersting combo for spiritcraft users would be to otherworldly journey a Cloudhoof Kirin, then play E. When your turn ends, the Kirin comes back, but everything else is still gone, and you have another turn to do whatever. Then at the end of that turn, everything else comes back, and with a bunch of spirits coming back into play, the kirin's ability activates, and you can mill a good deal of cards. this would also work with bounteous kirin. this would work even if it was a sourcery.
C - This allows you to make copies of a lot of useful creatures u wish you had a heck of a lot of. This one makes sense to be overcosted but it will be useful no matter what because it will probably be green. This is what got my vote.
D - Narrow yes but it certainly can be useful to avoid certain death (IE Rage, Brain Freeze, etc.).
F - Sure, Leveler is the combo card to win with it but things like Arc-Slogger don't hurt either. The reason I didn't vote for this one is that I think they might actually undercost this one and thus hurt any chances we'll see of self-milling in activated abilities costs (which has a lot of potention IMO).
G - It's no SPOON! but it gets it's job done. It'll probably get printed anyway within the next two blocks in some form so that's why I didn't vote for this one.
But why is everyone voting for E? I'm pretty sure that it's cost AT LEAST 5 mana and probably even 6 and so this basically means you're gonna just untap ure permanents and draw an extra card for that much mana since you're probably not gonna have a land in your hand at that point in the game. If it can go down to 3 or 4 mana then I would've thought otherwise but even with the drawback R&D won't let this card be that cheap...(I don't think so at least).
personally i like the "player gains protection" esp if lightly costed and "spork," which to me just makes sense with cards having such a strong focus on anti-activated abilities these days. although it would be a totally abused card if costed lightly.
personally i hope this is a white card. the art just doesn't seem to fit blue as some of these abilities would seem.
B: you can't lose the game now, but lose it at the start of the next turn. how did wizards miss this? final fortune would be good I guess
C: Rules nightmare with */* creatures and clones, over powered with Rukh/Doppleganger
D: Another attempt at a white counter spell
E: Worldgorger dragon as a time walk, almost an instant win card. Tap all mana cast this, play mass destruction with mana in pool.
F: too many easy wins with this card
G: fork/twincast that can be more or less powerful. Most likely used on your abilities 99% of the time. Funny if used on a door to nothing your opponent just activated. "you lose" "you lose first so I win"
H: Grim reminder for blue, atleast 4 cost most likely more, type 1 or block card where everyone plays the same deck
I: One of those cards that makes it seem like you have a bad deck on purpose
J: Insane power level. Draw extra cards with equip that would fall off, use ball lightning to get 2 attacks and 6 cards. On the opponent's darksteel colossus draw 11, find the card you need and not have to deal with it for a turn. All of this would make it have to be high casting cost.
J is the most powerful card
Nick: I lay a swamp, tap, dark ritual...
Me: If you cast a hypnotic specter I'll punch you in the face
Nick:...ahh I take 3 points of mana burn
The reason I play black according to CrovaxtheCursed:
I know how.
In the extra turn you get, play a mountain, tap, put down a raging goblin. (or any other 1cc haste creature)
or what epeeguy said could also work.
That, and I always was one for messing with stupid useless cards like Flicker.
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Fair enough, but I fail to see how many of these mechanics are 'inspired' by the art.
On Planar Chaos:
People should stop complaining about how the mechanics don't fit the art. *Nothing* fits the art. The art is boring. It's very well done, but it has absolutely no clues to hinge a card mechanic onto. I wish we could go back to step one and pick one of the other, more exciting art choices we were given.
Life is funny. Death is funnier. Mass slaughter can be hilarious.