"Mortality is annoying, but these creatures don't mind. The persist mechanic allows them to laugh in the face of death, or even benefit from dying. You'll weave combos and frustrate your opponent as your minions repeatedly jump back to play."
I wonder if there's some in-the-graveyard activatable self-reanimation ability...?
The Steamflogged
Human Rigger Rebels
Resisting The Tyranny of the Anti-Contraptionists. Viva L'Assemblage!
Modern-- Fish; Jund; Burn; Affinity; Mill Legacy--UGBFood Chain; UFish; UBRG Delver Commander--UB Sygg, River Cutthroat; W Isamaru, H.O.K.WRG Naya grouphug Enchantress 60 Card Singleton -- WB value drain UN- -- W Weenie (Wordmail on Knight of the Hokey Pokey is good beats)
Persist - COST (If CARDNAME is put into a graveyard from play, you may pay its persist cost. If you do, return CARDNAME to play).
When CARDNAME is put into a graveyard from play, EFFECT if you paid it's persist cost.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard: RSupa' Fly Crusha' SlighR BSuicide Black B
So glad I grabbed those tormod's crypts and what I'm thinking is something more or less of a chance ability in some way or a requirement ability with cost of the creature or persist may allow u to play creature from ur grave for a bigger cost
Example 1. You may play this creature from the grave for it's persist cost if :fill in requirement:
2. Normal cost 1U
Persist 2UU (you may play this creature from your graveyard for it's persist cost)
But honestly, I think GregC has it right. Something like the Hero guy. That's an ability they needed to flesh out anyway.
Or maybe something like Masked Admirers, though that would be supremely annoying b/c they coulda just kept that guy for Shadowmoor. I doubt this is it. But they've done similar things in the past.
since this is in the Merfolk pre-con, my guess is that Persist will simply return the card to your hand instead of the graveyard.
EDIT: 1000th post!:banana: finally! custom title here i come!
since this is in the Merfolk pre-con, my guess is that Persist will simply return the card to your hand instead of the graveyard.
EDIT: 1000th post!:banana: finally! custom title here i come!
That doesn't fit with the flavor they used in the description. And who said the pre-con is Merfolk? Just because there is one on the box means nothing. It might just be a good card in the precon.
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Standard: RSupa' Fly Crusha' SlighR BSuicide Black B
Persist - COST (If CARDNAME is put into a graveyard from play, you may pay its persist cost. If you do, return CARDNAME to play).
When CARDNAME is put into a graveyard from play, EFFECT if you paid it's persist cost.
So glad I grabbed those tormod's crypts and what I'm thinking is something more or less of a chance ability in some way or a requirement ability with cost of the creature or persist may allow u to play creature from ur grave for a bigger cost
Example 1. You may play this creature from the grave for it's persist cost if :fill in requirement:
2. Normal cost 1U
Persist 2UU (you may play this creature from your graveyard for it's persist cost)
I like how, given that we know there are only 14 instances of persist in all of Shadowmoor, people think that there will be two instances per card or more limiting it to 7 or less cards :rolleyes:. Even if you don't check every word in your guess has in the orb at least check the keyword so you don't over use it.
My guess:
Persist - as long as ~this~ is in your graveyard, if a non-token creature in play shares a color with ~this~ you may remove that creature from the game and return ~this~ to play.
It may not be perfect but wasn't it said at some point that the mechanics in shadowmoor reflect the themes - one of which we know is hybrid? I think one of the keyword abilities must affect cards based on color.
I like the Thunderblade Charge type of return action... This way a deck could be themed around specific triggers/events to constantly bring back your pesky persist cards.
I like how, given that we know there are only 14 instances of persist in all of Shadowmoor, people think that there will be two instances per card or more limiting it to 7 or less cards :rolleyes:. Even if you don't check every word in your guess has in the orb at least check the keyword so you don't over use it.
My guess:
Persist - as long as ~this~ is in your graveyard, if a non-token creature in play shares a color with ~this~ you may remove that creature from the game and return ~this~ to play.
It may not be perfect but wasn't it said at some point that the mechanics in shadowmoor reflect the themes - one of which we know is hybrid? I think one of the keyword abilities must affect cards based on color.
I wasn't saying that every creature with Persist had a Persist effect. The box alludes that there are creature who benefit from being Persisted, however.
Persist effects could be:
"When CARDNAME comes into play from your graveyard, EFFECT."
Private Mod Note
():
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Standard: RSupa' Fly Crusha' SlighR BSuicide Black B
When Persistent Pest goes to your graveyard, return it to play. It comes into play with a +1/+1 counter on it.
1/1
Basically, it's just a critter that gets stronger from dying and is virtually impossible to get rid of without enchanting it with something like pacifism, or removing it from the game.
When Persistent Pest goes to your graveyard, return it to play. It comes into play with a +1/+1 counter on it.
1/1
Basically, it's just a critter that gets stronger from dying and is virtually impossible to get rid of without enchanting it with something like pacifism, or removing it from the game.
utterly broken. see: anything with "sac a creature" printed on it.
Persist B: When Persistent Pest goes to your graveyard, if you paid it's persist cost, return it to play. It comes into play with a +1/+1 counter on it.
When Persistent Pest goes to your graveyard, return it to play. It comes into play with a +1/+1 counter on it.
All effects that return dead creatures to play have either a non-trivial cost associated or occur at the end of the turn (or both.) Otherwise you get two-card infinite loops.
I wasn't saying that every creature with Persist had a Persist effect. The box alludes that there are creature who benefit from being Persisted, however.
Persist effects could be:
"When CARDNAME comes into play from your graveyard, EFFECT."
Please reread what I said. I never said that you thought that every creature with persist would have had an additional ability for paying the persist cost, merly that there were creatures that had an additional ability for paying the persist cost.
i'm all for that retro... but you'd need some way to keep the -1/-1 counters on it... so that maybe each time it comes back it gets weaker... kinda how unstable mutation made it weaker each turn...
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"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
"The persist mechanic allows them to laugh in the face of death, or even benefit from dying."
This is why I suggested a +1/+1 counter coming on if it comes into play from the graveyard. It sounds like they have to go to the graveyard first, and then "laugh in the face of death" which sounds like comes back into play, or "benefit from dying," referring to the creature itself, which sounds like it comes back into play somehow improved.
Basically, I modelled my creature's mechanics after graceful reprieve, then added a little bonus.
The thing about the +1/+1 counter is that it would fall off if the creature died again, so it would be capped out at 2/2 on its own.
B for the persist was just an example. If that's too trivial, fine. It seems likely, however, that this will be a variable cost scaling with the associated effect.
The way I'm envisioning persist is that it's competing in design space with regenerate, recover, and soulshift.
It's not likely to be a prevention effect, as regeneration has that covered - a persist creature is likely to make it into the graveyard. It's also not likely to be "if a creature goes to the graveyard, pay [persist cost]." Even if it were something you could do every time instead of just the next time a creature goes to the graveyard, like Nether Traitor, it would be too close to just redoing recover (recovering recover?). Soulshift is just what it is.
So I think that it's either a cost you pay when your creature is in the graveyard to put it into play, which would be insane given the prevalence, even the existence of dredge, or a cost you pay when it is in play, that then carries out its constituent effect.
"The persist mechanic allows them to laugh in the face of death, or even benefit from dying."
This is why I suggested a +1/+1 counter coming on if it comes into play from the graveyard. It sounds like they have to go to the graveyard first, and then "laugh in the face of death" which sounds like comes back into play, or "benefit from dying," referring to the creature itself, which sounds like it comes back into play somehow improved.
Basically, I modelled my creature's mechanics after graceful reprieve, then added a little bonus.
The thing about the +1/+1 counter is that it would fall off if the creature died again, so it would be capped out at 2/2 on its own.
B for the persist was just an example. If that's too trivial, fine. It seems likely, however, that this will be a variable cost scaling with the associated effect.
The way I'm envisioning persist is that it's competing in design space with regenerate, recover, and soulshift.
It's not likely to be a prevention effect, as regeneration has that covered - a persist creature is likely to make it into the graveyard. It's also not likely to be "if a creature goes to the graveyard, pay [persist cost]." Even if it were something you could do every time instead of just the next time a creature goes to the graveyard, like Nether Traitor, it would be too close to just redoing recover (recovering recover?). Soulshift is just what it is.
So I think that it's either a cost you pay when your creature is in the graveyard to put it into play, which would be insane given the prevalence, even the existence of dredge, or a cost you pay when it is in play, that then carries out its constituent effect.
Here's an Occam's Razor for you - some of those creatures have CIP abilities. Viola, no more need to explain 'benefit from dying'.
Edit: Okay, so it's really the player that benefits from the CIP effect not the creature itself, but who says the creatures can't enjoy using their abilities for a second time
Persist - COST (If CARDNAME is put into a graveyard from play, you may pay its persist cost. If you do, return CARDNAME to play).
When CARDNAME is put into a graveyard from play, EFFECT if you paid it's persist cost.
"Mortality is annoying, but these creatures don't mind. The persist mechanic allows them to laugh in the face of death, or even benefit from dying. You'll weave combos and frustrate your opponent as your minions repeatedly jump back to play."
I wonder if there's some in-the-graveyard activatable self-reanimation ability...?
The Steamflogged
Human Rigger Rebels
Resisting The Tyranny of the Anti-Contraptionists.
Viva L'Assemblage!
Legacy--UGBFood Chain; UFish; UBRG Delver
Commander--UB Sygg, River Cutthroat; W Isamaru, H.O.K.WRG Naya grouphug Enchantress
60 Card Singleton -- WB value drain
UN- -- W Weenie (Wordmail on Knight of the Hokey Pokey is good beats)
If you want a sig as awesome as this, here's the place to get it: http://forums.mtgsalvation.com/showthread.php?t=182339
Persist - COST (If CARDNAME is put into a graveyard from play, you may pay its persist cost. If you do, return CARDNAME to play).
When CARDNAME is put into a graveyard from play, EFFECT if you paid it's persist cost.
R Supa' Fly Crusha' Sligh R
B Suicide Black B
H/W LIST
persist 1B (when ~ goes to a graveyard from play, you may pay its persist cost to return it to play)
couple with goes to 'yard effects and voila...
edit: 'nath'd. blasted posting from a pda phone
The MirroCube - 420 card Mirrodin themed cube
And if I've offended you, I'm sorry, but maybe you need to be offended. But here's my apology and one more thing...
Creature - Human Soldier 2/2, 2W (3)
Vigilance.
Threshold - As long as seen or more cards are in your graveyard, Reborn Hero has "Persist -- WW".
Example 1. You may play this creature from the grave for it's persist cost if :fill in requirement:
2. Normal cost 1U
Persist 2UU (you may play this creature from your graveyard for it's persist cost)
If you want a sig as awesome as this, here's the place to get it: http://forums.mtgsalvation.com/showthread.php?t=182339
But honestly, I think GregC has it right. Something like the Hero guy. That's an ability they needed to flesh out anyway.
Or maybe something like Masked Admirers, though that would be supremely annoying b/c they coulda just kept that guy for Shadowmoor. I doubt this is it. But they've done similar things in the past.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
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Cubing in Indianapolis...send me a PM!!
EDIT: 1000th post!:banana: finally! custom title here i come!
That doesn't fit with the flavor they used in the description. And who said the pre-con is Merfolk? Just because there is one on the box means nothing. It might just be a good card in the precon.
R Supa' Fly Crusha' Sligh R
B Suicide Black B
H/W LIST
I like how, given that we know there are only 14 instances of persist in all of Shadowmoor, people think that there will be two instances per card or more limiting it to 7 or less cards :rolleyes:. Even if you don't check every word in your guess has in the orb at least check the keyword so you don't over use it.
My guess:
Persist - as long as ~this~ is in your graveyard, if a non-token creature in play shares a color with ~this~ you may remove that creature from the game and return ~this~ to play.
It may not be perfect but wasn't it said at some point that the mechanics in shadowmoor reflect the themes - one of which we know is hybrid? I think one of the keyword abilities must affect cards based on color.
WUBRGWBGURW
UBRGWURWBGU
BRGWUBGURWB
RGWUBRWBGUR
GWUBRGURWBG
I like the Thunderblade Charge type of return action... This way a deck could be themed around specific triggers/events to constantly bring back your pesky persist cards.
I wasn't saying that every creature with Persist had a Persist effect. The box alludes that there are creature who benefit from being Persisted, however.
Persist effects could be:
"When CARDNAME comes into play from your graveyard, EFFECT."
R Supa' Fly Crusha' Sligh R
B Suicide Black B
H/W LIST
Persistent Pest: 1B
When Persistent Pest goes to your graveyard, return it to play. It comes into play with a +1/+1 counter on it.
1/1
Basically, it's just a critter that gets stronger from dying and is virtually impossible to get rid of without enchanting it with something like pacifism, or removing it from the game.
utterly broken. see: anything with "sac a creature" printed on it.
That's true. I realized after I put it down that it didn't mention persist as a keyword mechanic anyhow.
What about:
Persistent Pest: B
When this creature comes into play from your graveyard, it comes into play with a +1/+1 counter on it.
Persist B: If this creature is put into a graveyard this turn, return it to play.
1/1
still broken. see Phyrexian Altar.
All effects that return dead creatures to play have either a non-trivial cost associated or occur at the end of the turn (or both.) Otherwise you get two-card infinite loops.
Please reread what I said. I never said that you thought that every creature with persist would have had an additional ability for paying the persist cost, merly that there were creatures that had an additional ability for paying the persist cost.
WUBRGWBGURW
UBRGWURWBGU
BRGWUBGURWB
RGWUBRWBGUR
GWUBRGURWBG
Persist 2: Whenever this creature in put into your graveyard from play, return it into play with 2 -1/-1 counters on it.
This is why I suggested a +1/+1 counter coming on if it comes into play from the graveyard. It sounds like they have to go to the graveyard first, and then "laugh in the face of death" which sounds like comes back into play, or "benefit from dying," referring to the creature itself, which sounds like it comes back into play somehow improved.
Basically, I modelled my creature's mechanics after graceful reprieve, then added a little bonus.
The thing about the +1/+1 counter is that it would fall off if the creature died again, so it would be capped out at 2/2 on its own.
B for the persist was just an example. If that's too trivial, fine. It seems likely, however, that this will be a variable cost scaling with the associated effect.
The way I'm envisioning persist is that it's competing in design space with regenerate, recover, and soulshift.
It's not likely to be a prevention effect, as regeneration has that covered - a persist creature is likely to make it into the graveyard. It's also not likely to be "if a creature goes to the graveyard, pay [persist cost]." Even if it were something you could do every time instead of just the next time a creature goes to the graveyard, like Nether Traitor, it would be too close to just redoing recover (recovering recover?). Soulshift is just what it is.
So I think that it's either a cost you pay when your creature is in the graveyard to put it into play, which would be insane given the prevalence, even the existence of dredge, or a cost you pay when it is in play, that then carries out its constituent effect.
Here's an Occam's Razor for you - some of those creatures have CIP abilities. Viola, no more need to explain 'benefit from dying'.
Edit: Okay, so it's really the player that benefits from the CIP effect not the creature itself, but who says the creatures can't enjoy using their abilities for a second time
so far this looks like the best to me.