At this point, we all know that all 10 guilds and guild mechanics are making their return in DGM. But being that we've all had time to play with them with in their respective sets, what would you like to see them do to expand on them this time? Some of the mechanics, like battalion, unleash, and cipher have lots of design space to be played around with, but others, like populate and extort, seem too narrow to really progress beyond what we've already seen. What would you like to see in DGM?
This is wishful thinking but I'd actually like to see the ten mechanics from Old Rav back. It would be a rules nightmare for new players, having 20 different mechanics to lean in one block but I'm nostalgic of Convoke, Haunt and Transmute.
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Some kind of witty comment should be here.
I'm sure you can think of something by yourself.
Detain: A creature with ETB Detain that can blink/flicker/return to owner's hand
Extort: Double Extort
Cipher: A Cipher spell that doesn't suck
Overload: A spell with Overload that affects both your cards and your opponent's
Unleash: A creature with Unleash that gives you a reason not to unleash it
Scavenge: A creature with scavenge that gains abilities when having +1/+1 counters on it
Bloodrush: Non-creature spell with Bloodrush (like a pump spell that costs less when used on an attacking creature)
Battalion: Battalion that generates attacking creature tokens
Populate: Legendary creature with ETB Populate, Token with t: Populate, or just tokens that are more than vanilla/french vanilla
Evolve: More Evolve creatures that can remove their +1/+1 counters for additional abilities
RTR and GTC could be draft alone, so they needed to cover the basics, I hope that means they will do crazier stuff in DGM, although probably not as crazy as what I suggested for Cipher.
Sometimes I feel like the word "interactivity" around here is akin to the word "electrolytes" in sports drinks. The public doesn't really know what it means, but they figure it's a good thing to have.
I'm in the camp that believes we won't see any combinations. Ravnica is about the guilds, not about 3 color combinations. With so much work to make the guilds unique and identifiable I doubt they'd want to start mixing them together into one big mess. Especially since Dragon's Maze is about a literal competition between them.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I'm honestly not sure why we would have combined guild abilities when the guilds aren't combining. It's not Alara, people.
(Also note that such cards couldn't be watermarked.)
I believe we will see combinations due to both the nature of the set as well as the information we have about prerelease. The guilds are trying to work towards completing the maze and temporary alliances are bound to form. Also, they have stated that prerelease packets will have your guild as well as a secretly aligned guild. Here's the link.
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Sometimes I feel like the word "interactivity" around here is akin to the word "electrolytes" in sports drinks. The public doesn't really know what it means, but they figure it's a good thing to have.
That would be a little bit useless. Mizzum Mortars that takes down also your creatures? Pumps for opp creatures? There's not so much spells that are beneficial if affect you and your opponent. On the other hand. I remember all that games that I lost because Cyclonic Rift targets only opponent creatures ;d
I don't see why something like 3R: Destroy target non-planeswalker, non-enchantment from the game, Overload 5RRR, and it'd basically be an Apocolypse type spell but with a single target mode.
The issue with a lot of these ideas for Izzet atleast is that most of the spell ideas have been done. We already have plenty of red sweepers... perhaps a cheaper "pyroclasm"-esque red spell with Overload that targets both you and your opponent's stuff... but that'd be the 3rd or 4th sweeper in red alone.
There could be something like "Target creature you control gets +2/+0. Another target creature your opponent controls gets -2/-0. Overload.".
Using "another" like that doesn't work with overload. It would have to be "Target creature you control gets +2/+0. Target creature you don't control gets -2/-0. Overload". That would be pretty cool!
I'm in the camp that believes we won't see any combinations. Ravnica is about the guilds, not about 3 color combinations. With so much work to make the guilds unique and identifiable I doubt they'd want to start mixing them together into one big mess. Especially since Dragon's Maze is about a literal competition between them.
I agree, too. I've seen more art involving guilds fighting each other than cooperating (or rather, some art where guild members are fighting each other and no art where guild members are cooperating).
I believe we will see combinations due to both the nature of the set as well as the information we have about prerelease. The guilds are trying to work towards completing the maze and temporary alliances are bound to form. Also, they have stated that prerelease packets will have your guild as well as a secretly aligned guild. Here's the link.
From the art we've seen so far, the guilds are working against each other to complete the Maze. I don't believe we'll see combinations.
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Well, here are my dreams for each mechanic:
Extort: More noncreature permanents with Extort (especially lands, but cheap stuff will do--I'd like to see Extort-O. Ring or Extort-Phyrexian Arena (with modifications, of course))
Scavenge: Scavenge cards that do stuff as long as they're in the graveyard (or maybe even exiled, but that's dangerous design terrain)
Evolve: More abilities that interact with +1/+1 counters (e.g. Experiment One's stuff)
Overload: Copy all the spells!
Battalion: Mass P/T pumping (e.g. "...all creatures you control gain +1/+0 until EOT")
Cipher: Pushed cards
Unleash: Bonuses/further drawbacks when these creatures have +1/+1 counters on them
The issue with a lot of these ideas for Izzet atleast is that most of the spell ideas have been done. We already have plenty of red sweepers... perhaps a cheaper "pyroclasm"-esque red spell with Overload that targets both you and your opponent's stuff... but that'd be the 3rd or 4th sweeper in red alone.
Then focus on things that the colors can do, but that they haven't done on larger scales. Random examples off the top of my head:
Sorcery 2U
Return target instant or sorcery card from your graveyard to your hand. You have no maximum hand size until your next turn.
Overload 7U (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
Instant 2R
Target creature you don't control deals damage equal to its power to its controller.
Overload 4RRR (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
For gold, look at things the colors do on their own, then see what happens when you mix them. Blue gets bounce and flicker, red gets board wipes and random, so together:
Sorcery UR
Exile target permanent. At the beginning of each player's upkeep, if that player owns any cards exiled by ~, he or she returns one of those cards to the battlefield at random.
Overload 6UR (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
Again, these are just examples. The overload design space is by no means exhausted.
I would love to see some combos, it might actually make sense too. Since at pax the guy that was talking about the story (forgot his name) said that the guild champions would have to work together to overcome obstacles. He even said that we would see some unlikely champs working together. I'm saying the champs will have 2 keywords, but other cards might.
We could also see 2 or more keywords on nephilim-esque creatures.
So we could see some cards with 2 keywords. Although it seems unlikely.
The only thing that I would love to see different is lower costs on cipher cards and constructed playable populate cards.
Cipher, in my opinion, is the most promising mechanic. But they were too scared of it. Maybe now that they see how bad the other cipher cards are, they will make a properly costed one. Especially since decks that play dimir colors are usually very creature light.
Currently the only playable populate cards are Trostani and Root-Bound Defences, neither of which are played for the populate effect. I like the cards they have that puts down a token then immediately populates. But they are too expensive for what they do. Seriously 4 cmc for two bird tokens, or 6 for 2 centaurs? I understand that that's good for limited but nowhere near constructed. I think 4cmc would be good for a rare version of courser's accord.
But other than that i think they have done very well with the mechanics of this block.
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If MTG is a part of your life, the formats are like relationships:
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I would love to see more counter interaction Rakdos style. As for the future maybe throwback sort of flavor Anthem of Rakdos was a blast to play with so maybe an updated version.
Somthing along these lines.
When ever a creature comes into play under your control you lose 2 life and put a +1/+1 counter
Creatures you control with +1/+1 counters gain haste.
One thing I think we're certain to see from Golgari is a creature with Scavenge that has a variable power. I recall during RTR previews (perhaps on Blogatog) someone mentioned that such a card existed. I'm guessing they forgot it wasn't going to be in RTR but rather in DGM.
Dimir: A lower cost cyper spell. hands of binding is the level they need to be to work. call of the nightwing is really good in limited but way too high mana cost for constructed and the rest of the non rare ones are useless. Are there any 3 mana cypher cards? i'd like to see one of those.
Personally, I doubt well see cross-guild keyword combos, or any original RAV keywords returning. I think they learned their lesson from Time Spiral block about too many keywords and too much complexity.
Honestly, Dimir is both the hardest and the easiest keyword to expand upon. There are tons of effects that would be entertaining with cipher, but none of them will be any kind of popular if they are still so expensive to play. The problem is that they really have no choice but to play it safe, because if mishandled, cipher gets overpowered in a hurry. Say you have dark banishing with cipher, what do you make it cost? At five or maybe even four mana people might call it unplayable, but any less than four is getting dangerous. Cipher is probably the most difficult to design mechanics they've printed in years. I don't expect them to flirt with disaster, I think the likeliest thing we see is more expensive splashy effects, like a demonic tutor or control magic with cipher for six.
Okay, here is my list of things I'd like to see, or what I think we will see, based on the design space left.
Golgari
- A way to get your scavenged creatures back into your hand or deck, whether it be one to your hand or all of them to your deck.
- A variable p/t scavenge creature.
- Scavenger creatures that gain abilities if they have +1/+1 counters on them.
- Creatures with reasonable scavenge costs!
Azorius
- ETB Detain & Blink.
- Mass Detain spell.
Rakdos
- Abilities for +1/+1 counters.
- Hasty Unleashers, something like Demigod of Revenge.
Selesnya
- ETB token creation (Don't tell me how it would be broken because we had splinter twin combo in standard... they could easily make it hard to pull off.)
- A greater variety of tokens.
Izzet
- High regular cost, low overload cost spells, that help all players or hurt all players.
- Another big explosive overload spell.
Orzhov
- A card with Extort, Extort.
- More small Exortionists.
- More large Extortionists, like maybe an angel or spirit.
- Another enchantment with Extort.
Dimir
- Cipher Murder.
- Slightly less expensive Cipher spells.
- Cipher spell that lets you cast another exiled Cipher spell from exile.
Gruul
- Bloodrush Hexproof creature.
- More little Bloodrush creatures, since R/G plays a solid aggro/zoo deck.
- Bloodrush Intimidate creature.
Simic
- Creatures that get abilities for having +1/+1 counters.
- A creature that ETB with +1/+1 counters X, has evolve, and can be sent back to your hand. Thus, a giant pump creature or something.
- Hexproof evolver.
- Trample evolver.
Boros
- More ways to make 1/1 soldiers to activate Battalion.
- Battalion abilities that affect more that one creature.
- Battalion lifelink.
Golgari
- A way to get your scavenged creatures back into your hand or deck, whether it be one to your hand or all of them to your deck.
- A variable p/t scavenge creature.
- Scavenger creatures that gain abilities if they have +1/+1 counters on them.
- Creatures with reasonable scavenge costs!
- I doubt it. They don't like playing with exile, and when they do it's usually in blue. (I.E. i don't expect a black or green scavenge Runic Repitition.)
- Yes
- I doubt it
- For constructed? Maybe one.
Azorius
- ETB Detain & Blink.
- Mass Detain spell.
I buy both.
Rakdos
- Abilities for +1/+1 counters.
- Hasty Unleashers, something like Demigod of Revenge.
- It's possible but i'm only expecting one or two at most. Unleashed is already the default mode for most creatures, it doesn't need to be even better.
- Probably
Selesnya
- ETB token creation (Don't tell me how it would be broken because we had splinter twin combo in standard... they could easily make it hard to pull off.)
- A greater variety of tokens.
- Seems possible
- I doubt it, considering how many different tokens this block already has.
Izzet
- High regular cost, low overload cost spells, that help all players or hurt all players.
- Another big explosive overload spell.
- I'm going with no. They specifically designed overload spells to either help you or hurt enemies. Personally, I'd love it if they did the reverse, but my guess is that they won't just for consistency.
- Yes please
Orzhov
- A card with Extort, Extort.
- More small Exortionists.
- More large Extortionists, like maybe an angel or spirit.
- Another enchantment with Extort.
- Definitely possible, not sure how probable
- Of course
- Of course
- Probably
Dimir
- Cipher Murder.
- Slightly less expensive Cipher spells.
- Cipher spell that lets you cast another exiled Cipher spell from exile.
- Incredibly unlikely, and even then it would cost a million. Remember that most of the time Cipher represents 2 copies (most people don't have instant speed removal up, so most of the time you get the first copy and the first ciphered copy).
- Probably yes, since development kind of low balled the first batch.
- My guess is no for complexity and parasitism issues.
Gruul
- Bloodrush Hexproof creature.
- More little Bloodrush creatures, since R/G plays a solid aggro/zoo deck.
- Bloodrush Intimidate creature.
Yes to all 3
Simic
- Creatures that get abilities for having +1/+1 counters.
- A creature that ETB with +1/+1 counters X, has evolve, and can be sent back to your hand. Thus, a giant pump creature or something.
- Hexproof evolver.
- Trample evolver.
- Possible, though i'd expect more Sapphire Drake/Crowned Ceratok first.
- Kind of specific, I doubt this one but it's possible
- Yes
- Yes
Boros
- More ways to make 1/1 soldiers to activate Battalion.
- Battalion abilities that affect more that one creature.
- Battalion lifelink.
- Possibly
- This one is probable, but my guess is that it'll stick to rares (like Legion Loyalist)
- probably
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
- Cipher spell that lets you cast another exiled Cipher spell from exile.
This doesn't do what you want it to. If you were to cast an encoded card from exile, it would cease to be encoded on the created it had been encoded on.
Okay, here is my list of things I'd like to see, or what I think we will see, based on the design space left.
Golgari
- A way to get your scavenged creatures back into your hand or deck, whether it be one to your hand or all of them to your deck.
- A variable p/t scavenge creature.
- Scavenger creatures that gain abilities if they have +1/+1 counters on them.
- Creatures with reasonable scavenge costs!
Could be a good time reprint riftsweeper? also yeah a way to interact with with +1/+1 counters given that 3 guilds use them
Azorius
- ETB Detain & Blink.
- Mass Detain spell.
yeah agree with both of these. What would cost a mass detain? 2WU?
Rakdos
- Abilities for +1/+1 counters.
- Hasty Unleashers, something like Demigod of Revenge.
i wonder if a hasty unleash might be hard to balance. i'm sure they would have tried designing one given that haste is primary in red and tertiary in black
Selesnya
- ETB token creation (Don't tell me how it would be broken because we had splinter twin combo in standard... they could easily make it hard to pull off.)
- A greater variety of tokens.
there is already geist-honored monk and that wurm... forgot its name... the mythic one. i agree that to make populate competitive they need some stronger tokens. 3/3 flyers etc.
i would also like to see a triggered populate. " 2WG enchantment. whenever a creatures enters the battlefield under your control, if it was the first creature to enter the battlefield this turn, populate
Izzet
- High regular cost, low overload cost spells, that help all players or hurt all players.
- Another big explosive overload spell.
yeah i feel like not all of the overload design space has really been tapped into. there is a good card draw example above.
Im thinking a card that burns and draws cards for each creature destroyed this turn, along the lines of decree of pain, but not sure how to balance this
Orzhov
- A card with Extort, Extort.
- More small Exortionists.
- More large Extortionists, like maybe an angel or spirit.
- Another enchantment with Extort.
yeah pretty much everything here, this i feel is one of the coolest mechanics, but none of the cards that it is on really inspire me to play them. would really love to see another extort enchantment. and can you imagine if Teysa had extort... though i doubt it, would be amazing
Dimir
- Cipher Murder.
- Slightly less expensive Cipher spells.
- Cipher spell that lets you cast another exiled Cipher spell from exile.
this whole mechanic seemed so good, and turned out to be a massive flop because all of the cards costed hideous amounts. i would love to see competitive cipher cards. im guessing that they were to apprehansive of making another delver of secrets format but really need to see some cool dimir
Gruul
- Bloodrush Hexproof creature.
- More little Bloodrush creatures, since R/G plays a solid aggro/zoo deck.
- Bloodrush Intimidate creature.
i think instant speed hexproof is maybe verging a bit too much towards blue, but i could be wrong here. intimidate would be solid. i think some more interesting abilities on bloodrush in general could be pretty cool, but might move it away from aggro towards a more mid-range archetype
Simic
- Creatures that get abilities for having +1/+1 counters.
- A creature that ETB with +1/+1 counters X, has evolve, and can be sent back to your hand. Thus, a giant pump creature or something.
- Hexproof evolver.
- Trample evolver.
yeah i like the sound of a lot of whats here. i feel evolve was done very well, and yeah just more interaction with +1/+1 counters would be very cool
Boros
- More ways to make 1/1 soldiers to activate Battalion.
- Battalion abilities that affect more that one creature.
- Battalion lifelink.
i would really like to see a creature with both haste and batallion that isn't a 1/1 but again i think balancing of it would be a bit rough
I'm sure you can think of something by yourself.
Extort: Double Extort
Cipher: A Cipher spell that doesn't suck
Overload: A spell with Overload that affects both your cards and your opponent's
Unleash: A creature with Unleash that gives you a reason not to unleash it
Scavenge: A creature with scavenge that gains abilities when having +1/+1 counters on it
Bloodrush: Non-creature spell with Bloodrush (like a pump spell that costs less when used on an attacking creature)
Battalion: Battalion that generates attacking creature tokens
Populate: Legendary creature with ETB Populate, Token with t: Populate, or just tokens that are more than vanilla/french vanilla
Evolve: More Evolve creatures that can remove their +1/+1 counters for additional abilities
RTR and GTC could be draft alone, so they needed to cover the basics, I hope that means they will do crazier stuff in DGM, although probably not as crazy as what I suggested for Cipher.
I think the way Bloodrush is templated means it's mono-creature, though I hope I'm wrong on this one.
These things can as be expanding in ways by combining them.
Like Battalion: Populate
Or a Scavenge-Bloodrush creature.
Or an Overload-Cipher spell (Actually a non-bo, but the first activation could be Overloaded)
Etc, etc.
Scavenge + Bloodrush
Cipher + Extort
Overload + Detain (this might be too strong as a Silence+ though)
Battalion + Populate (self-enabling)
Evolve + ?
Unleash + ?
GWB Junk Stax Ghave BWG
Rakdos - abilities when unleahed, like Chaos Imps
Selesnya - ETB populate seems cool. Otherwise, more interesting tokens sound good.
Izzet - stealing/cloning effects with overload, maybe? Seems really narrow.
Azorius - more repeatable detain, like a tap ability.
Golgari - "when (cardname) is scavenged" abilities
Gruul - variable bloodrush abilities like Rubble Hulk, or creatures that get bonuses when attacking
Boros - love the above idea of tokens from battalion
Simic - more abilities involving removing or using counters
Dimir - either splashier abilities or lower costs on cipher spells. Playing with fire either way.
Orzhov - creatures that gain effects based on life gain, or opponents losing life
Banner ala Lymons
Evolve + Unleash perhaps ? (except for being a 4-color combo)
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I'm honestly not sure why we would have combined guild abilities when the guilds aren't combining. It's not Alara, people.
(Also note that such cards couldn't be watermarked.)
This has made a lot of people very angry and been widely regarded as a bad move."
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A Good Place to Start Designing
Overdraw 2U
Target player draws 2 cards
Overload U
I believe we will see combinations due to both the nature of the set as well as the information we have about prerelease. The guilds are trying to work towards completing the maze and temporary alliances are bound to form. Also, they have stated that prerelease packets will have your guild as well as a secretly aligned guild. Here's the link.
Banner ala Lymons
I don't see why something like 3R: Destroy target non-planeswalker, non-enchantment from the game, Overload 5RRR, and it'd basically be an Apocolypse type spell but with a single target mode.
The issue with a lot of these ideas for Izzet atleast is that most of the spell ideas have been done. We already have plenty of red sweepers... perhaps a cheaper "pyroclasm"-esque red spell with Overload that targets both you and your opponent's stuff... but that'd be the 3rd or 4th sweeper in red alone.
Using "another" like that doesn't work with overload. It would have to be "Target creature you control gets +2/+0. Target creature you don't control gets -2/-0. Overload". That would be pretty cool!
I agree, too. I've seen more art involving guilds fighting each other than cooperating (or rather, some art where guild members are fighting each other and no art where guild members are cooperating).
From the art we've seen so far, the guilds are working against each other to complete the Maze. I don't believe we'll see combinations.
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Well, here are my dreams for each mechanic:
Then focus on things that the colors can do, but that they haven't done on larger scales. Random examples off the top of my head:
Return target instant or sorcery card from your graveyard to your hand. You have no maximum hand size until your next turn.
Overload 7U (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
Target creature you don't control deals damage equal to its power to its controller.
Overload 4RRR (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
For gold, look at things the colors do on their own, then see what happens when you mix them. Blue gets bounce and flicker, red gets board wipes and random, so together:
Exile target permanent. At the beginning of each player's upkeep, if that player owns any cards exiled by ~, he or she returns one of those cards to the battlefield at random.
Overload 6UR (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
Again, these are just examples. The overload design space is by no means exhausted.
We could also see 2 or more keywords on nephilim-esque creatures.
So we could see some cards with 2 keywords. Although it seems unlikely.
The only thing that I would love to see different is lower costs on cipher cards and constructed playable populate cards.
Cipher, in my opinion, is the most promising mechanic. But they were too scared of it. Maybe now that they see how bad the other cipher cards are, they will make a properly costed one. Especially since decks that play dimir colors are usually very creature light.
Currently the only playable populate cards are Trostani and Root-Bound Defences, neither of which are played for the populate effect. I like the cards they have that puts down a token then immediately populates. But they are too expensive for what they do. Seriously 4 cmc for two bird tokens, or 6 for 2 centaurs? I understand that that's good for limited but nowhere near constructed. I think 4cmc would be good for a rare version of courser's accord.
But other than that i think they have done very well with the mechanics of this block.
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
Somthing along these lines.
When ever a creature comes into play under your control you lose 2 life and put a +1/+1 counter
Creatures you control with +1/+1 counters gain haste.
Izzet: pyroclasm varinat pleasesssssss
Dimir: A lower cost cyper spell. hands of binding is the level they need to be to work. call of the nightwing is really good in limited but way too high mana cost for constructed and the rest of the non rare ones are useless. Are there any 3 mana cypher cards? i'd like to see one of those.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Honestly, Dimir is both the hardest and the easiest keyword to expand upon. There are tons of effects that would be entertaining with cipher, but none of them will be any kind of popular if they are still so expensive to play. The problem is that they really have no choice but to play it safe, because if mishandled, cipher gets overpowered in a hurry. Say you have dark banishing with cipher, what do you make it cost? At five or maybe even four mana people might call it unplayable, but any less than four is getting dangerous. Cipher is probably the most difficult to design mechanics they've printed in years. I don't expect them to flirt with disaster, I think the likeliest thing we see is more expensive splashy effects, like a demonic tutor or control magic with cipher for six.
Golgari
- A way to get your scavenged creatures back into your hand or deck, whether it be one to your hand or all of them to your deck.
- A variable p/t scavenge creature.
- Scavenger creatures that gain abilities if they have +1/+1 counters on them.
- Creatures with reasonable scavenge costs!
Azorius
- ETB Detain & Blink.
- Mass Detain spell.
Rakdos
- Abilities for +1/+1 counters.
- Hasty Unleashers, something like Demigod of Revenge.
Selesnya
- ETB token creation (Don't tell me how it would be broken because we had splinter twin combo in standard... they could easily make it hard to pull off.)
- A greater variety of tokens.
Izzet
- High regular cost, low overload cost spells, that help all players or hurt all players.
- Another big explosive overload spell.
Orzhov
- A card with Extort, Extort.
- More small Exortionists.
- More large Extortionists, like maybe an angel or spirit.
- Another enchantment with Extort.
Dimir
- Cipher Murder.
- Slightly less expensive Cipher spells.
- Cipher spell that lets you cast another exiled Cipher spell from exile.
Gruul
- Bloodrush Hexproof creature.
- More little Bloodrush creatures, since R/G plays a solid aggro/zoo deck.
- Bloodrush Intimidate creature.
Simic
- Creatures that get abilities for having +1/+1 counters.
- A creature that ETB with +1/+1 counters X, has evolve, and can be sent back to your hand. Thus, a giant pump creature or something.
- Hexproof evolver.
- Trample evolver.
Boros
- More ways to make 1/1 soldiers to activate Battalion.
- Battalion abilities that affect more that one creature.
- Battalion lifelink.
What do you guys think?
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
- I doubt it. They don't like playing with exile, and when they do it's usually in blue. (I.E. i don't expect a black or green scavenge Runic Repitition.)
- Yes
- I doubt it
- For constructed? Maybe one.
I buy both.
- It's possible but i'm only expecting one or two at most. Unleashed is already the default mode for most creatures, it doesn't need to be even better.
- Probably
- Seems possible
- I doubt it, considering how many different tokens this block already has.
- I'm going with no. They specifically designed overload spells to either help you or hurt enemies. Personally, I'd love it if they did the reverse, but my guess is that they won't just for consistency.
- Yes please
- Definitely possible, not sure how probable
- Of course
- Of course
- Probably
- Incredibly unlikely, and even then it would cost a million. Remember that most of the time Cipher represents 2 copies (most people don't have instant speed removal up, so most of the time you get the first copy and the first ciphered copy).
- Probably yes, since development kind of low balled the first batch.
- My guess is no for complexity and parasitism issues.
Yes to all 3
- Possible, though i'd expect more Sapphire Drake/Crowned Ceratok first.
- Kind of specific, I doubt this one but it's possible
- Yes
- Yes
- Possibly
- This one is probable, but my guess is that it'll stick to rares (like Legion Loyalist)
- probably
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
This doesn't do what you want it to. If you were to cast an encoded card from exile, it would cease to be encoded on the created it had been encoded on.
thoughts in red
Niv-Mizzet Ramp 'n' Wheel
Godo: Strap him up and turn him sideways!