I remember around Eventide when people were saying the set would have no impact on standard at all, but I didn't really stick around to see what happened. What do y'all think was the set that had the least impact/fewest cards played during the time in which is was in standard?
I really like unstable. It works very well with evolve and it evokes the flavor and playstyle of the simic.
I think the toughness empower is perfect.
Sentry Wolf GW
Creature-Wolf
Empower- As long as creature you control have seven or more total toughness, Sentry Wolf has vigilance.
3/3
I don't get how that is not about selesnya. It's about a group of creatures being strengthened by their peacefulness. Maybe if we made it only untapped creatures and lowered the toughness requirement to 5?
Occam's Razor UU
Enchantment [R]
Players play with their hands revealed.
Each player may only cast spells that have or are tied for having the lowest converted mana cost among nonland cards in his or her hand.
I think we are missing the mark again with simic. I think it is absolutely vital that the guild uses +1/+1 counters in its mechanic. I bring up incubate again.
Incubate (At the beginning of your upkeep, you may tap ~ and put a +1/+1 counter on it.)
I'd personally like to see Elspeth, Tamiyo, Sorin, and Koth on screen. They probably will end up making a Jace/Chandra romance or a Garruk/Liliana fight movie (which I really wouldn't mind) but those are the ones I'd like to explore the most.
The biggest question to me would be whether it would be set on one plane or be an interplanar journey with a bunch of planeswalkers. I wouldn't mind two or three, but anything beyond that...
It's already enough to ask filmgoers to accept a whole new fantasy world, but even beyond that, I doubt they could flesh out onscreen the scale and complexity to more than two planes. I think a movie like "Thor: The Dark World" would be the best reference in terms of tone and scope.
Also, the most cinematic aspects of magic don't correlate to how it is played. Who wants to see a bunch of creatures being summoned all the time when you could see fireballs and stuff?
DIMIR: Sabotage is great as is! I think we can lock it in.
- Sabotage- Whenever you cast a spell during an opponent's turn, (effect).
SIMIC: Do you think that we can move forward with incubate? It seems a lot more Simic than mutate and incorporates +1/+1 counters.
-Incubate (At the beginning of your upkeep, you may tap ~ and put a +1/+1 counter on it.)
RAKDOS: What was wrong with the ball lightning version of reckless? The new one is so much more parasitic.
-Reckless 2 - 4BR(You may cast this for its reckless cost. If you do, when it enters the battlefield, it gets +2/+2 and gains haste and "Sacrifice this at the beginning of the next end step.")
ORZHOV: Tribute is a flavor home run, it will just take some testing to get the power level right. It is very much a casual multiplayer mechanic, but I think that is okay.
-Tribute 2 (Any opponent may pay 2 life and have you gain 2 life when you cast this spell.)
BOROS: I like warcast as is.
-Warcast (This spell costs 1 less to cast for each creature you control that attacked or blocked this turn.)
NEEDS REFINEMENT
GRUUL: I'd also like to go back to enrage- I think that having get the boost upon dealing damage is a misstep. This makes it become an inevitability that basically makes you wait one turn for some boost. When it triggers upon being damaged, it becomes a really cool version of evasion that still encourages attacking while making your opponents make interesting decisions.
-Enrage 1 (Whenever this creature is dealt damage, if it isn't enraged, put a +1/+1 counter on it and it becomes enraged. The damage is dealt before the counter is put on.)
GOLGARI: I really like the sacrifice-recursion version of recycle, the grave-cycling version seems less fun.
-Recycle 2 (You may cast this card from your graveyard if you sacrifice 2 permanents as an additional cost to cast it.)
IZZET: I think that using invoke as a cost reducing mechanic is selling it short. I much preferred the fixed storm version. It opens up a lot more possibilities. You could also keyword it like the landfall spells (Mysteries of the Deep) and have it activate on creatures. Also, why do creatures trigger invoke in the current version? That really makes no sense for this guild.
-(On spells) Invoke- If you cast an instant or a sorcery this turn, (effect).
(On creatures) Invoke- Whenever you cast an instant or a sorcery, (effect).
NEW IDEAS NEEDED
AZORIOUS: Nothing is really resonating right now. I think that we need to either have an in depth discussion about the existing ones or get to brainstorming some all new ones.
SELESNYA: As much as I like commune, it seems like a mechanic that is a pretty straightforward power up to exalted that causes memory issues. Additionally, it doesn't fit in with the token creature motif that is so central to this guild. I think we need to brainstorm more.
If we go with (At the beginning of your upkeep, you may tap ~ and put a +1/+1 counter on it.) do we need to add an "if ~ is untapped" phrase to prevent tap abilities being used?
On incubate: just realized it doesn't work in its current form. Here's the rewording:
(At the beginning of your untap step, you may tap ~ and put a +1/+1 counter on it.)
I took out the "if ~ is tapped" part because it really slows the mechanic down. You'd have to wait an additional turn after you play it to start charging it.
Savage Krasis2GG
Creature- Beast Mutant [C]
Trample, Incubate (At the beginning of your untap step, you may tap ~ and put a +1/+1 counter on it.)
2/2
Glimmering Cytodrake2U
Creature- Drake Mutant [U]
Flying, Incubate (At the beginning of your untap step, you may tap ~ and put a +1/+1 counter on it.)
As long as ~ is tapped, it has hexproof.
2/2
Pulsating GlobUG
Creature- Ooze [R]
Incubate (At the beginning of your untap step, you may tap ~ and put a +1/+1 counter on it.)
Whenever a creature incubates, you may put a +1/+1 counter on ~.
1/1
What if we took TurboJustice's Sabotage and made it self sufficient so they don't need enablers?
Practiced Poisoner1B
Creature - Zombie Rogue (U)
Deathtouch
Sabotage 3bb- You may cast ~ as if it had flash for its sabatoge cost. If you do, target creature gains deathtouch until the end of the turn.
1/2
Enigmatic Executioner2BB
Creature - Spirit Assassin (R)
Deathtouch
Whenever a creature an opponent controls dies, you may gain 2 life.
Sabotage 4BB- You may cast ~ as if it had flash for its sabatoge cost. If you do each opponent sacrifices a creature.
4/2
Drops of Poison1BB
Sorcery
Destroy target creature.
Sabotage 3BB- You may cast ~ as if it had flash for its sabatoge cost. If you do, that creature's controller loses 3 life.
Omnipresent Surveillance1U
Enchantment (R)
Opponents play with their hands revealed.
Sabotage 3UU- You may cast ~ for it's sabotage cost as if it had flash. If you do, you may [Vendilion Clique].
I'm positive the wording is not right, but ya'll get the idea.
"... sanction target permanent. (Tap that permanent. If it was already tapped, return it to its owner's hand.)"
Alternatively,
Delegate 2 (Each creature you control that you return to its owner's hand as you're casting this spell pays for 2.)
It would function like detain, but I think it's a lot more flavorful and explores new design space.
Mystic was on point with the Narcomeba ability. A lot better than Hex. And while I do like the new mutate, I really feel like the Simic identity is very much attached to +1/+1 counters, it would feel wrong to not have that be involved. Maybe keywording Krasis Incubation:
Incubate (At the beginning of your upkeep, if ~ is tapped, you may choose not to untap it and put a +1/+1 counter on it.)
It feel very [MANA]ug[MANA] to me.
Finally, I love tribute, I just think you have to make the tribute larger to the point where your opponent really has to think about it. I'm talking the 4-7 range, look at the odyssey era "bully" cards as examples (browbeat).
I wish there was a way to combine swarm and swarmcast...
I think the toughness empower is perfect.
Sentry Wolf GW
Creature-Wolf
Empower- As long as creature you control have seven or more total toughness, Sentry Wolf has vigilance.
3/3
I don't get how that is not about selesnya. It's about a group of creatures being strengthened by their peacefulness. Maybe if we made it only untapped creatures and lowered the toughness requirement to 5?
Enchantment [R]
Players play with their hands revealed.
Each player may only cast spells that have or are tied for having the lowest converted mana cost among nonland cards in his or her hand.
What do y'all think?
EDIT: Rewording by void_nothing
Incubate (At the beginning of your upkeep, you may tap ~ and put a +1/+1 counter on it.)
It's already enough to ask filmgoers to accept a whole new fantasy world, but even beyond that, I doubt they could flesh out onscreen the scale and complexity to more than two planes. I think a movie like "Thor: The Dark World" would be the best reference in terms of tone and scope.
Also, the most cinematic aspects of magic don't correlate to how it is played. Who wants to see a bunch of creatures being summoned all the time when you could see fireballs and stuff?
LOCKS
DIMIR: Sabotage is great as is! I think we can lock it in.
- Sabotage- Whenever you cast a spell during an opponent's turn, (effect).
SIMIC: Do you think that we can move forward with incubate? It seems a lot more Simic than mutate and incorporates +1/+1 counters.
-Incubate (At the beginning of your upkeep, you may tap ~ and put a +1/+1 counter on it.)
RAKDOS: What was wrong with the ball lightning version of reckless? The new one is so much more parasitic.
-Reckless 2 - 4BR (You may cast this for its reckless cost. If you do, when it enters the battlefield, it gets +2/+2 and gains haste and "Sacrifice this at the beginning of the next end step.")
ORZHOV: Tribute is a flavor home run, it will just take some testing to get the power level right. It is very much a casual multiplayer mechanic, but I think that is okay.
-Tribute 2 (Any opponent may pay 2 life and have you gain 2 life when you cast this spell.)
BOROS: I like warcast as is.
-Warcast (This spell costs 1 less to cast for each creature you control that attacked or blocked this turn.)
NEEDS REFINEMENT
GRUUL: I'd also like to go back to enrage- I think that having get the boost upon dealing damage is a misstep. This makes it become an inevitability that basically makes you wait one turn for some boost. When it triggers upon being damaged, it becomes a really cool version of evasion that still encourages attacking while making your opponents make interesting decisions.
-Enrage 1 (Whenever this creature is dealt damage, if it isn't enraged, put a +1/+1 counter on it and it becomes enraged. The damage is dealt before the counter is put on.)
GOLGARI: I really like the sacrifice-recursion version of recycle, the grave-cycling version seems less fun.
-Recycle 2 (You may cast this card from your graveyard if you sacrifice 2 permanents as an additional cost to cast it.)
IZZET: I think that using invoke as a cost reducing mechanic is selling it short. I much preferred the fixed storm version. It opens up a lot more possibilities. You could also keyword it like the landfall spells (Mysteries of the Deep) and have it activate on creatures. Also, why do creatures trigger invoke in the current version? That really makes no sense for this guild.
-(On spells) Invoke- If you cast an instant or a sorcery this turn, (effect).
(On creatures) Invoke- Whenever you cast an instant or a sorcery, (effect).
NEW IDEAS NEEDED
AZORIOUS: Nothing is really resonating right now. I think that we need to either have an in depth discussion about the existing ones or get to brainstorming some all new ones.
SELESNYA: As much as I like commune, it seems like a mechanic that is a pretty straightforward power up to exalted that causes memory issues. Additionally, it doesn't fit in with the token creature motif that is so central to this guild. I think we need to brainstorm more.
(At the beginning of your untap step, you may tap ~ and put a +1/+1 counter on it.)
I took out the "if ~ is tapped" part because it really slows the mechanic down. You'd have to wait an additional turn after you play it to start charging it.
Savage Krasis 2GG
Creature- Beast Mutant [C]
Trample, Incubate (At the beginning of your untap step, you may tap ~ and put a +1/+1 counter on it.)
2/2
Glimmering Cytodrake 2U
Creature- Drake Mutant [U]
Flying, Incubate (At the beginning of your untap step, you may tap ~ and put a +1/+1 counter on it.)
As long as ~ is tapped, it has hexproof.
2/2
Pulsating Glob UG
Creature- Ooze [R]
Incubate (At the beginning of your untap step, you may tap ~ and put a +1/+1 counter on it.)
Whenever a creature incubates, you may put a +1/+1 counter on ~.
1/1
What if we took TurboJustice's Sabotage and made it self sufficient so they don't need enablers?
Practiced Poisoner 1B
Creature - Zombie Rogue (U)
Deathtouch
Sabotage 3bb- You may cast ~ as if it had flash for its sabatoge cost. If you do, target creature gains deathtouch until the end of the turn.
1/2
Enigmatic Executioner 2BB
Creature - Spirit Assassin (R)
Deathtouch
Whenever a creature an opponent controls dies, you may gain 2 life.
Sabotage 4BB- You may cast ~ as if it had flash for its sabatoge cost. If you do each opponent sacrifices a creature.
4/2
Drops of Poison1BB
Sorcery
Destroy target creature.
Sabotage 3BB- You may cast ~ as if it had flash for its sabatoge cost. If you do, that creature's controller loses 3 life.
Omnipresent Surveillance 1U
Enchantment (R)
Opponents play with their hands revealed.
Sabotage 3UU- You may cast ~ for it's sabotage cost as if it had flash. If you do, you may [Vendilion Clique].
I'm positive the wording is not right, but ya'll get the idea.
"... sanction target permanent. (Tap that permanent. If it was already tapped, return it to its owner's hand.)"
Alternatively,
Delegate 2 (Each creature you control that you return to its owner's hand as you're casting this spell pays for 2.)
It would function like detain, but I think it's a lot more flavorful and explores new design space.
Mystic was on point with the Narcomeba ability. A lot better than Hex. And while I do like the new mutate, I really feel like the Simic identity is very much attached to +1/+1 counters, it would feel wrong to not have that be involved. Maybe keywording Krasis Incubation:
Incubate (At the beginning of your upkeep, if ~ is tapped, you may choose not to untap it and put a +1/+1 counter on it.)
It feel very [MANA]ug[MANA] to me.
Finally, I love tribute, I just think you have to make the tribute larger to the point where your opponent really has to think about it. I'm talking the 4-7 range, look at the odyssey era "bully" cards as examples (browbeat).
I wish there was a way to combine swarm and swarmcast...