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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 9:29 am 
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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 12:30 pm 
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Please visit this thread if you'd like to have any input on YMtC's new subforum.

And LilyStorm takes it! Rabid Fireweasel has been added to the spoiler.

Please pick a rarity and a criterion for the next round.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 12:45 pm 
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Make a blue Instant that ends the turn and grants you an extra turn

Red Uncommon from the cold side that shows off the set's gimmick. I'm talking DFCs, Split cards, aura creatures, etc.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 5:35 pm 
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Doesn't fit the new criterion and caused a lot of ruckus over rules issues anyway, so scrapped

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Last edited by ParadOxymoron on Wed May 21, 2014 11:36 pm, edited 5 times in total.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 5:39 pm 
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Splice onto permanents only works if we make instant a supertype, because they need to have flash, but they can't have flash because the only ability they can actually have is the one you want to splice.

I'm sorry but what?

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 5:46 pm 
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So, the way splice works is it adds the card's text box to the card.

All Splice cards are instants. I assume they did this because if they weren't instants, you wouldn't be able to cast them immediately after you spliced them; something which, if you couldn't do, would subtract from the nature of the mechanic. So all splice cards have to be able to be cast at instant speeds.

But splice cards only ever have one ability besides their splice ability, to keep their text boxes clean.

If Flash were an ability a permanent with splice-onto-[permanent] had, it would have to be added to the text box of the card its splicing onto. This would splice on the ability Flash.

But that's confusing because that doesn't give you the ability to cast the spell at any time, because you have to cast the spell before you splice anything onto it.

So in order for splice onto permanents to work, instant has to be a supertype. Is my logic making sense?

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Last edited by ParadOxymoron on Wed May 21, 2014 5:52 pm, edited 1 time in total.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 5:52 pm 
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I don't see why you need to be able to cast a spliced card with the card it's splicing onto.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 5:54 pm 
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I don't see why you need to be able to cast a spliced card with the card it's splicing onto.

I'm secretly just trying to give us an excuse to merge instants and sorceries into one card type because I think it would increase our design space for this set, not decrease it.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 6:04 pm 
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I would say that it's not working.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 6:16 pm 
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Perhaps I should have made a simpler criteria, but we really should start making keywords and mechanics besides relics so we can get this set really going...

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 9:12 pm 
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LilyStorm wrote:
Perhaps I should have made a simpler criteria, but we really should start making keywords and mechanics besides relics so we can get this set really going...

True, true. Give it its own thread or discuss it in the Starstill general thread?

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 10:41 pm 
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Flamechaser
Enchantment Creature – Spirit (U)
When Flamechaser enters the battlefield, it deals 1 damage to target creature or player.
Splice onto enchantment (As you cast an enchantment spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
1/1

:rant: The rules issues of this card are mind-blowing, but could be managed. The memory issues cannot.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 10:44 pm 
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TPzombieW wrote:
LilyStorm wrote:
Perhaps I should have made a simpler criteria, but we really should start making keywords and mechanics besides relics so we can get this set really going...

True, true. Give it its own thread or discuss it in the Starstill general thread?


Maybe maybe. Would a contest not be better though, since it makes people decide on things now? If not...

New criteria: Create a common red card from the cold side that shows a difference in flavor from red things on the hot side.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 10:46 pm 
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Surprising Freeze :r::r::1:
(snow?) Enchantment
Morph--:r::r:
Whenever a creature enters the battlefield under an opponents control, [cardname] deals one damage to it. Tap that creature.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 10:50 pm 
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LilyStorm wrote:
New criteria: Create a common red card from the cold side that shows a difference in flavor from red things on the hot side.

Oh, well, then

Ray of Frost :r:
(snow?) Instant
[cardname] deals one damage to target creature or player. That creature can't block. If that player would gain life this turn, that player gains no life instead.
It's hard to heal with the heat sapped out of you.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 11:02 pm 
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Flamechaser
Enchantment Creature – Spirit (U)
When Flamechaser enters the battlefield, it deals 1 damage to target creature or player.
Splice onto enchantment (As you cast an enchantment spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
1/1

:rant: The rules issues of this card are mind-blowing, but could be managed. The memory issues cannot.

What memory issues? The ability you splice onto it only matters when it enters the battlefield.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 11:19 pm 
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Splice is copyable. If you fork a spliced spell, the copy has the splice.

702.44a Splice is a static ability that functions while a card is in your hand. "Splice onto [subtype] [cost]" means "You may reveal this card from your hand as you cast a [subtype] spell. If you do, copy this card's text box onto that spell and pay [cost] as an additional cost to cast that spell." Paying a card's splice cost follows the rules for paying additional costs in rules 601.2b and 601.2e-g.
http://community.wizards.com/content/fo ... ic/2236786

You splice this onto an enchantment creature turn three. Five turns later, when your opponent clone the enchantment creature. Are you going to remember the ability?

In tournament play, this gets even worse. You have to remind your opponent of your own negative triggers only. The clone will be creating the trigger, so it will be your opponent's trigger, but you were responsible for remembering it exists. If your opponent forget about the splice ability, you don't have to remind them. I find that result unacceptable. The rules about who needs to remember triggered abilities went through a lot of changes recently, you should look them up before continuing.

I'm also curious about Lexivore's interaction, but that's idle curiosity, not an actual problem.

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 Post subject: Re: Starstill – Red
PostPosted: Wed May 21, 2014 11:40 pm 
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New card for the new criterion:

Sparkcatcher
Creature – Faerie Wizard
Flying
Instant bringer (When this permanent enters the battlefield, you may cast an instant card from your hand with converted mana cost less than that of this card.)
In a land of frozen wastes, the tiniest spark becomes the most valuable commodity.
1/1

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 Post subject: Re: Starstill – Red
PostPosted: Thu May 22, 2014 12:27 am 
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Deep Freeze --
Instant (U)

Deep Freeze deals 3 damage to target creature. That creature can't untap.

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 Post subject: Re: Starstill – Red
PostPosted: Thu May 22, 2014 12:37 am 
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Sandstone Golem
Artifact Creature (C)
Sandstone Golem enters the battlefield tapped.
6/6


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