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 Post subject: Mechanics
PostPosted: Wed May 21, 2014 11:12 pm 
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LilyStorm wrote:
A plane that no longer moves. One side is completely frozen and the other is a hellish wasteland where the sun never sets.

TPzombieW wrote:
Card Type Matters (not subtype, I'm talking the stuff Tarmogoyf cares about)

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?

I had planned for people to do this in in the General Discussion and Planning thread, but it didn't really happen that way.

This is the thread specifically for Starstill mechanics. If you've got a cool idea for a mechanic, post it here and see what people think!

We also need to decide upon an old mechanic to bring back. Ideas so far include rebound, [cardtype]fall, [card type] offering, and affinity for [card type]s.

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Last edited by ParadOxymoron on Wed Jul 23, 2014 12:38 pm, edited 10 times in total.

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PostPosted: Wed May 21, 2014 11:21 pm 
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I like morph on noncreatures here. It gives you two types of permanents to choose from.

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PostPosted: Wed May 21, 2014 11:22 pm 
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I like morph on noncreatures here. It gives you two types of permanents to choose from.

Mown wrote:
We could bring back Transmute as a way to make one card type into another.

Mercurial – Whenever an artifact, creature, enchantment, or land enters the battlefield, this card becomes that card's card types in addition to its other types until end of turn. As long as it's a creature, it's a 2/2. As long as it's a land, it has ": Add to your mana pool."

altimis wrote:
Animate [1] (As long as this permanent has a +1/+1 counter on it, it is a 0/0 Artifact Creature in addition to its other types.)

Fleeting (Whenever you cast an instant spell, you may return this permanent to its owner's hand.)

[If/As long as] you have mastery, [Effect]. (You have mastery as long as you control an artifact, a creature, an enchantment, and a land.)
Mastery—[Ability] (Activate this ability only if you control an artifact, a creature, an enchantment, and a land.)

Shazzeh wrote:
[Card type] tribute (You may cast a [card type] spell by sacrificing this and paying the difference in mana costs between that card and this one.)

[Card type] bringer (When this permanent enters the battlefield, you may cast a [card type] card from your hand with converted mana cost less than that of this card without paying its mana cost.)

altimis wrote:
Animate [1] (As long as this permanent has a +1/+1 counter on it, it is a 0/0 Artifact Creature in addition to its other types.)

TPzombieW wrote:
Animate [2] target permanent (It becomes a 2/2 creature until end of turn. It retains all other types and abilities)

TPzombieW wrote:
Animate [3] (as long as ~ has a +1/+1 counter on it, it is a creature with power and toughness equal to its converted mana cost)

Mown wrote:
Rituals
Runes of Protection
Enchantment - Ritual
(At the beginning of your upkeep, reduce ~'s duration by 1. ~ ends when its duration becomes 0.)
Creatures you control get +0/+2.
2

Mown wrote:
Essentia
Runes of Protection
Enchantment
Creatures you control get +0/+2.
Essentia 3/3 (You may cast this spell as a sorcery with "Put a colorless 3/3 Spirit creature token onto the battlefield.)

Caldera Sabertooth
Creature—Elemental Cat (U)
Blitz (If you cast this spell for its blitz cost, it has haste. Sacrifice it at the beginning of the next end step.)
Each creature card in your hand has blitz. The blitz cost is equal to its mana cost reduced by .
3/1

Mown wrote:
Surge
Runes of Protection
Enchantment
Surge (You may cast this card for it's Surge cost. If you do, it enters the battlefield with haste. Sacrifice it at the beginning of the next upkeep.)
Creatures you control get +0/+2.

Mown wrote:
Animate [4]
Runes of Protection
Enchantment
Animate [4] - Creatures you control get +0/+2. (You may have ~ enter the battlefield as a creature in addition to it's other types. If you do, it loses this ability.)
3/5


Creature
Erupt —~ deals 2 damage to target creature. (You may cast this card for its erupt cost from your hand or from the battlefield. If you do, it's an instant spell with the given text.)
2/1

Permanents that are spells.


Instant
Draw two cards, then discard a card.
Acolyte (If you cast this spell for its acolyte cost, it's a 1/1 Spellshaper creature spell with ", Discard a card: You may cast a copy of this card for its mana cost.")

Spells that are Spellshapers.

Just wanted to gather all the keywords submitted so far together into one post.

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Last edited by ParadOxymoron on Fri May 30, 2014 3:59 am, edited 6 times in total.

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PostPosted: Wed May 21, 2014 11:23 pm 
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I like morph on noncreatures here. It gives you two types of permanents to choose from.

I think Morph's been experimented with enough, don't you?

Then again, maybe I'm just thinking of that BCP with Morph in it. I guess that's beyond most people's memory-range.

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PostPosted: Wed May 21, 2014 11:26 pm 
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Shazzeh wrote:
[Card type] tribute (You may cast a [card type] spell by sacrificing this and paying the difference in mana costs between that card and this one.)

This is offering, as seen on Patron of the Akki. "goblin" can be replaced with a card type. Tribute is from BNG.

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PostPosted: Wed May 21, 2014 11:29 pm 
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This is offering, as seen on Patron of the Akki. "goblin" can be replaced with a card type. Tribute is from BNG.

I already pointed out in the general discussion and planning thread that it needed a new name, and it's actually offering in reverse: Instead of the ability being on the card in your hand, and you sacrifice any [card type], the ability is on a card on the battlefield, and is used to reduce the cost of any [card type] in your hand. More powerful this way, I think. But yes, I listed offering, too, as one of the ideas for a recurring mechanic. I'd say the use of the two is mutually exclusive.

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PostPosted: Wed May 21, 2014 11:37 pm 
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Ah. I suggest a new temporary name, gnireffo.
I feel like this is focusing on a different aspect of morph.

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PostPosted: Wed May 21, 2014 11:43 pm 
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Two more mechanics fo everyone's consideration. Sorry for complicating things Parad.

Enliven target ____ (It becomes a 2/2 creature until end of turn. It retains all other types and abilities)
Animate would maybe be a better name, but if the animate proposal dies, then we can always snag the name.

This one competes directly with animate, so I think we could start off with a vote between the two so they don't undermine each other in the final vote. That or if everyone can vote for multiple mechanics it's not so bad.
Awaken (as long as ~ has a +1/+1 counter on it, it is a creature with power and toughness equal to its converted mana cost)

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PostPosted: Wed May 21, 2014 11:54 pm 
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TPzombieW wrote:
Two more mechanics fo everyone's consideration. Sorry for complicating things Parad.

What are you apologizing for? You're all supposed to be posting mechanics!

I like Enliven.

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PostPosted: Wed May 21, 2014 11:58 pm 
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He suggested we make a new thread is what he meant.

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PostPosted: Thu May 22, 2014 12:30 am 
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Not exactly a keyword, but a mechanical twist...

"Can't untap until" versus "doesn't untap during"

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PostPosted: Thu May 22, 2014 12:56 am 
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TPzombieW wrote:
Two more mechanics fo everyone's consideration. Sorry for complicating things Parad.

What are you apologizing for? You're all supposed to be posting mechanics!

I like Enliven.

Oh, I thought we might have already been at the voting stage. Apology retracted.

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PostPosted: Thu May 22, 2014 4:54 am 
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Ritual wrote:
Runes of Protection
Enchantment - Ritual
(At the beginning of your upkeep, reduce ~'s duration by 1. ~ ends when its duration becomes 0.)
Creatures you control get +0/+2.
2

Emphasizes the religious undertones, plays into temporary aspect, makes non-aura enchantments more feasible at common because they don't clutter, makes Mown happy because it's his pet type.

Essentia wrote:
Runes of Protection
Enchantment
Creatures you control get +0/+2.
Essentia 3/3 (You may cast this spell as a sorcery with "Put a colorless 3/3 Spirit creature token onto the battlefield.)

Gives you cards that can turn into both sorceries and creatures, but is overall highly wacky. Also needs special rules for Twincast etc, probably.
I realize that it's probably better to just use "Cost, discard ~: Put token into play."

Surge wrote:
Runes of Protection
Enchantment
Surge (You may cast this card for it's Surge cost. If you do, it enters the battlefield with haste. Sacrifice it at the beginning of the next upkeep.)
Creatures you control get +0/+2.

Taken from Steinhauser. Slightly modified to work better with toughness modifiers by not having them expire before damage does. Temporary, can go on any permanent, fits in many colors.

Kindle wrote:
Runes of Protection
Enchantment
Kindle - Creatures you control get +0/+2. (You may have ~ enter the battlefield as a creature in addition to it's other types. If you do, it loses this ability.)
3/5

Well, I don't know really. I would have called it Animate, but that was already taken for this discussion.

We could bring back Transmute as a way to make one card type into another.

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PostPosted: Thu May 22, 2014 9:48 pm 
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I like Essentia - lets cards be different types to different players.

We should also settle the set's rules on coloured artifacts and enchantment creatures. Forbidden? All over the place? Only in small doses?

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PostPosted: Thu May 22, 2014 10:44 pm 
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I guess I'm fine with enchantment creatures because everyone seems to be submitting them for some reason but can we come up with some kind of identity for them so it's not just arbitrary? Like they have to have some kind of "global" triggered or static ability?


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PostPosted: Thu May 22, 2014 11:06 pm 
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Also are we going to do snow? The only reason I care about this is the possibility of snow.

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PostPosted: Fri May 23, 2014 12:36 am 
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Enchantment creatures - I don't see us not doing these. I would keep their numbers small though, and we need some kind unifying criteria. How about they all have to have static abilities (ones that are always on)?

Snow - Maybe we could do snowbrid mana? Like costs that have to be payed with a mana of a specific colour or snow mana? That would be a good thing to put on coloured artifacts to keep them pseudocolourless (like what they did in New Phyrexia with the Phyrexian mana).
I do worry though that snow is one layer of complication too many.

Coloured artifacts - Against them unless we can find some new twist on the idea. They've done whole artifact sets without them, so we can certainly do a type matters set without them too.

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PostPosted: Fri May 23, 2014 12:38 am 
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I like Snow too, Lily, but what does it offer to the set mechanically? We need to answer that before we randomly include it.

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PostPosted: Fri May 23, 2014 1:09 am 
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I don't like snow. It doesn't add anything.

Champion a [type] could also be an interesting mechanic to bring back.

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PostPosted: Fri May 23, 2014 1:14 am 
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Snow should only be included if we add something similar for the opposite side.
Then we could have certain spells have specific effects based on Snow or [Illpyre side].

Like a fire spell that deals 4 damage to target snow creature, or 2 damage to target [Illpyre side] creature.

If that's the case, I'd be okay with snow, and if we did that, I think Tempered could be the opposite of it?

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