Is there a reason we need a spells mechanic? We don't have a creature mechanic, a land mechanic or an enchantment mechanic.
Regular limited play is "play lands, play creatures." You could call attacking and blocking the creature mechanic: it's synergistic with other creatures, it interacts with your enemy's creatures. I think the best way to emphasize type matters in a set is to DOWNPLAY creatures as a type.
As for enchantments, I'm not against a new enchantment mechanic. But I don't think we need one, because auras can already enchant any permanent, including other enchantments.
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[Type] bringer and mastery are both type universal, and Oblation can reward any type, despite only being able to work on permanents.
The problem is, every spell-bringer creature is one less spell in the deck. It's anti-synergistic. I thought the bringers were just going to be a non-keyworded common cycle anyway.
Mastery is even worse for spells; every mastery spell is one less artifact, enchantment, creature, or land in the deck. Decks that want to turn on mastery don't want to play many spells. I would argue that mastery is the "permanent" mechanic, emphasizing the need for a "spell" mechanic.
Oblation, well, I don't like oblation at all. I don't see how it fits into the theme or helps develop any strategies.
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What makes spells so special?
They're not permanents, and rarely interact with each other. It's hard to make them synergize enough that you'd want to play a lot of them without a unifying mechanic. They've also never quite been the focus of a set the way artifacts, enchantments, and lands have.
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Besides, do we really want to reward "17 spells.deck"? I'm not sure if making them so self-sufficient is necessarily a good thing.
Yeah, why not?
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For what it's worth, I'm not too fond of "flashback but worse" as a mechanic. In part because stapling words onto another card is highly unnecessary when you could just cast it like flashback, but also because it's just flashback but worse.
It could be cast from the yard, if you wanted to add extra spell triggers.
Define worse. It can be costed whatever you want it to be. Like, is it better to pay
to flash back a
firebolt, if you could play a spell and flash it back for
that turn instead? It's only worse than flashback if you don't have a spell in hand, otherwise it's better.
I'm not married to the mechanic. I do think the best way to do spells matter is to count, cast, or exile them from the yard—there, a spent spell acts almost like a permanent.
Do we want to make a set where there's a linear spell deck, a linear artifact deck, a linear enchantment deck, and a linear creature deck?
The goal as I understood it was to emphasize the different card types through several playable archetypes. Each type would have its subset of cards that care about its own type, and another subset that would care about other types. Then there'd be a subset of cards that would care about all types (mastery, goyf-like cards). So there would be a set of decks that revolve around each type, and a deck that wants to play a variety of types, and decks in the middle that want some types and not others.
Does this line up with what other people see the set doing?