Agreed, Unearth isn't really blue, and that is good example. That said, it's just nice when you can have mechanics that do fully match. Even though Unearth was in the blue/black/red shard, it also had the fewest instances of the mechanic. I would disagree with you on Exalted though - having a single evasive attacker while sitting behind a wall of creatures is a very blue thing to do, and the weight given to blue in Exalted (higher than green, lower than white) helps with where it fits. That said, Exalted is a pretty colour-neutral mechanic overall. It's important to note here that not every shard had a keyword! Esper had no keyword mechanic, but WAS made unique through the coloured artifact creatures. So if you're not sold on your own mechanic, but still want that wedge to use those themes, then there's likely another way ;-)
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Don't worry about dodge. An easy template change to "lose life" will make it work, and will bring it in line with black's effects of "If something would happen, pay life instead".
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Yeah, I catch the
Polymorph part of the mechanic - I just don't like it
. Then again, that's the important job of design; trying to figure out what someone will or won't inherently like.
What I meant by my previous post was that it’s not fun to Reincarnate “down”. Cascade was an exception, as you got to cast a free spell off another spell, and players LOVE free! However, you can see just how much risk design was willing to take by only putting the mechanic into Conflux. They knew that the risk of only casting “down” would lead to lots of disappointing moments of “oh, I cascaded into my useless
Raging Goblin”. They didn’t want that to happen, but it’s hard to craft a mechanic that gave free+random and have it give somewhat consistent levels of emotional payoff. Reincarnate currently runs almost this exact same risk.
At the same time, just because you hit cards of lower cost doesn’t mean the mechanic will be hard to break. The best Cascade cards in Modern and Legacy are the lowest costing ones (and
Bloodbraid Elf, because it = value), because they can “search” their deck to cast specific cards by simply having no others at that 1 or 2 casting cost. Oddly enough, Reincarnate, like Cascade, becomes less and less powerful and consistent the higher the cost of things that it’s on. This means a high cost Reincarnate card can have a lower Reincarnate cost
So you can see the problem, yes? For older formats, the mechanic might be too powerful, but for regular formats, it’s too inconsistent.
That said, since it’s not a real set, you don’t need to worry about how it interacts with older formats – but pretending that it was, this would be a potential issue.
What if instead Reincarnate had a low cost, but allowed the card to replace a creature spell cast? EXAMPLE:
Tenistis Servant Creature – Snake Shaman {C}
Deathtouch, Reach
Reincarnate
(Whenever you cast a creature spell, if Tenistis Servant is in your graveyard, you may pay
. If you do, switch that spell for Tenistis Servant.)
2/1
In this idea, the creature is literally brought back from the grave! The trick is that you’ll still need to cast creature spells, and pay THAT creature spell’s cost as well – but by having a stocked graveyard, you’ll be able to turn any creature spell cast into the card that you need. A 2/1 Deathtouch creature with Reach can kill a big 4-toughness flier that your 4/3 creature in hand can’t answer.
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For Energize, I was saying that Imprint tends to happens when you cast the spell/enters the battlefield. It’s a one-time choice. Energize doesn’t have to be a one-time choice, but rather can “energize” a card at any time – even 10 turns after a card’s been on the battlefield. In that sense, it’s “delayed”. Hence, delayed Imprint
My suggestion is just to open it up a bit earlier, since you’ll have lots of cards in the set, and having a quarter of all the wedge’s cards just ramp you is a little dull. Putting the ramp-option on the fatties makes a lot of sense, but opening it up could allow your little guys to energize with utility options, making the fatties you do cast more powerful.
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When I say “ready wants to be on instants”, it’s because that’s what players want. If a card furthers your board state, then having it with a Ready action will only matter if you’re trying to combo. If a card detracts from your opponent’s board state, then, like
Seal of Doom, it can make sense to telegraph the move try to sit on the card for later. Come to think of it, Ready is pretty much “Seal of CARDNAME”, except that a readied spell can still only be cast at its usual timing restrictions.
I would still strongly suggest putting a counter on readied cards. It visually signifies that the card is ready to be cast. Energize won’t matter, as players will naturally put the card under the other card just as they do with auras and haunt, etc, but the current wording for Reincarnate will result in multiple cards in exile. If the wording for Reincarnate is switched to my example, this won’t be a problem – but even still, a counter would be nice if you plan on having any “exile target creature” effects in the set, or even just for when interacting with other Magic sets.
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Gotcha on Zeal, and I totally understand that. But what I meant was that there are many players (often newbies) that won’t understand that a creature is still considered attacking, even after it’s dealt damage. You can open the mechanic up with “If this creature dies during the combat phase”, and can continue to craft the preferred environment with a healthy dosage of “attacks each turn if able” and “can’t block” phrases.