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Author Topic: Revelation Cycle  (Read 3778 times)
The Atog Lord
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« on: July 27, 2005, 05:58:43 pm »

Revelation Cycle

First, I’ll explain the “reveal� keyword. Then, I will introduce fifteen cards using that keyword – a common, an uncommon, and a rare for each color.

Reveal works just like Channel, except that instead of discarding the card from your hand, you reveal the card in your hand as part of the cost. For example, if Shinen of Fear’s Chill had Reveal instead of Channel, its ability would read:
Reveal – {1}{B}, Reveal Shinen of Fear’s Chill from your hand: Target creature can’t block this turn.

This mechanic is ultimately pushing the design space of the cantrip, which has always been one of my favorite mechanics. When you cast Zap, unless you have another in hand or happen to draw another, you lose your ability to cast Zap. Thus, the cost of losing Zap is a hidden cost of casting it. This cycle creates “cantrips� whose only cost is the mana itself.

Now, I know what you’re thinking – isn’t that exactly what Buyback does? Yes. However, when a Buyback spell is cast without Buyback, it does exactly the same thing it does with Buyback, except that it doesn’t return to your hand. However, when actually cast, cards with Reveal do something other than their Reveal ability. Therefore, what I believe this cycle has that was lacking in Buyback cards is the tension between keeping the ability to use the Buyback/Reveal ability, and actually casting the spell itself for some other effect.  I have made all of the Reveal cards here creatures because I think that the tension between keeping a Reveal ability online and having a creature in play would lead to some interesting game decisions. I’m imagining most of these cards would be great for limited play, though perhaps a few might make their way into the land of constructed.

So, why such a lame, uncreative name as “Reveal�? Yes, maybe there would be a more exciting name. However, naming the mechanic “Reveal� will serve to remind players not to discard their card when using the ability. Most of the time, if you pay mana and use a card from your hand, that card ends up in your graveyard, whether you are casting it, Cycling it, or Channeling it. Even Buyback spells leave your hand for a little while. Not Reveal cards, however. I think that this name will help players to remember that.

Finally, flavor-wise, what exactly are these cards doing? I imagine them to be creatures who can help you through the Aether, impacting the battlefield without actually being there.

Now, onto the cards themselves.

Dabbling Wizard
Common
{B}
Creature – Human Wizard
Reveal – {4}{B}, Reveal Dabbling Wizard from your hand: Target player loses 1 life and you gain 1 life. Play this ability only once each turn.
1/1

Vengeful Wizard
Uncommon
{2}{B}{B}
Creature – Human Wizard
Reveal – {B}{B}{B}, Pay 4 life, Reveal Vengeful Wizard from your hand: Destroy target nonartifact, nonblack creature. Play this ability only once each turn.
When Vengeful Wizard comes into play, destroy target nonartifact, nonblack creature. You lose life equal to that creature’s toughness.
4/1

Long-Imprisoned Warlock
Rare
{3}{B}{B}
Creature – Wizard Lich
Reveal – Pay 4 life, Reveal Long-Imprisoned Warlock from your hand: Add {B} to your mana pool if you control a Swamp. Play this ability only once each turn.
T: Add {B}{B}{B} to your mana pool
4/4

Eager Scout
Common
{W}{W}
Creature – Human Soldier
Reveal – {W}, Reveal Eager Scout from your hand: Target creature gains first strike until end of turn. Play this ability only once each turn.
First Strike
2/1

Determined Marksman
Uncommon
{2}{W}{W}
Creature – Human Soldier
Reveal – {1}{W}, Discard a card from your hand, Reveal Determined Marksman from your hand: Determined Marksman deals 2 damage to target attacking creature. Play this ability only once each turn.
1W, Discard a card from your hand: Determined Marksman deals 2 damage to target attacking creature.
2/3

False Messiah
Rare
{3}{W}{W}
Creature – Human Cleric
Reveal – {W}{W}, Reveal False Messiah from your hand: Put a devotion counter on target Plains. Play this ability only once each turn.
When False Messiah comes into play, sacrifice any number of Plains. For each devotion counter on a Plains sacrificed in this way, put a +1/+1 counter on False Messiah.
Protection from White
2/2

Meditative Sage
Common
{1}{U}{U}
Creature – Human Wizard
Reveal – {1}{U}, Reveal Meditative Sage from your hand: Look at the top 3 cards of target player’s library. Play this ability only once each turn.
Your opponents play with their hands revealed.
1/3

Cowardly Strategist
Uncommon
{2}{U}
Creature – Human Advisor
Reveal – {2}{U}{U}, Return an Island you control to its owner’s hand, Reveal Cowardly Strategist from your hand: Return target creature you control to its owner’s hand. Play this ability only once each turn.
Return an Island you control to its owner’s hand: Return Cowardly Strategist to your hand.
1/1

Divining Dragon
Rare
{4}{U}{U}
Creature – Dragon Shaman
Reveal – {4}{U}{U}, Reveal Divining Dragon from your hand: Draw a card. Play this ability only once each turn.
Flying
5/5

Goblin Warcrier
Common
{1}{R}{R}
Creature – Goblin Soldier
Reveal – {R}, Reveal Goblin Warcrier from your hand: Target unblocked creature gets +1/+0 until end of turn. Play this ability only once each turn.
2/1

Goblin Boomsmith
Uncommon
{2}{R}{R}
Creature – Goblin Artificer
Reveal – {4}{R}, Reveal Goblin Boomsmith from your hand: Goblin Boomsmith deals 1 damage to target creature. Play this ability only once each turn.
When Goblin Boomsmith comes into play, it deals 2 damage to target creature.
3/2

Dragon of the Fire’s Eye
Rare
{4}{R}{R}
Creature – Dragon Elemental
Reveal – {R}{R}{X}, Reveal Dragon of the Fire’s Eye from your hand: Target creature gets +X/+0 until end of turn. Spend only red mana on X. Play this ability only once each turn.
As an additional cost to play Dragon of the Fire’s Eye, sacrifice two Mountains.
Flying
R: Target creature gets +1/+0 until end of turn.
5/5

Elvish Harvester
Common
{1}{G}
Creature – Elf Townsfolk
Reveal – {G}, Sacrifice a land, Reveal Elvish Harvester from your hand: You gain 2 life. Play this ability only once each turn.
2/2

Elvish Drillmaster
Uncommon
{2}{G}{G}
Creature – Elf Soldier
Reveal – {2}{G}, Reveal Elvish Drillmaster from your hand: Target creature gets +2/+2 until end of turn. Play this ability only any time you could play a sorcery. Play this ability only once each turn.
{2}{G}, {T}: Target creature gets +2/+2 until end of turn.
3/3

Spore Elemental
Rare
{6}{G}{G}
Creature – Elemental
Reveal – {3}{G}, Reveal Spore Elemental from your hand: Put a 1/1 green Saproling creature token into play under your control. Play this ability only once each turn.
Sacrifice a nontoken creature: Put a 1/1 green Saproling creature token into play under your control.
7/6
« Last Edit: July 27, 2005, 06:01:26 pm by The Atog Lord » Logged

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« Reply #1 on: July 27, 2005, 05:59:21 pm »

Dabbling Wizard
Common
{B}
Creature – Human Wizard
Unveil – {4}{B}, Reveal Dabbling Wizard from your hand: Target player loses 1 life and you gain 1 life.
1/1

Vengeful Wizard
Uncommon
{2}{B}{B}
Creature – Human Wizard
Unveil – {B}{B}{B}, Pay 4 life, Reveal Vengeful Wizard from your hand: Destroy target nonartifact, nonblack creature.
When Vengeful Wizard comes into play, destroy target nonartifact, nonblack creature. You lose life equal to that creature’s toughness.
4/1

Long-Imprisoned Warlock
Rare
{2}{B}{B}{B}
Creature – Wizard Lich
Unveil – Pay 4 life, Reveal Long-Imprisoned Warlock from your hand: Add {1} to your mana pool if you control a Swamp.
T: Add {B}{B}{B} to your mana pool
4/4

Eager Scout
Common
{W}{W}
Creature – Human Soldier
Unveil – {1}{W}, Reveal Eager Scout from your hand: Target creature gains first strike until end of turn.
First Strike
2/1

Determined Marksman
Uncommon
{2}{W}{W}
Creature – Human Soldier
Unveil – {1}{W}, Discard a card from your hand, Reveal Determined Marksman from your hand: Determined Marksman deals 2 damage to target attacking creature.
1W, Discard a card from your hand: Determined Marksman deals 2 damage to target attacking creature.
2/3

False Messiah
Rare
{3}{W}{W}
Creature – Human Cleric
Unveil – {W}{W}, Reveal False Messiah from your hand: Put a devotion counter on target Plains.
When False Messiah comes into play, sacrifice any number of Plains. For each devotion counter on a Plains sacrificed in this way, put a +1/+1 counter on False Messiah.
Protection from White
2/2

Meditative Sage
Common
{1}{U}{U}
Creature – Human Wizard
Unveil – {1}{U}, Reveal Meditative Sage from your hand: Look at the top 3 cards of target player’s library.
Your opponents play with their hands revealed.
1/3

Cowardly Strategist
Uncommon
{2}{U}
Creature – Human Advisor
Unveil – {2}{U}{U}, Return an Island you control to its owner’s hand, Reveal Cowardly Strategist from your hand: Return target creature you control to its owner’s hand.
Return an Island you control to its owner’s hand: Return Cowardly Strategist to your hand.
1/1

Divining Dragon
Rare
{4}{U}{U}
Creature – Dragon Shaman
Unveil – {4}{U}{U}, Reveal Divining Dragon from your hand: Draw a card.
Flying
5/5

Goblin Warcrier
Common
{1}{R}{R}
Creature – Goblin Soldier
Unveil – {R}{R}, Reveal Goblin Warcrier from your hand: Target unblocked creature gets +1/+0 until end of turn.
2/1

Goblin Boomsmith
Uncommon
{2}{R}{R}
Creature – Goblin Artificer
Unveil – {4}{R}, Reveal Goblin Boomsmith from your hand: Goblin Boomsmith deals 1 damage to target creature.
When Goblin Boomsmith comes into play, it deals 2 damage to target creature.
3/2

Dragon of the Fire’s Eye
Rare
{4}{R}{R}
Creature – Dragon Elemental
Unveil – {R}{R}{X}, Reveal Dragon of the Fire’s Eye from your hand: Target creature gets +X/+0 until end of turn. Spend only red mana on X.
As an additional cost to play Dragon of the Fire’s Eye, sacrifice two Mountains.
Flying
R: Target creature gets +1/+0 until end of turn.
5/5

Elvish Harvester
Common
{1}{G}
Creature – Elf Townsfolk
Unveil – {G}, Sacrifice a Forest, Reveal Elvish Harvester from your hand: You gain 2 life.
2/2

Elvish Drillmaster
Uncommon
{2}{G}{G}
Creature – Elf Soldier
Unveil – {2}{G}, Reveal Elvish Drillmaster from your hand: Target creature gets +2/+2 until end of turn. Play this ability only any time you could play a sorcery.
{2}{G}, {T}: Target creature gets +2/+2 until end of turn.
3/3

Spore Elemental
Rare
{6}{G}{G}
Creature – Elemental
Unveil – {3}{G}, Reveal Spore Elemental from your hand: Put a 1/1 green Saproling creature token into play under your control.
Sacrifice a nontoken creature: Put a 1/1 green Saproling creature token into play under your control.
7/6
« Last Edit: July 31, 2005, 08:54:22 pm by The Atog Lord » Logged

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« Reply #2 on: July 27, 2005, 06:04:47 pm »

Ah! I think I might need some formatting help, please. In the Vow cycle, Matt formatted the cards so that mana symbols were written as {SYMBOL}. I tried to follow his example here, but ended up making actual mana symbols, something that the rules of the forum say not to do. How do I correctly display mana symbols? Sorry, I'm a card creation n00b. Thanks.
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« Reply #3 on: July 27, 2005, 06:32:31 pm »

When permanents leave and re-enter play the game treats them as completely different cards, it doesnt remember the state of the card.  I think this keeps you from using once per turn clauses on these as the game will not remember that card being in your hand.  You could make it a rule part of the reveal keyword-"You may play reveal abilities once each turn" or something.
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« Reply #4 on: July 27, 2005, 07:17:22 pm »

When you reveal a card, it never actually leaves your hand.
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« Reply #5 on: July 27, 2005, 07:35:11 pm »

If you reveal one, and then you just do it again, who's to say whether you have two of them in your hand or you're cheating?
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« Reply #6 on: July 27, 2005, 08:13:46 pm »

Quote
If you reveal one, and then you just do it again, who's to say whether you have two of them in your hand or you're cheating?
Exactly.  Yes it never leaves your hand and that's the point, it's not in play and your hand isn't a public zone anyway.
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« Reply #7 on: July 27, 2005, 09:53:11 pm »

When you make a post, underneath the area where you write, there's a link to "additional options." Follow that and choose "Don't use smileys" to avoid making the mana symbols.

Why not put the "play this only once each turn" clause into the rules text for Reveal? Or do you even need this clause at all? Most of your costs are so high that you'll never play them that often anyway.
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« Reply #8 on: July 27, 2005, 10:58:19 pm »

Matt, I'll fix the Mana Symbol issue.

You're right. I guess that if you use a Reveal ability, and then use it again, there is no way to prove that you don't have two copies of the Reveal card in hand. I guess I'll remove the once-per-turn restriction. Hopefully that won't break anything too badly.
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« Reply #9 on: July 28, 2005, 10:40:29 am »

I have issue with the Long Imprisoned Warlock. It seems like it's an accelerant, and I'd thought that wizards was pushing accelerants into the realm of Red and not black. Anyone else feel this?

Also, did False Messiah mean to say:

Reveal - WW, Reveal False Messiah from your hand:  Put a devotion counter on target Plains without a devotion counter.

?

Otherwise, turns 2, 3, and 4 you make a plains get a counter, and turn 5 you drop a 5/5 beatstick that costs 5 and a plains, plus it's pro-white. Didn't know if that was the intention.

Cowardly strategist should definately be common. If you want to keep it at uncommon, you could probably easily knock the cost down by 1.

Also, goblin warcrier seems WAAAAYY overpowered. In limited, it's an uncounterable howl from beyond for a mono-r deck (and at common it'll probably show up a lot), and in constructed it ends games immediately. Also, it's normal casting cost seems a bit high for a red 2/1. It may need some cost restructuring.

Elvish Harvester might prove really strong in limited, but I think that's ok. Testing will tell if it's way overpowered, or just a strong swing card. I don't think it should be common though. Maybe uncommon.

Eager scout is almost as good as goblin warcrier. In fact, I could imagine a constructed standard deck that abuses these like crazy. As for their limited impact, definately crier is too good for common, and it's reveal cost is to low. Probably scout is a little too low, but I'm not sure.

Other than that I like the other cards, and reveal looks like an interesting mechanic.
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« Reply #10 on: July 28, 2005, 12:17:46 pm »

Quote
I have issue with the Long Imprisoned Warlock.

I know that acceleration has recently been moving towards red insteadof black. However, one thing that black has always been able to do is pay life or sacrifice creatures to do things that are usually in the domain of other colors. Examples include Skeletal Scrying, Gate to Phyrexia, Simulacrum, Phyrexian Arena, and Pain's Reward.

Quote
did False Messiah mean to say

False Messiah is worded as intended. I actually want the card to be very good in limited, because it really shows what a Reveal card can do that a Buyback spell could not. If you do nothing until turn five, and then lose a land, you get a 5/5 pro white creature. Whereas green can easily get such a creature on turn five such as Arashi without wasting its early turns putting devotion counters onto land. So, yes, I agree that it is strong, but doesn't seem degenerate.

Quote
Also, goblin warcrier seems WAAAAYY overpowered.

You're right, he was. I just fixed that. He was designed to work when all of these cards could only have been used once per turn; without that restriction, his mana requirement needed to increase.

Quote
Eager scout is almost as good as goblin warcrier

His ability also just increased in cost.

Quote
Elvish Harvester might prove really strong in limited

You can now sacrifice only forests to this card.

Thanks for the great feedback Orgcandman.
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« Reply #11 on: July 28, 2005, 02:04:25 pm »

Hmmmm, the Black Rare (the add mana guy) is easily playable on turn 1 if you just lay a swamp and then use him 4 times.  Its a lot of life loss, but it also gets you 5 mana on turn 2 and every turn after that, which seems a little powerful, especially in a Block Constructed or Type2 environment.  Not to mention, would he be playable in something like a vintage combo deck, as life loss is not particularly important, and he seems a lot better than ESG in that he produces a good color of mana, and can make BBBB if need be.  He seems a little too powerful.
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« Reply #12 on: July 28, 2005, 02:29:17 pm »

Good call, Homer. I made him produce colorless instead of black mana, and I made him cost 2BBB instead of 3BB. This is another issues I missed when removing the "play this ability only once each turn" clause from the cards.
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« Reply #13 on: July 28, 2005, 03:47:41 pm »

I don't know if anyone's pointed this out, but this keyword needs to actually have a name change at some point, because the word "reveal" already exists in the Magic lexicon.
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« Reply #14 on: July 28, 2005, 07:46:05 pm »

I think that this is an interesting idea, but that it would be more interesting applied to spells than to creatures. The channel mechanic demonstrates a way in which a similar ability can be applied to creatures in an interesting way. The channel ability is similar to an ability possessed by the creature, so there feels as though there is some unity to the spell. In the case of these cards, the fact that these creatures have the Reveal ability seems almost totally tacked-on. They are essentially buyback spells that you can happen to cast as creatures. I think that this ability would be more interesting if each highlighted either a dual-nature spell (possibly with different colours to cast and to reveal) or a spell that can get significantly stronger when cast, rather than revealed. Here is an example of each:
Quote
Thermal Reservoir
{4}{R}
Sorcery

Thermal Reservoir deals 4 damage to target creature.

Reveal -- {1}{U}, Reveal Thermal Reservoir from your hand: Tap target creature.
The flavour of this spell is that as long as you keep the heat in the reservoir, then everything else is cold (tapping a creature). If you unleash that heat, then it becomes a burn spell.
Quote
Hand of Creation
{3}{G}{G}
Sorcery

Put a 4/4 green Beast token into play.

Reveal -- {2}{G}, Reveal Hand of Creation from your hand: Put a 1/1 green Squirrel token into play.
I'm aware that one could create these spells in addition to the ones you've proposed, but:
1. A cycle of 15 cards is huge. It doesn't leave much/any room in a set for additional cards with that keyword mechanic
2. I don't feel as though you're really pursuing the potential available in this mechanic.

I would also like to suggest "Unveil" as a possible name for this mechanic.
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« Reply #15 on: July 28, 2005, 10:11:53 pm »

Ephraim,

I like both of those cards. They're both interesting draft cards, and make sense from a flavor perspective.

As for why the ones I made are all creature cards, there are a few reasons. First, I imagine the ability to be a creature sort of reaching through the aether to effect the battlefield. And I wanted a Reveal ability to be very different from the actual spell when cast. That said, there is no reason at all that the cards can't be made as spells instead of creatures. In fact, having some spells that acted like this could be great.

As for the Reveal ability being tacked-on, I worked to make each reveal ability fit the flavor of the card. For instance, Elvish Harvester gives you life for Forests. Perhaps I didn't succeed from a flavor perspective as much as I would have liked to; but I hope that if you look you can at least see some connection between the creature's name and its ability. Though, I'm positive that there are some better Reveal cards waiting to be...revealed.

As for the name itself, Unveil sounds fine, so long as it doesn't conjure up images of Morph too strongly. Revelation is another idea, as it follows the trend of being Channel, being named after a cool old-school green card. So long as the name implies that the card is shown, but never actually leaves the hand.
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« Reply #16 on: July 30, 2005, 07:09:02 pm »

I like the name Unveil a lot. This is a very good mechanic, as already demonstrated by the spell/creature variation: the first set can have just the 'creature' Unveil cards, and the latter sets can expand on the possibilities.
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« Reply #17 on: August 02, 2005, 01:20:27 pm »

Unveil doesn't sound great to me--it suggests that you already have something, and you're suddenly revealing a new aspect, rather than the completely new appearance of a card that this mechanic produces.

A few possible options:
Manifest
Flash

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« Reply #18 on: August 03, 2005, 01:31:14 pm »

The name "Flash," alongside the nature of these cards, makes me picture a little Magic card wandering around in a trenchcoat and an evil grin. I'm not sure that's going to be too great. I can see the awful jokes now; "LOL I FlaSh Y00! HAHAROFL!".

Manifest. That could be an interesting name. I'm thinking of how the Holy Spirit is described as being "manifest yet unseen." Jacob, perhaps this isn't exactly the concept you had in mind for this word. The name makes a lot of sense because the mechanic depicts a creature manifesting its power without physical presence. The only concern I have is how the name might not be as good if there are Reveal cards in the future which are not creatures. Does a Fireball manifest itself as a little spark?

"Display" and "Showoff" also come to mind, though those are less based on flavor than they are on being built-in reminder text, like Buyback.
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« Reply #19 on: August 03, 2005, 03:31:52 pm »

Yeah, good call on Flash--I guess I better not suggest "expose".

Can an idea manifest itself? If so, I think a fireball spell can.
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« Reply #20 on: August 03, 2005, 04:40:43 pm »

A spell would "manifest" itself by being cast. At least that's how I'd think of it. I'd have trouble thinking of the difference between the manifestation of a spell and the casting/resolution of that spell.
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« Reply #21 on: August 03, 2005, 05:54:59 pm »

Okay, I switched from a thesaurus to a list of verbs. You could do some variant on "dream", or possibly something related to sound/music. Other ones I noticed included Aid, or maybe Glow or some light-related word.

Or you could just go with "unveil". It's a fine word for the mechanic.
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« Reply #22 on: August 19, 2005, 11:02:05 am »

Bump.
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« Reply #23 on: August 22, 2005, 10:06:10 pm »

Thanks for bumping this, Matt, I would have missed it otherwise.

I think this is a great mechanic that opens up a lot of design space, but I really dislike most of these particular cards.  I've written specific objections for each card, and then suggest some changes in the design philosophy of these cards.

Dabbling Wizard
Common
{B}
Creature – Human Wizard
Unveil – {4}{B}, Reveal Dabbling Wizard from your hand: Target player loses 1 life and you gain 1 life.
1/1
The fact that it can be played late game or early game is nice, and makes it one on the best cards offered here.  I like the idea that early on, you can get a few damage in by swinging with him, and late game you can get a few damage with him by using the (probably undercosted) ability.  Compare to Death of a Thousand Stings to see why it's undercosted.

Quote
Vengeful Wizard
Uncommon
{2}{B}{B}
Creature – Human Wizard
Unveil – {B}{B}{B}, Pay 4 life, Reveal Vengeful Wizard from your hand: Destroy target nonartifact, nonblack creature.
When Vengeful Wizard comes into play, destroy target nonartifact, nonblack creature. You lose life equal to that creature’s toughness.
4/1
BBB is hard to come by in limited, which is the only time the reveal ability will matter.  This is like a higher-powered Nekrataal that sometimes can decimate your opponent's whole team, or a harder-to-cast Slaughter that can also kill your opponent.  Since both Nekrataal and Slaughter are pretty busted cards in limited, I think this card might be either undercosted or just fundamentally unfair.


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Long-Imprisoned Warlock
Rare
{2}{B}{B}{B}
Creature – Wizard Lich
Unveil – Pay 4 life, Reveal Long-Imprisoned Warlock from your hand: Add {1} to your mana pool if you control a Swamp.
T: Add {B}{B}{B} to your mana pool
4/4
There's no way the reveal ability wouldn't break Vintage (and probably Legacy) clean in half.  The chances of this ever being cast as a creature in those formats are nil.  In Limited, the reveal ability would probably never see use beyond being used once or (at most) twice if you get manascrewed early on.  And it's also BBB and so hard to cast on turn 5 in limited.

Quote
Eager Scout
Common
{W}{W}
Creature – Human Soldier
Unveil – {1}{W}, Reveal Eager Scout from your hand: Target creature gains first strike until end of turn.
First Strike
2/1
This is a well designed card, although I think it's costed wrong.  When you have no men out, he's basically a properly costed weenie, and you'll want to cast him since he doesn't help out when you have no men.  When you have men out, he's a great combat trick.  As for costing, compare this to Shinen of Stars' Light.  I think at WW for the creature and W3 for the ability, this would still be a fine card.  It's okay to make the first strike ability cost something because 1) It's probably going to cost the opponent a card.  2)  Good players attack before casting new men, so they can use this ability if a good opportunity presents itself, or cast a critter if there's no chance to play the ability.


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Determined Marksman
Uncommon
{2}{W}{W}
Creature – Human Soldier
Unveil – {1}{W}, Discard a card from your hand, Reveal Determined Marksman from your hand: Determined Marksman deals 2 damage to target attacking creature.
1W, Discard a card from your hand: Determined Marksman deals 2 damage to target attacking creature.
2/3
This is an enormous limited bomb, and an incredibly good control card for constructed.  Why would you ever cast this as a creature?  I don't think there's any way to cost this properly and have it make sense design wise.  This is much better than Ghost-Lit Raider, for example, but probably not quite as good as Masticore (since the 'core is also an awesome, hard-to-kill win condition).

Quote
False Messiah
Rare
{3}{W}{W}
Creature – Human Cleric
Unveil – {W}{W}, Reveal False Messiah from your hand: Put a devotion counter on target Plains.
When False Messiah comes into play, sacrifice any number of Plains. For each devotion counter on a Plains sacrificed in this way, put a +1/+1 counter on False Messiah.
Protection from White
2/2
I'm not sure that this card makes any sense color wheel wise, but this is absolutely the right idea for reveal as a mechanic.  Here there is an interaction between the reveal ability and the creature's ability.  They don't just "do the same, but for more (or less)".

Quote
Meditative Sage
Common
{1}{U}{U}
Creature – Human Wizard
Unveil – {1}{U}, Reveal Meditative Sage from your hand: Look at the top 3 cards of target player’s library.
Your opponents play with their hands revealed.
1/3
The interaction between these abilities is not very productive.  Let's say you play the reveal ability turn 2, and then cast this guy on turn 3.  You'll know their next draw right away due to the creature ability, anyway, so you can anticipate their next two draws and maybe play things differently for those two turns.  That seems like such a marginal ability that it's just not worth it.  How about something like this:
Meditative Sage
Common
{2}{U}
Creature – Human Wizard
When Meditative Sage comes into play, any number of target players put the top card of their library into their graveyard.
Unveil – {1}{U}, Reveal Meditative Sage from your hand: Look at the top 3 cards of target player’s library.
1/3

Quote
Cowardly Strategist
Uncommon
{2}{U}
Creature – Human Advisor
Unveil – {2}{U}{U}, Return an Island you control to its owner’s hand, Reveal Cowardly Strategist from your hand: Return target creature you control to its owner’s hand.
Return an Island you control to its owner’s hand: Return Cowardly Strategist to your hand.
1/1
This card has great flavor, and the abilities interact fairly well.  I think the cost for using the reveal ability is probably too steep.  Just keeping the mana up to bounce your own guys will be hard enough, never mind wrecking your mana base as you do so.

Quote
Divining Dragon
Rare
{4}{U}{U}
Creature – Dragon Shaman
Unveil – {4}{U}{U}, Reveal Divining Dragon from your hand: Draw a card.
Flying
5/5
I think this one works, even though the reveal cost and the mana cost are the same and they don't really have much synergy with each other.

Quote
Goblin Warcrier
Common
{1}{R}{R}
Creature – Goblin Soldier
Unveil – {R}{R}, Reveal Goblin Warcrier from your hand: Target unblocked creature gets +1/+0 until end of turn.
2/1
This could probably be costed at RR and still be fair.  Unlike the White first strike guy, using this will never result in card advantage.

Quote
Goblin Boomsmith
Uncommon
{2}{R}{R}
Creature – Goblin Artificer
Unveil – {4}{R}, Reveal Goblin Boomsmith from your hand: Goblin Boomsmith deals 1 damage to target creature.
When Goblin Boomsmith comes into play, it deals 2 damage to target creature.
3/2
I think this should probably be a 2/2 (like the 4cc Corrupt Eunuchs from P3K, not like FTK).  I think the card might be more effective as, say, a 1/1 for R1 that dealt 1 to target creature.

Quote
Dragon of the Fire’s Eye
Rare
{4}{R}{R}
Creature – Dragon Elemental
Unveil – {R}{R}{X}, Reveal Dragon of the Fire’s Eye from your hand: Target creature gets +X/+0 until end of turn. Spend only red mana on X.
As an additional cost to play Dragon of the Fire’s Eye, sacrifice two Mountains.
Flying
R: Target creature gets +1/+0 until end of turn.
5/5
As a creature, having to sac 2 mountains to put it in play is way too steep a cost for what is basically a Shivan.  As a reveal spell, it seems okay, and maybe even underpowered.  Put another way, I don't see how this ability can possibly generate card advantage.  You can pump your guys, sure, but they still just trade 1-for-1 with your opponent's guys (since your guys probably have 1 or 2 toughness).

Quote
Elvish Harvester
Common
{1}{G}
Creature – Elf Townsfolk
Unveil – {G}, Sacrifice a Forest, Reveal Elvish Harvester from your hand: You gain 2 life.
2/2
These just seem uninspiring together.  Maybe if the creature had "When ~ CIP, return target forest from your graveyard to your hand."  It would be a pretty good Grizzly Bear, then.

Quote
Elvish Drillmaster
Uncommon
{2}{G}{G}
Creature – Elf Soldier
Unveil – {2}{G}, Reveal Elvish Drillmaster from your hand: Target creature gets +2/+2 until end of turn. Play this ability only any time you could play a sorcery.
{2}{G}, {T}: Target creature gets +2/+2 until end of turn.
3/3
The "play only as a sorcery" seems like a real kluge to avoid having the green mage get card advantage off this (by pumping dudes in battle).  I'd axe that phrase, make the Reveal cost 5 or 6, and make the critter a 1/1 for 2.  That way, there would be more incentive to play it early.

Quote
Spore Elemental
Rare
{6}{G}{G}
Creature – Elemental
Unveil – {3}{G}, Reveal Spore Elemental from your hand: Put a 1/1 green Saproling creature token into play under your control.
Sacrifice a nontoken creature: Put a 1/1 green Saproling creature token into play under your control.
7/6[/b]
Again, while these both produce the same ability, the two halves really seem to lack synergy.  I think this would be good flavor for something more like the white rare you suggested, where the reveal effect anticipates the arrival of the creature.  For example:
Spore Elemental
Rare
{3}{G}{G}
Creature – Elemental
Trample
Sacrifice a Saproling: Spore Elemental gets +2/+2 until end of turn.
Unveil – {2}{G}, Reveal Spore Elemental from your hand: Put a 1/1 green Saproling creature token into play under your control.
4/4

Let me reiterate that I really like the mechanic, and I think it has lots of potential.  But again, these cards seem very much like a first draft rather than the finished product.  I think the best cards you've suggested are the one where the creature and the ability complement one another, rather than just having the same ability.  (Or, if the do have the same ability, the two effects can still complement each other.)  Also, I think it's important to make these cards as castable as possible in both the early and late game.  There's nothing worse than having dead cards sitting in your hand.

Oh, and I think Unveil is a great name for the mechanic.  However, I see it as more of the player unveiling their secrets than as the card itself unveiling its presence. 
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« Reply #24 on: August 28, 2005, 09:32:28 pm »

Dabbling Wizard is actually pretty fairly costed, when you compare him to buyback spells--comparing him to a weak arcane spell is highly misleading.

The blue dragon, though, is Whispers with buyback AND a win condition. It definitely looks like it needs to cost more somewhere.
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« Reply #25 on: April 14, 2006, 11:19:14 am »

ok, I H8 h8 h8 h8h8 thread necromancying, HOWEVER,

I just wanted to point out that the new "Forecast" mechanic is exactly this. Great job Rich. You and Matt pre-empted 2 guild mechanics.
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« Reply #26 on: April 14, 2006, 01:04:32 pm »

I just wanted to point out that the new "Forecast" mechanic is exactly this. Great job Rich. You and Matt pre-empted 2 guild mechanics.

Awesome.
Thanks for pointing that out. Smile
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« Reply #27 on: April 14, 2006, 03:03:11 pm »

Team Reflection is the R in "R&D".
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SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
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{Team Hindsight}
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