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8 months ago ::
Oct 06, 2012 - 3:46PM
#21
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Date Joined:
Sep 30, 2010
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8 months ago ::
Oct 06, 2012 - 4:27PM
#22
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Date Joined:
Feb 16, 2007
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Acknowledging that I haven't read most of this thread, have you considered the under-used angle of Green as believers in predestination?
It seems to be drifting in that direction, actually. I like the idea of a "student" creature unlocking its own potential somehow rather than being simply given abilities by its teachers (as some other spells in the set do). A "professor" at this school could be devoted to finding the true fate of those around them, like the classic hermit-on-top-of-a-mountain who awaits the predestined hero and gives them the guidance to achieve their destiny.
I don't think I'll make the entire school quite so heavy on the "fate" aspect of things though, maybe just a few stand-out characters, since a large part of the set involves hitting all the stereotypes of the school experience and I don't want to drift too far from the familiar.
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8 months ago ::
Oct 06, 2012 - 4:37PM
#23
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Date Joined:
Mar 18, 2012
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There's a distinct problem with Journey. Say I drop that guy turn 3. Turn 4, he goes on his journey. Turn 5, he comes back. Turn 6, I can actually attack with him. That's pretty late for a 3/3 ophidian. If it triggers on end step, I only have to wait 1 extra turn to use his better version, which seems a lot more reasonable. I even get to block with him after he comes back.
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8 months ago ::
Oct 06, 2012 - 7:14PM
#24
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Date Joined:
Feb 16, 2007
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There's a distinct problem with Journey. Say I drop that guy turn 3. Turn 4, he goes on his journey. Turn 5, he comes back. Turn 6, I can actually attack with him. That's pretty late for a 3/3 ophidian. If it triggers on end step, I only have to wait 1 extra turn to use his better version, which seems a lot more reasonable. I even get to block with him after he comes back.
Yeah, I think I may be barking up the wrong tree with Journey. Giving up a creature for a couple of turns in order to get a bonus might be an interesting trade-off in certain situations, but it makes it harder for Green to be the aggressive creature color and doesn't really do anything interesting for your playstyle or deckbuilding decisions. There's no hoop to jump through, just an inconvenience.
I like the idea of using +1/+1 counters to unlock abilities on creatures, but it needs some kind of twist.
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8 months ago ::
Oct 06, 2012 - 7:50PM
#25
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Date Joined:
Jul 20, 2006
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Meditate (At the begining of your upkeep, you may tap this creature. If you do, put a +1/+1 counter on it.)
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8 months ago ::
Oct 07, 2012 - 1:01AM
#26
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Date Joined:
Nov 25, 2011
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There's a distinct problem with Journey. Say I drop that guy turn 3. Turn 4, he goes on his journey. Turn 5, he comes back. Turn 6, I can actually attack with him. That's pretty late for a 3/3 ophidian. If it triggers on end step, I only have to wait 1 extra turn to use his better version, which seems a lot more reasonable. I even get to block with him after he comes back.
Yeah, I think I may be barking up the wrong tree with Journey. Giving up a creature for a couple of turns in order to get a bonus might be an interesting trade-off in certain situations, but it makes it harder for Green to be the aggressive creature color and doesn't really do anything interesting for your playstyle or deckbuilding decisions. There's no hoop to jump through, just an inconvenience.
I like the idea of using +1/+1 counters to unlock abilities on creatures, but it needs some kind of twist.
Maybe make it at the end of your turn, rather than the beginning? keeping it optional, of course.
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8 months ago ::
Oct 07, 2012 - 1:30AM
#27
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Date Joined:
Apr 28, 2008
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Meditate (At the begining of your upkeep, you may tap this creature. If you do, put a +1/+1 counter on it.)
I feel like with mechanics like this you just end up with a lot of limited bombs, and makes stalemates into a legitimate strategy.
I would suggest "Whenever ~ becomes untapped", as it can represent the learning over time, and encourages you to attack. It's triggers in the untap step though. The rules handle them fine, but it might cause confusion. Not that I can come up with a scenario where it's an issue.
Everything Mown does is elegant.

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8 months ago ::
Oct 07, 2012 - 9:07AM
#28
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Date Joined:
Feb 16, 2007
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I like the untap trigger. It could work nicely with some other mechanics I'm trying. And I like that it encourages attacking, that's a very good thing. I'm still looking for something that will shape deckbuilding a bit more, although plenty of good mechanics don't have that quality so I'm not dismissing this keyword quite yet. After mulling over the whole fate/predestination thing, I wanted to try something library oriented. Green occasionally gets little bits of library manipulation like Gilt-Leaf Seer or Mirri's Guile , which would be a cool way to give the school a more thoughtful, less wild flavor. Imberquin Idealist  Creature - Treefolk ShamanReach Uplift (At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card with power greater than this creature's, you may reveal it and put a +1/+1 counter on this creature.)1/3I like that it gives you a reason to include some big creatures in your deck, and you can also try to manipulate the outcome a bit. But making creature's bigger doesn't necessarily make for an aggressive strategy. It's prone to stalling tactics, waiting just one more turn to see if your creatures can get one more boost. But maybe that's a valid strategy, and I should focus on making Red or White more aggressive and just let Green do its mid-range ramp up to big creatures.
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8 months ago ::
Oct 07, 2012 - 5:43PM
#29
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Date Joined:
Feb 16, 2007
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Other thoughts before this slips off the first page?
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8 months ago ::
Oct 07, 2012 - 5:50PM
#30
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Date Joined:
Mar 23, 2006
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Uplift feels fine for green in theory but it doesn't fit with the learning from inside flavor very well.
120.6. Some effects replace card draws.
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