What is it?
Now I know this sounds like a bad idea, in fact it almost completely defeats the point of having instants and sorcerys separate from enchantments, doesn't it? Yes it does in part. An major difference between an inscripted spell, and an enchantment, is the fact that when you cast an inscripted spell it is put into your graveyard. An inscripted sorcery can only be played during your main phases of your turn, inscripted instants can be played at any time. What this does is permits a player to prepare a spell to be used later, most likely during an attack, or when he is tapped out and needs to block. The problem is that that any inscripted spell can be destroyed in the same way that an enchantment is destroyed, opponents can also see the spell and leave a cancel spell open to stop it when it is cast.
What Inscript looks like:
Pay
in addition to [cards] casting cost: Inscript (Place inscripted spell face up on the battlefield. It can be played at any time you would normally play it, without paying its mana cost. This card can be targeted like an enchantment).
"Pay
in addition to [cards] casting cost". By this I mean that you pay the mana to play the card, then you pay an additional 3 colorless mana in order to trigger this ability. At this point the ability does enter the stack, and can be countered.
"Place inscripted spell face up on the battlefield." The card can be viewed by all opponents at any time.
"It can be played at any time you would normally play it, without paying its mana cost." This is a very poorly worded sentence, which hopefully I will be able to refine at some point. What I mean is that if you inscripted a sorcery, then the sorcery can play it whenever you would normally play a sorcery. The same goes for if it is an instant. As for the paying of its mana costs, you did that already when you inscripted it, so you can play it for free in a sense.
This raises the question about if the card has an
in its casting, if you are playing a card like that you pay the
value when you inscript it, and that value cannot change once it has been inscripted.
"This card can be targed like an enchantment." By this I mean that any spell designed for destroying an enchantment can also be used to destroy an inscripted spell.
There are two chances for an opponent to counter an inscripted spell. Once when the spell is inscripted, if it is countered then it enters the graveyard as normal. And once when you cast the spell from the battlefield. This, combined with the cost of casting, I am hoping will be able to make inscription balanced enough to play with.
In summary:
The inscripted mechanic is designed to make the game just a tad more complex in the area of magical spells that can be cast. It is meant to open up new options for players (primarily blue players I suspect, though I've played some interesting games with a red deck that used it). This mechanic is also designed exclusively for the casual game environment, it would be horribly unbalancing if used with the more professional decks.
I hope you found this idea interest, and not too far fetch.
