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PostPosted: Wed May 18, 2016 9:44 pm 
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Has Persist been brought up yet? It's not traditionally restricted to , but I feel like it fits. Red likes to be able to crash in without worrying, blue likes to get extra milage out of their cards. It's not static, but, I feel like that's the least important consideration here.

What about something like:

Trickery (You may exchange blockers between creatures with Trickery you control)

Requires at least two creatures with Trickery though... oh, another option:

Disrupt (Spells cost 1 life more to cast as long as this creature is attacking or blocking)

Has a control-y 'no you don't get to do that' feel for blue, as well as a 'who cares if I'm losing life, you'll die first!' feel for red.


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PostPosted: Thu May 19, 2016 3:28 am 
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This thread's still going? Someone else thinks Frenzy is blue?

Those questions are my primary thought; so here's a random idea that does nothing by itself:

Stealth (This card can't trigger abilities your opponents control.)


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PostPosted: Wed Jun 08, 2016 3:51 am 
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Dig (Whenever this creature attacks and isn't blocked, other creatures you control become unblocked.)

Fallingman wrote:
Isn't that just Hjalmir Icebrand's mechanic? I liked it in Eldangard, but I probably wouldn't want to repeat it, and not as a recurring Common thing.

I think the fact that Fallingman and I each came up with this mechanic separately is a really good sign that it's a solid mechanic. "This creature must be blocked first."

Infiltrate (All attacking creatures with infiltrate must be blocked before any other blockers can be declared.)

I like it better than skulk!

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PostPosted: Thu Feb 16, 2017 6:13 pm 
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Guile (You may have this permanent ignore spells and abilities that don't target it.)

Primarily in Blue, secondarily in Red, tertiarily in Black.

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PostPosted: Thu Feb 16, 2017 6:42 pm 
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"May" seems un-evergreen. The creature's nature should just be different.

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PostPosted: Thu Feb 16, 2017 7:07 pm 
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I've asked this question before but I'll ask it again: why are people still making keywords for U/R, a pair that now has a keyword, and not moving on to U/B, the final pair that doesn't?


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PostPosted: Thu Feb 16, 2017 7:09 pm 
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i thought u/b had skulk

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PostPosted: Thu Feb 16, 2017 7:13 pm 
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i thought u/b had skulk

No Wizards decided skulk bad because:
- relevant on a tiny range of creature sizes
- doesn't play nicely with other abilities
- not very much design space in general
- harder to figure out in play than you'd think


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PostPosted: Thu Feb 16, 2017 9:10 pm 
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Dimir Nightwatcher

Creature -- Spirit
0/2
Flying
Evade (When this creature dies, return it to its owner's hand.)

If I still had it in me to make sets I'd make a set featuring this one.


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PostPosted: Fri Feb 17, 2017 8:41 am 
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"Can't be blocked" isn't a keyword, but it's what has.

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PostPosted: Fri Feb 17, 2017 11:40 am 
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Mata Hari wrote:
I've asked this question before but I'll ask it again: why are people still making keywords for U/R, a pair that now has a keyword, and not moving on to U/B, the final pair that doesn't?

Because I disagree with prowess being the RU keyword and think it won't last. I also think Menace should be RUB.

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PostPosted: Fri Feb 17, 2017 11:49 am 
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"Can't be blocked" isn't a keyword, but it's what has.


"Can't be blocked" is more of a blue thing, with black hanging out alongside.

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PostPosted: Fri Feb 17, 2017 12:08 pm 
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Because I disagree with prowess being the RU keyword and think it won't last.
Are you gonna make me ask why you think that. Are you
I also think Menace should be RUB.
Yeah this would make sense but the name doesn't really work for blue unfortunately.


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PostPosted: Tue Jun 12, 2018 3:06 pm 
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http://markrosewater.tumblr.com/post/17 ... prowess-is

Looks like blue red evergreen creature keyword is back on the menu boys


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PostPosted: Wed Jun 13, 2018 12:07 am 
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Honestly I kinda feel Flash would be better here than Blue/Green but it's so ingrained into Green. Moving it wouldn't even create a problem of "Now we need a new Blue/Green ability" because Hexproof exists.


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PostPosted: Wed Jun 13, 2018 12:25 am 
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I was thinking of finding a new keyword for W/U so that U/B could be flying


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PostPosted: Wed Jun 13, 2018 7:07 am 
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Malleable (If this would deal damage to a creature, you may have it deal the damage to any other creature instead.)

Sureshot Pyromancer
2R
Creature -- Human Wizard
1/1
Malleable
T: Sureshot Pyromancer deals 1 damage to any target.

Molten Destroyer
3R
Creature -- Elemental
4/2
Malleable

Cunning Strategist
3U
Creature -- Human Soldier
2/4
Malleable


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PostPosted: Wed Jun 13, 2018 7:43 am 
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I think the issue with Prowess is that, like Storm, it's unbounded. As such, creatures that are deceptively small can very suddenly spike up in power. What if, instead, it was an "on/off" thing.

Spellstrike N (CARDNAME has +N/+N as long as you've cast a non-creature spell this turn.)

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PostPosted: Wed Jun 13, 2018 12:09 pm 
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Prowess has a lot of problems as an evergreen keyword (sorry I never responded, Mata):

- It doesn't stack nicely with copies of itself.
- It doesn't do something on its own (besides threatening possible combat tricks from otherwise non-combat spells).
- It isn't easily graftable. Evergreen keywords are useful on combat tricks and auras, but prowess just fails in that department.

It filled a hole better than other ideas, but not well enough.

Honestly I kinda feel Flash would be better here than Blue/Green but it's so ingrained into Green. Moving it wouldn't even create a problem of "Now we need a new Blue/Green ability" because Hexproof exists.

Flash just feels so un-red. You could flavor your way out of it on a card per card basis, but the play style still feels way to cautious for the blitzkrieg color. I like offensively minded red flash cards even when they have defensive applications, but I still don't think that represents flash well enough.

Flopfoot wrote:
I was thinking of finding a new keyword for W/U so that U/B could be flying

I think menace should be UBR. Blue has always been the king of evasion, and menace has proven to be one of the best keywords for the game. I also want specific evergreen keywords for the shards/clans, but one dream at a time.

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PostPosted: Wed Jun 13, 2018 1:38 pm 
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Flash is a weird mechanic in that it feels fast, and red should get fast things, right? But what flash actually does in gameplay is encourage you to hold on to your spell until the right moment, and that doesn't feel red at all. I'm with Rush on this one.

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