Invented Pre-Release Cards: Day 10
 
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  Ben's fifth and final preview card has a powerful activated ability.

This card has gone through a few revisions. I present two versions of the card. The first uses simultaneous swapping of power and toughness to achieve a Fibonacci sequence, while the second uses counters. Let's have a look at the overall effect.

  Cost  Pow/Tgh   Total cost
   1R     1/1      1R
   1      1/2      2R
   1      2/3      3R
   2      3/5      5R
   3      5/8      8R
   5      8/13     13R

Because the Fibonacci Fire Beast's costs can be spread over several turns, it's possible to pump it to 8/13 by turn six, if you get the right land draw, get the creature early enough, and are prepared to spend all your mana pumping it over several turns.

Of course, mana acceleration in the form of Spectral Lotus, Amulet of Lo Ki or Amulet of Kar Lov would be quite useful here, and the Fire Beast also provides a method of soaking up excess mana to avoid being burnt by Mana Link.


Steven brings mass land removal to the colour white.

The joy of this card is that it has the potential to destroy all of your opponent's land, but by itself, in many situations, it will simply just do a good job of destroying your own and none of theirs instead. Again potentially quite powerful, but difficult to use.

Of course, it goes quite well with shifting terrain, although you may need a lot of mana to make sure you're in control of what sort of land you and your opponent have when this resolves.


Master Steven teaches us how to spell 'beefcake' (although from the picture, there's not a lot of meat left on this critter).

Beefcake! I couldn't help but make at least a few big fat bombs to put in. This is definitely a card which started with the name and concept first, then the rules second, unlike most of the rest of my cards. I think undead are cool, dragons are awesome, and the two together kick absolute butt.

The idea of the two B abilities of course is that they're really the same thing, but the rules treat the effect differently against players and creatures. Of course the healing damage part is somewhat useless when you think about it, but that doesn't make it less cool.

You can probably tell I'm still bitter about never managing to get a Shivan Dragon back in the old days... :)


Loki has released a bonus preview card, in the interests of preventing confusion.

Loki's only keyword in this draft is Catalysed by Spells, as illustrated in this preview card.

Native Ground is a fairly ordinary hybrid green-red enchantment, yielding two effects somewhat typical of recent green and red creatures. But the global enchantment effects are less interesting than the keyword.

Catalysed by Spells provides an alternative payment method for a spell, and also lets that spell be cast at instant speed (it's still a permanent enchantment, just played any time you could play an instant). Here's how it works: the number and colour of spells which have resolved during this turn are counted, and if this tally matches (or exceeds) the mana cost of the spell being cast, you may cast that spell without paying any mana. Each previously cast spell only contributes once to the cost, but anyone may have cast those spells!

Note, unlike Affinity or Convoke, no half-way payment is allowed. Catalysed spells can't be paid half with mana and half with previously resolved spells... instead you either pay all the mana, or else you pay the alternative cost, which requires at least the number and colours to match the Catalysed spell's mana cost.

The trick is in the word 'match'... what does that mean exactly? Some examples are probably the best way to illustrate the meaning. Let's use Native Ground as a case in point. Native Ground costs 2{R/G}{R/G} so we know at least 4 spells must have resolved. But what colours must they be?

Four red spells would work. Four green spells would work equally well. Both these cases work because the {R/G} mana symbol means either red or green mana may be used, so a spell will count towards the Catalysed colour tally if it is either red or green. Because Native Ground has two of these hybrid mana symbols, at least two of the spells must be red and/or green.

Hence two blue spells, a red spell, and a green spell would also work. But three blue spells and a red spell would not work since you can't count the red spell twice. Even if you substituted a red-green gold spell, you can't count it twice.

It's really quite a simple and obvious mechanism when you think about it. I first had the idea when thinking about Affinity and how green, the anti-artifact colour, didn't really have an answer to the explosive growth provided by that keyword. I wanted to make a mechanism which would springboard off an Affinity deck's rapid acceleration and turn it against itself. (The same could be said of Storm cards.) The mechanic makes the spell instant speed so that you can springboard off an opponent's spell-casting, otherwise the keyword would be restricted to only instants, which would have been boring.

Of course, it's dangerous to allow spells to be cast for no mana. The fact coloured mana is still required at least in part by Catalysed spells is a concession to stave off brokenness, since you'd need to ensure two of the spells are red or green in this case, which might force you to use a lot of cantrips. The converted mana cost of 4 is another method to limit potential abuses, since there's no half-payment; casting 4 spells yourself in a single turn just to cast this spell for free should almost empty your hand. Of course, I'm sure there are ways to break this mechanism, but discovering them is part of the fun.


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