As a big Jim Butcher, Harry Dresden Fan I am excited that the Werewolve Subtype is Loup Garou. That is sweet.
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Since we're all guessing and I don't want to read 52 pages, i'd say the actual wolfen card is a token or CMC-less card and playing 2 spells in a turn will "transform" it AT EoT.
Where's muh cookie.
I have to competing theories which by virtue of being mine i think are pretty good.
I have been playing since before Ice Age and have to give a nod to the basic land theory and here is the two ways I can see it working.
1. If there are more Day or Night lands in play than it is day or night fairly simple and able to change ( I think personally this would be the easiiest way to deal with this situation.)
I really like this possibility as we all so often set a pefect mana base up and can not afford and tampering with it (by way of dual and special lands) and now we might have to factor in bonuses from ligt and dark and I believe the moons as well. I always like a news dynamic.
2. Each individual card would have its own trigger and oncethat condition is met than that card changes. Leaving the opponet to either destroy it or change it back. Depending on how many cards we are talking about it could be a possibilitlity.
Now as for the cards. listen closely guys it will be a single sided magic cards with the regular back i promise and the pretty side well there will be a picture and the primary creature they are giving the secondary (Transformed ) stats as well and printing tokens with super cool artwork
we often forget that they make this game for us. They (some of them) love this game. but they are a business and they not only want us happy but they want us to buy thier product.
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Which can eternal lie,
Yet with strange eons,
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I really like the idea behind day and night lands. It would push basics more if the archtypes are competitive enough. And with the sac effect once an opponent cast two spells a turn makes me a little sad they didn't reprint silence in m12. It might have made that card good.
Side note @ Xover: Butcher and Dresden are the kings of my literature.
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+ This ability is probably not limited to werewolves. Many horror-related creatures involve changing from one form to another: bat to vampire, Dr. Jekyll to Mr. Hyde, scientist to invisible man, etc. Additionally, humans may have forms that are stronger during the day - heroes that get powered up by the sun or something. This mechanic seems a little too complicated to be contained in one tribe in one color combination. I think we'll see a variety of creature types using it, but this is just a guess.
+ There is probably exactly one shifting pair in every pack. Mark Rosewater's tweets lead me to believe that there is something special about the arrangement of these packs. The least complicated solution I've seen in this thread so far is putting a pair in each pack. (That also makes sense on another level, as described next.) As a bonus, foils are likely paired as well, so it will probably be possible to pull two foils from Innistrad packs.
+ If that's the case, then I expect 15 pairs of shifting cards. I believe this for a chain of reasons. First, if exactly one pair is inserted per pack, the pairs are likely printed on their own print sheet, much like the Time Spiral Timeshifted cards. Second, a print sheet generally has 120 or 121 cards on it. 15 pairs of shifting cards requires 30 individual cards, which fills up a print sheet perfectly when printed in multiples of 4. (That is, each card pair can be printed 4 times per sheet to fill up the print sheet.)* Finally, there are 15 "extra" cards in this set. If commons, uncommons, and rares are printed on sheets as normal, they account for 249 cards. The shifters sheet would account for the extra 15.
* = The distribution can also be adjusted for rarity. If there are 5 rares, 5 uncommons, and 5 commons, each rare might be printed once per sheet, each uncommon 3 times, each common 8 times, or whatever.
+ These aren't tokens. These are named cards with unique collectors numbers. They go in the set proper. They are real cards. This also allows them to fit on the print sheets as described above.
Well, I could be wrong about all of these. It would not be the first time I've missed a guess, but this detective-esque work is really entertaining, and all the above make sense to me.
I have two competing theories which by virtue of being mine i think are pretty good.
I have been playing since before Ice Age and have to give a nod to the basic land theory and here is the two ways I can see it working.
1. If there are more Day or Night lands in play than it is day or night fairly simple and able to change ( I think personally this would be the easiiest way to deal with this situation.)
I really like this possibility as we all so often set a pefect mana base up and can not afford and tampering with it (by way of dual and special lands) and now we might have to factor in bonuses from ligt and dark and I believe the moons as well. I always like a news dynamic.
2. Each individual card would have its own trigger and oncethat condition is met than that card changes. Leaving the opponet to either destroy it or change it back. Depending on how many cards we are talking about it could be a possibilitlity.
Now as for the cards. listen closely guys it will be a single sided magic cards with the regular back i promise and the pretty side well there will be a picture and the primary creature they are giving the secondary (Transformed ) stats as well and printing tokens with super cool artwork
we often forget that they make this game for us. They (some of them) love this game. but they are a business and they not only want us happy but they want us to buy thier product.
I love it when people start of their posts with "I've been playing since (insert block here) so as to demonstrate they are "qualified" or entitled to say whatever they feel like. It doesn't matter if you've been around since Alpha ATM since we're all just speculating right now, so get off your high horse already.
As for your actual post, Maro himself talked about your theory back in 2003 or 2004 (can't remember the year). He was talking about the day/night mechanic back in kamigawa, and why it wasn't implemented. He clearly said that giving each creature their own "transformation trigger" made it really hard for players to keep track of which creature was transformed and which wasn't. The whole idea of giving a creature "day/night" symbols should be the way to avoid such problem. No individual triggers (at least related to day/night transformations) should be in here.
+ This ability is probably not limited to werewolves. Many horror-related creatures involve changing from one form to another: bat to vampire, Dr. Jekyll to Mr. Hyde, scientist to invisible man, etc. Additionally, humans may have forms that are stronger during the day - heroes that get powered up by the sun or something. This mechanic seems a little too complicated to be contained in one tribe in one color combination. I think we'll see a variety of creature types using it, but this is just a guess.
+ There is probably exactly one shifting pair in every pack. Mark Rosewater's tweets lead me to believe that there is something special about the arrangement of these packs. The least complicated solution I've seen in this thread so far is putting a pair in each pack. (That also makes sense on another level, as described next.) As a bonus, foils are likely paired as well, so it will probably be possible to pull two foils from Innistrad packs.
S
+ If that's the case, then I expect 15 pairs of shifting cards. I believe this for a chain of reasons. First, if exactly one pair is inserted per pack, the pairs are likely printed on their own print sheet, much like the Time Spiral Timeshifted cards. Second, a print sheet generally has 120 or 121 cards on it. 15 pairs of shifting cards requires 30 individual cards, which fills up a print sheet perfectly when printed in multiples of 4. (That is, each card pair can be printed 4 times per sheet to fill up the print sheet.)* Finally, there are 15 "extra" cards in this set. If commons, uncommons, and rares are printed on sheets as normal, they account for 249 cards. The shifters sheet would account for the extra 15.
* = The distribution can also be adjusted for rarity. If there are 5 rares, 5 uncommons, and 5 commons, each rare might be printed once per sheet, each uncommon 3 times, each common 8 times, or whatever.
+ These aren't tokens. These are named cards with unique collectors numbers. They go in the set proper. They are real cards. This also allows them to fit on the print sheets as described above.
Well, I could be wrong about all of these. It would not be the first time I've missed a guess, but this detective-esque work is really entertaining, and all the above make sense to me.
I commend your reading into the tech of how cards are made,
few people really know what goes on logistically with this game
and its always good to be informed.
The only qualm i have is that the "night" card, (the werewolf)
Uses deeper card colors similar to the colorshifted cards planar chaos,
which if memory serves me right,
were printed separately to avoid inking mistakes.
So I don't think they are necesscarily bound to 15.
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Isn't the mayor of a human town a one-of-a-kind character?
But anyone can be Mayor. They are in a world where everyone can be killed horrifically or changed into a horrific monster. There is a high chance that they go through mayors quickly.
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Day/Night is probably going to be exclusive to werewolves and will have the same triggers (so they're all day or night at the same time). I wonder if the day -> night trigger will somehow allow for other nighttime werewolves being in play to cause a trigger, in addition to whatever normally causes them to wolf out.
Vampires and other horror things change shape, but they aren't restricted to only changing shape due to external factors. So a vampire who can become a bat can do it on their own.
Sorry if this has been suggested. Although if it has, just put me down as an additional vote for it.
Wizards can print whatever they want on their promo cards. They don't necessarily reflect what the set will look like. This could be the prerelease version, where they hand out both sides at the same time. Then the version in booster packs is a standard flip card, like all the other cards in the set.
-In terms of flavor, familiarity, and ease of use, flip cards really fit for werewolves
-There are so many problems with printing a double-sided card. So many. I know this has been discussed earlier in this thread so I won't go through it again, but it has literally zero chance of happening.
-Wizards loves limited, and any non-flip card solution is horrible for draft.
-As an added bonus, every flip card in the set will have the same flip trigger, so they can greatly condense or even eliminate the need for that text on the card.
And they elect no one but werewolves. Clearly there are a lot of lobbyists for Big Lycanthropy.
Or because the mayor is a desirable target for werewolf conversion. He has leadership skills, which makes him a good alpha for the pack, and corrupting him undermines the human resistance. Every time a new mayor is elected, he specifically gets targeted for being brought over to the enemy side. Maybe that head on his mantle is one of the previous mayors.
Or it just didn't need to be legendary for design purposes (legendary Lords aren't so hot).
Or because the mayor is a desirable target for werewolf conversion. He has leadership skills, which makes him a good alpha for the pack, and corrupting him undermines the human resistance. Every time a new mayor is elected, he specifically gets targeted for being brought over to the enemy side. Maybe that head on his mantle is one of the previous mayors.
See, that makes actual sense. And reminds me of the "Mafia"-style party game, "Werewolves".
Day/Night is probably going to be exclusive to werewolves and will have the same triggers (so they're all day or night at the same time).
I would be disappointed if this were the case. I feel that this mechanic could be extremely revolutionary, so I hope they milk it for all it's worth. Having it just work for werewolves seems incredibly narrow and if werewolves don't end up being insane, no one's going to care or even use the mechanic, unlike say landfall where there were a lot of cards exploiting the mechanic in different ways.
I commend your reading into the tech of how cards are made,
few people really know what goes on logistically with this game
and its always good to be informed.
The only qualm i have is that the "night" card, (the werewolf)
Uses deeper card colors similar to the colorshifted cards planar chaos,
which if memory serves me right,
were printed separately to avoid inking mistakes.
So I don't think they are necesscarily bound to 15.
Good point. So put 193a on the normal rare sheet, with the normal cards from the set.
Then for those weird extra 15 cards in this set, all of which end in 'b' like 193b and have the PLC frame, put them on a sheet by themselves. And do it just like PLC I guess.
It'd be a waste to use this just on werewolves when there are so many horror tropes that deal with something changing at night. The importance of "night" has been talked about in a broader context than just werewolves so far, and I'm positive we'll see that pan out for this mechanic.
What I do wonder now is whether all werewolves will use this mechanic, or if there will be some that are always in their bestial form. The "native" werewolves, as opposed to ones who have been converted.
yeah, vampires could be really powerful at night and simply die of become 0/1's during the day, and zombies might get more powerful at night or return from the dead when day turns to night.
Certain cards (Most Werewolves, some Vampires, maybe some lands or artifacts, or planeswalkers) will let you flip a coin. If heads, it's night until your next end step. Only one permanent can use this ability per turn, and only when it's not night. This way, night or day may last any amount of turns, and it also prevents players who take advantage of night to just switch it, and keep it that way.
If a card comes down as a 1/1 creature with no abilities, and shifts into a 3/3 creature with a bunch of abilities, then its not a good design, if thats the case for all of them. That basically just gives you a vanilla hurdle before, or after, an interesting card. No. Thats awful. What a card would need is two separate sets of rules text that interact with one another, particularly in clever and indirect ways. If its just a shift between a 1/1 human advisor werewolf and a 3/3 werewolf token, then thats no more interesting then metamorphic wurm and didn't need a new mechanic to be done and is no different then say threshold, and less interactive.
This is an excellent point, though there are two counterpoints that I should raise:
1. Even if the "B" cards are all purely flavor items (i.e., the complete rules text for both is always present on the "A" card, and the "B" card is [effectively] a token for distribution/limited purposes), the mechanic could be functionally distinct from a token replacement mechanic like the one in your example. If, for instance, the "B" card is meant to simply be placed on top of the "A" card "during the night," the permanent they represent would still be a non-token permanent for gameplay purposes, could be returned to your hand, etc.
More importantly,
2. The "transformation" mechanic need not represent the entirety of the design... it may simply be the most visible implementation of a Day/Night mechanic in general. Cards without two actual different forms could have different functions/effects based on the time of day, etc. If this is the case, implementing Transformation such that all rules text appears on one of the cards (the "real" one) could be warranted despite its similarity to token-making mechanics.
With that in mind, despite the similarity to already-explored token mechanics and the difficulty of getting sufficient text onto the cards (not insurmountable, but still requiring use of some keywording and creative templating, so not negligible either), I'm inclined to believe that this "transformation" mechanic will be implemented with the entirety of the rules text for a pair on a single card.
Why? Because I think that it's at least possible for it to be done that way, and every approach that splits the rules texts between two cards creates such significant logistical issues for Limited as to seem very unlikely. Not impossible, of course, but unlikely.
yeah, vampires could be really powerful at night and simply die of become 0/1's during the day, and zombies might get more powerful at night or return from the dead when day turns to night.
Wow, that is brilliant. What if they made Vamps have 0 toughness because they die from sunlight, but incredibly powerful at night? That would be so cool. I guess I paraphrased your statement, sorry. Yeah they could REALLY do a lot with this night mechanic.
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1. Day will be odd number of lands in play, Night even.
2. You cast a spell that makes it night, or day for that matter.
Those are my two ideas, take it for what you will.
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Love is Emphatic, cards need to be played
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Unfortunately thats the French subtype, as thats french for werewolf, and the english card has "Werewolf" as its subtype
Where's muh cookie.
I have been playing since before Ice Age and have to give a nod to the basic land theory and here is the two ways I can see it working.
1. If there are more Day or Night lands in play than it is day or night fairly simple and able to change ( I think personally this would be the easiiest way to deal with this situation.)
I really like this possibility as we all so often set a pefect mana base up and can not afford and tampering with it (by way of dual and special lands) and now we might have to factor in bonuses from ligt and dark and I believe the moons as well. I always like a news dynamic.
2. Each individual card would have its own trigger and oncethat condition is met than that card changes. Leaving the opponet to either destroy it or change it back. Depending on how many cards we are talking about it could be a possibilitlity.
Now as for the cards. listen closely guys it will be a single sided magic cards with the regular back i promise and the pretty side well there will be a picture and the primary creature they are giving the secondary (Transformed ) stats as well and printing tokens with super cool artwork
we often forget that they make this game for us. They (some of them) love this game. but they are a business and they not only want us happy but they want us to buy thier product.
That is not dead,
Which can eternal lie,
Yet with strange eons,
Even death may die.
H.P. Lovecraft
Side note @ Xover: Butcher and Dresden are the kings of my literature.
I am petitioning for the removal of mythic rarity. Sig this to join the cause!
I am petitioning for the removal of the reserved list. Sig this to join the cause!
Haven't read the entire thread, so apologies if this had already been brought up earlier.
But what about Split Basic Lands? Something along the lines of...
Basic Land - Swamp (Day) / Basic Land - Swamp (Night)
- Whenever a split land is played, the owner may choose to put into play as the "Day" or "Night" version.
- Whenever a "Night" land is played, until the end of turn it is "Night."
- At the end of turn, flip all "Night" cards to "Day."
Seems simple enough. Think Snow-Covered Lands. These lands impact cards in Innistrad, but outside of the block they have no functional impact.
+ This ability is probably not limited to werewolves. Many horror-related creatures involve changing from one form to another: bat to vampire, Dr. Jekyll to Mr. Hyde, scientist to invisible man, etc. Additionally, humans may have forms that are stronger during the day - heroes that get powered up by the sun or something. This mechanic seems a little too complicated to be contained in one tribe in one color combination. I think we'll see a variety of creature types using it, but this is just a guess.
+ There is probably exactly one shifting pair in every pack. Mark Rosewater's tweets lead me to believe that there is something special about the arrangement of these packs. The least complicated solution I've seen in this thread so far is putting a pair in each pack. (That also makes sense on another level, as described next.) As a bonus, foils are likely paired as well, so it will probably be possible to pull two foils from Innistrad packs.
+ If that's the case, then I expect 15 pairs of shifting cards. I believe this for a chain of reasons. First, if exactly one pair is inserted per pack, the pairs are likely printed on their own print sheet, much like the Time Spiral Timeshifted cards. Second, a print sheet generally has 120 or 121 cards on it. 15 pairs of shifting cards requires 30 individual cards, which fills up a print sheet perfectly when printed in multiples of 4. (That is, each card pair can be printed 4 times per sheet to fill up the print sheet.)* Finally, there are 15 "extra" cards in this set. If commons, uncommons, and rares are printed on sheets as normal, they account for 249 cards. The shifters sheet would account for the extra 15.
* = The distribution can also be adjusted for rarity. If there are 5 rares, 5 uncommons, and 5 commons, each rare might be printed once per sheet, each uncommon 3 times, each common 8 times, or whatever.
+ These aren't tokens. These are named cards with unique collectors numbers. They go in the set proper. They are real cards. This also allows them to fit on the print sheets as described above.
Well, I could be wrong about all of these. It would not be the first time I've missed a guess, but this detective-esque work is really entertaining, and all the above make sense to me.
I love it when people start of their posts with "I've been playing since (insert block here) so as to demonstrate they are "qualified" or entitled to say whatever they feel like. It doesn't matter if you've been around since Alpha ATM since we're all just speculating right now, so get off your high horse already.
As for your actual post, Maro himself talked about your theory back in 2003 or 2004 (can't remember the year). He was talking about the day/night mechanic back in kamigawa, and why it wasn't implemented. He clearly said that giving each creature their own "transformation trigger" made it really hard for players to keep track of which creature was transformed and which wasn't. The whole idea of giving a creature "day/night" symbols should be the way to avoid such problem. No individual triggers (at least related to day/night transformations) should be in here.
EDIT: Here it is, Maro's Daily MTG http://www.wizards.com/Magic/magazine/Article.aspx?x=mtgcom/daily/mr142
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I commend your reading into the tech of how cards are made,
few people really know what goes on logistically with this game
and its always good to be informed.
The only qualm i have is that the "night" card, (the werewolf)
Uses deeper card colors similar to the colorshifted cards planar chaos,
which if memory serves me right,
were printed separately to avoid inking mistakes.
So I don't think they are necesscarily bound to 15.
Avid teacher of Magic to new players.
Flavor enthusiast, Storyteller, and Illustrator
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I play limited, casual modern, and keep several standard decks on hand.
In process of writing articles about MTG as a subculture delving into it from a sociological standpoint. If you know of a mtg site looking for a column like that, please private message me. Thanks
But anyone can be Mayor. They are in a world where everyone can be killed horrifically or changed into a horrific monster. There is a high chance that they go through mayors quickly.
- To my youngest sister when she was 6.
Because the town goes through a lot mayors
Avid teacher of Magic to new players.
Flavor enthusiast, Storyteller, and Illustrator
Red Blue aligned Mage
I play limited, casual modern, and keep several standard decks on hand.
In process of writing articles about MTG as a subculture delving into it from a sociological standpoint. If you know of a mtg site looking for a column like that, please private message me. Thanks
And they elect no one but werewolves. Clearly there are a lot of lobbyists for Big Lycanthropy.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Vampires and other horror things change shape, but they aren't restricted to only changing shape due to external factors. So a vampire who can become a bat can do it on their own.
Wizards can print whatever they want on their promo cards. They don't necessarily reflect what the set will look like. This could be the prerelease version, where they hand out both sides at the same time. Then the version in booster packs is a standard flip card, like all the other cards in the set.
-In terms of flavor, familiarity, and ease of use, flip cards really fit for werewolves
-There are so many problems with printing a double-sided card. So many. I know this has been discussed earlier in this thread so I won't go through it again, but it has literally zero chance of happening.
-Wizards loves limited, and any non-flip card solution is horrible for draft.
-As an added bonus, every flip card in the set will have the same flip trigger, so they can greatly condense or even eliminate the need for that text on the card.
Just my thoughts.
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Or because the mayor is a desirable target for werewolf conversion. He has leadership skills, which makes him a good alpha for the pack, and corrupting him undermines the human resistance. Every time a new mayor is elected, he specifically gets targeted for being brought over to the enemy side. Maybe that head on his mantle is one of the previous mayors.
Or it just didn't need to be legendary for design purposes (legendary Lords aren't so hot).
R Citizen Cane (Feldon of the Third Path)
See, that makes actual sense. And reminds me of the "Mafia"-style party game, "Werewolves".
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I would be disappointed if this were the case. I feel that this mechanic could be extremely revolutionary, so I hope they milk it for all it's worth. Having it just work for werewolves seems incredibly narrow and if werewolves don't end up being insane, no one's going to care or even use the mechanic, unlike say landfall where there were a lot of cards exploiting the mechanic in different ways.
Good point. So put 193a on the normal rare sheet, with the normal cards from the set.
Then for those weird extra 15 cards in this set, all of which end in 'b' like 193b and have the PLC frame, put them on a sheet by themselves. And do it just like PLC I guess.
What I do wonder now is whether all werewolves will use this mechanic, or if there will be some that are always in their bestial form. The "native" werewolves, as opposed to ones who have been converted.
R Citizen Cane (Feldon of the Third Path)
Certain cards (Most Werewolves, some Vampires, maybe some lands or artifacts, or planeswalkers) will let you flip a coin. If heads, it's night until your next end step. Only one permanent can use this ability per turn, and only when it's not night. This way, night or day may last any amount of turns, and it also prevents players who take advantage of night to just switch it, and keep it that way.
You give the ability a dumb name, and done.
This is an excellent point, though there are two counterpoints that I should raise:
1. Even if the "B" cards are all purely flavor items (i.e., the complete rules text for both is always present on the "A" card, and the "B" card is [effectively] a token for distribution/limited purposes), the mechanic could be functionally distinct from a token replacement mechanic like the one in your example. If, for instance, the "B" card is meant to simply be placed on top of the "A" card "during the night," the permanent they represent would still be a non-token permanent for gameplay purposes, could be returned to your hand, etc.
More importantly,
2. The "transformation" mechanic need not represent the entirety of the design... it may simply be the most visible implementation of a Day/Night mechanic in general. Cards without two actual different forms could have different functions/effects based on the time of day, etc. If this is the case, implementing Transformation such that all rules text appears on one of the cards (the "real" one) could be warranted despite its similarity to token-making mechanics.
With that in mind, despite the similarity to already-explored token mechanics and the difficulty of getting sufficient text onto the cards (not insurmountable, but still requiring use of some keywording and creative templating, so not negligible either), I'm inclined to believe that this "transformation" mechanic will be implemented with the entirety of the rules text for a pair on a single card.
Why? Because I think that it's at least possible for it to be done that way, and every approach that splits the rules texts between two cards creates such significant logistical issues for Limited as to seem very unlikely. Not impossible, of course, but unlikely.
Wow, that is brilliant. What if they made Vamps have 0 toughness because they die from sunlight, but incredibly powerful at night? That would be so cool. I guess I paraphrased your statement, sorry. Yeah they could REALLY do a lot with this night mechanic.