Intuition (As you cast this spell or when it's removed from the stack, you may look at the top seven cards of your library, then put two of them on the top of your library in any order and put the rest on the bottom of your library.)
This Deus Ex Machina would be prime combo matera for cantrip effects. Naturally, the two go hand-in-hand, and I'm not sure what anyone else had in mind to do with this effect, but might I propose this to be the most dynamic and balanced from all sides.
Leyline of CreationWUBRG Legendary Enchantment
If Leyline of Creation is in your opening hand, you may begin the game with it on the battlefield.
As Leyline of Creation enters the battlefield, name up to three nonbasic land cards and choose a basic land type.
The named land and all cards in other zones with that name are the chosen land type in addition to their other types.
So here's the initial function I wanted to do, what then cascaded into making Karn the Grand Architect. I really wanted this to be a legendary creature, so it could be a Commander. Unsure as how to channel this, a given being that it has to be universal to the colors, I took the Urza's Avenger route and tacked it onto the concept below this. Before this though, I had an idea as to turn it into a Leyline. It could be the five color Leyline that caps the series and does that thing, in grand style, that many other five-color designs in the past have done. To make it work as it should, it has to be cast at the start of the game instead of simply beginning the game with it in play. Of course, if willing, errata could be used to set the designations as it enters the battlefield without being cast. With how dreary that debate always is with everyone, I decided to do it this way for coherence.
Karn's Vision2 Legendary Creature — Incarnation
As Karn's Vision enters the battlefield, name a land card and choose a basic land type.
The named land and all cards in other zones with that name are the chosen land type in addition to their other types.
2/2
The "name a card" convention was dropped a long time ago. Now you "choose a card name..." So you want "As ~ enters the battlefield, choose up to three nonbasic land card names and choose a basic land type." Then its "Lands you control with the chosen name are the chosen type in addition to their other types. The same is true for land cards with the chosen name you own that aren't on the battlefield." Unless you meant this to affect your opponent's card for some reason in which case it will be "Lands with the chosen name are the chosen type in addition to their other types. The same is true for land cards with the chosen name that aren't on the battlefield."
Why are you making so many variants of the same mechanic? What's with this 'deus ex machina' thing?
You know the drill, wrong use of or, weird unnecessary modal trigger, mentions the stack, what is this mechanic even for? yadda yadda.
For intravoyance/intracognizance, the modern convention is that for effects like this that put cards on the bottom of your library, if they are putting back more than say three or four cards, they put them back in a random order to avoid decision paralysis stalling the game for something that doesn't usually matter. I would note you don't actually say either 'in any order' or 'a random order' for how to put the cards on the bottom, which is obviously a problem.
This Deus Ex Machina would be prime combo matera for cantrip effects. Naturally, the two go hand-in-hand, and I'm not sure what anyone else had in mind to do with this effect, but might I propose this to be the most dynamic and balanced from all sides.
I would say this a dangerously powerful amount of sheer filtering to push at the frequency/volume of a set mechanic. An effect like this will be used primarily to dig for key combo or value pieces as a form of pesuedo-tutoring. In fact, effects like this that dig through several cards have increasingly been used by WotC as an alternative to tutor effects. This is also a remarkably similar effect to scry, only far less versatile design-wise.
Leyline of Creation Legendary Enchantment
If Leyline of Creation is in your opening hand, you may cast it at the beginning the game without paying its mana cost.
As Leyline of Creation enters the battlefield, name up to three nonbasic land cards and choose a basic land type.
The named lands and all cards in other zones with those names are the chosen land type in addition to their other types.
"If Leyline of Creation is in your opening hand, you may cast it at the beginning the game without paying its mana cost you may begin the game with it on the battlefield."
What @user_938036 said about 'choose a card name'.
For the land type grafting part, I would reference Painter's Servant and Null Chamber's oracle text and write this as 'All lands with the chosen names and cards with the chosen names that aren't on the battlefield are the chosen land type in addition to their other types'.
If you want this to only affect your lands, then:
'All lands you control with the chosen names and all cards you own with the chosen names that aren't on the battlefield are the chosen land type in addition to their other types'
I would suggest the later.
One other note is that this feels very weak if you cast it for its mana cost. Obviously, with leyline cards you really want to get them for free, but they should be costed such that you are okay with casting them for their mana cost because you won't always get them in your opening and you don't want them to be dead weight. But the cost on this is very prohibitive and by the time you have 5+ mana of all colours available, this effect is likely pretty inconsequential. You could probably just make this a green card at 4 mana like the other leylines. And maybe ditch the legendary type as well, it doesn't seem necessary, especially if you do make this just a green card and it loses the 5 colour specialness. If you do really want to make a 5 colour legendary leyline, I would find a different effect.
So, Leyline of Creation Enchantment
If Leyline of Creation is in your opening hand, you may begin the game with it on the battlefield.
As Leyline of Creation enters the battlefield, choose up to three nonbasic land card names and choose a basic land type.
All lands you control with the chosen names and all cards you own with the chosen names that aren't on the battlefield are the chosen land type in addition to their other types.
You were on a roll with some good designs, but this is back to the pattern of being overthought and overcomplicated for no actual benefit.
With just the keywords, first the names make no sense as keywords because (a) they aren't actual words and (b) they don't serve to evoke what the ability is doing.
As before, the "as you cast or removed from the stack" trigger still doesn't work the way you want it to. There is no reason for it to trigger a second time when the spell leaves the stack, especially here where you're filtering through cards you just filtered, and even if you did word it so that it could have the one-or-the-other functionality you intend, there's no situation where it adds anything to the gameplay for the choice for it to trigger on resolution/countering instead of cast.
Next, the ability is very nearly just Scry 7. Filtering that much of your deck is not something you'd want as regularly in as set as, say, scry or surveil, because looking through seven to choose 2 is a very complex decision tree and having it happen on a regular basis will slow the game down. This is an effect for a couple of cards or maybe a vertical cycle (probably in Blue), but not a set wide keyword.
The previous posters did a good job explaining the templating to make your leyline work the way you want. It is an interesting effect, but DKJ is right that (a) there's not a good reason for it to have WUBRG casting cost and (b) the effect is very strong fixing. It is way to strong to go on a 2 2/2 creature though, choosing one non-basic would be appropriate at that level and making it non-Legendary.
The "name a card" convention was dropped a long time ago. Now you "choose a card name..." So you want "As ~ enters the battlefield, choose up to three nonbasic land card names and choose a basic land type." Then its "Lands you control with the chosen name are the chosen type in addition to their other types. The same is true for land cards with the chosen name you own that aren't on the battlefield." Unless you meant this to affect your opponent's card for some reason in which case it will be "Lands with the chosen name are the chosen type in addition to their other types. The same is true for land cards with the chosen name that aren't on the battlefield."
For future reference, don't correct me on using old wording composure. That's too trivial.
As for the other mention, this cannot do as other Leylines and begin the game on the battlefield, because that function would conventionally bypass the, "As this card enters the battlefield, choose..." effect. Those parameters would all be blank, and this card would have no effect. As I said, errata could be used to hotfix this, but everyone usually gives me a hard-time about effects that require errata. And now...still a hard time. That's really unfortunate.
Not all the Leyline effects have been worth casting for their respective costs. The ones that are worth casting, only are so because they check something very imminent, and even those ones are overcost. I do honestly seen the gig here with it being difficult to cast, and possibly, if you can fix the mana to cast it, then it's questionably useless. However, it's a lovely aspect of challenge, and it makes a wonderful novelty, with just as much (if not even greater potential), than any other the five-color novelties before it.
Intuition (As you cast this spell or when it's removed from the stack, you may look at the top seven cards of your library, then put two of them on the top of your library in any order and put the rest on the bottom of your library.)
I really wanted to name the effect this, but then with there already being Intuition, and no relevance between the two, I was uncertain as to how well-received that would be. It certainly isn't just Scry 7 though. This effect forces the other cards to the bottom. That is a very significant factor, that makes for a dynamic and balancing aspect of challenge. It really needs to do it this way, and force strategic conditions such as it does. I've seen a lot of freebie slop printed in the modern era. Blatantly overpowered two-for-ones. I'm not that type of person—and you certainly won't get anything like that from me. My insight and talents are always advancing, and so the sophistication of my developments continue to show this.
I've gone ahead and updated the Legendary Creature one. It's still not in any definite form, but I've tweaked the ability so that it's supported at this place on the mana curve, and still suited by power for a legendary by blending up the utility in contrast to the dialing down on the volume. It can now expand upon any land, but only one land at a time.
The "name a card" convention was dropped a long time ago. Now you "choose a card name..." So you want "As ~ enters the battlefield, choose up to three nonbasic land card names and choose a basic land type." Then its "Lands you control with the chosen name are the chosen type in addition to their other types. The same is true for land cards with the chosen name you own that aren't on the battlefield." Unless you meant this to affect your opponent's card for some reason in which case it will be "Lands with the chosen name are the chosen type in addition to their other types. The same is true for land cards with the chosen name that aren't on the battlefield."
For future reference, don't correct me on using old wording composure. That's too trivial.
Why do you want to be wrong. Claiming something is trivial isn’t a good way to dismiss people comments. The point of this board is to give and get feedback on theoretical designs and that includes proper wording. Ignoring proper wording is the source of one of your bigger problems. The fact that these Deus ex Machina abilities trigger twice when you only wanted to allow one. Proper wording is also the easiest thing to fix because when called out the fix is usually given so why fight on this point?
The "name a card" convention was dropped a long time ago. Now you "choose a card name..." So you want "As ~ enters the battlefield, choose up to three nonbasic land card names and choose a basic land type." Then its "Lands you control with the chosen name are the chosen type in addition to their other types. The same is true for land cards with the chosen name you own that aren't on the battlefield." Unless you meant this to affect your opponent's card for some reason in which case it will be "Lands with the chosen name are the chosen type in addition to their other types. The same is true for land cards with the chosen name that aren't on the battlefield."
For future reference, don't correct me on using old wording composure. That's too trivial.
Beggars can't be choosers. You posted this card implicitly asking for feedback. You've gotten it.
As for the other mention, this cannot do as other Leylines and begin the game on the battlefield, because that function would conventionally bypass the, "As this card enters the battlefield, choose..." effect. Those parameters would all be blank, and this card would have no effect. As I said, errata could be used to hotfix this, but everyone usually gives me a hard-time about effects that require errata. And now...still a hard time. That's really unfortunate.
I'm not sure that's how it would work. Some of the rulings I've seen describe putting leylines onto the battlefield. As far as I can tell, it's might be possible there is no definitive answer to this question because it just hasn't been relevant before.
If this can't work with the usual text, though, I would just have it say 'put onto the battlefield' specifically on this card and have it work that way rather than have it be cast.
Not all the Leyline effects have been worth casting for their respective costs. The ones that are worth casting, only are so because they check something very imminent, and even those ones are overcost. I do honestly seen the gig here with it being difficult to cast, and possibly, if you can fix the mana to cast it, then it's questionably useless. However, it's a lovely aspect of challenge, and it makes a wonderful novelty, with just as much (if not even greater potential), than any other the five-color novelties before it.
Most or all of the leylines are cards you wouldn't play without the free effect, but that doesn't mean they should be useless to cast. Especially for when people run three of four copies. Having them be bad for their cost is one thing, but you want it to be a valid play you'll plausibly make else the card has too much swing. The leylines work as designs because they are just swingy enough to be within reason. Nobody wants to be stuck with dead cards in their hand.
Intuition (As you cast this spell or when it's removed from the stack, you may look at the top seven cards of your library, then put two of them on the top of your library in any order and put the rest on the bottom of your library.)
I really wanted to name the effect this, but then with there already being Intuition, and no relevance between the two, I was uncertain as to how well-received that would be.
There are a number of mechanics which share names with cards of varied similarity. It's not a problem.
It certainly isn't just Scry 7 though. This effect forces the other cards to the bottom. That is a very significant factor, that makes for a dynamic and balancing aspect of challenge. It really needs to do it this way, and force strategic conditions such as it does.
What does any of this mean?
Yes, it's not scry. But it is fairly similar. You lose me after that.
I've seen a lot of freebie slop printed in the modern era. Blatantly overpowered two-for-ones. I'm not that type of person—and you certainly won't get anything like that from me. My insight and talents are always advancing, and so the sophistication of my developments continue to show this.
Good for you.
I've gone ahead and updated the Legendary Creature one. It's still not in any definite form, but I've tweaked the ability so that it's supported at this place on the mana curve, and still suited by power for a legendary by blending up the utility in contrast to the dialing down on the volume. It can now expand upon any land, but only one land at a time.
Not a bad change. This is going to be weaker now for certain combos like using it to allow you to fetchland for specific non basics. EDIT: This is still just as good for getting out a single nonbasic though, like say Dark Depths. Might be a problem. Raising the creatures mana cost (potentially stats with it) might be safer to slow combos down.
This also does make this stronger for colour fixing in a lot of decks though since you can name basics, but I think that's reasonable.
Templating is what makes card work the way they are supposed to work. If its too trivial for you to care about wording, your cards will continue to not work the way you actually want them to.
As far as your keyword goes, Intuition would be a good name of the ability. I'd suggest adding a variable to denote how many cards to look at as:
Intuition 7 (Look at the top seven cards of your library. Put two of them on top in any order, and the rest on the bottom in a random order)
If you are dedicated to using this as a widespread mechanic, it also makes sense to separate the trigger from the effect, in the same way scry or surveil does, so that you can vary by the card how it happens. It can be printed straight into the resolution of a spell, or triggered in a variety of ways.
"When this creature deals combat damage to a player, Intuition 7."
"Sacrifice a creature: Intuition 5"
"+1 Loyalty: Intuition 4, then draw a card."
A good point you made about the leyline was there is uncertainty about how starting in play interacts with ETB effects. You can sidestep that in two ways - Once Upon A Time, or the Chancellors from New Phyrexia.
Leyline of Creation WUBRG (Once Upon a Time Wording)
Legendary Enchantment
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost.
As Leyline of Creation enters the battlefield, name up to three nonbasic land cards and choose a basic land type.
The named lands and all cards in other zones with those names are the chosen land type in addition to their other types.
Leyline of Creation WUBRG (Chancellor wording)
Legendary Enchantment
You may reveal this card from your opening hand. If you do, put it onto the battlefield at the beginning of your first upkeep.
As Leyline of Creation enters the battlefield, name up to three nonbasic land cards and choose a basic land type.
The named lands and all cards in other zones with those names are the chosen land type in addition to their other types.
user_938036 made a really good point, that the reason for posting on a board like this is to get feedback. If you argue with all the feedback because "sophisticated" than everyone else, why bother posting? The minute you decide you know more that everyone else is the minute you stop improving.
You should also playtest these cards with other people, to see if (a) they are as fun to play as you think, (b) see if someone else playing the cards thinks they are fun to play with/against, and (c) if they are easy for someone to understand. I think you'll find by doing so that things like your Leyline being a dead card in hand because of its casting cost really are downsides to design.
Let me just quickly add that I don't like the concept of making Intuition modal.
I also don't know of any keywords that don't directly mirror their previous card (or its effects). They typically do, and that's why it's really strange to name it that. I am all for grand exceptions, and I would definitely think to make one here for this, because the name Intuition is so much more aesthetic to the effect than the alternative entries in the original post. I'm also all for using errata to enable the selection effect, so that the text can match the others, and this Leyline be not susceptible to free counterspells. I will go ahead and update that in the original post.
As for the part where DJK said I lost him. The keyword function forces strategic selection, because it forces them to move five cards to the bottom of their deck. Among these five cards can be content that would be helpful to them. However, this effect forces a strategic decisions on the player, by making them choose the best two cards, and sending everything to the bottom of the deck to counterbalance that benefit with an aspect of challenge.
I also don't know of any keywords that don't directly mirror their previous card (or its effects). They typically do, and that's why it's really strange to name it that. I am all for grand exceptions, and I would definitely think to make one here for this,
These are all cards that share a name with a keyword
Out of the 19 pairs only 8 have a connection between their effects. This sends a clear message that when naming new abilities cards with the name can be ignored but it's nice if they overlap. So call your ability Intuition or anything that is easier to say and understand than Intravoyance
Let me just quickly add that I don't like the concept of making Intuition modal.
Why on earth not? Your mechanic as-is has limited design space and even more limited space in terms of what you can fit in one set without causing problems.
I would at least do one or the other of making the number a variable or removing the trigger and making this a keyword action.
As for the part where DJK said I lost him. The keyword function forces strategic selection, because it forces them to move five cards to the bottom of their deck. Among these five cards can be content that would be helpful to them. However, this effect forces a strategic decisions on the player, by making them choose the best two cards, and sending everything to the bottom of the deck to counterbalance that benefit with an aspect of challenge.
Yes, it's different from scry 7 because it gives you less options. That doesn't really make it interesting though.
Let me just quickly add that I don't like the concept of making Intuition modal.
Why on earth not? Your mechanic as-is has limited design space and even more limited space in terms of what you can fit in one set without causing problems.
I would at least do one or the other of making the number a variable or removing the trigger and making this a keyword action.
Making Intuition modal isn't necessary first of all.
There are things that want to work in theory, but they don't work in practice.
The range is already very meaty—enabling a seven card Index. Then, you can only put two cards on the top. This means that Intuition 1 and Intuition 2 cannot exist. It's really awkward that point values would be subject such a void, especially when there are (or are to be) interactions which manipulate the point values of keywords. Personally, I am very fond of this interaction (with keyword point values), so I would never think to do something like this, since it would lock me out of all that development potential.
There are things that want to work in theory, but they don't work in practice.
Truer words were never spoken.
Do you really think this mechanic would show up as is in multiples at common? Aside from the needlessly complicated and confusing wording, even the theoretical version of the mechanic is just unrealistically powerful. In limited, even just one card with this mechanic will dig through 1/6th of your deck to give you the two most advantageous cards and tucking the rest away for later. And given that multiple cards with the mechanic in a deck will effectively give you a substantial control over your draws.
Even in constructed formats, I'm not sure the mechanic is all that desirable. More often than not, it'll result in feel bad moments where you have to tuck away 2-4 cards you'd want to keep. Challenging players with skill-testing decisions is a good thing, to be sure, but with this mechanic you will usually be moving a greater number of cards you want to the bottom of your deck than to the top. On top of spending a card to set up a couple topdecks. It's paradoxically too strong in that it digs too far and unfun in that you tuck more than you keep. Contrast that with Fact or Fiction and other comparable cards like Unesh, they limit how deep you dig to balance player choices with the controlling player typically feeling like they got the better end of the deal. This mechanic doesn't function exactly the same, but I think the situations created by it is analogous in feeling, only I don't think it'll often feel like you're getting the satisfying end of the deal. The cards it's attached to world need to be good on their own, but in a vacuum the mechanic itself needs work (that it seems you're uninterested to consider).
Why not just make this a vertical cycle in blue with the mechanic unkeyworded and modal? With, say, digging three cards deep at common, four at uncommon, and five at rare? That would solve a lot of the issues I'm seeing with the mechanic. I just don't think it works as a keyword in its present form.
Let me just quickly add that I don't like the concept of making Intuition modal.
Why on earth not? Your mechanic as-is has limited design space and even more limited space in terms of what you can fit in one set without causing problems.
I would at least do one or the other of making the number a variable or removing the trigger and making this a keyword action.
Making Intuition modal isn't necessary first of all.
There are things that want to work in theory, but they don't work in practice.
The range is already very meaty—enabling a seven card Index. Then, you can only put two cards on the top. This means that Intuition 1 and Intuition 2 cannot exist. It's really awkward that point values would be subject such a void, especially when there are (or are to be) interactions which manipulate the point values of keywords. Personally, I am very fond of this interaction (with keyword point values), so I would never think to do something like this, since it would lock me out of all that development potential.
You lose nothing by including the modality. Consider Scry: When it was first printed in Fifth Dawn, every card was printed as Scry 2 rather than Scry (Look at the top 2 cards of your library. Put them back on the top or bottom of your library in any order.). Even though they didn't vary the number that time, it gave them flexibility down the road, and dozens of cards with Scry 1 or Scry 3 wouldn't exist if they had locked themselves in to that value.
Also, I think you'll fin in playtest that seven cards is a lot of decision load for a player to process, so giving yourself the flexibility to adjust is worthwhile.
Let me just quickly add that I don't like the concept of making Intuition modal.
Why on earth not? Your mechanic as-is has limited design space and even more limited space in terms of what you can fit in one set without causing problems.
I would at least do one or the other of making the number a variable or removing the trigger and making this a keyword action.
Making Intuition modal isn't necessary first of all.
Not strictly, no. But that is a moot point. I think it is probably entirely necessary, however, if you want this mechanic to be any good.
There are things that want to work in theory, but they don't work in practice.
Funny you should say that...
The range is already very meaty—enabling a seven card Index.
That's not the kind of range we care about here.
Then, you can only put two cards on the top. This means that Intuition 1 and Intuition 2 cannot exist. It's really awkward that point values would be subject such a void, especially when there are (or are to be) interactions which manipulate the point values of keywords. Personally, I am very fond of this interaction (with keyword point values), so I would never think to do something like this, since it would lock me out of all that development potential.
Scry doesn't exist at high values, most cards by far are only 1 or 2. Yet that's not a problem for the mechanic. Not being able to do intuition 1 or 2 wouldn't be a problem. The development potential would be far greater if you had access to a range of values from three or four to seven. In fact, I would suggest intuition three or four will generally play better and be far more usable values than the current seven, because they will be less problematically powerful for digging for combo pieces, easier to fit on cards as a smaller bonus effect, and are less likely to result in decision paralysis. So all the more reason I would want to have access to that range.
I would still say this mechanic is problematic with that change in that I think it's not meaningfully different enough from scry (compare surveil, which is quite similar to scry, but its difference is very relevant in how it interacts with the graveyard), but with the change to a modal variable, intuition would at least function reasonably well in a general sense.
Now see, you want to take away the aspect of challenge by decreasing the range, and thus decreasing the liability of the keyword (in that you have to move something important to the bottom). The aspect of challenge is what makes the game fun, and that's what counter-balances the utility of the function.
You want to take the easy route, but providing this balance is a responsibility of development.
Responsibility is not ideal—it's reality. You do it, or you face consequence.
Sometimes, someone else has to face the consequence. Let us not be so weak, and negligent. There's no short-cutting this without consequence. It has to remain balanced with equal utility to liability.
Now see, you want to take away the aspect of challenge by decreasing the range, and thus decreasing the liability of the keyword (in that you have to move something important to the bottom). The aspect of challenge is what makes the game fun, and that's what counter-balances the utility of the function.
Having to put more cards on the bottom with higher values of Intuition is not a serious disadvantage. It's a feel bad for newer players maybe, but for more experienced player it's all gravy to have more cards to dig through and whatever goes to the bottom is just luck of the draw compared to whatever is now on top instead (just as likely to help as harm). Intuition-ing for higher numbers is a more challenging decision, sure, but only because there's just more mental processing involved. It's not necessarily a more deep or interesting decision, because while it might mean you have to think more carefully about what exactly is best from multiple competitive options, it also means it's a lot easier to just find exactly what you're looking for. Lower values would make it more likely to be an easy choice by way of obviously bad options, they also make it less likely to find obviously good options.
You want to take the easy route, but providing this balance is a responsibility of development.
Responsibility is not ideal—it's reality. You do it, or you face consequence.
Sometimes, someone else has to face the consequence. Let us not be so weak, and negligent. There's no short-cutting this without consequence. It has to remain balanced with equal utility to liability.
Now see, you want to take away the aspect of challenge by decreasing the range, and thus decreasing the liability of the keyword (in that you have to move something important to the bottom). The aspect of challenge is what makes the game fun, and that's what counter-balances the utility of the function.
You want to take the easy route, but providing this balance is a responsibility of development.
Responsibility is not ideal—it's reality. You do it, or you face consequence.
Sometimes, someone else has to face the consequence. Let us not be so weak, and negligent. There's no short-cutting this without consequence. It has to remain balanced with equal utility to liability.
I am not sure that I understand this statement.
As the idea of putting cards tot he bottom of your library does not seem to hold an overt flavorful link (Intuition =/= Tunnel vision), I assume the the creation of a sufficiently difficult choice is critical for the desired Force Majeure you seek with this keyword. Without the difficulty of this choice, I could imagine you feeling that this ability lacks the degree of innovation and internal tension that drove you to create it in the first place. I could imagine this ability no longer feeling like your ability if it is made modular.
The question I would ask, however, would be if a modular version would be (mechanically) bad?
I could picture a card with Intuition 4 or intuition 6 being decent. I could picture a flying creature having you Intuition 3 every time it deals combat damage to a player. While the cards would certainly lack the internalized tension that you sought to bring to the table, they do not seem to be bad ideas or unusable effects.
You have long been a crusader of maximizing design space to minimize limitations placed upon producers and to create a fun and dynamic game. Maximizing the number of ways in which a mechanic can be used seems to be completely in line with these goals. While the force majeure can be maintained on individual cards can be maintained through frequent use of high numbers (EX: Intuition 7), demanding such dramatic force from every single instance of that ability at the cost of possible design space in the future seems excessive.
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This Deus Ex Machina would be prime combo matera for cantrip effects. Naturally, the two go hand-in-hand, and I'm not sure what anyone else had in mind to do with this effect, but might I propose this to be the most dynamic and balanced from all sides.
Leyline of Creation WUBRG
Legendary Enchantment
If Leyline of Creation is in your opening hand, you may begin the game with it on the battlefield.
As Leyline of Creation enters the battlefield, name up to three nonbasic land cards and choose a basic land type.
The named land and all cards in other zones with that name are the chosen land type in addition to their other types.
So here's the initial function I wanted to do, what then cascaded into making Karn the Grand Architect. I really wanted this to be a legendary creature, so it could be a Commander. Unsure as how to channel this, a given being that it has to be universal to the colors, I took the Urza's Avenger route and tacked it onto the concept below this. Before this though, I had an idea as to turn it into a Leyline. It could be the five color Leyline that caps the series and does that thing, in grand style, that many other five-color designs in the past have done. To make it work as it should, it has to be cast at the start of the game instead of simply beginning the game with it in play. Of course, if willing, errata could be used to set the designations as it enters the battlefield without being cast. With how dreary that debate always is with everyone, I decided to do it this way for coherence.
Karn's Vision 2
Legendary Creature — Incarnation
As Karn's Vision enters the battlefield, name a land card and choose a basic land type.
The named land and all cards in other zones with that name are the chosen land type in addition to their other types.
2/2
You know the drill, wrong use of or, weird unnecessary modal trigger, mentions the stack, what is this mechanic even for? yadda yadda.
For intravoyance/intracognizance, the modern convention is that for effects like this that put cards on the bottom of your library, if they are putting back more than say three or four cards, they put them back in a random order to avoid decision paralysis stalling the game for something that doesn't usually matter. I would note you don't actually say either 'in any order' or 'a random order' for how to put the cards on the bottom, which is obviously a problem.
I would say this a dangerously powerful amount of sheer filtering to push at the frequency/volume of a set mechanic. An effect like this will be used primarily to dig for key combo or value pieces as a form of pesuedo-tutoring. In fact, effects like this that dig through several cards have increasingly been used by WotC as an alternative to tutor effects. This is also a remarkably similar effect to scry, only far less versatile design-wise.
"If Leyline of Creation is in your opening hand,
you may cast it at the beginning the game without paying its mana costyou may begin the game with it on the battlefield."What @user_938036 said about 'choose a card name'.
For the land type grafting part, I would reference Painter's Servant and Null Chamber's oracle text and write this as 'All lands with the chosen names and cards with the chosen names that aren't on the battlefield are the chosen land type in addition to their other types'.
If you want this to only affect your lands, then:
'All lands you control with the chosen names and all cards you own with the chosen names that aren't on the battlefield are the chosen land type in addition to their other types'
I would suggest the later.
One other note is that this feels very weak if you cast it for its mana cost. Obviously, with leyline cards you really want to get them for free, but they should be costed such that you are okay with casting them for their mana cost because you won't always get them in your opening and you don't want them to be dead weight. But the cost on this is very prohibitive and by the time you have 5+ mana of all colours available, this effect is likely pretty inconsequential. You could probably just make this a green card at 4 mana like the other leylines. And maybe ditch the legendary type as well, it doesn't seem necessary, especially if you do make this just a green card and it loses the 5 colour specialness. If you do really want to make a 5 colour legendary leyline, I would find a different effect.
So,
Leyline of Creation
Enchantment
If Leyline of Creation is in your opening hand, you may begin the game with it on the battlefield.
As Leyline of Creation enters the battlefield, choose up to three nonbasic land card names and choose a basic land type.
All lands you control with the chosen names and all cards you own with the chosen names that aren't on the battlefield are the chosen land type in addition to their other types.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
With just the keywords, first the names make no sense as keywords because (a) they aren't actual words and (b) they don't serve to evoke what the ability is doing.
As before, the "as you cast or removed from the stack" trigger still doesn't work the way you want it to. There is no reason for it to trigger a second time when the spell leaves the stack, especially here where you're filtering through cards you just filtered, and even if you did word it so that it could have the one-or-the-other functionality you intend, there's no situation where it adds anything to the gameplay for the choice for it to trigger on resolution/countering instead of cast.
Next, the ability is very nearly just Scry 7. Filtering that much of your deck is not something you'd want as regularly in as set as, say, scry or surveil, because looking through seven to choose 2 is a very complex decision tree and having it happen on a regular basis will slow the game down. This is an effect for a couple of cards or maybe a vertical cycle (probably in Blue), but not a set wide keyword.
The previous posters did a good job explaining the templating to make your leyline work the way you want. It is an interesting effect, but DKJ is right that (a) there's not a good reason for it to have WUBRG casting cost and (b) the effect is very strong fixing. It is way to strong to go on a 2 2/2 creature though, choosing one non-basic would be appropriate at that level and making it non-Legendary.
For future reference, don't correct me on using old wording composure. That's too trivial.
As for the other mention, this cannot do as other Leylines and begin the game on the battlefield, because that function would conventionally bypass the, "As this card enters the battlefield, choose..." effect. Those parameters would all be blank, and this card would have no effect. As I said, errata could be used to hotfix this, but everyone usually gives me a hard-time about effects that require errata. And now...still a hard time. That's really unfortunate.
Not all the Leyline effects have been worth casting for their respective costs. The ones that are worth casting, only are so because they check something very imminent, and even those ones are overcost. I do honestly seen the gig here with it being difficult to cast, and possibly, if you can fix the mana to cast it, then it's questionably useless. However, it's a lovely aspect of challenge, and it makes a wonderful novelty, with just as much (if not even greater potential), than any other the five-color novelties before it.
Intuition (As you cast this spell or when it's removed from the stack, you may look at the top seven cards of your library, then put two of them on the top of your library in any order and put the rest on the bottom of your library.)
I really wanted to name the effect this, but then with there already being Intuition, and no relevance between the two, I was uncertain as to how well-received that would be. It certainly isn't just Scry 7 though. This effect forces the other cards to the bottom. That is a very significant factor, that makes for a dynamic and balancing aspect of challenge. It really needs to do it this way, and force strategic conditions such as it does. I've seen a lot of freebie slop printed in the modern era. Blatantly overpowered two-for-ones. I'm not that type of person—and you certainly won't get anything like that from me. My insight and talents are always advancing, and so the sophistication of my developments continue to show this.
I've gone ahead and updated the Legendary Creature one. It's still not in any definite form, but I've tweaked the ability so that it's supported at this place on the mana curve, and still suited by power for a legendary by blending up the utility in contrast to the dialing down on the volume. It can now expand upon any land, but only one land at a time.
Beggars can't be choosers. You posted this card implicitly asking for feedback. You've gotten it.
I'm not sure that's how it would work. Some of the rulings I've seen describe putting leylines onto the battlefield. As far as I can tell, it's might be possible there is no definitive answer to this question because it just hasn't been relevant before.
If this can't work with the usual text, though, I would just have it say 'put onto the battlefield' specifically on this card and have it work that way rather than have it be cast.
Most or all of the leylines are cards you wouldn't play without the free effect, but that doesn't mean they should be useless to cast. Especially for when people run three of four copies. Having them be bad for their cost is one thing, but you want it to be a valid play you'll plausibly make else the card has too much swing. The leylines work as designs because they are just swingy enough to be within reason. Nobody wants to be stuck with dead cards in their hand.
There are a number of mechanics which share names with cards of varied similarity. It's not a problem.
What does any of this mean?
Yes, it's not scry. But it is fairly similar. You lose me after that.
Good for you.
Not a bad change. This is going to be weaker now for certain combos like using it to allow you to fetchland for specific non basics. EDIT: This is still just as good for getting out a single nonbasic though, like say Dark Depths. Might be a problem. Raising the creatures mana cost (potentially stats with it) might be safer to slow combos down.
This also does make this stronger for colour fixing in a lot of decks though since you can name basics, but I think that's reasonable.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
As far as your keyword goes, Intuition would be a good name of the ability. I'd suggest adding a variable to denote how many cards to look at as:
Intuition 7 (Look at the top seven cards of your library. Put two of them on top in any order, and the rest on the bottom in a random order)
If you are dedicated to using this as a widespread mechanic, it also makes sense to separate the trigger from the effect, in the same way scry or surveil does, so that you can vary by the card how it happens. It can be printed straight into the resolution of a spell, or triggered in a variety of ways.
"When this creature deals combat damage to a player, Intuition 7."
"Sacrifice a creature: Intuition 5"
"+1 Loyalty: Intuition 4, then draw a card."
A good point you made about the leyline was there is uncertainty about how starting in play interacts with ETB effects. You can sidestep that in two ways - Once Upon A Time, or the Chancellors from New Phyrexia.
Leyline of Creation WUBRG (Once Upon a Time Wording)
Legendary Enchantment
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost.
As Leyline of Creation enters the battlefield, name up to three nonbasic land cards and choose a basic land type.
The named lands and all cards in other zones with those names are the chosen land type in addition to their other types.
Leyline of Creation WUBRG (Chancellor wording)
Legendary Enchantment
You may reveal this card from your opening hand. If you do, put it onto the battlefield at the beginning of your first upkeep.
As Leyline of Creation enters the battlefield, name up to three nonbasic land cards and choose a basic land type.
The named lands and all cards in other zones with those names are the chosen land type in addition to their other types.
user_938036 made a really good point, that the reason for posting on a board like this is to get feedback. If you argue with all the feedback because "sophisticated" than everyone else, why bother posting? The minute you decide you know more that everyone else is the minute you stop improving.
You should also playtest these cards with other people, to see if (a) they are as fun to play as you think, (b) see if someone else playing the cards thinks they are fun to play with/against, and (c) if they are easy for someone to understand. I think you'll find by doing so that things like your Leyline being a dead card in hand because of its casting cost really are downsides to design.
I also don't know of any keywords that don't directly mirror their previous card (or its effects). They typically do, and that's why it's really strange to name it that. I am all for grand exceptions, and I would definitely think to make one here for this, because the name Intuition is so much more aesthetic to the effect than the alternative entries in the original post. I'm also all for using errata to enable the selection effect, so that the text can match the others, and this Leyline be not susceptible to free counterspells. I will go ahead and update that in the original post.
As for the part where DJK said I lost him. The keyword function forces strategic selection, because it forces them to move five cards to the bottom of their deck. Among these five cards can be content that would be helpful to them. However, this effect forces a strategic decisions on the player, by making them choose the best two cards, and sending everything to the bottom of the deck to counterbalance that benefit with an aspect of challenge.
Plenty of precedent for you
Enrage
Absorb
Battle Cry
And that's just the first few letter of the alphabet
Flash This can reasonably be seen as giving your creature flash
Lifelink Directly grants
Vigilance Directly grants
Absorb No connection
Fabricate No connection
Fortify No connection
Gravestorm No connection
Overload No connection
Provoke Close enough
Rebound No connection
Recover Close enough
Unearth Close enough
Vanishing No connection
Channel No connection
Enrage No connection
Rally No connection
Undergrowth No connection
Fear Directly grants
Regenerate Directly grants
Out of the 19 pairs only 8 have a connection between their effects. This sends a clear message that when naming new abilities cards with the name can be ignored but it's nice if they overlap. So call your ability Intuition or anything that is easier to say and understand than Intravoyance
Why on earth not? Your mechanic as-is has limited design space and even more limited space in terms of what you can fit in one set without causing problems.
I would at least do one or the other of making the number a variable or removing the trigger and making this a keyword action.
Yes, it's different from scry 7 because it gives you less options. That doesn't really make it interesting though.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Making Intuition modal isn't necessary first of all.
There are things that want to work in theory, but they don't work in practice.
The range is already very meaty—enabling a seven card Index. Then, you can only put two cards on the top. This means that Intuition 1 and Intuition 2 cannot exist. It's really awkward that point values would be subject such a void, especially when there are (or are to be) interactions which manipulate the point values of keywords. Personally, I am very fond of this interaction (with keyword point values), so I would never think to do something like this, since it would lock me out of all that development potential.
Truer words were never spoken.
Do you really think this mechanic would show up as is in multiples at common? Aside from the needlessly complicated and confusing wording, even the theoretical version of the mechanic is just unrealistically powerful. In limited, even just one card with this mechanic will dig through 1/6th of your deck to give you the two most advantageous cards and tucking the rest away for later. And given that multiple cards with the mechanic in a deck will effectively give you a substantial control over your draws.
Even in constructed formats, I'm not sure the mechanic is all that desirable. More often than not, it'll result in feel bad moments where you have to tuck away 2-4 cards you'd want to keep. Challenging players with skill-testing decisions is a good thing, to be sure, but with this mechanic you will usually be moving a greater number of cards you want to the bottom of your deck than to the top. On top of spending a card to set up a couple topdecks. It's paradoxically too strong in that it digs too far and unfun in that you tuck more than you keep. Contrast that with Fact or Fiction and other comparable cards like Unesh, they limit how deep you dig to balance player choices with the controlling player typically feeling like they got the better end of the deal. This mechanic doesn't function exactly the same, but I think the situations created by it is analogous in feeling, only I don't think it'll often feel like you're getting the satisfying end of the deal. The cards it's attached to world need to be good on their own, but in a vacuum the mechanic itself needs work (that it seems you're uninterested to consider).
Why not just make this a vertical cycle in blue with the mechanic unkeyworded and modal? With, say, digging three cards deep at common, four at uncommon, and five at rare? That would solve a lot of the issues I'm seeing with the mechanic. I just don't think it works as a keyword in its present form.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
You lose nothing by including the modality. Consider Scry: When it was first printed in Fifth Dawn, every card was printed as Scry 2 rather than Scry (Look at the top 2 cards of your library. Put them back on the top or bottom of your library in any order.). Even though they didn't vary the number that time, it gave them flexibility down the road, and dozens of cards with Scry 1 or Scry 3 wouldn't exist if they had locked themselves in to that value.
Also, I think you'll fin in playtest that seven cards is a lot of decision load for a player to process, so giving yourself the flexibility to adjust is worthwhile.
Not strictly, no. But that is a moot point. I think it is probably entirely necessary, however, if you want this mechanic to be any good.
Funny you should say that...
That's not the kind of range we care about here.
Scry doesn't exist at high values, most cards by far are only 1 or 2. Yet that's not a problem for the mechanic. Not being able to do intuition 1 or 2 wouldn't be a problem. The development potential would be far greater if you had access to a range of values from three or four to seven. In fact, I would suggest intuition three or four will generally play better and be far more usable values than the current seven, because they will be less problematically powerful for digging for combo pieces, easier to fit on cards as a smaller bonus effect, and are less likely to result in decision paralysis. So all the more reason I would want to have access to that range.
I would still say this mechanic is problematic with that change in that I think it's not meaningfully different enough from scry (compare surveil, which is quite similar to scry, but its difference is very relevant in how it interacts with the graveyard), but with the change to a modal variable, intuition would at least function reasonably well in a general sense.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
You want to take the easy route, but providing this balance is a responsibility of development.
Responsibility is not ideal—it's reality. You do it, or you face consequence.
Sometimes, someone else has to face the consequence. Let us not be so weak, and negligent. There's no short-cutting this without consequence. It has to remain balanced with equal utility to liability.
Having to put more cards on the bottom with higher values of Intuition is not a serious disadvantage. It's a feel bad for newer players maybe, but for more experienced player it's all gravy to have more cards to dig through and whatever goes to the bottom is just luck of the draw compared to whatever is now on top instead (just as likely to help as harm). Intuition-ing for higher numbers is a more challenging decision, sure, but only because there's just more mental processing involved. It's not necessarily a more deep or interesting decision, because while it might mean you have to think more carefully about what exactly is best from multiple competitive options, it also means it's a lot easier to just find exactly what you're looking for. Lower values would make it more likely to be an easy choice by way of obviously bad options, they also make it less likely to find obviously good options.
Words, words, words.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
I am not sure that I understand this statement.
As the idea of putting cards tot he bottom of your library does not seem to hold an overt flavorful link (Intuition =/= Tunnel vision), I assume the the creation of a sufficiently difficult choice is critical for the desired Force Majeure you seek with this keyword. Without the difficulty of this choice, I could imagine you feeling that this ability lacks the degree of innovation and internal tension that drove you to create it in the first place. I could imagine this ability no longer feeling like your ability if it is made modular.
The question I would ask, however, would be if a modular version would be (mechanically) bad?
I could picture a card with Intuition 4 or intuition 6 being decent. I could picture a flying creature having you Intuition 3 every time it deals combat damage to a player. While the cards would certainly lack the internalized tension that you sought to bring to the table, they do not seem to be bad ideas or unusable effects.
You have long been a crusader of maximizing design space to minimize limitations placed upon producers and to create a fun and dynamic game. Maximizing the number of ways in which a mechanic can be used seems to be completely in line with these goals. While the force majeure can be maintained on individual cards can be maintained through frequent use of high numbers (EX: Intuition 7), demanding such dramatic force from every single instance of that ability at the cost of possible design space in the future seems excessive.