Faultless404
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{"ops":[{"attributes":{"color":"black"},"insert":"Welcome to Leshy's Game! This is a Commander like inspired by Inscryption. The point in this gamemode is to make commander feel more consistent. Ever felt like you just lost out on a game because you got the wrong series of cards? ever wanted to see your gameplan "},{"insert":"\n"},{"attributes":{"color":"black"},"insert":"The only major rule differences in playing this mode are: "},{"insert":"\n• "},{"attributes":{"color":"black"},"insert":"You must separate your deck into a \"spells\" deck and a \"lands\" deck."},{"insert":"\n• "},{"attributes":{"color":"black"},"insert":"Because there are 2 decks, you choose where to draw your cards from for each instance you draw a card, e.g. when you draw 3 you may draw 2 spells and 1 non-spell."},{"insert":"\n• "},{"attributes":{"color":"black"},"insert":"Search effects must take place in their designated decks. Land searches take place in your land decks and any spell searches take place in your spell deck. generic \"search for a card\" type effects can be chosen from either deck."},{"insert":"\n• Mill effects take place by controllers choice, e.g. opponent makes you mill 3, they choose whether you mill from your spells or land deck or a combo of both, and they choose how many you mill. The keyword has been rewritten below.\n• "},{"attributes":{"color":"black"},"insert":"You choose a commander as usual, but you also choose another non-Legendary spell to side next to your commander called your \"boon\". This additional card is a 1 time cast spell that is additional to your deck like a companion. Due to this, Companions cannot be played outside this zone or the 99, but their restrictions can be ignored if you choose to sideboard it. If your Boon is a permanent, it gains \"cannot be countered but enter tapped. No exceptions.\""},{"insert":"\n• Each of your decks can be split however you want, but each must have a minimum of 10 cards. have fun cooking whatever evil idea you have!\n\n"},{"attributes":{"color":"black"},"insert":"This mode is available for experimentation so feel free to include, disclude and changes rules however you would prefer. One of my house rules is \"Friendly Unfriendly Repeat\" for mulligan rules which lets you friendly, then unfriendly, then friendly and so on, but this mode may be better off with a mulligan rule like \"One friendly and then no more\" or \"discard what you don't want from your starting hand and draw up the rest. do this only once.\""},{"insert":"\n\nConstructing decks to work with tabletop:\nput all your lands into your sideboard "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"create a \"boons\" category for the boon you wish to choose for your commander. select the \"Premier\" tickbox and deselect the \"In Deck\" tickbox in \"Edit category\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIdeas for reworked keywords and game functions:\nDefender now states: (A creature with Defender cannot Attack or Block. Whenever damage is dealt to a Defender creature's controller, first assign up to X of the damage to this creature where X is its toughness, then deal the excess to the Defender creature's controller. You decide the order in which Defender creatures resolve this effect.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is a Buff designed to give Defender a relevant effect that does not interfere with how the majority of defender cards function currently. The card designed for defence should feel more impactful and less of a deliberate downside now."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Toxic and Infect work the same as usual, however poison counters now function as follows: \"At the beginning of your end step, lose X Life where X is the number of poison counters you have. Then reduce the number of poison counters you have by 1.\" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I have personally never been a fan of how Poison counters work. This is a nerf designed to turn poison into a decaying effect in alignment with the -1/-1 counters assigned with Infect."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\"you win the game\" functions as a keyword that states: (When you \"win the game\", add a card you own from outside the game that, does NOT have \"you win the game\" in its text box, into your boon slot. You may cast this card without paying its mana cost.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is to nerf alternative win conditions, as they are easily breakable in this mode."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"background":"#ffffff","color":"#000000"},"insert":"Menace now states: (A creature with menace can block up to 2 creatures, and can’t be blocked except by two or more creatures.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"#ffffff","color":"#000000"},"insert":"This was changed to both boost the effect and to make it feel more consistent. Menace creatures can now act as 2 creatures in 1 in effect."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Haste now states: ("},{"attributes":{"background":"#ffffff","color":"#000000"},"insert":"A creature with haste isn’t affected by summoning sickness. It can attack as soon as it comes under your control and you can also activate its activated abilities with *tap* in the cost right away. At the beginning of your Combat phase, you may *tap* target creature you control with Haste for it to Fight target creature an Opponent controls. This is considered combat damage and resolves at the beginning of combat.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"#ffffff","color":"#000000"},"insert":"This is a Buff intended to give haste a more relevant function beyond its turn entered effect. Hopefully Haste will feel more flavourful with this change."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Regenerate now states: (Until the end of the turn, if a Creature that is Regenerated would be destroyed, it is returned to the battlefield tapped. This ability can take place both as a response and pre-emptively.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is to make the effect more understandable and straight forward, allowing someone to treat it as a response move. functionally this already exists with the stack in game but is not very clear."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Mill now states: (The player who assigns the Mill puts that many cards from either of the target player's decks into that player's graveyard. The amount milled may be divided between either deck in any amount.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is to help Milling function properly in this format."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Annihilator now states: (Whenever a creature with annihilator attacks, the defending player may sacrifice up to X permanents, where X is the number associated with annihilator. This creature then deals 4 damage to defending player for each time they decided not to sacrifice a permanent. e.g: if defending player decides to sacrifice only 1 permanent to a creature with Annihilator 4, they will be dealt 12 damage) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"This is a rework and a slight nerf to a game ending effect that is notorious for stalling out the game. Now the Defending player has a small amount of agency to decide whether or not they hold onto their permanents or sacrifice them to survive longer, while a defending player without the ability to sacrifice permanents is taken out of the game faster."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Banding / Bands with other now state: (When a creature with Banding is declared as an Attacker, "},{"attributes":{"background":"transparent","color":"#000000"},"insert":"it gains +X/+0 until the end of turn where X is the total power of other creatures you control with banding who are Attacking, and up to one other creature you control WITHOUT banding who is also Attacking. Once blockers are declared, if one of these other creatures is removed from combat before damage is declared to the defending player, this creature gains -X/-0 until the end of turn where X is the total power of the creatures removed.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This was more of a niche buff designed to give banding its original intended identity of \"small creatures band together to take on large creatures\". Hopefully this rework encapsulates this."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Champion a [creature type] now states: (While this creature is on the board, any other [creature type] may redirect any damage, destroy effect, exile effect or effects that target it to this creature.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Champion is a mechanic that has never really made sense flavour wise. This buff treats the limited number of champion spells as living protection spells."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":" Crew X now states: (During your main phases, you may equip and unequip creatures with a total maximum power of X to this Vehicle. While creatures are attached to this Vehicle, it becomes an Artifact Creature with all the effects of the creatures attached to it. You may not equip other Vehicles or a creature that is already attached to another Vehicle. Unequipping a creature Taps it. If this Vehicle is destroyed, unequip everything attached to it.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This rework is more of a flavour effect than anything else. enjoy having real vehicles."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"}]}
Monument to Perfection
, : Search your library for a basic, Sphere, or Locus land card, reveal it, put it into your hand, then shuffle.
: This artifact becomes a 9/9 Phyrexian Construct artifact creature, loses all abilities, and gains indestructible and toxic 9. Activate only if there are nine or more lands with different names among the basic, Sphere, and Locus lands you control.
: This artifact becomes a 9/9 Phyrexian Construct artifact creature, loses all abilities, and gains indestructible and toxic 9. Activate only if there are nine or more lands with different names among the basic, Sphere, and Locus lands you control.
Artifact

Boons
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Omo, Queen of Vesuva
Whenever Omo enters or attacks, put an everything counter on each of up to one target land and up to one target creature.
Each land with an everything counter on it is every land type in addition to its other types.
Each nonland creature with an everything counter on it is every creature type.
Each land with an everything counter on it is every land type in addition to its other types.
Each nonland creature with an everything counter on it is every creature type.
Legendary Creature - Shapeshifter Noble

Commander
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March from Velis Vel
Choose a nonbasic land type. Each land you control of that type becomes a copy of target creature you control until end of turn and gains haste until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Copy
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Counters
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Creature
(Ctrl to add secondary)
Aid from the Cowl
Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, you may put it on the bottom of your library.
Enchantment

Apex Devastator
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera

The Reality Chip
You may look at the top card of your library any time.
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Legendary Creature Artifact - Equipment Jellyfish

Draw
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Infect
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Landfall
(Ctrl to add secondary)
Venomous Brutalizer
Toxic 3 (Players dealt combat damage by this creature also get three poison counters.)
When this creature enters, you may pay . If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
When this creature enters, you may pay . If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Knight Phyrexian

Proliferate
(Ctrl to add secondary)
Pump
(Ctrl to add secondary)
Cavalier of Thorns
Reach
When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard.
When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard.
When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
Creature - Knight Elemental

Jyoti, Moag Ancient
When Jyoti enters, create a 1/1 green Forest Dryad land creature token for each time you've cast your commander from the command zone this game. (They're affected by summoning sickness.)
At the beginning of each combat, land creatures you control get +X/+X until end of turn, where X is Jyoti's power.
At the beginning of each combat, land creatures you control get +X/+X until end of turn, where X is Jyoti's power.
Legendary Creature - Elemental

Nissa, Steward of Elements
+2: Scry 2.
0: Look at the top card of your library. If it's a land card or a creature card with mana value less than or equal to the number of loyalty counters on Nissa, you may put that card onto the battlefield.
−6: Untap up to two target lands you control. They become 5/5 Elemental creatures with flying and haste until end of turn. They're still lands.
0: Look at the top card of your library. If it's a land card or a creature card with mana value less than or equal to the number of loyalty counters on Nissa, you may put that card onto the battlefield.
−6: Untap up to two target lands you control. They become 5/5 Elemental creatures with flying and haste until end of turn. They're still lands.
Legendary Planeswalker - Nissa

Sage of the Maze
: Add two mana in any combination of colors.
: Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery.
Tap an untapped Gate you control: Untap this creature.
: Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery.
Tap an untapped Gate you control: Untap this creature.
Creature - Wizard Elf

Skyserpent Seeker
Flying, deathtouch
Exhaust — : Reveal cards from the top of your library until you reveal two land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order. Put a +1/+1 counter on this creature. (Activate each exhaust ability only once.)
Exhaust — : Reveal cards from the top of your library until you reveal two land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order. Put a +1/+1 counter on this creature. (Activate each exhaust ability only once.)
Creature - Snake

Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Ramp
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Slogurk, the Overslime
Trample
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Legendary Creature - Ooze

Recursion
(Ctrl to add secondary)
Feral Encounter
Look at the top five cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card this turn. At the beginning of the next combat phase this turn, target creature you control deals damage equal to its power to up to one target creature you don't control.
Sorcery

Vivien Reid
+1: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
−3: Destroy target artifact, enchantment, or creature with flying.
−8: You get an emblem with "Creatures you control get +2/+2 and have vigilance, trample, and indestructible."
−3: Destroy target artifact, enchantment, or creature with flying.
−8: You get an emblem with "Creatures you control get +2/+2 and have vigilance, trample, and indestructible."
Legendary Planeswalker - Vivien

Removal
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Zimone's Experiment
Look at the top five cards of your library. You may reveal up to two creature and/or land cards from among them, then put the rest on the bottom of your library in a random order. Put all land cards revealed this way onto the battlefield tapped and put all creature cards revealed this way into your hand.
Sorcery

Sorcery
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Desert Warfare
Whenever you sacrifice a Desert and whenever a Desert card is put into your graveyard from your hand or library, put that card onto the battlefield under your control at the beginning of your next end step.
At the beginning of combat on your turn, if you control five or more Deserts, create that many 1/1 red, green, and white Sand Warrior creature tokens. They gain haste.
At the beginning of combat on your turn, if you control five or more Deserts, create that many 1/1 red, green, and white Sand Warrior creature tokens. They gain haste.
Enchantment

Tokens
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Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land

Hall of Storm Giants
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
: Add .
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Land

Hidden Cataract
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Nursery
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Sideboard
(Ctrl to add secondary)
Clement, the Worrywort
Vigilance
Whenever Clement or another creature you control enters, return up to one target creature you control with lesser mana value to its owner's hand.
Frogs you control have ": Add or . Spend this mana only to cast a creature spell."
Whenever Clement or another creature you control enters, return up to one target creature you control with lesser mana value to its owner's hand.
Frogs you control have ": Add or . Spend this mana only to cast a creature spell."
Legendary Creature - Druid Frog

Gate Colossus
Affinity for Gates (This spell costs less to cast for each Gate you control.)
This creature can't be blocked by creatures with power 2 or less.
Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.
This creature can't be blocked by creatures with power 2 or less.
Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.
Creature Artifact - Construct

Phyrexian Swarmlord
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
At the beginning of your upkeep, create a 1/1 green Phyrexian Insect creature token with infect for each poison counter your opponents have.
At the beginning of your upkeep, create a 1/1 green Phyrexian Insect creature token with infect for each poison counter your opponents have.
Creature - Horror Insect Phyrexian

Maybeboard
(Ctrl to add secondary)
Deck Info
Deck stats
Card NameQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"color":"black"},"insert":"Welcome to Leshy's Game! This is a Commander like inspired by Inscryption. The point in this gamemode is to make commander feel more consistent. Ever felt like you just lost out on a game because you got the wrong series of cards? ever wanted to see your gameplan "},{"insert":"\n"},{"attributes":{"color":"black"},"insert":"The only major rule differences in playing this mode are: "},{"insert":"\n• "},{"attributes":{"color":"black"},"insert":"You must separate your deck into a \"spells\" deck and a \"lands\" deck."},{"insert":"\n• "},{"attributes":{"color":"black"},"insert":"Because there are 2 decks, you choose where to draw your cards from for each instance you draw a card, e.g. when you draw 3 you may draw 2 spells and 1 non-spell."},{"insert":"\n• "},{"attributes":{"color":"black"},"insert":"Search effects must take place in their designated decks. Land searches take place in your land decks and any spell searches take place in your spell deck. generic \"search for a card\" type effects can be chosen from either deck."},{"insert":"\n• Mill effects take place by controllers choice, e.g. opponent makes you mill 3, they choose whether you mill from your spells or land deck or a combo of both, and they choose how many you mill. The keyword has been rewritten below.\n• "},{"attributes":{"color":"black"},"insert":"You choose a commander as usual, but you also choose another non-Legendary spell to side next to your commander called your \"boon\". This additional card is a 1 time cast spell that is additional to your deck like a companion. Due to this, Companions cannot be played outside this zone or the 99, but their restrictions can be ignored if you choose to sideboard it. If your Boon is a permanent, it gains \"cannot be countered but enter tapped. No exceptions.\""},{"insert":"\n• Each of your decks can be split however you want, but each must have a minimum of 10 cards. have fun cooking whatever evil idea you have!\n\n"},{"attributes":{"color":"black"},"insert":"This mode is available for experimentation so feel free to include, disclude and changes rules however you would prefer. One of my house rules is \"Friendly Unfriendly Repeat\" for mulligan rules which lets you friendly, then unfriendly, then friendly and so on, but this mode may be better off with a mulligan rule like \"One friendly and then no more\" or \"discard what you don't want from your starting hand and draw up the rest. do this only once.\""},{"insert":"\n\nConstructing decks to work with tabletop:\nput all your lands into your sideboard "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"create a \"boons\" category for the boon you wish to choose for your commander. select the \"Premier\" tickbox and deselect the \"In Deck\" tickbox in \"Edit category\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIdeas for reworked keywords and game functions:\nDefender now states: (A creature with Defender cannot Attack or Block. Whenever damage is dealt to a Defender creature's controller, first assign up to X of the damage to this creature where X is its toughness, then deal the excess to the Defender creature's controller. You decide the order in which Defender creatures resolve this effect.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is a Buff designed to give Defender a relevant effect that does not interfere with how the majority of defender cards function currently. The card designed for defence should feel more impactful and less of a deliberate downside now."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Toxic and Infect work the same as usual, however poison counters now function as follows: \"At the beginning of your end step, lose X Life where X is the number of poison counters you have. Then reduce the number of poison counters you have by 1.\" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I have personally never been a fan of how Poison counters work. This is a nerf designed to turn poison into a decaying effect in alignment with the -1/-1 counters assigned with Infect."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\"you win the game\" functions as a keyword that states: (When you \"win the game\", add a card you own from outside the game that, does NOT have \"you win the game\" in its text box, into your boon slot. You may cast this card without paying its mana cost.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is to nerf alternative win conditions, as they are easily breakable in this mode."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"background":"#ffffff","color":"#000000"},"insert":"Menace now states: (A creature with menace can block up to 2 creatures, and can’t be blocked except by two or more creatures.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"#ffffff","color":"#000000"},"insert":"This was changed to both boost the effect and to make it feel more consistent. Menace creatures can now act as 2 creatures in 1 in effect."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Haste now states: ("},{"attributes":{"background":"#ffffff","color":"#000000"},"insert":"A creature with haste isn’t affected by summoning sickness. It can attack as soon as it comes under your control and you can also activate its activated abilities with *tap* in the cost right away. At the beginning of your Combat phase, you may *tap* target creature you control with Haste for it to Fight target creature an Opponent controls. This is considered combat damage and resolves at the beginning of combat.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"#ffffff","color":"#000000"},"insert":"This is a Buff intended to give haste a more relevant function beyond its turn entered effect. Hopefully Haste will feel more flavourful with this change."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Regenerate now states: (Until the end of the turn, if a Creature that is Regenerated would be destroyed, it is returned to the battlefield tapped. This ability can take place both as a response and pre-emptively.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is to make the effect more understandable and straight forward, allowing someone to treat it as a response move. functionally this already exists with the stack in game but is not very clear."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Mill now states: (The player who assigns the Mill puts that many cards from either of the target player's decks into that player's graveyard. The amount milled may be divided between either deck in any amount.) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is to help Milling function properly in this format."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Annihilator now states: (Whenever a creature with annihilator attacks, the defending player may sacrifice up to X permanents, where X is the number associated with annihilator. This creature then deals 4 damage to defending player for each time they decided not to sacrifice a permanent. e.g: if defending player decides to sacrifice only 1 permanent to a creature with Annihilator 4, they will be dealt 12 damage) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"This is a rework and a slight nerf to a game ending effect that is notorious for stalling out the game. Now the Defending player has a small amount of agency to decide whether or not they hold onto their permanents or sacrifice them to survive longer, while a defending player without the ability to sacrifice permanents is taken out of the game faster."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Banding / Bands with other now state: (When a creature with Banding is declared as an Attacker, "},{"attributes":{"background":"transparent","color":"#000000"},"insert":"it gains +X/+0 until the end of turn where X is the total power of other creatures you control with banding who are Attacking, and up to one other creature you control WITHOUT banding who is also Attacking. Once blockers are declared, if one of these other creatures is removed from combat before damage is declared to the defending player, this creature gains -X/-0 until the end of turn where X is the total power of the creatures removed.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This was more of a niche buff designed to give banding its original intended identity of \"small creatures band together to take on large creatures\". Hopefully this rework encapsulates this."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Champion a [creature type] now states: (While this creature is on the board, any other [creature type] may redirect any damage, destroy effect, exile effect or effects that target it to this creature.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Champion is a mechanic that has never really made sense flavour wise. This buff treats the limited number of champion spells as living protection spells."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":" Crew X now states: (During your main phases, you may equip and unequip creatures with a total maximum power of X to this Vehicle. While creatures are attached to this Vehicle, it becomes an Artifact Creature with all the effects of the creatures attached to it. You may not equip other Vehicles or a creature that is already attached to another Vehicle. Unequipping a creature Taps it. If this Vehicle is destroyed, unequip everything attached to it.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This rework is more of a flavour effect than anything else. enjoy having real vehicles."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"}]}
































































































