Maybe this reality is actually an alternate reality of a reality in which New Phyrexia was the joke expansion and Mirrodin Pure was the obvious expansion, except our reality is the Time Shifted reality which is opposite of that other reality which is that actual reality.
Kind of confused as to why one creature can move it from a second creature to a third creature. I'm not a big fan of these, but if anything, they're uncommons.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Except that the Cranial Plating cycle had the highly color restrictive cost on the instant speed attaching ability and the colorless cost on the normal sorcery speed equip ability. Allowing the instant speed attachment to be colorless makes it easier to pull off and makes much more complicated game states possible.
Except that the Cranial Plating cycle had the highly color restrictive cost on the instant speed attaching ability and the colorless cost on the normal sorcery speed equip ability. Allowing the instant speed attachment to be colorless makes it easier to pull off and makes much more complicated game states possible.
OK, let me see if I understand what you're saying:
Instant-speed equip leads to complicated game states.
(I'm interpolating your statement a bit here) The game states this ability creates are potentially too complex at common.
Adding a restrictive cost to the instant-speed equip could balance out the complexity, allowing for the cycle to exist at common.
A "CC" cost for the instant-speed equip is restrictive enough (see: Horned Helm, Sparring Collar, etc.), but and tapping a creature is not restrictive enough.
Does that more or less reflect what you're saying?
If it does, then, would increasing the instant-speed equip cost (to and tapping a creature, for instance) help to fix this?
Maybe "X: Tap target untapped creature you control and equip ~ to it."?
An earlier draft of the cycle allowed creatures to tap only to equip themselves, not any creature you control. While this is interesting as an alternative cost, and perhaps makes the flavor a bit more straightforward, I don't think it really plays very well. I mean, it's an instant-speed equip ability, but unless your guy has vigilance, he can only use it while blocking? Kinda lame, IMO. That's why I changed it to the above wording.
Now, here is an even earlier draft of this cycle. It's much different. But better? Worse?
Carnelian Scimitar
Artifact - Equipment [COM]
Equipped creature gets +2/+0.
When Carnelian Scimitar enters the battlefield, you may attach it to target creature you control.
Equip 1RR
Jade Battle Regalia
Artifact - Equipment [COM]
Equipped creature gets +2/+2 and has trample.
When Jade Battle Regalia enters the battlefield, you may attach it to target creature you control.
Equip 2GG
Lapis Lazuli Clasp
Artifact - Equipment [COM]
Equipped creature gets +0/+2 and has flying.
When Lapis Lazuli Clasp enters the battlefield, you may attach it to target creature you control.
Equip UU
The idea is that they function as an Aura (i.e. a one-use Equipment) unless you are running the appropriate color. Thoughts on this draft of the cycle?
[EDIT]: Bumped up the Equip costs on the R and G ones. They were scaring me at RR / GG.
Certainly deals with one of the problems of equipments, but isn't it just Living Weapon without the card advantage? Sure there are cases where going straight onto Thrun, the Last Troll is better than having to switch it over from a Germ token, but on a general scale I think I'd prefer the little black bugger.
There's similarity to Living Weapon in that you can attach the Equipment to a creature one time without having to pay an Equip cost, but otherwise I do not see the connection to Living Weapon. If anything, the two abilities are opposites - one gives you a creature token to equip, one requires that you already have a creature to equip on the battlefield. Both are different from standard Equipment, but IMO they are even more different from each other.
I'd say that the closest existing comparison is Kjeldoran Pride.
Make them uncommon and push the abilities towards Embrace cycle?
The set will have one or two uncommon Equipment, and more rare / mythic Equipment, but I wasn't planning for these to be them.
And no worries, at least one of those Equipment will be Timmy-tastic like Serra's Embrace.
Now, perhaps I should get to the point:
The set needs a common Equipment cycle (which, in this set, means a three-card URG cycle) with color-linked abilities. The color-linked abilities don't have to be the Equip abilities, but I don't see why they can't be. That said, I am not interested in using colored Equip costs on Equipment unless there is another way to attach that Equipment to creatures. The ETB cycle, above, is the cleanest way I can think of to do it. I'm open to ideas!
Now, a lot of people seem to be stuck on the complexity of these cards. I think that the ETB cycle, above, is clearly less complex than other existing common Equipment, some of which I have already linked here. If somebody wants to make the case that WotC making Healer's Headdress a common card was a never-to-be-repeated catastrophe, I could hear that argument. But, if you want to say that cards of that complexity level never exist at common, I can demonstrate otherwise.
I think that the ETB cycle, above, is clearly less complex than other existing common Equipment
Clearly better. I could see different variants being interesting.
Carnelian Scimitar
Artifact - Equipment
Equipped creature gets +2/+0.
When ~ enters the battlefield, you may attach it to a red creature you control.
Equip
Something to consider: From an aesthetic perspective it would be preferable if the equip cost is all colorless or all colored nothing in-between.
Alternatively: Since these are commons you should aim for all equip costs being [C] at most. Concentrating on mana cost for immediate increase also makes more sense on the ETB variant.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
OK, let me see if I understand what you're saying:
Instant-speed equip leads to complicated game states.
(I'm interpolating your statement a bit here) The game states this ability creates are potentially too complex at common.
Adding a restrictive cost to the instant-speed equip could balance out the complexity, allowing for the cycle to exist at common.
A "CC" cost for the instant-speed equip is restrictive enough (see: Horned Helm, Sparring Collar, etc.), but and tapping a creature is not restrictive enough.
Does that more or less reflect what you're saying?
If it does, then, would increasing the instant-speed equip cost (to and tapping a creature, for instance) help to fix this?
Thanks.
The reason why the equip ability in general was defaulted to sorcery speed is because at instant speed the "correct" play was to wait as long as possible before equipping. In the simplest example, you attack with two creatures and you have an unattached equipment and an untapped creature. Your opponent has to calculate three different scenarios in order to determine how to block: you equip no attacking creature and hold off to equip a possible blocker, you equip the first attacking creature, you equip the second attacking creature.
Carnelian Scimitar
Artifact - Equipment [COM]
Equipped creature gets +2/+0.
:2mana:, Tap an untapped creature you control: Attach Carnelian Scimitar to target creature you control.
Equip RR
This card does a similar thing. Since the colored cost is on the normal equip ability, the default mode of attaching for any off-color deck and possibly even for any on-color multicolor deck is going to be the colorless instant speed ability. You attack with two creature and leave a third back to use attach it. If you are heavily dedicated to a color, then you are "rewarded" with the option of using a sorcery speed equip ability. Your opponent has to figure out how best to block for each possible equipping, but you can also decide to leave it unattached and during your opponent's turn attach it to the untapped creature after it blocks.
The 5DN cycle did this in a better and more logical way. They were all designed to be two mana equipment with one mana equip costs, and most were slightly overcosted. With the normal equip cost as a single colorless mana, the default encouraged method of attaching for both on-color and off-color decks is at sorcery speed. If you happen to be heavily dedicated to the color (not just a splash or multicolor with several other colors), then you are rewarded by being able to use the equipment as a combat trick.
Carnelian Scimitar
Artifact - Equipment [COM]
Equipped creature gets +2/+0.
When Carnelian Scimitar enters the battlefield, you may attach it to target creature you control.
Equip 1RR
For any off-color deck, this provides all the card disadvantage of an Aura. You are hugely discouraged from playing this in an off-color deck. You might as well just put the colored mana in the mana cost like the Behemoth Sledge cycle.
You are hugely discouraged from playing this in an off-color deck.
The CC cost is intentional.
This gets into some pretty heavy design philosophy not just about this set, but about the 10-set megablock in general. This is going to sound weird, but despite the set / block pushing a moderately multicolor theme...
I really, really need to encourage monocolor.
The reason for this is simple: each of these sets is missing two colors out of the normal five. That means that a 3-color deck is akin to a 5-color deck in a typical drafting pool - i.e., it can run anything. I don't want decks to just waltz into drafting any and every card. To do that, I need to make one- and two-color decks the norm. The decision to run a 3-color deck needs to be a deliberate choice with clear costs involved.
When I put up the poll for people to pick the first set I would design of this block, I didn't think that "Treasures" would be it. It's kind of a scary place to be, because I knew that, with this theme, I would need a lot of artifacts. That means, I have a lot of cards that can be played in any deck, which runs counter to my monocolor drafting mission. So, at least at common, I made the decision that I needed to treat a large portion of the artifact chunk as though it were really part of the :symu:, :symr:, and color chunks. This was before I even settled on Evoke for my Potion mechanic, and in fact, it's what led me to look for a mechanic like Evoke. I need these artifacts to have a color requirement so that draft doesn't degenerate into a 3-color free-for-all.
But, these being artifacts, they have to at least be usable if you're not running the right colors. It's my intention to make a very, very sharp distinction between "usable" and "optimized", however. I suggested that the Potions be seen as "artifact sorceries" of their associated colors, and likewise, it might be helpful to see these Equipment as cards of their respective colors, that happen to have a generic mana option, as well.
I like this design... I do. But, I made the executive decision that there would be no hybrid mana in this block unless I absolutely couldn't do an idea any other way, so I'm going to try my hardest to come up with something else.
Here's a new pass on the concept that came into my head after mulling over Ronin Warclub a bit more:
Carnelian Scimitar1
Artifact - Equipment [COM]
Equipped creature gets +2/+0.
Whenever a red creature enters the battlefield under your control, you may attach Carnelian Scimitar to it.
Equip
Jade Battle Regalia3
Artifact - Equipment [COM]
Equipped creature gets +2/+2 and has trample.
Whenever a green creature enters the battlefield under your control, you may attach Jade Battle Regalia to it.
Equip
Lapis Lazuli Clasp2
Artifact - Equipment [COM]
Equipped creature gets +0/+2 and has flying.
Whenever a blue creature enters the battlefield under your control, you may attach Lapis Lazuli Clasp to it.
This gets into some pretty heavy design philosophy not just about this set, but about the 10-set megablock in general. This is going to sound weird, but despite the set / block pushing a moderately multicolor theme...
I really, really need to encourage monocolor.
The reason for this is simple: each of these sets is missing two colors out of the normal five. That means that a 3-color deck is akin to a 5-color deck in a typical drafting pool - i.e., it can run anything. I don't want decks to just waltz into drafting any and every card. To do that, I need to make one- and two-color decks the norm. The decision to run a 3-color deck needs to be a deliberate choice with clear costs involved.
When I put up the poll for people to pick the first set I would design of this block, I didn't think that "Treasures" would be it. It's kind of a scary place to be, because I knew that, with this theme, I would need a lot of artifacts. That means, I have a lot of cards that can be played in any deck, which runs counter to my monocolor drafting mission. So, at least at common, I made the decision that I needed to treat a large portion of the artifact chunk as though it were really part of the :symu:, :symr:, and color chunks. This was before I even settled on Evoke for my Potion mechanic, and in fact, it's what led me to look for a mechanic like Evoke. I need these artifacts to have a color requirement so that draft doesn't degenerate into a 3-color free-for-all.
But, these being artifacts, they have to at least be usable if you're not running the right colors. It's my intention to make a very, very sharp distinction between "usable" and "optimized", however. I suggested that the Potions be seen as "artifact sorceries" of their associated colors, and likewise, it might be helpful to see these Equipment as cards of their respective colors, that happen to have a generic mana option, as well.
That all seems to point to a problem with your block structure. Three color design should encourage three color play. You are going to have the mana fixing that makes three color play possible, so most if not all players are going to want to play two or three colors. Then you start throwing in cards that hurt the player for trying to play the three color decks that the rest of the set is trying to encourage.
Plus how in the word would a block like this be drafted. Aside from the fact that it is five sets long, with each set you would be alienating a portion of the magic audience. Players that prefer white or black would not want to play this set, and when drafting multiple sets you have an even bigger color jump than Ravnica block had.
Three color design should encourage three color play.
In Block Constructed, it absolutely will.
Limited is the tricky part. This is why I've mostly been focusing on commons for this set. There will not be a lot of mana fixing occurring at common. I plan for the commons to overwhelmingly encourage one- and two-color play. Clearly, artifacts present a wrinkle in this plan, but as you can see, I'm trying to smooth that out.
Plus how in the word would a block like this be drafted. Aside from the fact that it is five sets long, with each set you would be alienating a portion of the magic audience. Players that prefer white or black would not want to play this set, and when drafting multiple sets you have an even bigger color jump than Ravnica block had.
10 sets.
I am not WotC. I am not designing as though I was WotC. I am not designing this set as any kind of job application to work at WotC.
I am designing this set specifically because it would never be released by WotC, because I think it can provide a distinctly different play experience for the people who want to play it, because I think there are new ideas here to mine that couldn't be mined in a 5-color set, and most importantly, because I want to, and because I can.
So, to answer your question, ("how in the world would this be drafted"): quite differently from usual. As I've stated in other places, the idea is that any of the ten sets can be drafted by itself or in conjunction with any other of the ten sets. So yes, this is going to lead to strange color-balance situations. I'm OK with that, the game of Magic has proven that it can handle that.
I like this design... I do. But, I made the executive decision that there would be no hybrid mana in this block unless I absolutely couldn't do an idea any other way, so I'm going to try my hardest to come up with something else.
I also don't want to miss the chance to note that a +2/+0 Equipment at common in itself is problematic to design/develop.
There are three existing designs that give a power bonus greater than 1. Bonesplitter has been considered a little to strong. The other two are less eficient. You might want to reconsider the overall stats to make the red part of the cycle less Bonesplitter-y.
Lastly: The fact that your latest mechanic is similar to an uncommon cycle tells you something (I intentionally made my design work the other way around for common).
also it makes working with the casting cost over equip cost more important.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Artifact - Equipment [COM]
Equipped creature gets +2/+0.
:2mana:, Tap an untapped creature you control: Attach Carnelian Scimitar to target creature you control.
Equip RR
Artifact - Equipment [COM]
Equipped creature gets +2/+2 and has trample.
:2mana:, Tap an untapped creature you control: Attach Jade Battle Regalia to target creature you control.
Equip GG
Artifact - Equipment [COM]
Equipped creature gets +0/+2 and has flying.
:2mana:, Tap an untapped creature you control: Attach Lapis Lazuli Clasp to target creature you control.
Equip UU
The set so far
[Edit]: I realize that I templated this wrong. Fixed?
Level 1 Judge. I tweet. Member of clan <Limited>. The Dunning-Kruger effect.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Carnelian Scimitar 2
Artifact - Equipment
Equipped creature gets +2/+0.
Equip — Tap an untapped creature you control.
• Recent Card Ideas • My Drawings at DeviantArt
OK, let me see if I understand what you're saying:
If it does, then, would increasing the instant-speed equip cost (to and tapping a creature, for instance) help to fix this?
Thanks.
There also seems something further amiss about them firmly out of mind's grasp.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
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An earlier draft of the cycle allowed creatures to tap only to equip themselves, not any creature you control. While this is interesting as an alternative cost, and perhaps makes the flavor a bit more straightforward, I don't think it really plays very well. I mean, it's an instant-speed equip ability, but unless your guy has vigilance, he can only use it while blocking? Kinda lame, IMO. That's why I changed it to the above wording.
Now, here is an even earlier draft of this cycle. It's much different. But better? Worse?
Artifact - Equipment [COM]
Equipped creature gets +2/+0.
When Carnelian Scimitar enters the battlefield, you may attach it to target creature you control.
Equip 1RR
Artifact - Equipment [COM]
Equipped creature gets +2/+2 and has trample.
When Jade Battle Regalia enters the battlefield, you may attach it to target creature you control.
Equip 2GG
Artifact - Equipment [COM]
Equipped creature gets +0/+2 and has flying.
When Lapis Lazuli Clasp enters the battlefield, you may attach it to target creature you control.
Equip UU
[EDIT]: Bumped up the Equip costs on the R and G ones. They were scaring me at RR / GG.
There's similarity to Living Weapon in that you can attach the Equipment to a creature one time without having to pay an Equip cost, but otherwise I do not see the connection to Living Weapon. If anything, the two abilities are opposites - one gives you a creature token to equip, one requires that you already have a creature to equip on the battlefield. Both are different from standard Equipment, but IMO they are even more different from each other.
I'd say that the closest existing comparison is Kjeldoran Pride.
The set will have one or two uncommon Equipment, and more rare / mythic Equipment, but I wasn't planning for these to be them.
And no worries, at least one of those Equipment will be Timmy-tastic like Serra's Embrace.
Now, perhaps I should get to the point:
The set needs a common Equipment cycle (which, in this set, means a three-card URG cycle) with color-linked abilities. The color-linked abilities don't have to be the Equip abilities, but I don't see why they can't be. That said, I am not interested in using colored Equip costs on Equipment unless there is another way to attach that Equipment to creatures. The ETB cycle, above, is the cleanest way I can think of to do it. I'm open to ideas!
Now, a lot of people seem to be stuck on the complexity of these cards. I think that the ETB cycle, above, is clearly less complex than other existing common Equipment, some of which I have already linked here. If somebody wants to make the case that WotC making Healer's Headdress a common card was a never-to-be-repeated catastrophe, I could hear that argument. But, if you want to say that cards of that complexity level never exist at common, I can demonstrate otherwise.
Piston Sledge.
Also, for the record: Ronin Warclub.
I had actually forgotten about Piston Sledge... makes me want to go with my original idea.
Clearly better. I could see different variants being interesting.
Artifact - Equipment
Equipped creature gets +2/+0.
When ~ enters the battlefield, you may attach it to a red creature you control.
Equip
Something to consider: From an aesthetic perspective it would be preferable if the equip cost is all colorless or all colored nothing in-between.
Alternatively: Since these are commons you should aim for all equip costs being [C] at most. Concentrating on mana cost for immediate increase also makes more sense on the ETB variant.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
The reason why the equip ability in general was defaulted to sorcery speed is because at instant speed the "correct" play was to wait as long as possible before equipping. In the simplest example, you attack with two creatures and you have an unattached equipment and an untapped creature. Your opponent has to calculate three different scenarios in order to determine how to block: you equip no attacking creature and hold off to equip a possible blocker, you equip the first attacking creature, you equip the second attacking creature.
This card does a similar thing. Since the colored cost is on the normal equip ability, the default mode of attaching for any off-color deck and possibly even for any on-color multicolor deck is going to be the colorless instant speed ability. You attack with two creature and leave a third back to use attach it. If you are heavily dedicated to a color, then you are "rewarded" with the option of using a sorcery speed equip ability. Your opponent has to figure out how best to block for each possible equipping, but you can also decide to leave it unattached and during your opponent's turn attach it to the untapped creature after it blocks.
The 5DN cycle did this in a better and more logical way. They were all designed to be two mana equipment with one mana equip costs, and most were slightly overcosted. With the normal equip cost as a single colorless mana, the default encouraged method of attaching for both on-color and off-color decks is at sorcery speed. If you happen to be heavily dedicated to the color (not just a splash or multicolor with several other colors), then you are rewarded by being able to use the equipment as a combat trick.
For any off-color deck, this provides all the card disadvantage of an Aura. You are hugely discouraged from playing this in an off-color deck. You might as well just put the colored mana in the mana cost like the Behemoth Sledge cycle.
The CC cost is intentional.
This gets into some pretty heavy design philosophy not just about this set, but about the 10-set megablock in general. This is going to sound weird, but despite the set / block pushing a moderately multicolor theme...
I really, really need to encourage monocolor.
The reason for this is simple: each of these sets is missing two colors out of the normal five. That means that a 3-color deck is akin to a 5-color deck in a typical drafting pool - i.e., it can run anything. I don't want decks to just waltz into drafting any and every card. To do that, I need to make one- and two-color decks the norm. The decision to run a 3-color deck needs to be a deliberate choice with clear costs involved.
When I put up the poll for people to pick the first set I would design of this block, I didn't think that "Treasures" would be it. It's kind of a scary place to be, because I knew that, with this theme, I would need a lot of artifacts. That means, I have a lot of cards that can be played in any deck, which runs counter to my monocolor drafting mission. So, at least at common, I made the decision that I needed to treat a large portion of the artifact chunk as though it were really part of the :symu:, :symr:, and color chunks. This was before I even settled on Evoke for my Potion mechanic, and in fact, it's what led me to look for a mechanic like Evoke. I need these artifacts to have a color requirement so that draft doesn't degenerate into a 3-color free-for-all.
But, these being artifacts, they have to at least be usable if you're not running the right colors. It's my intention to make a very, very sharp distinction between "usable" and "optimized", however. I suggested that the Potions be seen as "artifact sorceries" of their associated colors, and likewise, it might be helpful to see these Equipment as cards of their respective colors, that happen to have a generic mana option, as well.
I like this design... I do. But, I made the executive decision that there would be no hybrid mana in this block unless I absolutely couldn't do an idea any other way, so I'm going to try my hardest to come up with something else.
Here's a new pass on the concept that came into my head after mulling over Ronin Warclub a bit more:
Artifact - Equipment [COM]
Equipped creature gets +2/+0.
Whenever a red creature enters the battlefield under your control, you may attach Carnelian Scimitar to it.
Equip
Artifact - Equipment [COM]
Equipped creature gets +2/+2 and has trample.
Whenever a green creature enters the battlefield under your control, you may attach Jade Battle Regalia to it.
Equip
Artifact - Equipment [COM]
Equipped creature gets +0/+2 and has flying.
Whenever a blue creature enters the battlefield under your control, you may attach Lapis Lazuli Clasp to it.
Equip
I love that Treasure Ball!
• Recent Card Ideas • My Drawings at DeviantArt
That all seems to point to a problem with your block structure. Three color design should encourage three color play. You are going to have the mana fixing that makes three color play possible, so most if not all players are going to want to play two or three colors. Then you start throwing in cards that hurt the player for trying to play the three color decks that the rest of the set is trying to encourage.
Plus how in the word would a block like this be drafted. Aside from the fact that it is five sets long, with each set you would be alienating a portion of the magic audience. Players that prefer white or black would not want to play this set, and when drafting multiple sets you have an even bigger color jump than Ravnica block had.
In Block Constructed, it absolutely will.
Limited is the tricky part. This is why I've mostly been focusing on commons for this set. There will not be a lot of mana fixing occurring at common. I plan for the commons to overwhelmingly encourage one- and two-color play. Clearly, artifacts present a wrinkle in this plan, but as you can see, I'm trying to smooth that out.
10 sets.
I am not WotC. I am not designing as though I was WotC. I am not designing this set as any kind of job application to work at WotC.
I am designing this set specifically because it would never be released by WotC, because I think it can provide a distinctly different play experience for the people who want to play it, because I think there are new ideas here to mine that couldn't be mined in a 5-color set, and most importantly, because I want to, and because I can.
So, to answer your question, ("how in the world would this be drafted"): quite differently from usual. As I've stated in other places, the idea is that any of the ten sets can be drafted by itself or in conjunction with any other of the ten sets. So yes, this is going to lead to strange color-balance situations. I'm OK with that, the game of Magic has proven that it can handle that.
The same happened in Coldsnap.
Artifact - Equipment [COM]
Equipped creature gets +2/+0.
Equip or
I also don't want to miss the chance to note that a +2/+0 Equipment at common in itself is problematic to design/develop.
There are three existing designs that give a power bonus greater than 1. Bonesplitter has been considered a little to strong. The other two are less eficient. You might want to reconsider the overall stats to make the red part of the cycle less Bonesplitter-y.
Lastly: The fact that your latest mechanic is similar to an uncommon cycle tells you something (I intentionally made my design work the other way around for common).
also it makes working with the casting cost over equip cost more important.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO