Riku of Many Paths

Support for Mechanics

New 28 Mar 2024 Asked by mooseontheloose9 17 Comments

Hey MarkHave the mechanic development group ever considered developing a set around enhancing the card pool for under-supported mechanics? Riku of Many Paths has caused quite a stir and realization that, while modal is a pretty broad reoccurring event among Magic cards (it's an evergreen design for sure), there's a lot of mechanics that aren't even deciduous that people loved that could use some increased card support.


We reuse mechanics when they make sense and when reusing a mechanic we can make cards that mechanically care about it (if it makes sense). I don’t see us caring mechanically about keywords that aren’t at a high enough as-fan in the set. What caring about modal cards shows is we can mechanically care about things that are a normal part of most sets, if there is enough definition for the game to identify them.

Modal Spells Characteristics

New 27 Mar 2024 Asked by philosophile42 23 Comments

Riku of Many Paths make reference to "modal spells" which I think is a first. How are modal spells being defined for the game now? Anything where a player makes a choice while casting? Can creatures be modal like adaptive automaton? entwine spells? splilt cards?


Here’s the definition from Matt Tabak:“A modal spell, you might be wondering, is a spell where you choose from among modes (a bulleted list of options) as you cast it. They include spree cards. A permanent with an activated or triggered ability that includes modes is not a modal spell.”


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