Flickr

Oath of the Gatewatch Mechanics



For Oath of the Gatewatch, Wizards have made quite the interesting mechanics, including of course, the potentially-controversial, colorless mana.  Here are the following mechanics, starting with the big gun ( in my opinion): the new basic land, and its new mana color ( or, no color? )

Colorless Mana


This symbol means it is colorless mana, a sixth kind of mana ( seventh if you count snow). It is different from generic mana since colorless is a sub-type of generic mana; basically, generic mana, now, can be paid with either red, green, blue, black, white, or colorless mana. This of course goes very well with the 'colorless' theme of the Eldrazi, and the Devoid mechanic introduced in Battle for Zendikar.

The cost {C} can only be paid with colorless mana, so if you build a deck around colorless spells, with a fusion of colored ones, then for example, there would be such a term as " I have a red-colorless deck, or blue-colorless control deck". This addition ripples throughout new and existing cards. For example:


... in this print of Uknown Shores, the first ability adds {C} to the mana pool. You can in turn, use this to pay generic mana costs. The second ability has an additional cost, which is 1 generic mana, which can be payed with any colorless mana or with colorless mana. Another example would be the Sol Ring, which instead of producing 2 generic mana ( which by now sounds awfully ridiculous), which was actually a misinterpretation of the ability, actually produces 2 colorless mana. Which can still be payed for generic mana costs or colorless costs themselves.

Oh and by the way, here is the new land:
Important note: see how it doesn't have a basic land type? Unlike with a forest, which says Basic Land - Forest, Wastes can't be selected when a card instructs you to choose a basic land type. This normally means some number of fetch-effects on both creatures and non-creatures.

So technically, two things happen: first, it will be indicated in the mana cost if it requires generic or colorless mana ( as there is now a new mana symbol), and two, whenever you see the generic mana symbol on an old card's ability ( old meaning pre-oath), e.g. Sol Ring, it means it produces colorless mana, and not generic mana, as it cannot produce all 5 colors at once with just one symbol. If that makes sense.

This makes things somewhat complicated at first, especially for me, as I am a young and intermediate-level planeswalker, only beginning to master the basics. 


Cohort


 Cohort is an ability that needs two allies to work. The cost is always the same: {T}, Tap an untapped Ally you control. The effects vary with each card. Remember, unless the main ally ( the one whose Cohort ability you wish to activate) has ally or has a way to remove summoning sickness, its ability cannot be activated on the same turn you cast it. 

Munda's Vanguard reminds me of the Phalanx Leader from the Theros Block. Imagine if you can trigger this twice or thrice in a turn! Most optimally in some sort of allies-tokens deck.

The next mechanic reminds me of Bolster.

Support


Support boosts creatures while supplying additional effects ( as far as the cards that have been spoiled go). Support N means putting a +1/+1 counter on up to N target creatures. Keyword 'up to', meaning you can choose less than the indicated number, but regardless of the number of targets, each target would still get only one +1/+1 counter on it. Support may also have no targets. On a sorcery (or instant) this can target any creature. But on a creature itself ( or another permanent), support must target other creatures. 

Like this guy:




Looks like we might see a number of cards that benefit from +1/+1 counters. Proliferate might be a thing again. Heck Proliferate might be really good in this format. Bolster-Support-Proliferate decks. Now that I think about it, another good card that has great synergy with Support is the Enduring Scalelord, which gets a +1/+1  counter whenever a   +1/+1 counter is put on a creature: so Support 2 gives the Scalelord 2 counters, and Support 6 gives the Scalelord 6 counters!

The last mechanic for the Oath is:

Surge

Surge is a nice way to get a discount on mana costs, kind of like the opposite of the Kick mechanic introduced long, long ago. Some cards might even have additional effects for being Surged, just like being Kicked.



The reduced mana cost can only be payed if you( or a teammate!) cast another spell this turn, regardless if that spell was countered, resolved, or still in the stack. For example, if you surge the Tyrant, not only do you get a 5/4 flyer for 5, but you also get the ability to bolt a creature or player!
Just a quick thought I got from seeing this card: play Dragonlord Kolaghan first, then the Tyrant. Damage overload if your opponent can't defend against flyers.

Well, that's it. Those are the mechanics for the Oath of the Gatewatch. These might get even more powerful, depending on which cards will be in the set, so stay tuned for that!







0 comments: