Just a phasing question....

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Archived from groups: rec.games.trading-cards.magic.misc (More info?)

I was answering a question in the .strategy group, suggesting that
phasing is kinda fun when casting something like Apocolypse (2RRR,
Remove all permanents from the game & discard your hand.)

Now I've read somewhere (magicthegathering.com, I believe) that
because of all the weirdness that phasing caused, WotC will never
bring it back, and that temporary removal-from-game will be limited to
stuff like Flicker, Astral Slide, or Nightmare Creatures.

I know I'm a decidely more casual/nutty player, but I liked phasing.
Which leads me to ask, will WotC ever bring back some type of
phasing-like effect? I don't mean one-time effects (which is
essentially what the above cards do), but a permanent that comes into
and out of play with regularity.

I don't know if I'm expressing myself well, but for an example...

Flickering Spirit
1U
2/2
Flying
At the beginning of your turn, if Flickering Spirit has a Flicker
counter on it, remove Flickering Spirit from the game. Return to play
under your control at the end of turn.
At the beginning of your turn, if Flickering Spirit does not have a
Flicker counter on it, place a Flicker counter on it.
When Flickering Spirit comes into play, remove all Flicker counters
from Flickering Spirit.

If I worded this right, you should have a 2/2 flyer on your side every
other turn.

Does something like this even sound feasible?

Thanks,

Scott
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

On 20 Aug 2004 12:36:40 -0700, Scott Vajdos <sfvajdos@hotmail.com> wrote:
>I was answering a question in the .strategy group, suggesting that
>phasing is kinda fun when casting something like Apocolypse (2RRR,
>Remove all permanents from the game & discard your hand.)
>
>Now I've read somewhere (magicthegathering.com, I believe) that
>because of all the weirdness that phasing caused, WotC will never
>bring it back, and that temporary removal-from-game will be limited to
>stuff like Flicker, Astral Slide, or Nightmare Creatures.

Well, it's true that phasing is almost certainly Never Coming Back, much
like banding or Rampage. But yes, it was -very- complicated, though only
around the edges.

Probably stuff that goes repeatedly into and out of play should use phasing,
since it's still in the rules (and will remain there)... so this is more
of a 'design restriction on future stuff' - they're not bringing phasing back
so they won't make stuff that -should- work by using phasing.

Dave
--
\/David DeLaney posting from dbd@vic.com "It's not the pot that grows the flower
It's not the clock that slows the hour The definition's plain for anyone to see
Love is all it takes to make a family" - R&P. VISUALIZE HAPPYNET VRbeable<BLINK>
http://www.vic.com/~dbd/ - net.legends FAQ & Magic / I WUV you in all CAPS! --K.
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

> I know I'm a decidely more casual/nutty player, but I liked phasing.
> Which leads me to ask, will WotC ever bring back some type of
> phasing-like effect? I don't mean one-time effects (which is
> essentially what the above cards do), but a permanent that comes into
> and out of play with regularity.

There's not really an easy way to do cards like this without using
phasing. You saw how wordy your own example of such a card was. I'm sure it
can be tightened up but still... I could see a red coin-flip creature that
randomly leaves play for a turn, kinda like Skittish Valesk, but regular
blipping in and out like phasing, naw.
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

> Flickering Spirit
> 1U
> 2/2
> Flying
> At the beginning of your turn, if Flickering Spirit has a Flicker
> counter on it, remove Flickering Spirit from the game. Return to play
> under your control at the end of turn.
> At the beginning of your turn, if Flickering Spirit does not have a
> Flicker counter on it, place a Flicker counter on it.
> When Flickering Spirit comes into play, remove all Flicker counters
> from Flickering Spirit.
>
> If I worded this right, you should have a 2/2 flyer on your side every
> other turn.

What about something more straightforward:
Flickering Spirit
1U
2/2
Flying
At the beginning of your upkeep, if Flickering Spirit is in play,
remove Flickering Spirit from the game.
At the beginning of your upkeep, if Flickering Spirit is removed from
the game, return Flickering Spirit to play under its owner's control.


Sure, this is a little weird, because if you remove it for any other
reason, such as Mind's Desire, Imprint or whatever else, it'd come
right back. But that could be cool!

Otherwise, you'd have to wordy it up a little like:
At the beginning of your upkeep, if Flickering Spirit was removed from
the game by its own ability, return Flickering Spirit to play under
its owner's control.


I don't know. Actually, I mostly like the idea of a creature that
returns itself to the game, no matter what.
Peter
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

David DeLaney, worshipped by llamas the world over, wrote...
> On 20 Aug 2004 12:36:40 -0700, Scott Vajdos <sfvajdos@hotmail.com> wrote:
> >I was answering a question in the .strategy group, suggesting that
> >phasing is kinda fun when casting something like Apocolypse (2RRR,
> >Remove all permanents from the game & discard your hand.)
> >
> >Now I've read somewhere (magicthegathering.com, I believe) that
> >because of all the weirdness that phasing caused, WotC will never
> >bring it back, and that temporary removal-from-game will be limited to
> >stuff like Flicker, Astral Slide, or Nightmare Creatures.
>
> Well, it's true that phasing is almost certainly Never Coming Back, much
> like banding or Rampage. But yes, it was -very- complicated, though only
> around the edges.
>
> Probably stuff that goes repeatedly into and out of play should use phasing,
> since it's still in the rules (and will remain there)... so this is more
> of a 'design restriction on future stuff' - they're not bringing phasing back
> so they won't make stuff that -should- work by using phasing.

I could, however, see things like this:

Crystal Myr
5
Artifact Creature
At end of turn, remove ~this~ from the game. At the beginning of your
next upkeep, put ~this~ into play under its owner's control.
3/3

Rainbow Djinn
2WW (this kind of stuff seems to be W now, not U)
Creature - Djinn
Flying
WW: Remove ~this~ from the game. At the beginning of your next upkeep,
put ~this~ into play under its owner's control.
3/1

Basically a new Crystal Golem and Rainbow Efreet, respectively. Any
special reason why those shouldn't work, as opposed to things that would
work like the Phasing keyword? They're a little worse than the old
"phase out" wordings because the creatures would have summoning sickness
(maybe they could get Haste for the turn they reappear).

--
Let's not let this drift into a topic about playing your alignment. I
have too much to do to be able to properly ridicule and post whore.
- Rob Singers
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

Jeff Heikkinen <oh@s.if> wrote:
>
>Crystal Myr >5 >Artifact Creature
>At end of turn, remove ~ from the game. At the beginning of your
>next upkeep, put ~ into play under its owner's control.
>3/3
>
>Rainbow Djinn >2WW (this kind of stuff seems to be W now, not U)
>Creature - Djinn
>Flying WW: Remove ~ from the game. At the beginning of your next upkeep,
>put ~ into play under its owner's control.
>3/1
>
>Basically a new Crystal Golem and Rainbow Efreet, respectively. Any
>special reason why those shouldn't work, as opposed to things that would
>work like the Phasing keyword?

No, no reason; they essentially have their own Astral Slides swallowed. (As
opposed to using the Ethereal plane, or the plane of Shadow...)

> They're a little worse than the old
>"phase out" wordings because the creatures would have summoning sickness
>(maybe they could get Haste for the turn they reappear).

Plus which they'd lose any enchantments on them, and equipment on them would
fall off and need to be re-equipped later. But yes, the Crystal Myr as written
above would never be able to attack...

Dave
--
\/David DeLaney posting from dbd@vic.com "It's not the pot that grows the flower
It's not the clock that slows the hour The definition's plain for anyone to see
Love is all it takes to make a family" - R&P. VISUALIZE HAPPYNET VRbeable<BLINK>
http://www.vic.com/~dbd/ - net.legends FAQ & Magic / I WUV you in all CAPS! --K.
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

David DeLaney, worshipped by llamas the world over, wrote...
> Jeff Heikkinen <oh@s.if> wrote:
> >
> >Crystal Myr >5 >Artifact Creature
> >At end of turn, remove ~ from the game. At the beginning of your
> >next upkeep, put ~ into play under its owner's control.
> >3/3
> >
> >Rainbow Djinn >2WW (this kind of stuff seems to be W now, not U)
> >Creature - Djinn
> >Flying WW: Remove ~ from the game. At the beginning of your next upkeep,
> >put ~ into play under its owner's control.
> >3/1
> >
> >Basically a new Crystal Golem and Rainbow Efreet, respectively. Any
> >special reason why those shouldn't work, as opposed to things that would
> >work like the Phasing keyword?
>
> No, no reason; they essentially have their own Astral Slides swallowed. (As
> opposed to using the Ethereal plane, or the plane of Shadow...)
>
> > They're a little worse than the old
> >"phase out" wordings because the creatures would have summoning sickness
> >(maybe they could get Haste for the turn they reappear).
>
> Plus which they'd lose any enchantments on them, and equipment on them would
> fall off and need to be re-equipped later. But yes, the Crystal Myr as written
> above would never be able to attack...

Hmm. Then I'd add "and has Haste until end of turn" to the last
sentence of each AND consider taking a mana off the cost of each, were I
a developer.

They'd lose counters and other lingering effects too. For example you
could paint one of them blue with one of the Laces (not that anyone
clinically sane would play with those) and when it pseudo-phased back
into play it would go back to its original color. I forget whether
phasing still keeps such changes but it certainly did when it first came
out.

--
Let's not let this drift into a topic about playing your alignment. I
have too much to do to be able to properly ridicule and post whore.
- Rob Singers
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

knucklehead000@yahoo.com (Peter) wrote in message news:<9591b0f0.0408230806.c4420e6@posting.google.com>...
> > Flickering Spirit
> > 1U
> > 2/2
> > Flying
> > At the beginning of your turn, if Flickering Spirit has a Flicker
> > counter on it, remove Flickering Spirit from the game. Return to play
> > under your control at the end of turn.
> > At the beginning of your turn, if Flickering Spirit does not have a
> > Flicker counter on it, place a Flicker counter on it.
> > When Flickering Spirit comes into play, remove all Flicker counters
> > from Flickering Spirit.
> >
> > If I worded this right, you should have a 2/2 flyer on your side every
> > other turn.
>
> What about something more straightforward:
> Flickering Spirit
> 1U
> 2/2
> Flying
> At the beginning of your upkeep, if Flickering Spirit is in play,
> remove Flickering Spirit from the game.
> At the beginning of your upkeep, if Flickering Spirit is removed from
> the game, return Flickering Spirit to play under its owner's control.
>
>
> Sure, this is a little weird, because if you remove it for any other
> reason, such as Mind's Desire, Imprint or whatever else, it'd come
> right back. But that could be cool!
>
> Otherwise, you'd have to wordy it up a little like:
> At the beginning of your upkeep, if Flickering Spirit was removed from
> the game by its own ability, return Flickering Spirit to play under
> its owner's control.
>
>
> I don't know. Actually, I mostly like the idea of a creature that
> returns itself to the game, no matter what.
> Peter

Yeah, I thought about wording it so everything happened at the
beginning of the upkeep step, but if it did that, it would never start
a turn under your control (unless it was flickering out) and
therefore, could never attack.

Oh, well. Thanks anyways.

Scott