Pattern Recognition #10 - Alternate Casting Costs

Features Opinion Pattern Recognition

berryjon

11 December 2016

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Hey everyone! Today is a special day, as it's my tenth* article for Pattern Recognition, and I want to thank all of you for sticking with me and not laughing me out. Today, I will address my second request, and this time it's from one of our own TappedOut members!

*11th, actually. Card Draw became a two-parter.

Ithyn wrote in response to a previous article:
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(...) what is it about New Phyrexia that you dislike so much? It is something to do with Phyrexian Mana? This leads into another question; would you consider an article talking about alternate mana costs?
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No. I am not going to talk about that horrible, poorly designed, utterly un-fun set called "New Phyrexia". I have better things to do. Like anything. So, let's talk about alternate mana costs instead.

Go grab a card. Make sure you're not looking at the back. Then check to make sure it's not a land. In the upper right - with the exception of Future Shifted cards or Evermind - is the card's casting cost. It can have coloured mana, or not, it can have multiple colours, be they distinct or hybrid. It's one of the first things that players learn about the game. Everything has a cost.

So, as I asked in the outro to my article last week, when is a card's casting cost not its real cost?

I want to define a few things first before I can properly answer that question. There are actually two means of modifying a card's cost. The first is a additive or modified measure, where you pay something in addition to the established casting cost. The other is a replacitive cost, where you pay something instead of the printed cost.

Also, a Hardcast is a term used to describe when you pay all the costs for a card legitimately and play it from your hand. On the gripping hand, to Cheat a card into play is to somehow bypass its costs through the use of such things as Aether Vial. Please note that this choice of terms does not in any way represent an endorsement of actual cheating. Cheating is bad, and you will get caught and be punished for it.

Today's article would have focused on the first major cycle of cards that were deliberately designed to utilize an alternate casting cost, but I wasn't happy with the article, and my good reviewers suggested that I take a step back and look more at the mechanics involved, rather than the cards themselves.

Of course, I'm still going to talk about them, they're kinda important. And in one case, absolutely vital to Legacy and Vintage.

But let's talk mechanics first. It has been my observation that when a cost mechanic is keyworded, then it is a cost modifier. The first such mechanic is one that definitely deserves more love, has shown up in multiple blocks, and is on my shortlist for "Make Evergreen when I'm in Charge of Magic". Kicker originated in the Invasion block as a vital component of its multicoloured design, and made a comeback in Zendikar where it didn't. Kicker is also perhaps the simplest way to demonstrate how the idea of alternate casting costs work.

Let's look at Kavu Titan. Hey, this guy is great for many reasons! First, he's my favourite Tribe. Second, he's a bear! Third, he has an alternate, additional casting cost! Now, I love the fact he's a Bear. For just a cost of , he is a 2/2. Plain and simple! However, when you add in the additional Kicker of , he becomes a 5/5, Trample. Now, the thing about Kicker is that it is part and parcel of the casting cost. It's not two distinct things. And I would pay [symbol:G for that creature, wouldn't you? I mean, sure, it's not the most spectacular or splashy of Rares, but this guy could easy see reprinting at Uncommon nowadays.

Multi-Kicker was a Zendikar change to the mechanic that allowed you to pay the Kicker cost repeatedly for a cumulative effect. It was part of the same design scheme that led to the Level mechanic, and that was just a kludge of rules.

Kicker works as a mechanic because it is essentially a two-mode card. You can pay one cost for a small effect, or a larger cost for a larger end result. It keeps the card from being a bad draw in the mid to late game while maintaining cost effectiveness in the early game.

Convoke came to us as the Selesnya () mechanic from Ravnica. As part of their theme of 'More creatures!', this mechanic allowed you to pay part of the creature's casting cost by tapping other creatures. Now, this is a very interesting version of an alternate cost, as it doesn't replace or add on, but reduces the cost in process. And when you're swimming in creature tokens, why not? Of course, there were the occasional creature who was meant to be paid for using this mechanic - such as Shai-Hulud. However, Convoke also allows you to pay for additional costs, such as the Kicker on Kavu Primarch (Time Spiral Drink!), as the Kicker is part of the casting cost. The synergy was deliberate, I assure you.

Now the case could be made that it's a cost-reduction mechanic, like Affinity. But I disagree. You still need to do something while using Convoke, whereas Affinity was purely passive. It's not Evergreen, despite being in M15, but it's certainly something that is reliable and solid and can show up at any point in the future. I look forward to it.

The next mechanic is Suspend. I'm about to talk about a Time Spiral mechanic, so please don't drink yourselves into a stupor. It's unbecoming, and you'll pass out before you finish this week's article. Anyway, unlike Kicker, which is an additive mechanic, Suspend is a replacitive one. You don't hard cast the card, but rather pay a different one, and Exile the card for a certain amount of turns instead. Now, with Suspend, you don't actually cast the spell when you pay for the ability. Rather, the spell is cast when the card comes into play. And Jhoira of the Ghitu will earn you a lot of ire around the Commander table, that's for sure.

Funny story. You can skip this paragraph and the next if you don't like my stories. You monster. Anyway, Suspend card come into play during the Upkeep, when the last Time counter is removed. I was playing a Boros deck in Ravnica / Time Spiral Type 2, and my opponent was playing a Dragonstorm deck. He Suspended a Lotus Bloom and waited for it to trigger. Because it was effectively a free spell that produced mana, his Storm count would be 'One' on his first main phase, meaning he only needed two more spells cast to Dragonstorm me out. So, his artifact comes in on his upkeep. And I announce I'm doing something at the end of his upkeep. He shrugs, and passes priority. I Disenchant his Lotus. In response he pops the artifact for the mana. I tell him that he takes three damage at the end of his upkeep. He doesn't understand.

He didn't know about Mana Burn. I explained it to him. He called the Judge. The Judge agreed with me, and he was down 3 mana and 3 life instead of comboing out that turn. Moral of the story? Know the rules. Even when the rules in question are due to be removed from the game due to lack of use. I will remember them.

So, Suspend. Neat mechanic. I actually used it in one of my training decks when I worked at the local gaming store to teach people about why the Upkeep step exists in a non-negative manner. But it won't work in the New World Order. It's a complicated mechanic, especially when you get guys who have triggers while in Exile when they have a counter removed. But it also clearly defines what it means to 'replace' a card's casting cost. You simply ignore the listed cost and pay something different, using a different resource. In the case of Suspend, that additional resource is time. Can you wait for things to happen?

Lorwyn and Shadowmoor provides us with the Evoke mechanic. I've mentioned in a previous article how Red 'cheats' spells into play by attaching them to creatures. Well, 'Evoke' removes the cheating part. Let's look at Briarhorn. This minor mechanic allows you to cast a creature with an Enters the Battlefield (or Leaves the Battlefield!) effect, and have the creature sacrifice itself after it comes into play. This cost is usually - but not always - cheaper than the normal hardcasting cost as you are not getting the creature with the spell effect. As a note, these creatures were all Elementals - and now I am sad that my Haste/Trample deck is so focused on that as Spitebellows would have been a beautiful component to the deck.

There's really not much to say here. The creatures with Flash mimic instants, while the those without mimic sorceries. But so little was done with it that it's hard to grasp what it could have been capable of. I think there is plenty of room to explore here. It just needs a set to shine in, rather than be relegated to second string mechanic for a second string tribe.

Overload is another alternate casting cost. This time, we go back to Ravnica for the Izzet's second guild mechanic. These cards were instants or sorceries that could target a a single target exclusively for a temporary effect, but if you paid the larger cost instead, you could target all valid targets that you can. It's a neat way to keep cards viable through the game as when you play it early, you might not be able to afford the larger cost, or not be in a position where 'all' targets is a good choice. And later in the game, when you can afford to pay the full price, you were often in a position to take full advantage of it.

In a way, Overload is simply Kicker under a different name. Instead of paying the difference between the costs, you pay the final cost outright, and change a bit of text in the process. Yet another reason why Kicker should be Evergreen - they're making derivative mechanics for it! And I can tell you - Teleportal is a great way to end a game.

Finally, I come to Emerge. The latest mechanic regarding changing the casting cost. And it's an evolution of the Offering mechanic from Kamigawa of all places. Like on Patron of the Orochi, except without the added Flash.

This ability on the Eldrazi lets you sacrifice a creature to reduce the alternate casting cost. It's an interesting, and very flavorful way to do it as the Emerge cost is usually a better indicator of the power level of the card, though still not perfect as the sacrificed creature's cost is an unknown variable. It's a fairly new mechanic, and one locked to the Eldrazi so I can't really comment much about it except to say that it does fit in this pattern.

Which finally leads us to where I had initially intended we start. Sure, you can sacrifice a creature, but what else can you give up to reduce the cost of a card? Well, life, maybe? But no, Black has that covered exclusively, and that sort of cost is fixed and additional, it's not alternate.

What about the cards in hand? That sounds pretty simple, right? Well, it's been done. At long last, the cycle that started this whole article, the Pitch Cards of Alliances - Scars of the Veteran, Force of Will, Contagion, Pyrokinesis, and Bounty of the Hunt. These cards are joined together by a unified mechanic - exile a card from your hand, rather than pay the actual price of the card for an effect. This is how they got their name. You pitch a card from your hand.

Before we go further, I want to remind everyone that this was a different time. The Block structure hadn't been formalized yet, and the power levels of cards were still a case of a blind man throwing darts, where a bullseye was "Power Nine" and missing the board entirely was "Worse than a Basic Land".

Do you see a theme with these cards? Well, let me spell it out for you. These cards are bad when hard casted. They were meant to be played by using the alternate casting costs, despite the drawbacks, real or imaginary. What if I framed, say Pyrokinesis as casting two Shocks for free when you have to exile one copy, would you play that? Force of Will needs no explanation, as a mana counterspell is vital for Legacy and Vintage where you might not even reach your first turn. If you just look at the casting costs then yes, there are better options. Including their alternate costs. This cycle is best viewed as an emergency responses. They are cards held in hand until they are needed, and the opponent thinks that you can't do anything because you're tapped out.

It's been a long time since Alliances, and the notion of alternative casting costs has drifted in and out of Wizard's playbook since then. For the most part, they're not as extreme as the initial five, more often being allowing you to play cards cheaper if certain conditions are met. Such as Archive Trap and that cycle of cards, or Allosaurus Rider, a deliberate call back to these pitch cards. Or Fist of Suns and the Bringer cycle from Mirroden. Or the Borderpost cycle in Alara Reborn.

The exception to this is Dream Halls, which turns every card into a potential Pitch Card.

But Wizards, justifiably, shies away from doing anything serious with this. Paying mana for spells is vital and integral to the design of the game, and breaking that down can do bad things to the whole of the came. So let it be, and just pull it out on occasion when it's justifiable, and make sure the alternate costs are actually more than just a cost of convenience.

This will be my last update until 2017, I'm sorry to say. I work retail, and with the Christmas season, I'm sure you can understand why I would be more focused on work. Besides, I'm out of my backlog of articles. So I'll keep an ear out for more requests, and I'll see you in January!

(Poor Force of Will, printed in the same set as Storm Crow. How can you compete with perfection like that?)

This article is a follow-up to Pattern Recognition #9 - Winning and Losing The next article in this series is Pattern Recognition #11 - Volvers

Freezingfist says... #1

Another fantastic article, berryjon. Not to revert, but you explained everything so well... I don't have any questions about the alternate casting costs...

I DO want to know... why you hate New Phyrexia.

I'm honestly not a big fan of that block myself. I love the story... introduction of Planeswalkers new and reintroduction of old... I even enjoyed Phrexian mana, to a point... kind of maintained the essence of the Phyrexians, but now in all flavors!... but Poison Counters with 0 ways to remove them took the 'fun' out of standard (unless you're winning... but winning in 2 minutes seems to feel less rewarding).

But with some of the talk from MaRo lately, is sounds like the Phyrexians will be back sooner than later... so it may be a pertinent concern.

I understand if you don't want to get into it... and I'm sure it will make a fantastic article when you're ready. (Laying it on thick, hoping berryjon is weak to flattery)

December 1, 2016 7:54 p.m.

berryjon says... #2

Freezingfist: This person and I share many points of agreement, and all I would be doing is rehashing their arguments:
https://forums.spacebattles.com/threads/phyrexia-runs-the-guantlet.281864/#post-12820885

December 1, 2016 8:20 p.m.

Freezingfist says... #3

@berryjon

(reads article)

(sits back and Ponders life... and subsequently Phyrexian Unlife)

December 2, 2016 1:37 p.m.

Infinimage007 says... #4

I would be interested to know why you didn't cover delve at all. Isn't that an replacitive casting cost, and hasn't it had a major impact on most eternal formats?

December 12, 2016 10:56 a.m.

berryjon says... #5

A couple reasons, really. First is that I am old-school enough to still think of the Graveyard as the end-state for many cards. Interaction with it was the exception, not the rule. And that leads into the second problem - I don't use Delve. Well, as a mechanic, I view it as more an opportunity thing in Draft/Sealed than a mechanic to build around. So I wasn't going to talk about something I couldn't respect or do proper justice for.

December 12, 2016 11:07 a.m.

TheRedMage says... #6

Rules nitpick: Convoke (as well as Delve) isn't technically a Alternate Cost. Rather it's an alternate way to pay for a cost (by substituting "paying a mana" with "tapping a creature"). It mostly plays the same, but it applies in step 7 of casting the spell instead of step 5. That means Convoke and Delve are pretty much the only things that get around a Trinisphere for example.

December 13, 2016 2:51 a.m.

Winterblast says... #7

I wonder why you think of New Phyrexia as an un-fun set? Looking at my decks I find myself using quite a lot of cards from that set because there are surprisingly useful cards to be found...Torpor Orb, Spellskite, Birthing Pod, Phyrexian Obliterator, Phyrexian Metamorph, Batterskull, Karn Liberated, Mindcrank, the preators...if THAT set isn't fun I don't know what fun is.

December 13, 2016 5:39 a.m.

berryjon says... #8

Winterblast: points up thread where he already answered that question.

December 13, 2016 7:42 a.m.

Winterblast says... #9

OK, that happens when you only read the article, not the comments...

I do get the point that story-wise NPH might lack depth and doesn't connect well with the old depiction of Phyrexia but if you consider that it's "new" Phyrexia anyway and that the story of Magic has changed drastically within the past few years, completely discaring almost all old characters in favour of the planeswalkers, who are represented on planeswalker cards, it makes sense again. Having a look at the playing value of the cards in NPH you surely agree that the set has quite a lot of playable stuff in it, also among the uncommons and commons. I would have preferred a darker depiction of Phyrexia as well, but luckily that doesn't influence the cards when played...

December 13, 2016 8:26 a.m.

so berryjon I was wondering if you could do a much bigger breakdown of the colors of magic, I've been playing for about 5 years now but lately i've had a block when it comes to deck building, I think a fun analysis of the colors could help both new and old players of Magic who can't seem to build a deck. "Builders Block" if you will, Thanks -RBW

December 13, 2016 9:36 a.m.

greyninja says... #11

I was hoping to see a shout-out to my main man, Animar, Soul of Elements, but no biggie ;D

One thing that I'm super curious on is the interaction of casting costs in reference to the Cascade ability. I'm going to specifically use Yidris, Maelstrom Wielder as the prime example as that is the new deck a lot of people are playing

  • If you successfully deal damage with yidris, then second main phase you Evoke a Mulldrifter, do you Cascade down from its cmc of 5?

  • If you deal damage with yidris, then second main phase cast the Burn side of Turn / Burn, do you Cascade down from its cmc of 5, or just the Burn side of 2?

  • If you cast a card after yidris has dealt damage and it's cmc is 3, can you cast the Burn side by itself, the whole card (both sides), or neither since the total cmc is 5?

  • If you overload Cyclonic Rift, do you cascade down from its cmc of 2? Or the 7?

December 13, 2016 12:54 p.m.

TheRedMage says... #12

In order:

  • Yes.
  • Just 2.
  • You can cast the Burn side by itself, or the Turn side by itself. Cards can be fused only when cast from hand.
  • Just 2.
December 13, 2016 1:19 p.m.

To add, Evoking or Overloading a spell doesn't change the CMC of said spell. Much like casting a spell for free doesn't make its CMC nonexistent.

Fuse cards have 2 sets of characteristics, one for each side of the card. Turn / Burn has a CMC of 3 and a CMC of 2, and is , etc. If an object wants one of those characteristics (i.e. Cascading for a 2 CMC spell), you may choose either side to cast, but not both.

Once on the stack though, a fuse card only has the characteristics of the cast portion of it. The other is treated as though it doesn't exist. (If you fused it, then the characteristics are combined).

December 13, 2016 1:41 p.m.

TheRedMage says... #14

To be slightly more precise

  • If a card is an X spell, its CMC is going to be what it would be if X was equal to zero in all zones except for the stack. On the stack, its CMC is going to be what it would be if X was equal to whatever the value actually chosen for X was. Appetite for Brains can never take Stroke of Genius, but Disdainful Stroke will counter it (assuming it was cast for X=1 or more). Similarly, Appetite for Brains can never take Entreat the Angels, but Disdainful Stroke will counter it if X is 1 or more (even if you pay the miracle cost for X=1 and only pay for the spell, its CMC is going to be 5).
  • If a card is a split card, it has two sets of characteristics (including CMC) in any one but the stack. The CMC of Turn / Burn in my hand is 2 and 3. On the stack, it has the CMC of whatever half you cast, or the sum if you fused, so in the case of Turn / Burn it would be 2 (if you cast Burn) or 3 (if you cast Turn) or 5 (if you cast both).
  • These are the exceptions. In every other case, the CMC of the card is going to be whatever the cost printed in the upper right corner of the card indicates, no matter what alternate cost or additional costs you end up paying, and regardless of which zone the card is in. The CMC of Vandalblast is 1, whether you overload it or not. The CMC of Ana Battlemage is 3 no matter how many kicker costs you pay, and so on. Nothing can change this barring the two exceptions from above.
December 13, 2016 2:15 p.m.

berryjon says... #15

RaisedByWolves_: That would be a massive Six Parter, you know? Probably seven parts. I would have to break it up and do other things between colours. But it could be done.

greyninja: What TheRedMage said. ;)

December 13, 2016 4:12 p.m.

TheRedGoat says... #16

Firstly, It feels so bad to me that you didn't use the exact phrase "Return to Ravnica" when talking about overload. So much lost potential.

Secondly, if you do the idea RaisedByWolves suggested, then why not just run it as its own set of articles?

Lastly, and I'm not really sure why I feel I have to ask this, but what kind of article would you need to be writing about to discuss a card like Darksteel Garrison?

December 13, 2016 4:59 p.m.

berryjon says... #17

TheRedGoat: 1. Sorry, I can't make every last joke or pun.

  1. Because I'm lazy, that's why.

  2. It's Time Spiral/Future Sight. I'll get around to it eventually. Probably when I talk about non-Equipment Equipment like Flying Carpet.

December 13, 2016 5:11 p.m.

berryjon well if you could that'd be such a help to me, as long as I've played i still have trouble with building decks haha, well if you can do it that'd be a massive help as i just stated but thanks for replying :D

December 13, 2016 10:03 p.m.

joshuaizac says... #19

Dig the Articles...this one is no exception...I am sad however that Ertai's Meddling never gets any love in suspend conversations. Shame.

:)

December 14, 2016 2:23 a.m.

Pheardemons says... #20

Question for you berryjon, Why didn't you include the Time Spiral cards: Pact of Negation, Pact of the Titan, Slaughter Pact, Summoner's Pact, and Intervention Pact? I know you have to pay them at your next upkeep, but they are still in the category of your "emergency response" cards. Granted the hardcast technically is still zero.

December 16, 2016 5:35 p.m.

Pheardemons says... #21

Future Sight - sorry

December 16, 2016 5:35 p.m.

berryjon says... #22

Pheardemons: I mentioned them when talking about winning and losing, as I was more focused on the losing aspect.

I may come back to them properly when talking about how Red borrows from the future as a mechanic, and how the Pact cycle expands on that, as well as Echo.

December 16, 2016 9:18 p.m.

TheRedMage says... #23

I am not sure I would describe red's philosophy as "borrowing from the future" - caring about the future at all is more Blue's thing. Red just doesn't care about the future so it has a number of mechanic that give it immediate advantage for a long-term loss. It's why rituals are in Red now, and it's the flavor behind "impulsive drawing" (or "Yolo drawing" as I like calling it, I mean the ability on Chandra, Pyromaster and Outpost Siege): you can get stuff as long as you get it right now and use it right now.

December 16, 2016 9:49 p.m.

TheRedGoat says... #24

While I can get behind the idea that red cards exiling your library for spells you can only use till the end of the turn is the impatience of the color, please never EVER call it "Yolo drawing" again. that is the last thing we need to start going around the magic community.

December 17, 2016 12:12 a.m.

Freezingfist says... #25

Sorry TheRedGoat

But your venom against it... makes me want to start using it now too... maybe WotC will keyword it...

Yolo draw

December 17, 2016 3:30 a.m.

Yolo Draw

Sorcery

Draw two cards. At the beginning of the next end step, you lose the game.

December 17, 2016 3:40 a.m.

Argy says... #27

I'm really enjoying this series.

I'm pretty new to Magic. Been playing for just over two years.

Hearing about some of they key features and cards from past expansions has been fascinating.

Really good job.

December 17, 2016 7:40 a.m.

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