it pretty much puts all our wish-power into being a strong MG with a focus on survivability.

Eh... that sounds like it would get us enhanced regen and some defensive spells. I'd prefer wishing for something that makes us less of a tank, and more of a glass cannon. witches are dangerous, sure, but if our skills are set toward defensive fighting and long battles, we'll soak up grief like a sponge.

better to have a skill that burns witches to cinders in one shot, conserving how much we use overall, than having one that means we can only survive, constantly using magic but unable to take down our enemies without outside help, until we eventually build up enough grief over a fight to witchout.
 
We can probably get DPS out of MtG mechanics, to be fair. If we go like, Red or Red Black we basically get everything we'd need for most fights from those skills, and so being a little tankier and having better reserves or enchantment tricks lets us be survivable DPS.

Or we can double down on it, of course. I think the big thing is that a wish is semi reliable? We can pick a single specialized effect and know that we'll have that as a skill tree, basically. Dunno how Alivaril is handing out spells, but I'm betting it's sparingly and we won't have tons of options for what to focus on like we do with wishes.

Hence looking at wish powers for social, or something, that we can't really replicate with raw mana. We'd be merely average in combat with our summoned weapon and whatever, but that's okay? I mean, we still will probably get some combat skills and the standard enhancements so it's not like we won't be able to fight at all, and supplementing that with burn spells or kill spells or self buffs can make us effective.
 
Are we a planeswalker?
Not yet at least, but Ignition is literally the name of the game.


Eh... that sounds like it would get us enhanced regen and some defensive spells. I'd prefer wishing for something that makes us less of a tank, and more of a glass cannon. witches are dangerous, sure, but if our skills are set toward defensive fighting and long battles, we'll soak up grief like a sponge.

better to have a skill that burns witches to cinders in one shot, conserving how much we use overall, than having one that means we can only survive, constantly using magic but unable to take down our enemies without outside help, until we eventually build up enough grief over a fight to witchout.
But that wouldn't be effective at protecting anyone from witches, if we couldn't take one out without getting drastically closer to witching out ourself. It does not grant the wish.

I can see the argument for wishing for abilities that are hard to nigh-impossible to duplicate using MtG style magic, though. It's the optimizer's eternal struggle, do I go for immediate utility or long-term synergy? My usual answer is that you need to live to reach the long term, but being a MG does generally presuppose a certain level of combat ability. I'm not firmly persuaded in any direction just yet, not even to take the strengths of contracting versus not having the weaknesses.
 
alright, well what is there that Mtg magic can't actually do? I'm kinda drawing a blank, although that may be because I'm used to thinking on a planeswalker's powerscale rather than that of a normal mage...
 
General survivability seems like a good fallback? Like, if we think we're going to get attacked by a witch in the next few hours and can't come up with better utility, we do that.

Alivaril even suggested wishing to become the strongest magical girl that our potential allows, as like, the generic template. So something based on that, or maybe that but focused on protecting our friends?

alright, well what is there that Mtg magic can't actually do? I'm kinda drawing a blank, although that may be because I'm used to thinking on a planeswalker's powerscale rather than that of a normal mage...

This is sort of rough, but generally...

Mind control is possible, but it's usually absolutes. You enchant a creature and get to take it, or you get to force it to fall asleep or attack as an instant spell. Nothing subtler or about controlling emotions is common. (You could say that the field wide buffs like anthems are a morale thing and might be emotion affecting but that's borderline.)

Teleporting is pretty rare. Not like, impossible, but most things to do that are going invisible/phasing through walls, or flying. Long ranged transport is a planeswalker staple, hence them being able to pull creatures across planes in the oldwalker days and still being able to Walk, but very few other people get it.

True, large scale resurrection is rare. Canon mage level necromancers work really hard at each zombie, while a planeswalker equivalent gets to bring everyone who died in a given city or region back to life to make an army. Unless you're an angel or a god, actual resurrection is pretty much off the table, and even with Angels it's a rare effect.

For burn it's the same kind of scale as necromancy. You can shoot fireballs (well, not the actual Fireball but little ones, you know what I mean) but you're not throwing around city destroying meteors without a lot of time investment before hand. The same goes for boardwipes, which are on one really powerful magus, and one plane destroying baby god.

When a small scale mage summons things, they're tokens. Tokens, generally speaking, can't be ressed or brought back from exile, and dissipate in reaction to bounce spells or other things. They're also smaller and almost always vanilla (no abilities, just have power and toughness). So we might be able to summon little spark elementals, or goblins, but they'll be of the generic type almost certainly. Still have Puella Magi stuff beat, though, discounting familiars.

Alivaril might scale things up so we get actual creature summons, but those are like, the defining trait of a planeswalker from most of the fluff. I'm betting if we do it'll be expensive.
 
hmm... not so sure about the emotional manipulation being really rare. that could just be game mechanics speaking, like how in D&D if you take the RAW as all there is on arcane magic, then it's mostly only really good for adventure-y stuff and killing things, since no-one cares about common utility spells that would be useful to make a living as a retired mage.

in the same way, in Mtg there's no real place for a spell that makes you a better speaker, or to influence subtle emotions, because the whole things is one huge magical dual where stuff like that is useless.
 
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How about something like always knowing the truth when you hear/read/otherwise perceive it? A bit low-end as wishes go, but that leaves more general MG power so it's not losing out on much, or it could be rolled into some kind of communicator/soothsayer package. Maybe as an add on to "understand and communicate with anything that can perceive and respond?" That aspect might be duplicating a Planeswalker's innate ability, but the soothsaying aspect would still be unique.

Being able to conjure any non-living matter could be leveraged in any number of ways, but is likely to be heavy on grief-accumulation unless it's not limited by e=mc^2, such as if it's accomplished by means of portals/apportation from existing supplies and then being shaped to match a mental image, perhaps as a secondary effect of a teleportation power.

I'm sure there are many more possibilities, so let's keep at it.
 
I'm surprised people aren't voting for a carefully lawyered raw power.

Something like "I wish I would grow stronger every single day" or something like that.

Munchkin that wish for power. Then use that power to get even more power!
 
I'm surprised people aren't voting for a carefully lawyered raw power.

Something like "I wish I would grow stronger every single day" or something like that.

Munchkin that wish for power. Then use that power to get even more power!
eh, the "intent" thing kinda screws with attempts at lawering.
 
I'm surprised people aren't voting for a carefully lawyered raw power.

Something like "I wish I would grow stronger every single day" or something like that.

Munchkin that wish for power. Then use that power to get even more power!

"I wish for limitless potential, to always get stronger at what I want to get stronger at, as long as I try to do so"?
 
"I wish for limitless potential, to always get stronger at what I want to get stronger at, as long as I try to do so"?
Eeeh... that kind of thing usually ends badly, not by monkey paw effects but just by developing too tight a focus on one aspect of POWER! LIMITLESS POWER! and getting blindsided from another angle. And then, there's the GRIEF! LIMITLESS GRIEF! that would come with a wish-granted version of that...

Really, the best wish is for something that will give us otherwise unique abilities, and not use a lot of power doing it.
 
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[] I want to master all magic.

[] I want to change my fate.

[] I want to decide my role in the universe.

[] I want to control Entropy ( Witches = Magic + Despair,
Magic = Energy, Entropy reduces Energy to zero, Witches + Entropy = Nothing?)

[] I want to overcome my limitations.

[] I want to control the boundaries that limit my potential.
 
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prooobably beyond our potential.


Perhaps...

Still, if it were possible, assuming such a wish hasn't been made in the past, it'd probably make Coobie far less dangerous to us, if only out of interest as to where we're going to get with such a wish.


I personally subscribe to the one about limitations, since it's very nature is to push past limits such as Potential.

The wish uses our potential to allow more potential, which it uses to allow even more, etc.
Of course, it'd be completely game-breaking if it were to just happen in an instant, so it could be game-balanced by making it grow only so much in a day, or something.

And since the wish doesn't mention which limits it is supposed to overcome, it could be useful later on, with MTG magic.


Also, it'd also make Coobie far more willing to keep us safe and alive, since our potential would keep growing indefinitely (even if the speed is reduced for game balance), which means making us witch out or die too soon would be extremely wasteful for him, if keeping us alive for a couple of decades or so were to make us Chibi-Madoka in terms of raw potential.
 
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If we wished for entropy control, we would likely only be capable of small scale stuff. Nevertheless, scientists would love us to death and beyond (there's probably a magical girl for that as well). We'd probably be set on the wealth side and we might be capable of increasing entropy in someone's attack, effectively negating it.
 
Perhaps...

Still, if it were possible, assuming such a wish hasn't been made in the past, it'd probably make Coobie far less dangerous to us, if only out of interest as to where we're going to get with such a wish.


I personally subscribe to the one about limitations, since it's very nature is to push past limits such as Potential.

The wish uses our potential to allow more potential, which it uses to allow even more, etc.
Of course, it'd be completely game-breaking if it were to just happen in an instant, so it could be game-balanced by making it grow only so much in a day, or something.
the problem with that logic, is the wish uses the potential we have now to grant that wish. we don't get the powers 'till the wish goes through, at which point more potential is effectively useless to us.

If we wished for entropy control, we would likely only be capable of small scale stuff. Nevertheless, scientists would love us to death and beyond (there's probably a magical girl for that as well). We'd probably be set on the wealth side and we might be capable of increasing entropy in someone's attack, effectively negating it.
Incubator's 'd put us on their hit-list though. Increasing entropy? Big no-no.
 
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[] Infinite Grief
[] Infinite Grief
[] Infinite Grief
[] Infinite Grief
[] Infinite Grief
[] Infinite Grief.
There's just a small problem with those...

Edit: Okay, that was a little on the flippant side. What I mean is, wish granted powers accumulate grief when they're used, so no limits power = no limits grief buildup... and the capacity of our soul to bear up under grief is decidedly not unlimited.
 
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Guys, there was a challenge there. QM said we can take over the world without making a wish. I say we do that.
 
Guys, there was a challenge there. QM said we can take over the world without making a wish. I say we do that.


But why would you spend time and effort taking over the world, when you can wish for the world to be yours, and spend all of that otherwise wasted time reaching for ULTIMATE POWARRR?


Nah, but seriously, I believe we should start with MTG magic, and keep our wish in reserve. Just in case we really need it at some point, be it to solve a problem we couldn't deal with on our own, or to get a Shounen Power-up during a Boss Fight.
 
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Honestly, I am up for not contracting and sticking to MtG powers if enough other players agree with it, but there's that big shiny treasue box full of power just sitting right there, and I'm skeptical of SV's collective willpower to resist popping the latch and having at it like a magical girl with a parfait.

ETA: Perhaps it would help if I pointed out that a girl who conquered the world would probably have a great deal of karmic weight, and thus power to wish with?
 
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I'm okay with that course of action. Better we have an idea what we're doing with magic first and get some knowledge of magical girls IC.
 
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