The mechanics include: Transforming Double-Faced Cards - cards that can transform into a different card Disturb - Cards that can be cast from a graveyard that transform into a different card Meld - Combine two cards into one more powerful card Emerge - Sacrifice a creature to reduce the casting cost of the Emerge creature Madness - Cast the card for its Madness cost when the card is discarded Escalate - A modal spell where you can pay extra for each mode beyond the first Flashback - Cast the spell from your graveyard for its Flashback cost Investigate - Create Clue tokens to draw a card Blood tokens - Create Blood tokens to discard a card, then draw a card Undying - Return the creature to the battlefield with a +1/+1 counter Miracle - Cast the card for its Miracle cost if it was the first card drawn this turn Soulbond - Pair two creatures together for additional abilities Thats a lot, and on top of all those mechanics, there are multiple versions of the transforming double-faced cards

As Verhey says, "red is notoriously bad at building up over time", and the theme of the hackathon was to find in-flavor ways for the color to succeed in slower games
Demand is a three-mana Azorius sorcery that tutors your deck for a multicolored card, reveals it, and then puts it into your hand
With such a restriction, strategies that rely on multiple monsters from these decks being present on the field are impossible, severely limiting the potential of many of these decks to effectively mount an offensive strategy
It however does have its downsides: you loose at least 2 cards (this card and the one to destroy it), your opponent can trigger this card's destruction effect at an inconvenient moment (you are the only one to control monsters for example)
Every Trainers quest looks a little different