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PostPosted: Fri Sep 20, 2024 7:57 am 
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Restless Fervor
Enchantment (C)
Convoke
Whenever a creature you control becomes untapped, it gains +1/+1 until end of turn.

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PostPosted: Fri Sep 20, 2024 10:49 am 
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I think a problem is enchantments are hard to remove and so, an enchantment that has enough impact to be playable, with a global effect vs a one-shot effect like Banishing Light or an Aura, may start feeling too good at common.


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PostPosted: Fri Sep 20, 2024 12:49 pm 
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Open Minded
Enchantment (C)
You have no maximum hand size.
Sacrifice Open Minded: Draw a card.

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PostPosted: Fri Sep 20, 2024 12:56 pm 
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As Pauper was the last format I played when I played Magic, persistent enchantments at common already exist and are somewhat balanced for the format (I say somewhat as while Tortured Existence, Impact Tremors, and Pestilence are very much pushed for common, there is a lot more degenerate stuff in the format). That said, not all commons are made with Pauper in mind--in fact most are made with Limited in mind, and that's something I'm not touching with a ten-foot pole as power creep and the isolated nature of the format compared to more eternal formats makes it difficult for me to accurately assess just how good a common would be.

But I also want to create so . . .

Consuming Despair
Enchantment (C)
When ~ enters the battlefield, manifest dread.
Whenever a creature card is put into your graveyard from anywhere, each opponent loses 1 life and you gain 1 life.
Bite by bite, the House eats away at any glimmer of hope that remains.

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PostPosted: Fri Sep 20, 2024 1:33 pm 
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Muster
Enchantment (C)
Creatures you control gain +0/+1.
Oh no, a card that makes blocking better in any way whatsoever. Whatever shall we do.

Military Deception
Enchantment (C)
Whenever you declare an attack, tap target creature.
Well that'll make defending less trivial!

Runway Strip
Enchantment (C)
At the beginning of combat on your turn, target creature gains Flying until end of turn.
Block this!

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PostPosted: Fri Sep 20, 2024 2:38 pm 
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neru wrote:
I think a problem is enchantments are hard to remove and so, an enchantment that has enough impact to be playable, with a global effect vs a one-shot effect like Banishing Light or an Aura, may start feeling too good at common.

that, and also limited is built on the back of creatures so there's not a lot of room at common for non-creatures and most of that gets taken up by answers and combat tricks. Bloomburrow only has 7 common non-creature, non-land permanents, only 4 of which aren't either removal or token-makers.

:duel:

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PostPosted: Fri Sep 20, 2024 2:49 pm 
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razorborne wrote:
neru wrote:
I think a problem is enchantments are hard to remove and so, an enchantment that has enough impact to be playable, with a global effect vs a one-shot effect like Banishing Light or an Aura, may start feeling too good at common.

that, and also limited is built on the back of creatures so there's not a lot of room at common for non-creatures and most of that gets taken up by answers and combat tricks. Bloomburrow only has 7 common non-creature, non-land permanents, only 4 of which aren't either removal or token-makers.

:duel:

Wait what.
What the ****.
Excuse me for one second...

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PostPosted: Fri Sep 20, 2024 2:51 pm 
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Nevermind I misread you that makes sense

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PostPosted: Fri Sep 20, 2024 2:56 pm 
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But also, it doesn't.
There's only two creature auras in Bloomburrow. One of them is a removal spell. There's no common equipment.

That's not a new normal, and if it is, **** that. What even is that. What are we even doing here.

Duskmourn is more reasonable. It's got 14 nonland noncreature commons, and only 3 of em make tokens or manifest. Although it's also an outlier, it's got Rooms as a mechanic. And somehow there's still only one buff aura, and only one equipment.

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PostPosted: Fri Sep 20, 2024 3:05 pm 
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But also, it doesn't.
There's only two creature auras in Bloomburrow. One of them is a removal spell. There's no common equipment.

That's not a new normal, and if it is, **** that. What even is that. What are we even doing here.

it seems to be: OTJ has 2 non-creature, non-land, non-removal permanents, MKM has 4, LCI has 8 (although non-removal is doing a lot of work there), WOE has 6... and it's not that new, either: RNA only had 6, most of which were the locket cycle. most sets don't have a lot of common equipments either, because of how powerful equipments can be in limited.

:duel:

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PostPosted: Fri Sep 20, 2024 3:12 pm 
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This is wild to me. I guess I haven't drafted in a while, huh.
I think auras and equipment are very important for the feel of the game, because they let you combine cards in creative ways, and invest into things that have different value curves than creatures. (Auras are shorter-term with haste as a principal advantage and 2 for 1 as a principal disadvantage, equipment longer-term, mana hungry but permanent.)

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PostPosted: Fri Sep 20, 2024 3:18 pm 
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I think the average set going forward will probably still have a common equipment. Bloomburrow might have been a little tighter than usual in the common colorless cards since it has two common changelings for the set theme in addition to the mandatory mana fixing stuff. They also might not have liked how it interacted with Valiant, because one equipment lets you get all your triggers every turn.

Duskmourn is probably at the opposite extreme in terms of noncreatures because it has an enchantment theme.

Also, there's War Squeak and Feather of Flight, plus Sugar Coat and Kitnap as removal, so a little more than that.

EDIT: I guess maybe common equipment is rarer than I thought. I remembered Gold Pan but I hadn't played most of the last several years' formats before OTJ.


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PostPosted: Fri Sep 20, 2024 3:23 pm 
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Common equipment is not rare, but most of it are "leonin skimitar with a set mechanic that works once"
That's sort of a long term investment and not really at all a creativity enabler.

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PostPosted: Fri Sep 20, 2024 8:02 pm 
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All due respect to Theros, I still believe an enchantment set can work without leaning so heavily on enchantment creatures.

Training Course
Enchantment (C)
Whenever one or more creature enters under your control, choose one—
  • Put a +1/+1 counter on Training Course.
  • Move a +1/+1 counter from Training Course onto that creature.

Community Classes
Enchantment (C)
Whenever you mill one or more cards from your library, choose one—
  • Exile one of the milled cards.
  • Put a card exiled by Community Classes on top of your library.

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PostPosted: Fri Sep 20, 2024 9:24 pm 
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In the vein of the Font and Omen cycles.

Legacy of Icatia
:1::w:
Enchantment
When Legacy of Icatia enters the battlefield, create a 1/1 white Citizen creature token.
:2::w:, Sacrifice Legacy of Icatia: Put a +1/+1 counter on each of up to two target creatures and draw a card

Legacy of Vodalia
:1::u:
Enchantment
When Legacy of Vodalia enters the battlefield, create a 1/1 blue Camarid creature token.
:2::u:, Sacrifice Legacy of Vodalia: Tap or untap each of up to two target creatures and draw a card.

Legacy of Tourach
:1::b:
Enchantment
When Legacy of Tourach enters the battlefield, create a 1/1 black Thrull creature token.
:2::b:, Sacrifice Legacy of Tourach: Target player discards two cards and you draw a card. Activate only as a sorcery.

Legacy of the Crimson Peaks
:1::r:
Enchantment
When Legacy of the Crimson Peaks enters the battlefield, create a 1/1 red Goblin creature token.
:2::r:, Sacrifice Legacy of the Crimson Peaks: Destroy up to two target artifacts and draw a card.

Legacy of Havenwood
:1::g:
Enchantment
When Legacy of Havenwood enters the battlefield, create a 1/1 green Saproling creature token.
:2::g:, Sacrifice Legacy of Havenwood: Search your library for up to two basic land cards, reveal them, put them into your hand, and then shuffle. Draw a card.

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PostPosted: Sun Sep 22, 2024 1:00 pm 
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Fire Training
Instant
Fire Training deals two damage to target creature.
Research (Exile Fire Training. You may cast Fire Sword from Exile.)
Fire Sword
Enchantment - Aura
Researched (This card can only be cast after being researched)
Enchant Creature
Enchanted creature has +2/+2 and menace.

Intended to be set of basics spells, that can then be cast later to help push the game to a close


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PostPosted: Mon Sep 23, 2024 4:36 pm 
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Not a global enchantment tho

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PostPosted: Mon Sep 23, 2024 6:18 pm 
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Oops. I misunderstood the assignment, lol.

But.. it could still be useful concept.. to "gate" the enchantment behind another spell.
This allows you to not have to worry about displacing key limited card types, or worry about the card disadvantage of global enchantment (or Aura).

Disruption Tests
Instant (c)
Counter target spell.
Research (Exile this spell face up. You can cast the lower half of this card as if it were in your hand.)

Vortex Armor
Enchantment
(This can only be cast if it has been researched)
Creatures you control have Ward .

At this point I'm just ruminating on how I might build an enchantment set.


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