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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 12:54 am 
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I think Parad's is the best, but the body is too strong for the ability (at that cost).

Ace wins my vote for now.

Are we going to do a "development" stage? Because there are a lot of submissions that I like in particular if a few numbers were tweaked.

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Last edited by altimis on Fri May 23, 2014 2:08 am, edited 1 time in total.

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 1:01 am 
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I beleive the set is intended to be drafted and tweaked. Actually we should probably start doing drafts well before we are done, just to get a feel for things.

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 1:32 am 
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altimis wrote:
I think Parad's is the best, but the body is too strong for the ability (at that cost).

Yeah, I went back and forth on the vigilance bit. Do you think it would be ok without that, or as a 1/3?

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 2:07 am 
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altimis wrote:
I think Parad's is the best, but the body is too strong for the ability (at that cost).

Yeah, I went back and forth on the vigilance bit. Do you think it would be ok without that, or as a 1/3?


For me, I saw it as a vanilla 1/3 with that ability. Because you're also getting a two drop enchantment along with it (so long as you have one in your hand). I keep seeing a turn where you cast this and get to cast a free pacifism on someone. You get an attacker, a blocker and you remove a blocker all in one.
In looking back at it, given you ALSO have to have said enchantment in your hand (I missed that the first time), I think it's fine either without vigilance, or as a 1/3 vigilance. And as such I really like the "bringers".

My vote goes to Parad.

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squinty_eyes: Alt, you have fantastic logic. And zero political prowess.
CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 2:15 am 
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Enchantment with CMC 2 or less are not that common in limited, an horned turtle could work.
1/3 vigilance is more fun with auras.


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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 12:57 pm 
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Knifethrower's

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 2:33 pm 
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Current tally:

ParadOxymoron: 3
Knifethrower: 2
Ace of Moxes: 1

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Last edited by ParadOxymoron on Fri May 23, 2014 2:43 pm, edited 2 times in total.

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 2:42 pm 
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I've been out of commission most of the past week so I've missed the past two rounds' cardmaking, but I'll bomb in some votes now.

Parad.


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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 2:44 pm 
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And ParadOxymoron takes it! Lightbearer has been added to the spoiler as a 1/3.

If you have concerns about bringer as a mechanic, please express them here. If we decide that the mechanic doesn't work, I'll simply change the card to say "When Lightbearer enters the battlefield, you may put an enchantment card with converted mana cost 2 or less from your hand onto the battlefield."

Next Round:

White Rare. Create a card-type lord, like Master of Etherium.

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 3:05 pm 
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COOL NAME --
Enchantment Creature - Spirit (R)

Enchantment spells you cast cost less to cast.
Creatures you control enter the battlefield with an additional +1/+1 counter on them.

3 / 3

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squinty_eyes: Alt, you have fantastic logic. And zero political prowess.
CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 3:10 pm 
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Brightpath Walker
Enchantment Creature - Elemental (R)
In addition to their other types, creatures you control are enchantments and noncreature, non-Aura enchantments you control are creatures with power and toughness equal to their converted mana costs.
Enchantment creatures you control have vigilance.
3/3


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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 3:26 pm 
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Apostle of Elori
Enchantment Creature - Cleric
Whenever a creature you control dies, return it to the battlefield as an enchantment.
2/2


It's cultist time.
Cleric type because he has transcended humanity.

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 6:45 pm 
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Voice of Unity :3::w::w:
Creature - Angel
Flying
Creatures you control have power and toughness equal to the number of creatures you control.
0/0

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 7:02 pm 
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[card name] :2::w::w:
Legendary Enchantment Creature - Elemental Cleric

~'s power and touchness are equal to the number of Enchantments on the battlefield.
:1::w:, :t:: Target permanent becomes an enchantment until ~ leaves the battlefield.

*/*

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 7:17 pm 
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Master of Lost Runes
Enchantment Creature - Spirit Wizard
When ~ enters the battlefield, put 3 relic tokens onto the battlefield
Sacrifice an artifact: Put a +1/+1 counter onto target creature.
Sacrifice an Enchantment: Return target artifact from your graveyard to your hand.
2/2

Should this maybe be UW? White can care about artifacts and white artifact love should probably get some representation on the cold side.

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 Post subject: Re: Starstill – White
PostPosted: Fri May 23, 2014 11:02 pm 
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Captain of the Auratroopers
Enchantment Creature-Spirit Soldier (R)
Whenever [cardname] or another enchantment enters the battlefield under your control, Put a +1/+1 counter on each creature and enchantment you control.
1/2

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 Post subject: Re: Starstill – White
PostPosted: Sat May 24, 2014 12:46 am 
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Celestial Guide
Enchantment Creature - Angel Cleric [R]
Flying
Other creatures you control get +1/+1 for each enchantment you control.
3/4

Free anthem with every Pacifism! I'm trying to do the math and figure out how many creatures, and how big they would be when this comes down. Everything seems fine until I consider tokens...
Would I be better off just saving this ability of a noncreature enchantment?

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 Post subject: Re: Starstill – White
PostPosted: Sat May 24, 2014 4:13 am 
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Rikanda, the Worldshaker |
Legendary Creature - Angel Elemental (R)
Flying
Land creatures you control get +2/+2 and have flying, vigilance, and indestructible.
"Let my enemies quake in fear when the ground itself rises against them."
4/4


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 Post subject: Re: Starstill – White
PostPosted: Sat May 24, 2014 10:27 pm 
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Luminii, the Dim Light
Legendary Creature - Angel Spirit [M]
Flying, Lifelink
White Creatures you control are indestructible and have +1/+1 so long as you control an artifact and an enchantment.
Even in the depths of darkness, strength can be drawn from the dimmest of lights
2/2

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Create a card with two keywords/ability words, existing or new, that rhyme. For instance a creature with Banding and Sanding, whatever Sanding is.


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 Post subject: Re: Starstill – White
PostPosted: Sun May 25, 2014 1:24 am 
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White Rare. Create a card-type lord, like Master of Etherium.

Let's start the voting!

altimis wrote:
COOL NAME --
Enchantment Creature - Spirit (R)

Enchantment spells you cast cost less to cast.
Creatures you control enter the battlefield with an additional +1/+1 counter on them.

3 / 3


Shazzeh wrote:
Brightpath Walker
Enchantment Creature - Elemental (R)
In addition to their other types, creatures you control are enchantments and noncreature, non-Aura enchantments you control are creatures with power and toughness equal to their converted mana costs.
Enchantment creatures you control have vigilance.
3/3


Mown wrote:
Apostle of Elori
Enchantment Creature - Cleric
Whenever a creature you control dies, return it to the battlefield as an enchantment.
2/2


Cato wrote:
Voice of Unity :3::w::w:
Creature - Angel
Flying
Creatures you control have power and toughness equal to the number of creatures you control.
0/0


[card name] :2::w::w:
Legendary Enchantment Creature - Elemental Cleric

~'s power and touchness are equal to the number of Enchantments on the battlefield.
:1::w:, :t:: Target permanent becomes an enchantment until ~ leaves the battlefield.

*/*


LilyStorm wrote:
Master of Lost Runes
Enchantment Creature - Spirit Wizard
When ~ enters the battlefield, put 3 relic tokens onto the battlefield
Sacrifice an artifact: Put a +1/+1 counter onto target creature.
Sacrifice an Enchantment: Return target artifact from your graveyard to your hand.
2/2


Captain of the Auratroopers
Enchantment Creature-Spirit Soldier (R)
Whenever [cardname] or another enchantment enters the battlefield under your control, Put a +1/+1 counter on each creature and enchantment you control.
1/2


TPzombieW wrote:
Celestial Guide
Enchantment Creature - Angel Cleric [R]
Flying
Other creatures you control get +1/+1 for each enchantment you control.
3/4


Echo_Robin wrote:
Rikanda, the Worldshaker |
Legendary Creature - Angel Elemental (R)
Flying
Land creatures you control get +2/+2 and have flying, vigilance, and indestructible.
"Let my enemies quake in fear when the ground itself rises against them."
4/4


Fakeartist wrote:
Luminii, the Dim Light
Legendary Creature - Angel Spirit [M]
Flying, Lifelink
White Creatures you control are indestructible and have +1/+1 so long as you control an artifact and an enchantment.
Even in the depths of darkness, strength can be drawn from the dimmest of lights
2/2

I vote for Mown.

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