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PostPosted: Sun Oct 27, 2019 11:27 pm 
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Nether's Gift :1::u:
Enchantment
When ~ enters the battlefield, search your library for a card, exile it face down, and shuffle your library. You may look at that card at any time, and cast it as long as it's your opponent's turn.

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PostPosted: Sat Nov 02, 2019 2:55 pm 
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Silent Spirit :1::w:
Creature - Spirit
Flying, Flash
When ~ enters the battlefield, players can't cast spells this turn.
1/1
Her tombstone promised her that she could "rest in peace", a promise she had to enforce herself.

Nether Turbine :5:
Artifact
:t:: Put a charge counter on Nether Turbine. Then, add :c: for each charge counter on Nether Turbine.

Storming Peasant :r:
Creature - Human
Haste
Whenever an opponent casts a spell, if it wasn't the first spell cast this turn, ~ deals 1 damage to that player.
"I've had enough of the highborn living their lives of excess while we starve in squalor!"

And introducing a new ability word: privilege!

*privilege* - whenever this creature blocks or becomes blocked, (trigger).

Privilege is a :w::b::g: keyword used to represent the declining aristocracy of Nichet. It can serve as simple Bushido, or perform more complex roles. Check it out:

Robber Baroness :2::b:
Creature - Human Noble (C)
Privilege - whenever ~ blocks or becomes blocked, each opponent loses 2 life.
1/4

Tireless Researcher :2::b:
Creature - Human Wizard Noble (U)
Privilege - whenever ~ blocks or becomes blocked, draw two cards and you lose 2 life.
2/2
He publishes til he perishes.

Familial Benefactor :1::w:
Creature - Human Noble
Privilege - whenever ~ blocks or becomes blocked, put a +1/+1 counter on another target Noble creature you control.
2/1
"Everything I have I owe to my family, and I shall use everything I have to give back to them."

Adventurous Youth :1::w::w:
Creature - Human Noble (C)
Privilege - whenever ~ blocks or becomes blocked, it gets +2/+2 until end of turn.
2/2
In times past, highborn youths would need to seek out or create their own perils to sate their lust for adventure. No longer.

Lord of the Manor :1::w: (U)
Creature - Human Noble
Privilege - whenever ~ blocks or becomes blocked, Noble creatures you control get +1/+1 until end of turn.
2/2
"My family line has persisted unbroken for thousands of years. I will not be the one who allows it to fall."

Wisened Hunter :2::g::g:
Creature - Human Scout Noble (C)
Privilege - whenever ~ blocks or becomes blocked, put a +1/+1 counter on it.
2/4
"What doesn't kill you makes you stronger. Or costs you a finger."

Topiary Tender :1::g:
Creature - Human Noble (U)
Privilege - whenever ~ blocks or becomes blocked, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
1/3

But what good is a mechanic without enablers? No good at all, that's what! Here, take some:

Riposte :w:
Instant (C)
Untap target creature. It gains protection from the color of your choice until end of turn.
Parry and turnabout, in one single, fluid motion.

Pheasant Fetchers :3::g::g:
Creature - Hound (C)
When ~ enters the battlefield, draw a card the next time one or more creatures you control deal combat damage to a player this turn.
4/5

Dissatisfied Duelist :3::b:
Creature - Human Noble (C)
When ~ enters the battlefield, target opponent must attack you with at least one creature during their next combat if able.
3/2
"You have insulted me, and my blade demands honor. Meet me at the castle fountain tomorrow at sunrise."
-Sealed Letter

Lowland Mists :2::g:
Instant (C)
Prevent all combat damage that would be dealt this turn.
Draw a card.

Strength of Generations :1::g:
Instant (C)
Target creature gets +3/+3 until end of turn. If that creature is a Noble, untap it.
"I learned to use a sword from my father, who learned from his mother, who learned from her mother before her. You will not best me."
-Alisir Concordat

Baraillon, the Crystal Palace :5:
Legendary Artifact (M)
If a triggered ability you control would be triggered, it triggers twice instead. You may choose new targets for the copy.
The seat of opulence. The seat of power.

But of course, not everyone is content to allow the wealthy their privilege:

Blackpowder Anarchist :1::r:
Creature - Human Rebel (R)
Whenever a triggered ability you don't control of a card, spell, or permanent is triggered for the first time each turn, ~ deals 2 damage to that ability's controller.
2/2
"The nobility, the emperor, the assembly, they all just want the power to crush the people underfoot. I'll burn them all down."

Balance Keeper :1::w:
Creature - Human Rebel (R)
Whenever a triggered ability you don't control of a card, spell, or permanent is triggered for the first time each turn, counter that ability unless its controller pays :2:.
2/2
"All are equal in worth, and all must be kept equal in stature."

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Last edited by Cato on Mon Nov 04, 2019 1:33 pm, edited 1 time in total.

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PostPosted: Sun Nov 03, 2019 2:44 pm 
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engaging in creature combat doesn't evoke the word privilege to me

Anarchist and Keeper both draw the game off their own abilities.
peasant is cool

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PostPosted: Sun Nov 03, 2019 4:29 pm 
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They get an advantage in creature combat. More importantly, I wanted to include this mechanic in those colors, and the faction for those colors is Nobles, so I gave them a nobility-related keyword.

I should fix those cards so they don't do that. Ditto for Baraillon. Good call.

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PostPosted: Sun Mar 08, 2020 2:30 pm 
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Nestguard Roc :2::w:
Creature - Bird
Flying
Whenever ~ blocks, it gets +2/+0 until end of turn.
1/3
"Roc eggs are the size of squibmelons. Each female lays only one per season, and will fight any intruder to the death to protect it."
-Almenia's expedition notes

Galeshaper :5::u:
Creature - Elemental
At the beginning of each combat, target creature gains flying until end of turn.
2/6
Galeshapers find flight exhilarating and love to share the experience with humans, willing or otherwise.

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PostPosted: Sat Mar 14, 2020 4:05 am 
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Jenara's Champion :3::g:
Creature - Human Knight (R)
Exalted
Whenever a creature you control attacks alone, it can't be blocked by more than one creature this turn.
3/3

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PostPosted: Tue Mar 17, 2020 12:34 pm 
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Cantrip charms!

Arcanist's Charm :1::u::u:
Instant
Choose one, then draw a card:
-Draw a card, then discard a card.
-Counter target spell unless its controller pays :1:.
-Return target attacking creature to its owner's hand.

Necromancer's Charm :1::b::b:
Instant
Choose one, then draw a card:
-Return target creature card from your graveyard to your hand.
-Target creature gets -1/-1 until end of turn.
-Exile all cards in target player's graveyard.

Sparkmage's Charm :1::r::r:
Instant
Choose one, then draw a card:
-Exile the top card of your library. You may play it until the end of your next turn.
-~ deals 1 damage to target creature or player.
-Target creature gets +3/+0 until end of turn.

War Priest's Charm :1::w::w:
Instant
Choose one, then draw a card:
-Target creature gains protection from the color of your choice until end of turn.
-Tap up to two target creatures.
-Create a 1/1 white bird creature token with flying.

Druid's Charm :1::g::g:
Instant
Choose one, then draw a card:
-Put a +1/+1 counter on target creature.
-Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
-Target creature blocks this turn if able.

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PostPosted: Tue Mar 17, 2020 5:47 pm 
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I would word these:

Choose one —
  • Option 1
  • Option 2
  • Option 3
Draw a card.

Many of these modes read fairly weak (even considering the cantrip and flexibility). If I designed these, I'd make one "obvious" choice and two situational ones that function on different axes.


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PostPosted: Tue Mar 17, 2020 6:06 pm 
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I think you underestimate the value of drawing a card, and of situational modes. This is as far as I feel comfortable pushing them.

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PostPosted: Sat Apr 04, 2020 5:42 am 
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Mitosis :1::u::g:
Tribal Sorcery - Ooze
As an additional cost to cast ~, sacrifice a creature.
Create two tokens that are copies of the sacrificed creature.

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PostPosted: Tue Apr 07, 2020 4:42 am 
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Inspired by Mata: viewtopic.php?f=17&t=26095

Abyssal Tutor :3::b::b:
Sorcery
Search your library for a card, put it into your hand, then shuffle your library. If you cast ~ from your graveyard, put that card into your graveyard instead.
Flashback :2::b:

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PostPosted: Tue Apr 14, 2020 10:09 pm 
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Versatility!

Plague Upon :w::b::r:
Instant
Choose a permanent type. Target player sacrifices a permanent of the chosen type.

Raid or Plunder :r:
Sorcery
Choose one -
-Raid or Plunder deals 2 damage to any target
-Destroy target artifact with converted mana cost 2 or less.

Truth or Consequences :b:
Sorcery
Choose one -
-Target player discards a card
-Destroy target creature with toughness 2 or less.

Triumph or Downfall :g:
Instant
Choose one -
-Target creature gets +2/+2 until end of turn
-Triumph or Downfall deals 2 damage to target creature with flying.

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PostPosted: Mon May 04, 2020 2:56 am 
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Let's get some enemy color commands going:

Savra's Command :1::b::g:
Instant
Choose two -
-Destroy target nonland permanent with converted mana cost 1 or less.
-Put the top 5 cards of your library into your graveyard.
-Each player sacrifices a creature.
-Return up to one creature card from your graveyard to your hand.

Momir's Command :1::u::g:
Instant
Choose two -
-Search your library for a basic land card, put it into your hand, then shuffle your library..
-Target creature gets +2/+2 until end of turn.
-Return target creature to its owner's hand.
-Draw a card.

Niv-Mizzet's Command :2::u::r:
Instant
Choose two -
-Counter target spell unless its controller pays :2:.
-Niv-Mizzet's command deals 2 damage divided as you choose between any number of targets.
-Put a card from your hand on the bottom of your library. If you do, draw two cards.
-Copy target instant or sorcery spell with converted mana cost 3 or less. You may choose new targets for the copy.

Razia's Command :2::w::r:
Instant
Choose two -
-Create a 2/2 White Knight creature token with vigilance.
-Creature you control get +2/+0 until end of turn.
-Creatures you control get +0/+2 until end of turn.
-Destroy target artifact or enchantment.

Obzedat's Command :1::w::b:
Instant
Choose two -
-Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.
-Target creature's base toughness because 1 until end of turn.
-Creatures you control gain protection from target spell or permanent until end of turn.
-Creatures you control gain lifelink until end of turn.

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Last edited by Cato on Sun Jun 14, 2020 5:22 pm, edited 2 times in total.

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PostPosted: Sat May 09, 2020 12:24 am 
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Prismatic Charm :x:
Instant
If :w: was spend to cast ~, target creature gets +1/+2 until end of turn.
If :u: was spent to cast ~, return target tapped creature to its owner's hand.
If :b: was spent to cast ~, return target creature card from your graveyard to your hand.
If :r: was spent to cast ~, ~ deals 1 damage to any target.
If :g: was spent to cast ~, search your library for a basic land card and reveal it, put it into your hand, then shuffle your library.

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PostPosted: Tue May 12, 2020 12:46 am 
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Villify :b:
Enchantment - Aura
Enchant creature
Enchanted creature gets -2/-2 and isn't a human.

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PostPosted: Tue May 12, 2020 12:44 pm 
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Completing the Archmage's Charm cycle:

Archfiend's Charm :b::b::b:
Instant
Choose one:
-Destroy target creature.
-Creatures get -2/-2 until end of turn.
-Return up to two target creature cards from your graveyard to your hand.

Archdruid's Charm :g::g::g:
Instant
Choose one:
-Create a 3/3 green Beast creature token.
-Search your library for a land card, put it onto the battlefield, then shuffle your library.
-Put a +1/+1 counter on target creature you control. It deals damage equal to its power to another target creature.

Archangel's Charm :w::w::w:
Instant
Choose one:
-Exile target artifact or enchantment.
-Destroy all creatures with power 4 or greater.
-Permanents you control gain protection from the color of your choice until end of turn.

Anarchist's Charm :r::r::r:
Instant
Choose one:
-Anarchist's Charm deals 3 damage to any target.
-Untap target creature and gain control of it until end of turn. It gains haste.
-You may choose new targets for target spell or ability.

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PostPosted: Tue May 12, 2020 1:26 pm 
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White should get "You gain 4 life" instead of "Destroy all creatures with power 4 or greater." :shifty:


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PostPosted: Tue May 12, 2020 4:57 pm 
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Retribution of the Meek is a :2::w: sorcery.
Divination is a :2::u: sorcery.
If Archmage's Charm can do the latter, what's wrong with this charm doing the former? :w::w::w: is a pretty steep cost, and modern is a pretty pushed format. If this card was printed in modern horizons, it's pretty likely that it wouldn't see any modern play as is.

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PostPosted: Tue May 12, 2020 6:00 pm 
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Oh, I was just making a comment about how white normally gets a bad lifegain mode in place of something strong and useful like Retribution of the Meek.
It wasn't a serious gesture.


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PostPosted: Wed May 13, 2020 9:57 pm 
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Fertilize :1::u::u::g:
Instant
Counter target spell. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
"Our magic draws power from the land, and to the land it shall return."
-Aysa, Juniper Order Druid

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