Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Bop Instant ~ deals 2 damage to target creature. Then, if that creature didn't die, return ~ to its owner's hand.
Does this even work? "if that creature remains on the battlefield?" Should it be a sorcery just to keep things harder to abuse? Should it be less efficient as a burn spell to offset the storm/spells matter potential?
Nettling Aura Enchantment - Aura Enchant creature When ~ enters the battlefield it deals 2 damage to the creature it enchants. At the beginning of every combat, return ~ to its owner's hand.
Awesome Crescendo Sorcery Escalate—Pay half your life total rounded up. (Pay this cost for each mode chosen beyond the first.) Choose one or more —
Exile target permanent.
Return target creature card from your graveyard to the battlefield.
Each opponent loses 3 life. You gain life equal to the life lost this way.
Want to make a cycle of these. Maybe one where the escalate cost is to skip a turn? You'd really want to save the escalate portion for an alpha strike. Maybe make one ability a "doesn't untap until your next upkeep" thing for synergy?
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Creatures don't die to damage until after the resolution of the card. So no, Bop doesn't work and I don't know to fix it either.
Maybe sorcery-speed and "Return this spell to its owner's hand and play with it revealed this turn. If a creature dealt damage this way dies this turn, discard this card." That might not work either.
_________________
The Master held his palms aloft. "Behold my wounds," said He. The onlookers observed the cauterization and the sunlight that shone through His great hands... "Let there be pain." —The Book of Cataclysm, Syndicate Wars Deck lists (tappedout.net) Bunch more of my designs!
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
hAD AN IDEA FOR A sTARSTILL CARD THAT DIDN'T MEET THE CRITERIA. I didn't mean to have capslock on.
World's Embrace Sorcery Create an X/X green Beast creature token, where X is the number of creatures you control. Scry Y, where Y is the number of enchantments you control. Gain Z life, where Z is the number of artifacts you control.
Thought about returning a card with Z or less mana value from grave to hand, but it's just not as concise as the other options. The creatures-matter option kind of had to count creatures. I wanted the enchantment aspect to be more powerful than the artifact one, since they're harder to get than artifacts.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Viashino Solarch Creature - Viashino Shaman Trample ~ costs less to cast for each creature you control. Whenever a creature enters the battlefield under your control, put a +1/+1 counter on ~. 3/3 "With these oaths I bind you to me for all the day long"
So tempted to make this a Viashino. Flavor-wise there are better fits, but we have the nucleus of a viashino deck that has no payoff... "Cattle Under The Sun" would be a cute name.
Did we ever establish what the Viashino would call their leaders? "Bey" was cool, but it's a stretch they'd use the same title as they do on Dominaria.
I rather like this one. I won a few rounds with cards I thought were kind of mediocre, but this one lost.
My first thought was to make a sort of sword of fire/ice light/shadow kind of deal, but then I realized I already had a splashy equipment design up my sleeve.
Dragon-Slaver Legendary Artifact - Equipment Equip Equipped creature gets -4/-0 Whenever equipped creature deals combat damage to a creature, gain control of that creature. Whenever equipped creature deals combat damage to a player, sacrifice ~. If you do you control that player during that player’s next turn. (You see all cards that player could see and make all decisions for the player.) "The dragons wrested control of my world. Fair play I suppose." Baharaz, Emperor in absentia
The obvious comparison is of course Mindslaver. You have to connect to activate it, but there's additional upside. I also considered having the equip cost be pay somewhere from 7-10 life, or having an activate only if you have mastery rider. Tried to look up examples of equipment that doesn't boost stats but search functions don't get along with "+". There are 77 such cards. There are 2 equipment that reduce toughness, and none that reduce power. Let's do it. Maybe I'm insane, but we can work that out later.
Alt flavor text ideas: "The dragons of course had other ideas." Baharaz, Emperor in absentia "My plan was a simple one." Baharaz, Emperor in absentia
There's a good card in here somewhere, but it needs some workshopping.
Looking at the 10 Viashino we have right now we've got
7 Red, 2 green & 1 black -Actually it doesn't really matter, this is a red thread.
2 One drops 3 Two drops 2 Three drops 3 Four drops
6 Viashino have power higher than their toughness. The rest have square stats - Fairly aggro. Maybe a way to use death triggers or recur Viashino would be nice? -These guys would love 1st strike.
2 Trigger off of casting Instant/Sorceries. 1 of which makes you Viashino tokens. 1 Triggers off incoming lands. 2 Trigger off of other creatures coming onto the battlefield. 1 Bounces itself. 1 Sacs to produce mana that gives creatures haste. 2 Viashino sacrifice themselves. -I think we want to do something with Viashino entering the battlefield. Tying in Inst/sorc love would be nice too, but the card might get complicated.
Almost
Viashino Den-Mother Creature - Viashino Haste Viashino you control have haste. Whenever a Viashino enters the battlefield under your control, Viashino you control get +1/+1 until end of turn and add to your mana pool. Until end of turn, you don’t lose this mana as steps and phases end. 2/3
Dragon Claw Den-Mother Creature - Viashino Viashino you control have ": This creature gets +1/+0 until end of turn." Whenever a Viashino enters the battlefield under your control, put a +1/+1 counter on ~ and add to your mana pool. Until end of turn, you don’t lose this mana as steps and phases end. 3/3
Dragon Breath Den Mother Creature - Viashino : Target Viashino or Dragongets +1/+0 and gains haste until end of turn. Whenever a Viashino or Dragon enters the battlefield under your control, add to your mana pool. Until end of turn, you don’t lose this mana as steps and phases end. 2/2 Comparison is Goblin Warchief I guess. This can be used to fuel nontribal spells, but can't bring things out a turn early. It grants haste, but only if you use up the mana. It also costs less. There's comob potential as well. This should go pretty nicely with Giltfang Matriarch and Viashino Sandscout. It would take some work to go infinite with anything, but it's plenty of fuel for the fire. Did we cut or edit Viashino Suncaller? I seem to remember that. Pity if so.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
@Solarch: Not really sure what the limited archetypes are for Starstill 2.0, but with all the token production available to Viashinos (especially Raid the Ruins), this seems like it would get out hand quickly.
@Dragon-Slaver: I would drop the last ability and the debuff and focus on the main effect. The debuff is like defender in that it is purely there to balance something that is too strong on its own, and Emrakul 2.0 is a good indicator that the mindslaver effect is just difficult to balance. I like the idea of equipping this to a chump blocker and stealing their creature though. Also maybe an Equip to non-Dragon?
@Solarch: Not really sure what the limited archetypes are for Starstill 2.0, but with all the token production available to Viashinos (especially Raid the Ruins), this seems like it would get out hand quickly.
@Dragon-Slaver: I would drop the last ability and the debuff and focus on the main effect. The debuff is like defender in that it is purely there to balance something that is too strong on its own, and Emrakul 2.0 is a good indicator that the mindslaver effect is just difficult to balance. I like the idea of equipping this to a chump blocker and stealing their creature though. Also maybe an Equip to non-Dragon?
Good points all. "Equip to non-dragon" is pretty nifty.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Got 3rd place for this one. Charging warg let me down. Common tribal effects are hard.
Aw man, I used up the archetype I was going to enter for for . At the time seemed so far away... Treasure seems like a good fit for but it's been done, and recently at that. Kind of wanted to do a "theme" that was just "these 2/3 cards specifically support each other. Try to draft them" but that seems better as a little extra spice and not a draft archetype. Maybe if the cards had a Squadron Hawk thing going on? Or the 'ol +1 more of thing for each of these things in your graveyard trick but the commons count each other? Seems doable, but would it have a shot at winning? I guess there's always tribal, but I'd need to find a new spin on it, which basically puts me back to square 1. Tribal effects that only kick in with a certain amount of creatures? Maybe an A and B dual tribe dealie where A boosts B and vice versa? Activated abilities matter is a thing I've been stewing on, but it seems best with in it. Blue gets to have weird interactions with costs and abilities, even if I suspect has more activated abilities.
Watch this space.
Goblins & Wolves BFFs Tribal, now with 2 tribes! I messed around with the idea of Horses and knights tribal before, but horses are lame and it wouldn't work in RG anyway. Why split tribes? It's new. It's cool. The co-dependency justifies cards that rule. Why wolves and goblins? Tolkien mostly. Goblins are established popular tribe, but could use a new spin. Wolves have a whole bunch of cards but not much actual tribal (outside NGA). Horse/knight is a theme I toyed around with before but horses without knights are pretty boring. Wolves can pull their weight interestingness-wise. Because you need multiple creatures out to activate the cross synergy, the BFF deck will be more of a midgame deck than gobos are used to getting. Wolves would be primarily green dipping into red, and goblins would be the reverse.
Meh
common Mounted Piker Creature - Goblin Warrior When ~ enters the battlefield, put a +1/+1 counter on target wolf you control. 2/1
Worg-Feeder Goblin Creature - Goblin Sacrifice ~: put a +1/+1 counter on target Wolf. 2/1
Green Fang Tracker Team Creature - Goblin Wolf Other wolf and goblin creatues you control have vigilance. 3/3
Goblin Cavalier Creature - Goblin Knight ~ costs less to cast if you control a Wolf. 3/2 Not bad, but I'm doing cost reduction for another card.
b]Wolf Fire[/b] Sorcery For each Wolf you control, create a 1/1 red Goblin token with haste. Then, ~ deals damage to up to one target creature or planeswalker equal to the number of goblins you control.
Green Fang Stablemaster Creature - Goblin Wolves you control cost less to cast for each Goblin you control. Goblins you control cost less to cast for each Wolf you control. 2/2
Pack-Runner Goblin Creature - Goblin Wolf Berserker Wolf spells you cast l cost less to cast. Goblin spells you cast l cost less to cast Whenever a Wolf enters the battlefield under your control, put a +1/+1 counter on ~. Whenever a Goblin enters the battlefield under your control, put a +1/+1 counter on ~. 3/2 Her pack mates considered her a wolf like them, albeit a tad smellier. That's four lines of text but I'm hoping it groks as just 2.
Speculative wording: Pack-Runner Goblin Creature - Goblin Wolf Berserker Spells you cast cost less to cast if they're Wolf spells and less to cast if they're Goblin spells. Whenever a creature enters the battlefield under your control, put a +1/+1 counter on ~ if it's a Wolf, then put a +1/+1 counter on ~ if it's a Goblin. 3/2 Her pack mates considered her a wolf like them, albeit a tad smellier.
Wild Alliance Enchantment Wolves you control get +1/+1 for each Goblin you control. Goblins you control get +1/+1 for each Wolf you control. : Create a 2/2 green Wolf creature token.
common Kadz Fang-Sharpener Creature - Goblin When ~ enters the battlefield put a +1/+1 counter on target Wolf you control. 2/1 "I'd sharpen yours, but it'd only be aesthetic"
common Charging Worg Creature - Wolf Trample When ~ enters the battlefield, you may have target goblin get +2/+2 and gain trample until end of turn. 2/2 "Horses. Can you believe the humans ride horses?"
uncommon Call To The Wild Instant Choose one:
Create two 1/1 red Goblin creature tokens.
Create a 2/2 green Wolf creature token.
Entwine - (Choose both if you pay the entwine cost.)
rare Wild Alliance Enchantment Wolves you control get +2/+2 as long as you control a Goblin. Goblins you control get +2/+2 as long as you control a Wolf. Worg- Goblin's Best friend.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Hmm, burn was the obvious choice. A creature that gets a boost is always nice. Ben done, but there's always room for another. Maybe a rummage card? Is it ok to make strictly better Tormenting Voice? Can't really do positive card draw in red, but we could maybe scry then draw? Or maybe do the exile instead of draw thing, but make it permanent if you have mastery- no that'd be confusing. Maybe mastery will let you discard and draw X instead of a set #? Would it be too crazy if mastery rebounded the spell to your hand- wait, that would make it card advantage. Is it really necessary that the discard be part of the cost with these effects? Oh, right I guess they don't want it to be straight draw on an empty hand (although I'm not sure that's so terrible?) Perhaps rummage and mastery gives you a ritual effect? Mastery's a good speed brake on rituals, but we already have Manaruption.
Spoiler
Resounding Voice Sorcery As an additional cost to cast this spell, discard a card. Draw two cards. Mastery - If you control an artifact, creature, and enchantment, you may instead return ~ to its owners hand and draw a card.
Resounding Voice Sorcery As an additional cost to cast this spell, discard a card. Draw two cards. Mastery - If you control an artifact, creature, and enchantment, add to your mana pool.
Bandit Knight Creature - Viashino Knight Mastery - When ~ enters the battlefield, if you control an artifact, creature, and enchantment, add to your mana pool. 3/2 Once we lived for our liege. Now, the empire is extinct, our honor... obliterated.
My 1st thought is some kind of tempered steel dealie that hits enchanted and equipped creatures, with the buffs stacking. THat's more go wide than voltron I guess, but it supports it either way. Little weird in colorless though.
"Whenever a creature you control becomes enchanted, put a +1/+1 counter on it" seems cute.
Some ideas: Shimmersteel Overseer Artifact Creature - Golem Creatures you control have Ward X where X is the number of artifacts and/or enchantments attached to them. 2/3
Bearer Of Blades Artifact creature - Golem As long as ~ is equipped it has double strike. As long as ~ is enchanted it has hexproof. 4/4
Refracting Golem Artifact Creature - Golem Spells and abilities you control that target ~ costs 2 less to cast. Spells and abilities you don't control that target ~ costs 2 more to cast. 3/3
Memory-Keeper Artifact Creature - Golem Advisor When ~ dies return any auras attached to it to their owners' hands. When ~ dies attach any equipment attached to it to target creature you control. 2/1 ...that kinda works differently for both types. Shuffling off auras doesn't sound too crazy though. Or maybe reduce it to moving over an aura/equipment.
Engrave makes Golem tokens, so maybe anything here could do something to all golems? Nah, probably better as its own thing.
2 drop seems like a slot that could use some love.
Imperial Loyalist Creature - Human Soldier Mastery - Mastery - As long as you control an artifact, a creature, and an enchantment ~ has lifelink and first strike. 2/2 We keep to the old ways, as best we can with what tools we have left.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Rare: Bearer Of Blades Artifact creature - Golem As long as ~ is equipped it has double strike. As long as ~ is enchanted it has hexproof. 4/4 It's old Velnarian for "weapon platform" I think. So it weaponizes platforms? No that can't be it...
Holistic Approach Sorcery Create an X/X green Beast creature token, where X is the number of creatures you control. Scry Y, where Y is the number of enchantments you control. Gain Z life, where Z is the number of artifacts you control.
Ok, so it's not super artifact lovey, but It works, right? ...
Although it looks like it will be changed to a 0/0 token with X +1 counters.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
An idea I had for a cycle in an enchantment set. Each of these isn't worth the entry price, but boosts the next one you play, so that number 2 is more or less worth it (until you factor in the cost of both). The white one kinda sucks, but it's cheap for players who want to get the train rolling.
Fortuitous Portent Enchantment When ~ enters the battlefield, gain 1 life for each enchantment you control.
Uknowable Portent Enchantment When ~ enters the battlefield, draw a card for each enchantment you control.
Sinister Portent Enchantment When ~ enters the battlefield, up to X target creatures gain death touch until end of turn, where X is the number enchantments you control.
Dangerous Portent Enchantment When ~ enters the battlefield, it deals X damage to any target, where X is the number enchantments you control.
Sylvan Portent Enchantment When ~ enters the battlefield, create a 1/1 green Elf creature token for each enchantment you control.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
The closest parallel I can draw to this in existing MtG are Frantic Inventory/Muscle Burst effects. So while my inner Spike wants to say these are underpowered, they are more likely than not appropriately costed given that any enchantment makes them better.
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Arbiter Of Endings Creature - Angel Demon Advisor Flying, lifelink At the beginning of your upkeep, each player with the lowest life total loses the game. 3/3
Old
Arbiter Of Endings Creature -
At the beginning of your upkeep, if you controlled ~ since the beginning of your last upkeep, end the game and the player with the highest life total wins. 3/3
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Tithe Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn.
Essentially, a bunch of dudes share the same activation cost. Go wide with a ton of tithe dudes and you can get big value for that payment. Most Tithe abilities aren't individually worthwhile outside of specific situations. The whole thing is tied with the flavor of the Orzhov who would totally demand life payments in exchange for favors and "protection" or "just because". The ability is sorcery speed to keep combat decisions clearer. There will probably being a lot of Rootwalla impersonators. This could have been a decent fit in BR aggro as well, but the mechanic begs to go wide and the Orzhov bribed me to direct all those sweet souls to their corner of flavor town. The secret goal is actually to expand tithe into by having it show up in with a mana payment instead of a life payment. That way, mixing the two variants lets you pay the cost you prefer to pay. Heck, throw in a few kooks with discard costs or whatever to make it interesting.
Commons Anointed Enchantment - Aura Enchant creature. Enchanted creature gets +1/+1 and has vigilance. Enchanted creature has lifelink as long as you payed your tithe this turn. See tithe can go on all sorts of things!
Alms Collector Creature - Human Warrior Tithe: 3 life - Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn. ~ gets +1/+1 and has lifelink as long as you payed your tithe this turn. 2/1 This guy is here to make players feel a little better about paying that life. Hopefully it's also a pretty obvious incentive to draft a bunch of these and turn that "payment" into an "investment". If it could reliably make back that life without dying it would probably be too good. It's also an aggro-friendly take on a midrange/ control mechanic.
Uncommon Exchequer Of Souls Creature - Thrull Advisor Flash Tithe: 3 life - Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn. When ~ enters the battlefield, your tithe is payed for the turn. Whenever you pay your tithe, create a Treasure token. 1/1 Playing with the sorcery restriction here and playing up the weird religio-mercantile nature of the guild.
Rare Demon Of Obligation Creature - Demon Flying Tithe: 3 life - Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn. Whenever you pay your tithe, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield. 4/4
Not as good cards
Orzhov Evangelist Creature - Human Cleric Tithe: 3 life - Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn. Whenever you pay your tithe create a 1/1 white and black Thrull creature token. 1/3
Obligated Assassin Creature - Human Assassin Tithe: 3 life - Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn. ~ gets +1/+1 and has lifelink as long as you payed your tithe this turn. 2/1
Anointed Enchantment - Aura Enchant creature. Enchanted creature gets +1/+1 and has vigilance. Enchanted creature has lifelink as long as you payed your tithe this turn.
A medium small tithe dude that gets death touch would be neat.
Indestructible, vig and lifelink seem like thematic things the Orzhov would grant the faithful.
Whenever you pay your tithe, it is payed twice. Whenever a tithe ability is triggered or activated, copy it.
Tithe duals? A tithe tap for any color land?
Demon Of Obligation Creature - Demon Flying Tithe: 3 life - Once per turn, any time you could cast a sorcery, you may pay 3 life. If you do, your tithe is payed for the turn. Whenever you pay your tithe, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield. 4/4
Apparently, Tithe (Once per turn, as a sorcery, you may pay 3 life. If you do, your tithe is paid for the turn.) would have worked. Alms Collector could be a 2/2 for 3, and oof, I knew I made a misstep when I went for that white common. I have a better one right in the my workspace! It was kind of similar to an earlier version of the Exchequer, but when I changed up the exchequer I didn't put the good white common back in. That cost me at least a few points.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Commons Izzet Test Pilot Creature - Human Artificer Flying Boast - : (Activate only if this creature attacked this turn and only once each turn.) Create a Clue token. 1/2 Aether Swooper
Steam Powered Instant Add use this mana only to pay the costs of activated abilities. Rituals are normally a scary idea, but the ones that work require setup so it can't be used to go crazy too early. Like, say if it needed a specific outlet to already be in place to make use of it.
Uncommon Electro-Arcanist Creature Nonmana activated abilities of permanents you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana. , sacrifice ~: Copy target activated ability. You may choose new targets for the copy. 2/2 Biomancer's Familiar, Training grounds, Nivix Guildmage Abilities of nonland perms or nonmana abilites of perms? Everything else should be safe right?
Rare Niv-Morphos, Electro-Dragon Legendary Creature - Dragon Weird Flying Creatures you control have "Boast - : Switch this creature's power and toughness until end of turn", and "Boast - : This creature gets "+1/+0 until end of turn". (Activate a creature's boast ability only if that creature attacked this turn and activate each boast ability only once each turn.) 3/5 Crackling Drake meets Fluxcharger?
Working
UR Instant Next (just one) activated ability costs less.
R activated abilities cost 1 less. Draw 1.
Redoubled Effort Instant Copy target activated ability X times.
Ooh a boast man land! That'd be weird.
Test Pilot might not have been a good common, but I'd stand by it as a good design in am ore general sense. I thought if there were enough hopes then repeatable card draw would be doable below uncommon. Steam Powered is just awesome. I thought that Electro-Arcanist reducing costs by 2 would be pushing it, but the judge singled it out as a change I could have made. I'll concede that Niv-Morphos could have lost a point of power and toughness. I was worried it was too complicated, but this is rare bay! Anything goes.
I'm kind of bummed that I missed out on amking top 3 by 1 point, but I guess I'm satisfied with the judging.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Alright, let's see what I got here. Bang this out real fast. Sickness (Which is a cool way of saying -1/-1 counters matter) Get -1/-1 counters on your creatures as a drawback for some upside. Then burn them for extra value later on. Have your cake and eat it twice.
Commons Pox Zombie Creature - Zombie Rush - (You may cast this spell as though it had flash. If you do, it enters the battlefield with a -1/-1 counter on it.) When ~ dies, you may put a -1/-1 counter on target creature for each -1/-1 counter on ~. 2/2 "A pox on one of your houses! And for the other..." I assume rush would be in other colors for this set, but only BG really makes use of the -1/-1 counters. Death touch was the obvious choice, but that was done in the contest I stole the ability from.
Blight Wolf Creature - Wolf Mutant Vigilance When ~ enters the battlefield, distribute two -1/-1 among creatures you control. 4/4
Uncommon Ectomy Witch Creature - Human Warlock , Remove two -1/-1 counters from among creatures you control: Create a 1/1 green Tumor creature token. , Remove two -1/-1 counters from among creatures you control: Put a -1/-1 counter on target creature. 1/3
Rare Cancerous Growth Enchantment If an effect would put one or more +1/+1 counters on a permanent you control, it puts twice that many of those counters on that permanent instead. If an effect would put one or more -1/-1 counters on a permanent you don't control, it puts twice that many of those counters on that permanent instead. Whenever a creature dies, if it had a counter on it, gain 1 life.
If you're ok with modifications after this closed
Adapt To Adversity Enchantment Creatures you control get +2/+2 for each -1/-1 counter on them.
This set needs a couple of "Creatures you control with counters on them have..." cards. And a "as long as _ has a counter on it..."
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
... Militant Industrial Construct Artifact creature - Construct Soldier ~ gets +X/+X for each equipment attached to it, where X is the number of equipment attached to ~. : Activated abilities of equipment you control cost less to activate until end of turn. This effect can’t reduce the mana in that cost to less than one mana. 2/4
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Alright, let's see what I got here. Bang this out real fast. Sickness (Which is a cool way of saying -1/-1 counters matter) Get -1/-1 counters on your creatures as a drawback for some upside. Then burn them for extra value later on. Have your cake and eat it twice.
Commons Pox Zombie Creature - Zombie Rush - (You may cast this spell as though it had flash. If you do, it enters the battlefield with a -1/-1 counter on it.) When ~ dies, you may put a -1/-1 counter on target creature for each -1/-1 counter on ~. 2/2 "A pox on one of your houses! And for the other..." I assume rush would be in other colors for this set, but only BG really makes use of the -1/-1 counters. Death touch was the obvious choice, but that was done in the contest I stole the ability from.
Blight Wolf Creature - Wolf Mutant Vigilance When ~ enters the battlefield, distribute two -1/-1 among creatures you control. 4/4
Uncommon Ectomy Witch Creature - Human Warlock , Remove two -1/-1 counters from among creatures you control: Create a 1/1 green Tumor creature token. , Remove two -1/-1 counters from among creatures you control: Put a -1/-1 counter on target creature. 1/3
Rare Cancerous Growth Enchantment If an effect would put one or more +1/+1 counters on a permanent you control, it puts twice that many of those counters on that permanent instead. If an effect would put one or more -1/-1 counters on a permanent you don't control, it puts twice that many of those counters on that permanent instead. Whenever a creature dies, if it had a counter on it, gain 1 life.
If you're ok with modifications after this closed
Adapt To Adversity Enchantment Creatures you control get +2/+2 for each -1/-1 counter on them.
This set needs a couple of "Creatures you control with counters on them have..." cards. And a "as long as _ has a counter on it..."
Pretty meh submission which met with meh grading. Ectomy witch could be made into something neat with some tweaking though. Mostly I failed to account for how much value you get when you remove -1/-1 counters from your own creatures.
But lets focus on Adapt To Adversity. Easy fix: Embrace The Cancer Enchantment Flash When ~ enters the battlefield, put two +1/+1 counters on target creature. Creatures you control get +1/+1 for each -1/-1 counter on them. It's the new mother nature taking over.
Having the original give +2/+2 for each -1/-1 counter was a mistake. Nullifying -1/-1s is already a big deal in these situations. It also gets out of hand too fast in multiples. The lost power level can be swapped out for instant speed and a weak debuff. In multiples it may be worth turning that debuff into a buff for your own creature.
The good fix: Alternative Biology Enchantment Creatures you control get +1/+1 for each -1/-1 counter on them. , sacrifice a creature: Create a token that's a copy of ~. Life as we know it is over. It's the new mother nature taking over. https://www.youtube.com/watch?v=yMG-Mi9I0-k
Edit - Best fix:
Enter The Cancerverse Enchantment Creatures you control get +1/+1 for each -1/-1 counter on them. , sacrifice a creature with a -1/-1 counter on it: Create a token that's a copy of ~. It's the new mother nature taking over. She's getting us all.
A bag of goodies and a bottle of wine; we're going to get it on right tonight
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Aw man, I should've payed attention to this much earlier.
Not 100% relevant, but it's too bad that decayed has such a zombie flavor. On that note blood tokens are veeery niche flavored.
Zelchoth, Engine Of Souls Legendary artifact - Vehicle Flying, trample Crew 2 Whenever a creature crews ~, sacrifice it and create a 2/2 black Zombie creature token with decayed. 6/6 ///MDFC/// Zelchoth, Eater Of Souls Legendary Creature - Demon Flying, trample When ~ enters the battlefield, destroy all other creatures. For each creature destroyed this way it's controller creates a 2/2 black Zombie creature token with decayed. 6/6
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Zelchoth, Eater Of Souls has a weird aspect where turning every creature into decayed zombies lets your opponent swing at you when you only have one blocker. I'm not sure how exactly I feel about this.
Anyways:
Afterlife Express Artifact - Vehicle Menace, death touch Crew 1 Whenever a creature crews ~ exile it attached to ~. Whenever ~ deals combat damage to a player, created a 1/1 white Spirit creature token with flying for each creature card exiled by ~. 3/3
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
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