Ability challenge

Custom Cards forum

Posted on Sept. 13, 2019, 7:18 a.m. by Boza

Here is a quick challenge for you guys! I will say a single word, say "Graduate". Everybody makes one or more cards with that keyword or ability word or includes that word as a new card type. In terms of power level, something suitable for a Modern Horizons or a new Commander set. For example:

Student of Martial Arts
Creature - Human Warrior - Uncommon

Prowess
Graduate - When this creature deals combat damage to a player, if it has power or toughness greater than its base P/T, draw 2 cards, then discard a card.

2/2

Another user could make say:

Winding Mountain Way
Enchantment - Rare

Graduate 3 (Put three graduation counters on ~ as it enters the battlefield. Remove 1 each time a creature you control deals combat damage to a player).

Sacrifice ~: Creatures you control deal double damage this turn. Activate this ability only when ~ has no counters on it.

A third user might say:

Wizard Academy
Land - Graduation (Rare)

: Add .
,: Add +1/+1 counter to a creature whose type is included in this land's name.

Once 10 entries or a week have passed, the person who issued a challenge will select winner from the submission. I would really like that person to give a little feedback on each card as well. The winning user gets to select the new word to build around.

I hope I have explained it well!

1/ Small variations on the original word is fine - graduate is perfect, graduation and gradually are fine as well.

2/ You are not limited to one card, that is the minimum - you can make any number of cards with that mechanic to showcase it better or even cards that lack the mechanic, but are good with it - flex your creative muscles! Additionally, as mentioned, imagine your card(s) being printed in a Modern Horizons or Commander set.

3/ Any suggestions to the challenge are also welcome!


I will start us off with a word:

Divine

List of already used words Show

Boza says... #1

Hubris was a very nice word and I honestly like the other entries better :)

Anyways, I have to supply the next one. This will be a cool word. On Theros, we have a lot of cool mechanics - devotion, constellation, escape, heroic and now hubris are all very Greek-esq. But lets look at the future. Next up is Ikoria, probably the Muraganda setting we have been anticipating since Muraganda Petroglyphs . So, what is a word that could be at home on either Ikoria or Theros?

The word of the week is ANCIENT!

January 13, 2020 10:57 a.m.

Faelix_Drakes says... #2

Ancient: If this card has been on the battlefield for at least 5 turns, it becomes indestructible.

Maybe...

Idk.

January 15, 2020 4:52 p.m.

JANKYARD_DOG says... #3

ZendikariWol perhaps this will interest you for the set you're creating.

Ancient - as you cast this spell you may pay , where X is less than or equal to the number of total turns taken this game. ~ becomes Ancient.

If the Ancient cost was paid, do 'Action'.


So as the game progresses these spells are capable of being more powerful because time = experience, money, age, growth, etc. They will or should still be relevant when cast at their least. I also don't think it'll be restricted by color.

Stubborn Rootborn

Creature - Treefolk

Defender

Ancient - as you cast this spell you may pay , where X is less than or equal to the number of total turns taken this game. It becomes Ancient.

If the Ancient cost was paid, ~ enters the battlefield with X +1/+1 counters loses defender and gains trample. If ~ is not Ancient it has : Add .

0/3


Weary Traveler

Creature - Human Scout

Ancient - as you cast this spell you may pay , where X is less than or equal to the number of total turns taken this game. ~ becomes Ancient.

If the Ancient cost was paid search your library for a number of basic lands equal to half of X rounded down. Reveal them and put them into your hand. Shuffle your library.

0/1

Archive Research

Sorcery

Ancient - as you cast this spell you may pay , where X is less than or equal to the number of total turns taken this game. ~ becomes Ancient.

If the Ancient cost was paid Scry X, then draw half of X rounded down. If not, Scry 1, then Draw a card.


Grave Finds

Sorcery

Ancient - as you cast this spell you may pay , where X is less than or equal to the number of total turns taken this game. ~ becomes Ancient.

If the Ancient cost was paid, return a creature from your graveyard to the battlefield tapped, then create X treasure tokens. If not return a creature card from your graveyard to your hand instead.

Resonating Spire

Legendary Artifact

~ is Ancient

Ancient spells cost less to cast if it's Ancient cost is being paid.

When ~ is destroyed, you may return a card with Ancient to your hand.


Unleashed Demonspawn

Creature - Devil

Haste

Ancient - as you cast this spell you may pay , where X is less than or equal to the number of total turns taken this game. ~ becomes Ancient.

If the Ancient cost was paid, when ~ enters the battlefield put X 1/1 Devil creature tokens into play with 'When this creature dies it deals 1 damage to any target'

4/2

Cruella, Pact Mistress

Legendary Creature - Human Demon

Flying, Haste

Ancient - as you cast this spell you may pay , where X is less than or equal to the number of total turns taken this game. ~ becomes Ancient.

If the Ancient cost was paid, Discard your hand then search your library for X cards, put them into your hand then shuffle your library. If not then Discard your hand and lose 5 life.

I was imperfect once upon a time...

5/2


Knotvine Gnarlbark

Legendary Creature - Treefolk

Vigilance, Reach

Ancient - as you cast this spell you may pay , where X is less than or equal to the number of total turns taken this game. ~ becomes Ancient.

If the Ancient cost was paid ~ enters the battlefield with X +1/+1 counters and creatures you control gain trample.

2/5

Long have we stood, and long shall we continue to stand...

(Perhaps rarity would have the rules text removed?)

January 15, 2020 11:56 p.m.

ZendikariWol says... #4

Ancient- At the beginning of the game, you may reveal this card from your hand.

Rules text interacts somehow with what happens if you revealed this card this game.

Examples:

Volcano Titan

Creature- Giant

Ancient- At the beginning of the game, you may reveal this card from your hand.

When Volcano Titan enters the battlefield, it deals 3 damage to up to two targets if you revealed it this game.

5/5


It looks pretty spicy, but I'm not 100% sure how easy it is to reveal cards (I suspect only playtesting would really tell) so it's probably best to be conservative with power levels?

January 16, 2020 1:44 a.m.

dbpunk says... #5

Ability-

Aging- At the beginning of each players upkeep, put an time counter on this permanent. Then, if it has three or more age counters, it becomes ancient.

Examples

Found Footprints Common

Enchantment

Aging

Whenever a creature enters the battlefield under your control, you gain 1 life. If ~ is ancient, instead you gain 3 life.

Stone of the King Uncommon

Artifact

: Add . If ~ is ancient, add instead.

Jurrasic Hunter Rare

Creature - Dinosaur

Trample

Aging

~ enters play with a time counter on it for each ancient permanent you control.

As long as ~ is ancient, creatures you control get +X/+X, where X is the number of time counters on ~.

4/4

Palace of the Gods Mythic Rare

Land

Aging

: add

, : Draw X cards. Only activate this ability if ~ is ancient. X can not exceed the number of time counters on ~.

January 17, 2020 12:46 a.m.

Boza says... #6

It has been about ten days already and we have at least three entries, so I think I will post some judgings in about 24 hours.

January 23, 2020 7:58 a.m.

Boza says... #7

OK, so after TypicalTimmy's lunch break last minute entry, I think we are ready for a new word:

Judging Show

Top 5 this time Show

January 24, 2020 7:41 a.m. Edited.

dbpunk says... #8

Thanks! Im glad you liked the mechanic.

So, the word Im thinking of this week is

Hunt

Feel free to use any version of this you want (hunted, hunt, hunter, etc) to try and make this an interesting and flavorful mechanic.

January 24, 2020 1:35 p.m.

dbpunk says... #9

I mean, there is literally cards with Fight causing as an activated ability.

(Ulvenwald Tracker and Arena)

January 24, 2020 2:57 p.m.

dbpunk says... #10

Oh and Magus of the Arena but you have a point.

January 24, 2020 2:58 p.m.

Boza says... #11

Any variation on that, huh

Hunter mechanic Show

Hunter cards Show

January 27, 2020 5:34 a.m.

ZendikariWol says... #12

Would be a lot cleaner to just make it any creature type- in fact, I don't think WotC allows the distinction.

Domri's Ambush (or, now that I think about it, Moonlight Hunt) is definitely what I'm thinking as far as a hunt mechanic.

January 27, 2020 10:40 a.m.

Boza says... #13

It is a deliberate design choice to make it about creature race - something every creature has. Additionally, since the great creature type update, literally every creature follows the race/class model. Thus, making mechanics for either of the two is now possible and it is basically additional design space.

January 27, 2020 10:47 a.m.

dbpunk says... #14

Boza Im gonna say this now: you made a mistake in your formatting that doesn't work in the game.

January 27, 2020 3:53 p.m.

ZendikariWol says... #15

I drafted this comment three different times, and what I learned from those drafts is 1- when you're stuck on something, just try it a bunch. Every successive attempt gets you closer to what you want. 2- philosophy aside, the core reason this doesn't feel like a mechanic is: reminder text! The mechanic is intuitive enough, but to be played at tournaments (or by players unfamiliar with the fantasy genre), a list would need to be put up on WotC's website of which creature types were races and which were classes. More importantly, one would have to, if uncertain, DO EXTRA HOMEWORK OUTSIDE THE GAME TO FIND OUT and that is not only an enormous turnoff for new players, but also a slog for any player.

January 27, 2020 4:03 p.m.

ZendikariWol says... #16

But you made a noble attempt and, even if that attempt doesn't work with how Magic is played (and it doesn't), it's still an interesting new way to make creature type matter and I respect you pushing and looking for new design space.

January 27, 2020 4:05 p.m.

JANKYARD_DOG says... #17

Hunters in general cover a vast variety of species and professions, that being said I'm going to limit it to a few that stand out. Hunters can hunt in packs or alone, hunting also is generally considered aggressive. I will try to capture both in my examples both in color and flavor.

Hunt - when ~ enters he battlefield or attacks put a hunt counter on target creature you don't control.

Cost/Condition: Action involving creatures with X hunt counters.

Really tried to push werewolves... or archers that turned to wolves but the space required was too much. My initial idea included a new version of Arlinn Kord, kind of disappointed I couldn't make it work. Without further ado, enjoy.
Daring Archer

Creature - Human Archer

Haste

Hunt - when ~ enters he battlefield or attacks put a hunt counter on target creature you don't control.

Sacrifice ~: deal damage to a creature equal to the number of hunt counters on it.

1/1


Aspiring Hunter

Creature - Human Archer

Hunt - when ~ enters he battlefield or attacks put a hunt counter on target creature you don't control.

: ~ fights target creature with one or more hunt counters on it.

2/2


Hungering Wolf

Creature - Wolf

Hunt - when ~ enters he battlefield or attacks put a hunt counter on target creature you don't control.

~ gets +1/+1 for each other ~ you control

2/2

Pack Master

Creature - Human Archer Warrior

Reach

Hunt - when ~ enters he battlefield or attacks put a hunt counter on target creature you don't control.

: put an X/X green hound creature token onto the battlefield where X is the number of hunt counters on target creature.

2/2


Skilled Fletcher

Creature - Human Archer

Archers you control gain +1/+1

When ~ enters the battlefield create an artifact equipment token named Longbow with "Equipped creature has +1/+1, reach, and when ~ attacks you may put an additional hunt counter on target creature you don't control "

3/3


Grizzled Alpha

Creature - Wolf

Trample

Hunt - when ~ enters he battlefield or attacks put a hunt counter on target creature you don't control.

If ~ is blocked it gets +1/+1 for each hunt counter on creatures defending player controls.

3/3

Fiery Deadshot

Creature - Human Elf Archer

Haste, Doublestrike, Reach

Hunt - when ~ enters he battlefield or attacks put a hunt counter on target creature you don't control.

Creatures with hunt counters cannot block ~.

2/2


Bounty Collector

Creature - Orc Archer

Deathtouch

Hunt - when ~ enters he battlefield or attacks put a hunt counter on target creature you don't control.

: Destroy target creature with three or more hunt counters.

2/2

Tannin, Master of the Hunt

Legendary Creature - Human Elf Archer

Haste, Reach

Hunt - when ~ enters he battlefield or attacks put a hunt counter on target creature you don't control.

Creatures you don't control with hunt counters get -1/-1 for each hunt counter on it.

5/4

January 27, 2020 11:04 p.m.

Boza says... #18

It is a bit late to change anything at this point. NOw that you have mentioned it, I see (some of) the issues with the idea, but what to do - I will await judgment day next day and see what happens.

January 28, 2020 2:58 a.m.

Tzefick says... #19

Some quick 2 cents on other entries:

TypicalTimmy Show

Boza Show


As for my own suggestion on Hunt, I'm sitting on two versions and would like some feedback on the concept if possible before deciding a final route. I'll note which version will be the main entry until I change my mind or the challenge ends - when is that btw dbpunk?

Mechanic Show

Examples for model 1 Show

At the moment I will not make examples on the second variant.

January 28, 2020 7:53 a.m.

Boza says... #20

Tzefick, I think the first version is better. But there are a couple of issues. Ignoring blocking restrictions is not something that should be part of the ability. Provoke goes out of its way to untap the creature if it is tapped. I would suggest something like this:

(When ~ attacks, you may have it hunt target creature defending player controls. Hunted creatures untap and can block any number of Hunters this turn. You choose how hunted creatures block.)

I think that has the provoke feeling and still allows for the same "gang-up on a big creature" moment.

January 28, 2020 8:20 a.m.

ZendikariWol says... #21

Hunt N (When this creature goes on a hunt, exile it with N time counters on it. Return it to the battlefield when the last time counter is removed. When it enters the battlefield this way, it deals damage equal to its power to target creature.)

I... have some problems with this but it’s what I got. It’s templated now as though it’s an ability to activate from the battlefield, but I’m not sold on that. Otherwise, though, it just feels like suspend so. I guess.

January 28, 2020 10:02 a.m.

dbpunk says... #22

Im thinking of cutting off the challenge on Thursday Tzefick

January 28, 2020 11:38 a.m.

Tzefick says... #23

Response to Boza

response Show

January 29, 2020 8:28 a.m.

Tzefick says... #24

ZendikariWol What does "Going on a hunt" entail?

It doesn't seem like you flesh out your ideas very much when you post on this challenge... Please make sure that all actions are accounted for in your mechanic and that it is written on the card what you need to do. It's a very good idea to make at least one example of the mechanic on a card - as it would be printed. Then follow the instructions very mechanically (as in a machine) and see if you would understand it, as if it was a new card.

January 29, 2020 8:43 a.m.

dbpunk says... #25

Ok so decisions on the mechanics are due today, so lets do this:

TypicalTimmy- I too was a fan of cipher. However, the memory issues with Cipher kind of differed from this, where cipher you had the cards off to the side or under the creature they were ciphered on. This one... could get confusing.

Boza- I tried warning you your mechanic wouldnt work. Not because of the creature typing thing, that was an interesting portion of it (although there would be an onslaught of "magic racism" jokes) but because you said "at the beginning of your end step" and then talked about combat. There isnt combat after end step. Im gonna assume this was a mistake, but also it adds unnecessary complexity to do it each turn, even if the creature isnt attacking.

Mj3913- Youre the only one who applied counters in this... which actually makes a lot of sense. Also its rare to see a counter type that goes on an opponents creature and cares about how many of those counters there are. Interesting. However it also seems really parasitic.

Tzefick- To be honest, you cant have something saying "ignoring all restrictions" like some cards let you change the properties of a card so it can block properly but still. Eithwr way, I like the ideas behind it.

My choices:

4th- Boza: it seems like an interesting idea... but it could get really complicated and annoying to play with or against.

3rd: Tzefick: Cool concept and in many ways it feels familiar. But at the same time its in a few ways plain and not really that good for game play.

2nd: TypicalTimmy: I like the idea, but there is some huge issues with the memory that stops it from being a great mechanic.

1st (the winner): Mj3913: Youre mechanic is as interesting as the others, but its also the one with the most functionality and the most likely to work well in gameplay. Nice job!

Also... Im kind of surprised no one thought of things outside of hunting animals.

January 30, 2020 2:17 p.m.

JANKYARD_DOG says... #26

Thanks! I am however at a loss for words right now... or 'word' rather. Also I recently had a go at it, so in the spirit of fair play I'd like to give the opportunity to next in line TypicalTimmy.

January 30, 2020 4:24 p.m.

ZendikariWol says... #27

Lavasteppe Bushwhacker

Creature- Human Barbarian

Affiliate to Goblins (sources you control count Lavasteppe Bushwhacker as a goblin in addition to its other types.)

Creatures you control that share a type with Lavasteppe Bushwhacker get +1/+0 and have haste.

2/2


It could be a useful element in a kind of unconventional tribal set. Idk what the set would look like, but it would be an interesting way to mess with the conventional color identity of certain tribes, to make playing tribal in draft quite a bit less on-rails without defaulting to the Changeling mechanic, and to provide some really solid constructed cards.


Bold Paragon

Creature- Human Noble

Affiliate to Peasants (sources you control count Bold Paragon as a peasant in addition to its other types.)

Creatures that share a type with Bold Paragon enter the battlefield with two +1/+1 counters on them.

1/1


Does the templating on this work?? I feel like it does, but the rules may disagree...

January 30, 2020 11:28 p.m.

Boza says... #28

dbpunk

Final thoughts and lessons learned on why should proofread your mechanics and explanation Show

I will post with the Affiliate keyword soon.

January 31, 2020 3:53 a.m.

Boza says... #29

Go big or go home Affiliate mechanic Show

Affiliate cards Show

January 31, 2020 6:50 a.m.

ZendikariWol says... #30

Also, with cards like Bold Paragon, it lets you have cards that care about a certain tribe without entirely being part of them. I think Bold Paragon's playtest name is Harvey Dent.

January 31, 2020 10:35 a.m.

ZendikariWol says... #31

Boza, I.. have some gripes. It's a flavorful and cool mechanic, but it's just. So. Broken. It feels like Design was like "this is really cool," passed it off to development, and development just burst into tears on the spot.

1) It's a wincon that can't be countered.

2) Board complexity. The number of creatures you need to win the game changes constantly, which is annoying to keep track of on its own, but the number of tokens you get scales too?? Your opponent constantly has to count cards on your side of the board, and it just totally flies in the face of new world order. I cannot stress enough how annoying this mechanic would be to track.

3) These tokens are easy to make and artifacts are hard to get rid of- especially for certain colors. This really hoses blue (especially because it CAN'T BE COUNTERED- seriously, I can not get over that) and black, and white and green would find it quite difficult to deal with as well (Naturalize costs two mana and a card and using it to get rid of a token you have seven of feels baaaad). Red has artifact wipes so they're better, but still, those board wiped are costly.

4) it encourages players not to use a resource they have, and that's not fun. It's making the player not do something they tend to wanna do.

5) WotC tries to stay away from "I win the game on the spot" cards. They failed recently and notably with Thassa's Oracle, but they have made it clear that their policy is trying to keep it to the upkeep.

6) An alternate win condition with the as-fan of a mechanic is ludicrous. If there are enough cards to make it work as a wincon then it's already broken (two words: Heartless Summoning).

7) if the players, instead of using this as an "I win the game" tool, use it to ramp, this not only gives a big middle finger to the color pie (reminiscent of Phyrexian mana), but also provides a TON of ramp. It's like if someone took a look at every mistake that Eldrazi Spawn subverted and was like "hey fam, what if we make all those?" If you want me to dig into that comparison more, I'd be glad to.

January 31, 2020 11:58 a.m.

Boza says... #32

It is a go big or go home mechanic, after all.

Making a concise response Show

In essence, I like to be as bold as possible with my mechanics. Pushing the envelope does not work always and I should be a bit more based in my designs, but hey. This is a mechanic for specific demographic of Magic players, which does not start with the letter J or S.

I found this a very hard word to design for. It is evident from the rough design, but I stand by it. I had two other fully fleshed designs that I scrapped prior to this.

I am also not admitting this mechanic was an excuse to make another Gwafa Hazid, Profiteer card.

January 31, 2020 12:27 p.m. Edited.

ZendikariWol says... #33

Well, Boza... if you understand the issues with your mechanic and choose to do your best to make it work anyway, that’s respectable. Good on you.

January 31, 2020 1:21 p.m.

dbpunk says... #34

Affiliate - As this permanent enters the battlefield, name a permanent. Those cards are affiliated.

Examples:

Death Striker (Common)

Creature - Snake

Affiliate

As long as ~ is affiliated with a creature, it gets +1/+1 and deathtouch.

1/1

Soldier of Vanaheim (Uncommon)

Creature - Human Soldier

Affiliate

Whenever a permanent ~ is affiliated with is tapped, you gain 2 life.

2/4

Hardened Soul (rare)

Enchantment

Affiliate

Whenever a a player casts a spell that shares a color with the affiliated permanent, return a permanent from your graveyard to your hand.

Sonia, Archangel Queen (mythic rare)

Legendary Creature - Angel Noble

Flying, Haste

Affiliate

Whenever a permanent with converted mana cost less than a permanent affiliated with ~ gets dealt damage, exile it.

4/6

January 31, 2020 9:16 p.m.

Woiteck says... #35

Hello after some time off, everyone!

I thought of a rare enchantment cycle for a multiplayer game, where you give up the ability to interact with one opponent to gain profit from their various actions. I wasn’t however able to come up with the black one as it seems the most difficult to design. Nevertheless, I think you’ll get the idea. If anyone feels up to it, they can finish the cycle.

Affiliate: When ~ enters the battlefield, choose an opponent. Creatures you control can’t attack the chosen opponent. The chosen opponent and non-planeswalker permanents they control can’t be the target of spells and abilities you control.
Live Together

Enchantment - Rare

Affiliate

Whenever the chosen opponent plays a land card, you may search your library for a basic land card, reveal it and put it in your hand. If you do, shuffle your library.

_

Think Together

Enchantment - Rare

Affiliate

Whenever the chosen opponent draws a card, you may draw a card.

_

Act Together

Enchantment - Rare

Affiliate

Whenever the chosen opponent casts a sorcery or instant spell, you may copy it. You may choose new targets for the copy.

_

Stand Together

Enchantment - Rare

Affiliate

Whenever a nontoken creature enters the battlefield under the chosen opponent’s control, you may create a token that’s a copy of it.

February 1, 2020 10:57 a.m.

JANKYARD_DOG says... #36

TypicalTimmy all yours. Been trying to come up with an example of my own but time hasn't exactly been on my side lately.

February 1, 2020 6:19 p.m.

Tzefick says... #37

Allow me to suggest a revision dbpunk, to not be an alternative but weaker Soulbond, and instead makes it a network kinda mechanic that keeps spreading its influence:

Affiliate (When ~ enters the battlefield, put an affiliate counter on up to one other target permanent you control.) - it could place an affiliate counter on itself too.

changes to the suggested cards Show

It changes the power of the mechanic and makes it more synergistic with itself to ever increasing value. The mechanic you suggest is very reminiscent of Soulbond, which was a liked mechanic. It did have issues with memory of who is paired with who though. With Soulbond people usually placed the paired creatures beside each other. With Affiliate, you can pair across permanent supertypes - with creatures affiliating with lands or planeswalkers or whatever. It makes it less practical to place such permanents side by side.

Placing a counter to show affiliate and have that work with any permanent or spell who cares about affiliate, makes it easier to know who's affected and what you can expect from it. It does however make the mechanic way more powerful than the suggested reskinned version of Soulbond, as any previous affiliated permanent may become relevant to a future card that cares about affiliate. That's not a bad thing in my eyes though.


By the way, "Affiliate - As this permanent enters the battlefield, name a permanent. Those cards are affiliated." - this makes you able to name any permanent card in Magic's history, not necessarily a permanent on the board. It also makes it able to affiliate with itself, by choosing its own name. I do think you wanted to make it function basically like Soulbond, if I'm not entirely mistaken, so that's what I went with in the revised version.

Feedback on Boza's suggestion Show

February 1, 2020 9:03 p.m.

Tzefick says... #38

Feedback on Woiteck's suggestion Show

February 1, 2020 9:41 p.m.

Boza says... #39

Paging Dr TypicalTimmy! Come to the Ability Challenge room, stat! The thread is in the custom cards forum - I use the most active list to find, which is, thanks to all the wonderful participants near the top. I think I can petition for a sticky.

February 7, 2020 7:58 a.m.

ZendikariWol says... #40

All righty, folks. I underestimated the difficulty of coming up with really fun, open-ended words.

What I ended up falling on is "combine." I'm really interested to see what you guys cook up. I have... no idea, this might be a hard one... idrk!

February 7, 2020 2:29 p.m.

dbpunk says... #41

I have a more unset mechanic for this, although its actually good:

Combo - For each token type you control, ___.

This basically activates based on different tokens, such as getting a larger effect for having both a zombie token and a demon token rather than just two demon tokens.

For example:

Burger Combo #9 (common)

Sorcery

Combo - Gain X life, where X is the number of different types of tokens you control.

Do You Want Fries With That? (Uncommon)

Instant

Combo - Target creature gets -X/-X until end of turn, where X is the number of different types of tokens you control.

Gyro Bob, King of Gyros (Rare)

Legendary Creature - Human Frycook

~ has all abilities of all creatures you control, including keyworded abilities.

Combo - ~ gets +1/+1 for each type of token among permanents you control.

0/0

Return to Taco Hell (Mythic)

Sorcery

Combo - Put all creatures power X or less from graveyards to the battlefield under your control, then each opponent sacrifices a creature for each type of token you control.

February 8, 2020 6:16 p.m.

Boza says... #42

Combo mechanic Show

Combo cards Show

February 10, 2020 8:52 a.m.

Tzefick says... #43

I find I have a hard time coming up with suggestions for the last couple of keywords. It seems like we've run into a few keywords that are simply harder to craft a mechanic around, first with affiliate and now with combine. Not that that's an issue, it is after all a challenge thread.

Combine would for me lend itself too much toward meld and that type of mechanic. To combine is to put two elements together to make something different, often better than their individual selves. As such it could also lend itself to Soulbond and that type of mechanic.

A slightly different take, that will also be my suggestion, is a combination of magic before either of the previous mechanics would take effect.

Combine X (As an additional cost to cast ~, you may discard an X card from your hand. If you do, ~ enters the battlefield transformed.)

Examples: Combine Instant (As an additional cost to cast ~, you may discard an instant card from your hand. If you do, ~ enters the battlefield transformed.)

Combine Nonland (As an additional cost to cast ~, you may discard a nonland card from your hand. If you do, ~ enters the battlefield transformed.)

The basic principle is that you combine the energies from a certain type of magics to enhance the original spell.

The mechanic is mainly found on creatures, but can possibly be found on other card types, as the mechanic is largely flexible. I'll not place it in a specific color either.

Joral Conjurer

Creature - Human Wizard (uncommon)

Flash

Combine Instant (As an additional cost to cast ~, you may discard an Instant card from your hand. If you do, ~ enters the battlefield transformed.)

2/3

//

Joral Trickmage

Creature - Human Wizard

When ~ enters the battlefield, counter target spell.

2/3


Riz Flamecaller

Creature - Human Shaman (Common)

Combine Instant/Sorcery (As an additional cost to cast ~, you may discard an Instant or Sorcery card from your hand. If you do, ~ enters the battlefield transformed.)

When ~ enters the battlefield, create a 2/1 red Elemental creature token.

1/1

//

Blazing Elemental

(red indicator) Creature - Elemental

Menace

3/2


Aspring Prince

Creature - Human Noble (rare)

Combine Land and Creature (As an additional cost to cast ~, you may discard a Land and a Creature card from your hand. If you do, ~ enters the battlefield transformed.)

First Strike

3/3

//

Thahan, King of Guhal

(white color indicator) Legendary Creature - Human Noble

First Strike

Other Nobles and Humans you control get +1/+1.

At the beginning of your upkeep, create a 1/1 white Human Noble.

4/4


Devoted Celebrant

Creature - Human Cleric (Common)

Lifelink

Combine Aura (As an additional cost to cast ~, you may discard an Aura card from your hand. If you do, ~ enters the battlefield transformed.)

2/1

//

Harmonic Priest

(white color indicator) Enchantment Creature - Human Cleric

Lifelink

Whenever you gain your third life each turn, draw a card.

2/3


Insatiable Hunger

Instant (Uncommon)

Combine Creature (As an additional cost to cast ~, you may discard a Creature card from your hand.)

Destroy target creature. If you combined ~, instead destroy two target creatures.


The mechanic is a bit tricky to balance, as discarding is not a similarly gated cost as a mana cost. Some decks/colors have no issue drawing and discarding cards, while others are more reluctant to squander their few cards away. As such it's a balancing act between giving enough incentive while neither providing too much free stuff for something that is not gated behind mana (and usually turn number).

There's also the inherent drawback there is with auras, that you risk being 2-for-1. However I figure the cost being just to discard the card, and not also being behind on mana, makes it a much less problematic scenario, at least tempo-wise. The pay-off is also frontloaded, granting you the (often) better version of the card right away.

I tried with the Shaman to make a scenario where your decision on using combine would be choice between two different pathways, and not just an upgrade when using combine. I think these types of cards are the more interesting to evaluate.

The mechanic also has a supplementary strength, when you can turn otherwise largely dead cards into fuel for mediocre cards. Say you run Glare of Heresy Mainboard and you run against a non-white opponent. If you had a card with Combine Instant or Nonland, you could ditch the useless card to improve the Combine-card. That's certainly a flexible strength in deck building. Furthermore making it more complicated to balance the strength of the cards between colors - based on what format/environment they are printed in.

I think the mechanic has a lot of leeway to both be used for a Standard and especially for a Modern or Commander focused product.

February 10, 2020 11:51 a.m.

Tzefick says... #44

Feedback on other suggestions:

TypicalTimmy I'm fairly certain WotC officially axed the use of non +1/+1 counters. You could still get that effect by having you exile the creature and the combined on creature get +X/+Y, like it's said on The Mimeoplasm.

dbpunk Wouldn't it be cleaner to have the effect; Where X is equal to the number of different creature types among tokens you control. Specifies it as creature types, instead of perhaps supertypes like creature/artifact. Also it removes counting Gold, Food, Clue, Treasure and similar artifact tokens.

Boza Instead of using a term "Reset", just have those effects remove the Combo counter. Simple and clean.

February 10, 2020 2:08 p.m.

Tzefick says... #45

Eh... Phyrexian Ingester was the card I wanted, not Mimeoplasm.

February 10, 2020 2:10 p.m.

Boza says... #46

Tzefick, while simplifying the card that way is probably the right way, it does not invoke the fighting game terminology without the term "reset", as in those types of games combos and resets are cornerstones of gameplay.

February 11, 2020 3:54 a.m.

Tzefick says... #47

Boza But then you need to specify what reset means in the world of MtG and so a newcomer can understand it, with reference to the rules. Putting Reset as part of the rules, is a rather big step for implementing a new mechanic. It would need to have a lot of follow-up use for it to be cemented as a term defined by the rules and not on the card.

February 11, 2020 4:07 a.m.

Boza says... #48

Tzefick, that is why it is worded like this: "Reset (Remove all counters from a permanent)" This is the Vampire Hexmage as an ability and given that is a legacy playable card, the applications of having this on something with added utility is great.

February 11, 2020 4:30 a.m.

JANKYARD_DOG says... #49

Combine in this instance will be like Fuse on a split card with one exception. When you Combine the spell you combine the costs and transform it. This allows for a few different strategies to be played in early game (first half, low cost), mid game (second half, mid cost), or late game (combined).

The only downside I think is if you want both creatures separately you'd have to have multiple cards which isn't ideal in singleton formats. Were this to appear in a set I think a marker would be included in packs in the token slot so there's less confusion about which side was cast.

Combine (You may cast one or both halves of this card from your hand. If both, flip this card.)

Examples will be fewer this go around because it's basically three cards per card created. Sorry for the not so inventive names, but simplicity helps the number of words and space req's.

Legend: First Half: FH, Second Half: SH, Flip Side: FLS

FH: Innocent Child

Creature - Human

Lifelink

1/1


SH: Vampiric Bat

Creature - Vampire Bat

Flying

When ~ enters the battlefield target player loses 2 life and you gain 2 life

3/3

Combine (You may cast one or both halves of this card from your hand. If both, flip this card.)


FLS: Vampiric Child ( identity)

Creature - Vampire

Flying, Lifelink

When ~ enters the battlefield target player loses 3 life and you gain 3 life.

4/4

FH: Fervent Storm Mage

Creature - Human Wizard

Haste

Prowess

1/1


SH: Shrouded Drake

Creature - Drake

Flying

Prowess

Whenever you cast an instant or sorcery spell target creature cannot be blocked this turn.

2/2

Combine (You may cast one or both halves of this card from your hand. If both, flip this card.)


FLS: Rider of the Storm ( identity)

Creature - Human Wizard

Flying, Haste

Prowess

Whenever ~ enters the battlefield or you cast an instant or sorcery spell target creature cannot be blocked this turn.

3/3

FH: Elven Beastcaller

Creature - Elf Shaman

Haste

: add or

1/1


SH: Wild Boar

Creature - Boar

Trample

When ~ enters the battlefield you may have it Fight a creature you don't control.

5/4

Combine (You may cast one or both halves of this card from your hand. If both, flip this card.)


FLS: Tempted Wurm ( identity)

Creature - Wurm

Trample, Haste

When ~ enters the battlefield you may have it fight a creature you don't control. If another creature dies as a result, ~ gets +3/+0 until end of turn.

6/5

FH: Fallen Knight

Creature - Zombie

Deathtouch

: ~ becomes Indestructible until end of turn.

If a creature blocking nor blocked by ~ dies, return it to the battlefield tapped under your control. It is a black zombie in addition to its other types.

2/2


SH: Wild Steed

Creature - Horse

Trample

When ~ attacks another attacking creature gains trample until end of turn.

3/3 Combine (You may cast one or both halves of this card from your hand. If both, flip this card.)


FLS: Fallen Knight( identity)

Creature - Zombie Knight

Deathtouch, Trample

: ~ gains Indestructible until end of turn.

Whenever ~ deals combat damage to a player return a creature from a graveyard to the battlefield.

4/4

February 11, 2020 1 p.m.

JANKYARD_DOG says... #50

My proof reading sucks apparently, corrections below... Totally forgot about Meld until reading your comment TypicalTimmy, but now I can see it does seem like a cleaner version instead of having 2 half hard separate.

(Uncommon) the drake should read 'non creature spell' because it is linked to the prowess benefit. I just forgot it was not limited to instants and sorceries for some reason.

(Rare) more of a hindsight correction... all the cards just add P/T of both sides together, and I'm feeling the flip side should be a touch bigger being mean and green and rare...

(Mythic) first half should be named Fallen Rider - Zombie Soldier because a knight is not a knight without his trusty steed. XD

February 14, 2020 10:34 p.m.

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