Community - A new card type for EDH

Custom Cards forum

Posted on Dec. 7, 2019, 12:03 p.m. by TypicalTimmy

Here's a new card type: Community.

A Community is a permanent that allows any player to pay into it, and another player gains benefit out of it. It's a group hug card. The idea here is that with each time a player pays into it, the Community gets a counter and "remembers" these benevolent acts and deeds. Then, once the Community has enough counters, players may then target themselves to reap the benefits and rewards.

So the more you pay into it and the more you help your opponent, the sooner you may start taking advantage of the Community. It's cynical in nature, but also beautiful for politics.

Here are a few examples; Oh, and by the way:

Communities NEVER harm!! - This means Communities are never red or black.

Antiquated Offering


: Target opponent draws a card. Put a Community Counter on Antiquated Offering. Any player may activate this ability.

When Antiquated Offering has 10 or more Community Counters on it, change the text from "opponent" to "player".

Farmer's Market


: Target opponent gains 2 life. Put a Community Counter on Farmer's Market. Any player may activate this ability.

When Antiquated Offering has 10 or more Community Counters on it, change the text from "opponent" to "player".

Appreciation for the Arts


: Target opponent creates a 1/1 colorless Servo artifact creature token. Put a Community Counter on Appreciation for the Arts. Any player may activate this ability.

When Antiquated Offering has 10 or more Community Counters on it, change the text from "opponent" to "player".

Benevolent Leadership

Legendary Community

: Target opponent may put a land from their hand onto the battlefield. If they do not, they may put an artifact, enchantment or creature with converted mana cost 3 or less onto the battlefield instead. Otherwise, they instead draw two cards.

When Benevolent Leadership has 10 or more Community Counters on it, change the text from "opponent" to "player".

So yeah. :) New card type.

Community Rules: Communities can not be or and must never harm. This means no returning permanents to hands, exiling permanents, destroying permanents, etc. These cards are all about giving to each other and helping everyone out. Once enough players have paid into the Community, everyone benefits by the text changing so that they may now target themselves.

Funkydiscogod says... #2

These are not functionally different from Enchantments.

December 7, 2019 12:05 p.m.

Suns_Champion says... #3

I see no reason why these couldn’t just be enchantments. No need to create a new card type for a new mechanic.

It’s a cool design, especially how they change after 10 counters.

I think in practice, no one would activate such cards besides rare archenemy occasions or group hug decks. And maybe I can see combo decks using them to draw people out, lol.

I think a problem is how much mana goes into them. Maybe cut the mana cost, limit it to 1 activation per turn?

December 7, 2019 3:54 p.m. Edited.

greyninja says... #4

First off super cool idea overall

But yea I dont see myself spending nine mana to let my opponent draw two cards. Or 30 mana to then start enjoying it myself.

If it could be utilized in 2HG or horde magic to help your partners in some way that would be cool. Could read "another player" instead of "opponent"

With some tweaking itll be solid

December 7, 2019 5:56 p.m.

Tzefick says... #5

As Funky said; there's no reason for these to be something different from enchantments - except to make it impossible to interact with (like an emblem - but then you might as well use that). I feel like it's misguided to exclude red solely because red has damage and a lot of violent tendencies within their color pie ( as does white ), but red is also the color of passion and emotion, something that can be a motivator to give to a community. Black's identity is more of self-ambition and I get why they are not part of such a mechanic. Also Kynaios and Tiro of Meletis 's colors.

As Sun says, no one will activate these Communities in normal EDH situations, both due to cost and due to lack of pay-off. It takes way too much mana and benefit for opponents before you can start reaping benefits yourself. Look at a card like Pendant of Prosperity . It's owner pays the up-front cost of casting the artifact and the selected opponent pays for the benefit for both players. It's in a whopping 500 decks out of 230.000 decks on EDHREC (and I guess a lot of these are the Commander precon decklists it came in) and generally people don't activate the artifact when given. It costs the owner 3 mana and a card, and the recipient doesn't have or want to spend resources on it unless they're struggling for whatever it can give.

As for possible improvements to the viability of the activations you could try something like this;

": Put a Community counter on ~ and choose target opponent. That opponent may pay . If they do, you both draw a card. If they don't, you Scry 1. Any player may activate this ability.

: You draw a card. Can only be activated if ~ has 10 or more Community counters on it. Any player may activate this ability."

This invites a "I help you, you help me" kind of deal - something akin to Diviner Spirit . The payment is split so it's more reminiscent of Joined Forces , where you each have to pitch in to get higher rewards. The payment is heavier on the activator as that player is likely the one gaining the most out of the transaction and thus have to put in more effort. It also reminds me a bit of the Offering cards . As a softener, if the opponent doesn't accept the deal, you still get a small bonus in the same alley as the original effect.

When the community is well founded and you only want to help yourself, the payment is also solely yours - which makes both abilities have a place in the game after the community is founded. If the board needs an answer to a threat, you may split costs to dig for an answer.

I changed the self-activation to "you draw" to avoid it becoming a win-condition with infinite colorless mana. It could also just be "Target player may draw a card." if you really want the group hug possibility.

Payment, rewards and Community threshold can all be subjective to the individual community card. Another card could perhaps be:

": Choose target opponent. That opponent may tap an untapped creature they control. If they do, put a Community counter on ~ and that player gains 3 life. Any player may activate this ability

Tap a creature you control: Target player gains 2 life. Can only be activated if ~ has 8 or more Community counters on it. Any player may activate this ability."

In this scenario the activator pays nothing but they allow the targeted opponent to trade an untapped creature for life while the activator gains nothing for themselves - except the Community counter, which first comes if the deal is accepted, in contrast to the first example that had a payment for the activator.

Once the community is founded, any creature may tap to give any player a slightly smaller amount of life. So the agreement through the community is still more advantageous. Political agreements still have a benefit over selfish desires.

Community threshold could be different from 10, unless the desire is to specifically make it a uniform characteristic.

I think such a design has a better chance at being viable as a group hug mechanic, as both players have to pay or come to an agreement that can benefit both, instead of only one player toiling to establish the community.

December 7, 2019 6:22 p.m.

Drakorya says... #6

I think the danger with these as they are now is you could get 1 or 2 players doing all the work to put the community counters on it, then the rest of the players reap the rewards without helping at all.

What if the community counters were placed on the player instead? Kind of like experience counters? Then the last paragraph of card text could read: "If a player has 10 or more community counters, they may change the text of CARDNAME by replacing all instances of "opponent" with "player"."

December 8, 2019 5:47 p.m.

enpc says... #7

Rather than having one ability with some sort of if then else set up, why not just break it into two abilities? Then you can have one ability which helps an opponent and puts counters on the enchantment/player/however you want to gear it and one ability which you can only use once the conidition has been met. It also means you can have the cost change between abilities/the reward get better once you've helped out.

December 8, 2019 10:11 p.m.

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