Designer's Workshop 2
Card Design
squire1
19 March 2013
5691 views
19 March 2013
5691 views
Last time we spent some valuable time both getting dream ideas out of our system and getting the creative juices flowing. Now we are ready to embark on a more pointed and difficult task. You are going to design your own mechanic.
There is a lot to focus on here. Lets' take a look at some of these things.
- Interactions - As many designers will tell you, Magic is about interactions. Questions we must consider are:
- How do cards interact with each other in a set/block/format?
- How do cards interact with cards outside of that set/block/format?
- What are the negative (parasitic) interactions possible between cards based on the mechanic?
- What are the positive (synergistic) interactions possible between cards based on the mechanic?
- What kind of support from other cards will be needed?
- What kinds of interactions does the mechanic force players to engage in?
- Are the interactions fun?
- Does the mechanic promote more or less interaction?
- Rarity - Again, as we have heard many times from WOTC, if a theme is in a set, then you should be able to tell at any rarity. This does undo some old mechanics like EPIC. Which was not really a theme, more just a cycle. So if a mechanic you design is a true theme or mechanic for a set, then it should be felt at every rarity. This means that in designing mechanics, we must be careful to not make the base mechanic too powerful or it will not work as a common or uncommon.
- Complexity - There are a couple of considerations when it comes to the complexity of a mechanic
- Is the mechanic intuitive?
- Is the text that is required for the reminder text to confusing to read?
- Is the text plus reminder text too long requiring less flavor text and other abilities?
- Do the inherent interactions make sense to most players easily?
- Will people know how to build with/around the mechanic without have to understand multiple other complex interactions?
- Design Space - Does the mechanic you made have anywhere to go? I know that people loved Kamigawa because half the set was broken, but that set was poorly designed, in that much of the design had no place left to go. Epic and Offering were really closed mechanics. Now Ninjutsu had potential. When a mechanic is made, we should strive to leave our fellow designed room to play, allowing for cards that we never even thought of.
- Keyword or Not - Do not think that because most mechanics are keywords that all of them are. Phyrexian Mana, Hybrid Mana, mill, Gates, etc. are all mechanics without keywords and in some cases even merit reminder text. Think about whether or not a keyword is needed. It may not be. Or you may create a keyword that is from an existing mechanic.
These and much more are all considerations that must be taken into account when designing a mechanic.
Design assignment
Since I have talked a bit about mechanics (and I stated it earlier) I think you might realize the assignment has something to do with designing one. It is a bit more complex than that. Here are the details:
- Design a Mechanic - This is the easy part. You can create any mechanic you wish. I advise you think about the things I wrote about above; that said, WOTC has yet to offer me the job title "King of Design", so you could just ignore everything I said and be just fine. Basically create a mechanic with any reminder text or rulings that would be needed. Don't put an explanation that is too long. If it needs that much explaining it probably has issues.
- Design a rare - The rare you design should represent the mechanic you have made to its fullest. The card must have the mechanic on it. This card should be the wow. This should get people excited about getting to play with your mechanic. Don't show us how smart you are making a combo card that 0.01% of players understand. Make the foil promo that will be the mainstream flagship of your mechanic.
- Design an uncommon - The uncommon must also actually have the mechanic. It must be appropriate for the rarity. It should also consider not only having the mechanic, but have some kind of flavor that fits with the mechanic.
- Design a common - The common must also actually have the mechanic.Commons should be easy to understand for ALL players. These should be simple and very playable cards that players could have many of in limited formats.
- Design a support card - A support card is a card that has true synergy with a mechanic. You can design a support card of any rarity. It must not have the mechanic on it at all. it should interact with the mechanic fluidly and intuitively.
Once you have designed your cards, you may submit them as you did last time. Put them in thread or email to [email protected]. Please only put brief explanations. The cards should speak for themselves in flavor and function.
I will select a few groups of cards to discuss in the followup. I will do so likely on Saturday. And with that ladies and gents, happy designing!
Wisdom's undoing
R/U
Instant
Exile target instant or sorcery spell. It gains Chaos 0. That card's owner may cast it for its chaos cost until end of turn.
Chaos = You may cast this spell for its chaos cost. When this spell is cast for its chaos cost, instead of choosing its target(s), choose its target(s) at random.
March 19, 2013 3:52 p.m.
MindAblaze says... #3
My Mechanic is Rebirth - You may cast this card from your graveyard by sacrificing a creature in addition to paying it's mana cost.
Auntie's Shadow 1BR
Creature - Goblin Spirit R
Deathtouch, Haste
When Auntie's Shadow deals damage to a player, put a 1/1 red and black goblin creature token onto the battlefield tapped.
T: ~ deals 1 damage to target player.
Rebirth.
"Don't worry, Auntie will always be with you"
1/1
Warren Raiders 2RR
Creature - Goblin Berserker U
R, Sacrifice ~: Destroy target artifact.
Rebirth
2/2
Slavering Wretch RB
Creature - Zombie Berserker C
~ enters the battlefield tapped.
Rebirth
2/2
Ritualistic Suicide BBRR
Sorcery M
Each creature deals damage to itself equal to it's toughness. Each player loses 1 life for each creature they control put into a graveyard this way. For each life lost this way, put a 1/1 red and black goblin creature token onto the battlefield under your control.
March 19, 2013 5:06 p.m.
MindAblaze says... #4
So...Wisdom's Undoing effectively Dissipates the spell, then lets you cast it for free at a random target? Cool!
It needs "...may cast it for it's chaos cost from exile until end of turn" added in so you can cast it again though.
March 19, 2013 5:16 p.m.
@Goody - I really wanted to make it rare because it limits the power out of the ridiculous category. But I never said a planes walker couldn't be at a rarity of lower than mythic.
March 19, 2013 5:20 p.m.
An old, mostly white mechanic I designed was battle trained which reads as such.
Battle Trained (whenever this creature attacks or blocks it gets +1/+1 for each other attacking or blocking creature you control).
Examples:
Squad Lead 3WW
Creature - Human Soldier
Battle Trained, Vigilance
Other Soldiers you control gain Battle Trained and Vigilance
When Squad Leader comes into play put 3 1/1 white soldier tokens into play under your control.
2/2
Reckless Rookie 1R
Creature - Human Soldier (uncommon)
Battle Trained, Haste, Trample
Reckless Rookie cannot block.
0/1
Honored Vet 1W
Creature - Human Soldier (common)
Battle Trained
When Honored Vet dies you gain life equal to its power.
This simple mechanic interacts with just about any combat trick but ones that create more creatures work the best for instance
Mirage Army :1: :r: :r:
Instant (rare)
Put a token copy of each creature you control onto the battlefield under your control. Tokens created this way are illusions in addition to their other types and gain "haste".
During the next end step sacrifice each token created this way.
March 19, 2013 5:40 p.m.
Edit: Honored Vet should be 2/1 and tapped out needs an edit button.
March 19, 2013 5:45 p.m.
shadowdart says... #8
My Mechanic- Bloodied
"A player is bloodied when they receive dmg this turn"
A mechanic I first thought up as a mechanic called first blood where the first player to deal dmg gained more Omph in their spell or abilities for the entire game. However, it is pretty over powered in mirror matchs so I went with a similar idea but for each turn and allows the person on the draw to get omph out of their spells as well in the mirror.
Rare
Frenzy Airstriker 3WR
Human Soldier
Flying
If you opponent is bloodied, Frenzy Airstriker gains double strike.
3/3
Common
Feed the flames R
Deal 2 dmg to target creature or player. If a player is bloodied, Feed the flames deals 3 dmg instead,
Support card
Bouncing Bolt 1R
Enchantment
Bouncing Bolt deal one dmg to target player or planeswalker at the beginning of your upkeep
March 19, 2013 5:45 p.m.
GangstaGeek says... #9
2W
Memory Stagnation
Enchantment - Aura
Target non-land permanent gains ignorance)
(Target looses all abilities and cannot attack or block)
March 19, 2013 5:52 p.m.
Linger (you may pay an additional (cost) when you cast this spell. If you do, this spell remains in effect until the end of your next turn and "end of turn" is replaced with "end of your next turn")
Vampiric Thirst 1R (Uncommon)
Sorcery
Whenever a creature you control deals combat damage to a player, you may put a +1/+1 counter on that creature.
Linger 2R
Return to Flesh 3B (Rare)
Sorcery
Return target creature card from your graveyard to play. Sacrifice it at end of turn.
Linger 1W
Zephyr's Gift U (Common)
Instant
Target creature gains flying until end of turn.
Linger U
Extravagant Growth 1GG (Mythic)
You may play an additional land this turn.
Linger GG
Nature's Prodigy 2G (Uncommon)
Creature - Wizard
Defender
Whenever you cast an instant or a sorcery, you may add (1) of any color to your mana pool. If you do, tap ~.
1/3
March 19, 2013 5:55 p.m.
Thanks for the tip jminute14. Just to be clear it isn't you who gets to cast it, it's the owner, not that it makes too much of a difference.
Wisdom's undoing v2.
R/U
Instant (Rare)
Exile target instant or sorcery spell. It gains Chaos 0. That card's owner may cast it for its chaos cost until end of turn.
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Coincidence
2U
sorcery (common)
Draw two cards
Chaos U
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Meteor strike
XXR
Sorcery (uncommon)
~ deals X times 2 damage to target player
Chaos XR
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Time Rip
3UR
Sorcery (rare)
Target player takes an extra turn after this one
Chaos UR
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Unexpected Betrayal
3R
Instant (common)
Target player gains control of target creature until end of turn
Chaos R
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Mage's Technicality
1UU (uncommon)
Counter target spell
Chaos UU (could be changed to UR to keep it from being too powerful)
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My keyword is still the following:
Chaos = You may cast this spell for its chaos cost. When this spell is cast for its chaos cost, instead of choosing its target(s), choose its target(s) at random.
March 19, 2013 5:59 p.m.
forgot to alter wisdom's undoing. facepalm
Wisdom's undoing v2.
R/U
Instant (Rare)
Exile target instant or sorcery spell. It gains Chaos 0. That card's owner may cast it from exile for its chaos cost until end of turn.
March 19, 2013 6:04 p.m.
My Mechanic - Unite
Unite: Whenever a creature with Unite deals combat damage, you may search your library for a creature that shares a creature type and converted mana cost with the card and put it onto the battlefield. Shuffle your library.
Rarity: UncommonCost: GName: Elvish ConvokerType: Elf DruidAbility: Unite Whenever another elf creature enters the battlefield, you may untap Elvish Convoker.P/T: 1/1
Rarity: RareCost: WWName: Banner CarrierType: Human SoldierAbility: Unite Other Soldier creatures you control get +1/+1P/T: 1/2
Rarity: RareCost: RName: Goblin FomenterType: GoblinAbility: Haste UniteP/T: 1/1
Rarity: Mythic RareCost: 1BBName: Merfolk TideshifterType: Legendary - Merfolk WizardAbility: Flash Unite Whenever Merfolk Tideshifter enters the battlefield, tap target creature an opponent
controls.P/T: 1/2
March 19, 2013 6:22 p.m.
Well I failed at formatting that one, but I hope all you tribal players will like that mechanic O_o
March 19, 2013 6:25 p.m.
Biosphere is a mechanic that grants a bonus if a card is used in its natural environment. The Problem is that it is not very interactive. If you look at the cards in a vacuum. I would love to design a set full of landbased shenanigans and land destruction around mechanics like this. But from what i gathered LD is something we won't be seeing again anytime soon. Why did i do this? Basically i wasn't around from Mirrodin/Ravnica until well after Zendikar, so i missed the land set and i think lands should be more cards that make mana. Also i like mono color decks.
Treetop Archer G
Creature - Elf Scout Common
Biosphere 1 (As long as you control more than 1 forest, Treetop Archer gets +1/+0 and has reach.)
1/1
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Swarm Shepperd 1G
Creature - Elf Uncommon
When Swarm Shepperd enters the Battlefield, put 2 0/1 insect tokens into play.
Biosphere 2 (As long as you control more than 2 forests, Insects you Control get +1/+0)
1/1
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Lyloth, Leafscreen Shaman 2GG
Legendary Creature - Elf Shaman Rare
Biosphere 3 (As long as you control more than 3 forests, Elves you control have hexproof.)
G,T: Target creature spell is uncounterable.
2/2
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Reap what you sow G
Enchantment Common
Enchant Land
Enchanted Land is a forest.
Whenever enchanted Land is tapped, its controller adds G to his or her manapool.
March 19, 2013 6:42 p.m.
Wayfarer (Ability Word)- If you control at least X lands (of a certain type), EFFECT.
Aspen Ursine 1G
Creature- Bear (Common)
Wayfarer- As long as you control at least 3 Forests, Aspen Ursine gets +2/+2.
2/2
Magmancer 2RR
Creature- Goblin Shaman (Uncommon)
First Strike
Wayfarer- As long as you control at least 5 Mountains, Magmancer gains "Sacrifice a land: Destroy target artifact or nonbasic land".
3/1
Baron of the Bleeding Moors BBB
Creature- Zombie Wizard (Rare)
First Strike, Deathtouch
Wayfarer- As long as you control at least 1 Mountain and 1 Island, creatures you control have "Whenever this creature deals combat damage to a player, gain control of target creature that player controls".
2/2
Sludge Geyser UB
Enchantment (Uncommon)
Lands you control are Islands and Swamps in addition to their other types.
March 19, 2013 7:09 p.m.
Haha, wow, the most ironic Sarnath ever, much? Nice mechanic, Lotex.
March 19, 2013 7:10 p.m.
Blakkhand, coincidence needs to say "target player draws two cards", otherwise there is no "target" to replace when you cast it for the chaos cost.
March 19, 2013 7:30 p.m.
Cobthecobbler says... #21
From Ashes (When this creature dies, add mana to your mana pool equal to the mana cost of this card.)
Plume Phoenix 3RR
Creature -- Phoenix Rare
When this creature enters the battlefield, you may sacrifice a creature and then pay XR. If you do, this card enters the battlefield with X +1/+1 counters.
From Ashes (When this creature dies, add mana to your mana pool equal to the mana cost of this card.)
1/2
Rise Again 3BRR
Instant Uncommon
Return to play target creature from your graveyard that died this turn to play under your control.
Necromancy 4BBB
Enchantment Rare
2BB: Return target creature from your graveyard to play under your control. It gains haste. Sacrifice it at the end of the turn.
Sanguine Bird 2R
Creature - Phoenix uncommon
From Ashes (When this creature dies, add mana to your mana pool equal to the mana cost of this card.)
0/1
Nitemare R
Creature - Zombie Steed Common
From Ashes
1/1
March 19, 2013 7:34 p.m.
Please tell me if my mechanic is to wordy. Mechanic = Study For example-
Study x y (This creature has "Tap: put a study counter on this creature." Once this creature has y amount of study counters, this creature has "Tap: put a z/z x creature token onto the battlefield under your control.")
RARE-
Benevolent Archmage 3UU
2/3
Creature- Human Wizard
Haste
Study Air Elemental 1. (4/4 Flying)
UNCOMMON-
Tribal Shaman 3G
1/2
Creature- Elf Shaman
Study Beast 2. (3/3 Trample)
COMMON-
Ambitious Fireborn 1R
2/1
Creature- Viashino Wizard
Study Dragon 5 (5/5 Flying)
SUPPORT-
Library of Alex 3
Artifact- Uncommon
If a counter where placed on a creature you control, if it isn't a +1/+1 counter, double the total amount of counters placed.
March 19, 2013 7:40 p.m.
March 19, 2013 7:40 p.m.
Joshwarudd says... #24
Mine is Alliance.
Alliance [cost] (As an alternate cost to cast [card name] you may pay [cost] and tap a creature you control that shares a creature type with this card.)
RARE
Rare Alliance Dude - 1WW
Creature - Human Soldier
Alliance 1W
Double Strike, protection from black
2/2
UNCOMMON
Uncommon Alliance Dude - 3WW
Creature - Human Soldier
Alliance 3W
Vigilance
4/6
COMMON
Common Alliance Dude - WW
Creature - Human Knight
Alliance W
First Strike
2/2
SUPPORT
Mythic Support Enchantment - 2WWW
Enchantment
Creatures cards you own are Soldiers in addition to their other types and have Alliance WW.
March 19, 2013 8:23 p.m.
azumanga94 says... #25
My mechanic is one that I have been thinking about for a long time and deals with land. This is a plane that is based on lands but in a different way than Zendikar. The lands do a lot more than the lands in Zendikar and not all of them tap for mana but instead act as spells.
My common is actually a cycle for each basic land.
The mechanic itself is called "Land Flash" until I come up with something flashier (hahaha):
Land Flash (If you did not play a land on your last turn, you may reveal this card from your hand to your opponent during their turn and place this card on the battlefield untapped. You cannot Land Flash more than once in a turn.)
Enjoy! <3
P.S. I could not come up with names for the mountain, plains or forest.
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(Common) Invisible Island/~ Mountain/Stealthy Swamp/~ Plains/~ Forest
Land - [Basic Land Type]
Tap: Add [COLOR] to mana pool
Land Flash (If you did not play a land on your last turn, you may reveal this card from your hand to your opponent during their turn and place this card on the battlefield untapped. You cannot Land Flash more than once in a turn.)
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(Uncommon) Prison of the Eternal
Land
When ~ enters the battlefield exile target creature. At the end of the turn return it to the battlefield under it's owner's control.
Land Flash (If you did not play a land on your last turn, you may reveal this card from your hand to your opponent during their turn and place this card on the battlefield untapped. You cannot Land Flash more than once in a turn.)
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(Rare) Forgeries' Forge
Land
At the beginning of your upkeep, ~ becomes a copy of target land until end of turn.
~ comes into play as a copy of target land until end of turn.
Land Flash (If you did not play a land on your last turn, you may reveal this card from your hand to your opponent during their turn and place this card on the battlefield untapped. You cannot Land Flash more than once in a turn.)
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(Support/Rare) Land-Locked 2UW
Enchantment
Return a land you control to it's owner's hand: Target creature cannot attack or block this turn.
March 19, 2013 8:26 p.m.
azumanga94 says... #26
By the way you cannot Land Flash if you did not have a "last turn". This keeps players from Land Flashing during the first turn and getting ahead.
March 19, 2013 8:27 p.m.
My mechanic is Martydom, it is meant to be a solid color fixer and accelerator.
Harbinger of Justice mana cost-4RUW (Rare)
Creature-Archon
Flying, Haste, Lifelink
Martyrdom 3 (activation cost: 2RUW)--(Exile this card from your hand to cast 3 cards sharing card type with this card whose CMC's are less than this card's CMC without paying their casting costs)
6/4
"In a blaze of glory, the Archon healed the wounded with blessed light and instilled courage in the troops so stalwart that even the meek fought with the strength of heros" -Jorek The Enforcer
Solemn Officer mana cost-2U (uncommon)
Creature-Human Soldier Advisor
When Solemn Officer is exiled or dies, draw a card
Martyrdom 2 (4): (This is more of a color fixer, but can still accelerate a bit.)
2/3
"As decisive in death as in life"
Radical Infantry mana cost-2W (common)
Creature-Human Soldier
Martydom 1 (1)
A creature summoned by Radical Infantry's martydom effect enters the battlefield tapped.
2/2
Torengard (support card)
Land-Shrine
Torengard enters the battlefield tapped
(T): add (1) to your mana pool
(4)(T): return target creature card from target graveyard or from exile to it's owner's hand.
Those who gave their lives for their comrades sometimes deserve to come back to say "your welcome".
In case you do not know how the mechanic works, the description is in the reminder of the first card.
The cost is paid, then the card is exiled then Martyrdom X is activated and you cast cards of the same type as the exiled card that have lower CMC than the CMC of the exiled creature. The cards are cast ithout paying mana costs.
March 19, 2013 9 p.m.
MindAblaze says... #30
No, I don't believe it should give haste. This ability is ridiculously strong as is, see Protean Hulk. You have to have the cards in your hand right? So if I have Harbinger of Justice in my hand and I pay 2RuW I can cast any three creatures from my hand that each have a CMC of six or less without paying their mana cost? Mikaeus, the Unhallowed, Woodfall Primus and say...Vampire Aristocrat blows up all non-creature permanents. Ouch.
Albeit it takes some playing around with, and putting up with some very inconsistent games to make that happen like that deck from a few years ago that Mass Polymorphed into Terastodon and two Massacre Wurms. I'm wondering; should it be worded in a similar way to Protean Hulk? "Total Converted Mana Cost" It would play great in your RUW tempo deck with fast creatures and Jorek the Enforcer. What do you think?
March 19, 2013 11:14 p.m.
Keyword : Reassemble - this Artifact become an artifact creature with power and toughness equal to its converted mana cost
Example -
Sphinx idol (6)
(Rare)
When a creature you control deal combat damage to an opponent, Reveal three cards from the top of your library. Target opponent choose one of it and put it to your hand, then put the rest to graveyard.When Sphinx idol become a creature, it gain flying.(3) : Resemble (this artifact become an artifact creature with power and toughness equal to its converted mana cost)
Haunt Spear(3)
(Uncommon)
(1): Target artifact creature get +1/+0 and gain first strike
(3) : Reassemble
Spirit monolith (3)
(Common)
(T) : Add (1) to your mana pool.
(4) : Reassemble
March 19, 2013 11:19 p.m.
Rewdog, I have to say I love that land, though it's probably a bit broken. And no, I don't think your keyword should give haste. It's powerful enough already, unless you were to put in a clause that made it sorcery speed.
March 19, 2013 11:19 p.m.
Re-wording the mechanic to be great. It would probably be equal to or less than.
Martyrdom X (cost)- Exile this card from your hand, then cast X creature cards whose total CMCs are equal to or less than the CMC of the Exiled card. Cast those cards without paying their mana costs.
Also, had an idea for a support card.
Amassing Forces mana cost-2W
Enchantment
During each player's upkeep, that player looks at the top thre cards of his/her library and puts all creature cards from among thm into his/her hand
March 19, 2013 11:37 p.m.
Sorry, i mis-ordd before. I meantt to say rewording "would" be great. Ii am typing from a shittty tablet. Thanks again jminute14!
And Blakkhand, thanks for the props, how can i makee tthe land less broken? Sacrifice a creature in cost maybe?
March 19, 2013 11:43 p.m.
Mechanic:
Primal (If an effect would place a counter on a permanent that shares a type with this card, you may choose to have it place that counter on this card instead.)
Rare:
2WWUU - Primordial of Order
Creature - Avatar
When Primordial of Order enters the battlefield, you may put up to three +1/+1 counters divided as you choose among any number of target creatures you control.
W, remove a +1/+1 counter from Primordial or Order: Put a 1/1 Soldier creature token on the battlefield.
B, remove a +1/+1 counter from Primordial of Order: Draw a card.
Primal
3/3
Uncommon:
2BB - Stalking Horror
Creature - Horror
Stalking Horror comes into play with two -1/-1 counters on it.
BB, Remove a -1/-1 counter from Stalking Horror: Place a -1/-1 counter on target creature.
Primal
3/3
Common:
1RR - Impetus Shaman
Creature - Goblin Shaman
Whenever a counter is placed on Impetus Shaman, creatures you control gain haste until end of turn.
Primal
2/1
Support:
G - Evolving Growth
Instant
Put a +1/+1 counter on target creature an opponent controls. Then put up to three +1/+1 counters divided as you choose among any number of target creatures you control.
March 20, 2013 12:06 a.m.
Having given my previous Linger mechanic some thought, I realized I reinvented enchantments. That in mind, I would like to scratch the previous Linger mechanic for a new one:
Linger (When this creature dies, you may pay (cost). If you do, put a creature token that is a copy of ~ onto the battlefield. It does not have Linger.)
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Common:
Illuminated Guppy 1U
Creature - Fish
Linger: U
Its light never goes out
1/1
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Uncommon:
Death-Mark Inquisitors 2B
Creature - Illusion Wizard
Whenever ~ enter the battlefield, target player discards a card.
Linger: 1B
1/2
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Rare:
Greaysmith Hunter 1WW
Creature - Human Hunter
T: Sacrifice ~. Exile target creature that attacked or blocked this turn.
Linger: 1W
That which dealt blood, must be hunted; once found, dealt with.
2/2
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Support Card (Rare):
Rafax, Spell Sparker 1UR
Legendary Creature - Frog Wizard
Discard a card from your hand at random, return target spell in your graveyard with a converted mana cost equal to or less than the discarded card to your hand.
If only I could do that again ... just one more try; I swear I've got it.
2/3
March 20, 2013 1:11 a.m.
KrazyCaley says... #38
Deduce X - When you deduce X, name X non-land cards. Target player reveals his or her hand and X cards from the top of his or her library. Draw a card for each named card that was revealed this way, then replace cards revealed from the library in their original order.
Common -
Ever-Watching Owl - UU
Creature - Bird
Flying
When Ever-Watching Owl enters the battlefield, deduce 1.
1/1
Uncommon :
Intelligence - 1UU
Enchantment
U, Return X permanents you control to their owner's hand: Deduce X
Rare-
Invade Mind - 3UU
Sorcery
Deduce 7
Support card -
Uncommon
Spelltrap - U
Enchantment
0, Sacrifice Spelltrap: Name a non-land card, then reveal the top card of target opponent's library. If it is the named card, exile it. While Spelltrap is in the graveyard, whenever an opponent casts a spell with the same name as a card exiled with Spelltrap, counter that spell. If a spell is countered this way, exile Spelltrap.
March 20, 2013 2:55 a.m.
Ambush: X(Put this card into play blocking or blocked by and opponents creature.)
Essentially Flash Foliage as an ability, though it may need a clause about legal targets for flying/unblockable/landwalk/shadow and any other evasion you guys come up with.
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Jumping Spider (1)(G) Common
Spider
Reach
Ambush: (1)(G)
1/2
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Stalking Cutthroat (2)(B) Uncommon
Human Rouge
Deathtouch
Ambush: Pay 3 life.
3/1
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Torek, Warlord of Gur (2)(R)(W) Rare
Legendary - Minotaur Barbarian
First Strike
When ~ enters the battlefield, return another creature you control to your hand.
Ambush: (1)(R)(W)
4/3
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Torek's Taunt(R/W)(R/W) Uncommon Support
Sorcery
Tap target creature. Another target creature attacks or blocks this turn if able.
March 20, 2013 3:36 a.m.
Timekeeper says... #40
Okay, my mechanic needs somewhat of a preface:
This comes from a set that SinSilveraeon and I are designing currently. The basic premise of the set is that each color behaves like its enemy color pair while still keeping some connection to its actual printed color. For example, white should behave like red/black while still having a white essence, and green should behave like green blue while still being inherently green.
Three of the mechanics were designed by SinSilveraeon and two I designed myself. One of those two, the white mechanic, is called Holysworn. Basically, it looks like this: "Holysworn (# mana cost): Sacrifice ~. Gain some effect."
Now, at first glance this looks just like a keyworded sacrifice ability, similar to those found on such cards as Fume Spitter and AEther Spellbomb. However, I made the decision to keyword the ability to allow other cards to interract specifically with Holysworn, rather than just sacrifice abilities in general. Finally, activating a Holysworn ability always costs mana and the creature with the ability can only ever sacrifice itself. In this way, I feel I was able to get the black/red effects of power at any cost, while still giving the sense that these small white creatures (on which Holysworn appears) are sacrificing themselves for what they believe to be a noble cause.
We have only just begun playtesting, so all of the numbers on these cards (mana cost, p/t, etc) are still in a state of flux. However, these examples strongly resemble what I envision for the ends result. One may notice that the Holysworn abilities seem undercosted for their effects at times, but one needs to remember that one of the costs of Holysworn is sacrificing the creature. Losing what could have been a valuable body tends to balance out the benefit of the one-shot effects that the ability produces.
So, without further ado:
March 20, 2013 3:37 a.m.
Timekeeper, if you are going to use images from artists, you need to at least ask permission or put it on the cards you create. If you get them from deviant art, just ask the artist.
March 20, 2013 4:25 a.m.
pookypuppy6 says... #43
Oooh, I have a few mechanics for this, but I'll submit one for now.
GREED: The mechanic for those that are too greedy to wait around! Like Convoke, it reduces the casting cost of spells with Greed. But this time, it's by sacrificing permanents, not tapping creatures! It can go on any type of spell bar planeswalkers and has plenty of directions it can go. It lends itself to several different strategies, can be fun to design for (outside of B/G/W, which I have done here) and is simple and flavourful too!
March 20, 2013 8:15 a.m.
ChiefWannaHacka says... #44
I really like tribal interactions, and so I was thinking of something similar to Kinship, but something that could be abused(not broken)/give more power to tribal decks. Thus I came up with
- Progeny - (Whenever a creature that shares a creature type with this one enter the battlefield): Printed effect.
- I also really liked the tribal lands and felt they would make great support cards, but in a different fashion than color fixing
March 20, 2013 11:54 a.m.
JakeParkbench says... #45
My mechanic is "Forethought". It is "Play with the top card of your library revealed."
Rare
Forward-Thinking Mage RGU
Creature-Wizard
Forethought
You may play the top card of your library as if it were in your hand.
2/2
Uncommon
Well Laid Plans UG
Enchantment
Forethought
Spells that share card type with the top card of your library have flash.
Common
Well of thought
Land
Tap: Add 1 to your mana pool
If the top card of your library is a land add one mana of any colour to your mana pool.
Uncommon support
Orb of time 2
Artifact
Tap: reveal the top two cards of your library, put them back in any order.
The names are not great i know, just needed something quick but overall a mechanic we have seen a little bit before but never more then 1 or 2 cards at a time.
March 20, 2013 12:10 p.m.
@KrazyCaley: Deduce as worded is too strong. Playing cards that reveal the entirety of an opponent's hand and allow you to draw cards after further investment of the same effect (which provides more information) is simply too good.
I think that Deduce would work better if it were something like:
Deduce X: "Name a card. Target opponent reveals X cards at random from their hand. For each card with the same name, draw a card. If you draw no cards this way, target opponent reveals the top card of their library."
March 20, 2013 12:45 p.m.
MindAblaze says... #47
@ jkarnes Deduce is a control players dream...it would be from the Blue Wizard...
But I agree, not only looking at their hand and top X cards of their library, but then drawing cards on top of that? Its a long term game plan AND card advantage.
March 20, 2013 12:50 p.m.
Oh, my Primordial of Order should read "U, remove a +1/+1 counter from Primordial of Order: etc etc" instead of "B, remove etc etc"
March 20, 2013 1:01 p.m.
MinscAndBoo says... #49
Time to give Green some love.
Keyword Mechanic: Stalk
Stalk (cost) is read as: "You may cast this creature for its stalk cost as long as an opponent controls an attacking or blocking creature. If you do, when this creature enters the battlefield, it fights target attacking or blocking creature."
Sample Cards
War Bear (C)1G
Creature - Bear Warrior
Stalk 2GG (You may cast this creature for its stalk cost as long as an opponent controls an attacking or blocking creature. If you do, when this creature enters the battlefield, it fights target attacking or blocking creature.)
You can take the bear out of the woods...but I don't recommend trying.
2/2
Battle-Hardened Beast (U)
3GG
Creature - Beast Warrior
Stalk 1GGG (You may cast this creature for its stalk cost as long as an opponent controls an attacking or blocking creature. If you do, when this creature enters the battlefield, it fights target attacking or blocking creature.)
4/4
Packhunter Wurm (R)
4GGG
Creature - Wurm Warrior
Trample
Stalk 5GGG (You may cast this creature for its stalk cost as long as an opponent controls an attacking or blocking creature. If you do, when this creature enters the battlefield, it fights target attacking or blocking creature.)
Packhunter Wurm's Stalk cost is reduced by 1 for each attacking or blocking creature your opponents control.
The more, the yummier.
7/7
Mance, Wildling Trainer (M)
1GG
Legendary Creature - Human Warrior
Mance gets +1/+1 for each other creature you control.
Each creature card in your hand has Stalk. Its Stalk cost is equal to its mana cost.
"What do you mean your forces were wiped out by an organized army of sweet woodland creatures?"
1/1
March 20, 2013 2:52 p.m.
MinscAndBoo says... #50
Come to think of it, Ambush would be a better name for Stalk. Its original version didn't involve "attacking or blocking". But I see DocRemedy already claimed Ambush, and his is very cool too!
March 20, 2013 3:06 p.m.
MinscAndBoo says... #51
Alternately, Stalk cold remove the requirement of "attacking or blocking". But it seemed too good that way. Maybe require it to be played during an opponent's end step?
March 20, 2013 3:07 p.m.
ChiefWannaHacka says... #52
Wouldn't the creatures with Stalk need flash? Just because you could pay the cost, because they have attackers or blockers, it doesn't say anything about casting the creatures at instant speed. Or were you going for something like this:
- "You may cast this creature for its stalk cost as long as a creature an opponent controls attacked or blocked this turn. If you do, when this creature enters the battlefield, it fights target attacking or blocking creature." Then it would work on your turn, and if you had creatures with flash, Yeva, Nature's Herald, you could do it on their turn as well. Just a thought.
March 20, 2013 3:21 p.m.
MinscAndBoo says... #53
Chief: Yep, would need to add something like "at any time you could cast an instant" to Stalk. Not sure how it would be officially worded--more concerned about making it work as a mechanic.
March 20, 2013 3:24 p.m.
Timekeeper says... #54
Phalynxx: Unfortunately, most of the art I use was taken from google images. In most cases, this means the art was used and circulated around so much that any connection to the original artist is lost.
If I ever do find the artists, I will cite them. For now though, that simply isn't possible. :\
March 20, 2013 4:28 p.m.
Channeling X - Instead of paying this card's mana cost, you may pay X life to cast this card. If you do, put a Channeling counter on this card. At the beginning of each upkeep, if this card has a Channeling counter on it, you must pay X life or return this card to your hand.
name: "Soulsworn Paladin"
cost: "1WR"
type: "Creature"
subtypes: ["Human", "Knight"]
rarity: "Common"
text:
"Haste
Channeling 2 (Instead of paying this card's mana cost, you may pay 2 life to cast this card. If you do, put a Channeling counter on this card. At the beginning of each upkeep, if this card has a Channeling counter on it, you must pay 2 life or return this card to your hand.)"
power: 2
toughness: 2
name: "Harmonious Spirit"
cost: "2UW"
type: "Creature"
subtypes: ["Spirit"]
rarity: "Uncommon"
text: "Flying, Flash
Channeling 3 (Instead of paying this card's mana cost, you may pay 3 life to cast this card. If you do, put a Channeling counter on this card. At the beginning of each upkeep, if this card has a Channeling counter on it, you must pay 3 life or return this card to your hand.)"
power: 1
toughness: 2
name: "Belerian, the Gaping Maw"
cost: "3BBG"
type: "Legendary Creature"
subtypes: ["Zombie", "Beast"]
rarity: "Rare"
text: "Whenever you lose life, put that many +1/+1 counters on Belerian, the Gaping Maw.
Channeling 6 (Instead of paying this card's mana cost, you may pay 6 life to cast this card. If you do, put a Channeling counter on this card. At the beginning of each upkeep, if this card has a Channeling counter on it, you must pay 6 life or return this card to your hand.)"
power: 3
toughness: 3
name: "Aethereal Anchor"
cost: "4"
type: "Artifact"
subtypes: ["Equipment"]
rarity: "Uncommon"
text: "Equip 2
Reduce equipped creature's Channeling cost by 2 life. (Whenever you would pay a Channeling cost to keep a creature on the battlefield, you may pay 2 less life.)"
March 20, 2013 6:05 p.m.
KEYWORD MECHANIC
Neuromancy X-Whenever you cast a spell, you may up to X U/B. If you do, target player mills X times 2.
RARE
Mind Scavenger 2UB
Creature-Horror
Whenever an opponent would put a card from his library into his graveyard, he puts twice that many instead.
Neuromancy 3
3/3
UNCOMMON
Crystal Brain 4
Artifact
Your opponents play with their hands revealed. You may look at the top card of your opponent(s)'s library at any time.
Neuromancy 1
COMMON
Mindcleave Rogue 1U/BU/B
Creature-Human Rogue
When Mindcleave Rogue deals damage to a player, that reveal a card from their hand at random.
Neuromancy 1
SUPPORT
Nyrokan, Thought Censor 3UB
Legendary Creature-Vampire Wizard Mythic Rare
Flying, Deathtouch
Whenever you cast a blue spell, add B to your mana pool. Whenever you cast a black spell, add U to your mana pool.
3/4
March 20, 2013 8 p.m.
Due to suggestions and flaws I am re-submitting my mechanic-Martyrdom
Martyrdom X (mana cost)- Exile this card from your hand, then cast X creature cards whose total CMCs are less than the CMC of the exiled card. Cast these creature cards without paying their casting costs. Activate Martyrdom only at any time you could cast a sorcery spell.
Harbinger of Justice mana cost-6RUW (Rare)
Creature-Archon
Flying, Haste, Lifelink
Harbinger of Justice costs (X) less to cast where X is half the total number of exiled cards you own rounded down.
Martyrdom X (activation cost: (X)RUW)--(Exile this card from your hand to cast 3 creature cards whose total CMC's are less than this card's CMC. Cast those creature cards without paying their casting costs)
6/4 (maybe 5/4)
"In a blaze of glory, the Harbinger healed the wounded with blessed light and instilled courage in the troops so stalwart that even the meek fought with the strength of heros" -Jorek The Enforcer
Solemn Officer mana cost-4U (uncommon)
Creature-Human Soldier Advisor
Flash
When Solemn Officer is exiled from anywhere or dies, draw a card
Martyrdom 2 (4): (This is more of a color fixer, but can still accelerate a bit.)
2/4
"As decisive in death as in life"
Radical Infantry mana cost-2W (common)
Creature-Human Soldier
Martydom 1 (1)
Creatures summoned by Radical Infantry's Martydom effect enter the battlefield tapped.
2/2
Amassing Forces mana cost-2W (support card)
Enchantment
During each player's upkeep, that player looks at the top three cards of his/her library and puts a creature card from among them into his/her hand
I hope these changes tone down the power of the mechanic a tad bit. I also made a new support card because the last one was a bit broken, and exile is a place people should feel things will never come back from.
March 20, 2013 10:44 p.m.
killroy726 says... #58
Well here I am again I have come up with a crazy mechanic Ihtought why not post it here for the lolz:
I don't know whats up with the different sizes but at least they are there
March 20, 2013 10:55 p.m.
GunbladeKnight says... #59
Inspiration: Whenever you draw a card, (x happens).Definitely a U keyword, but could also be in red or white.
Horizon SeekerCommonCreature - Wizard 1UInspiration - Whenever you draw a card, ~ gains flying until end of turn.
1/1
Battle RagerUncommonCreature - Human Berzerker 1URInspiration - Whenever you draw a card, ~ gains +1/+0 until end of turn.
1/2
Growing MilitiaRareEnchantment 2WUInspiration - Whenever you draw a card, you may put a 1/1 Human token into play under your control.
March 20, 2013 11:21 p.m.
MinscAndBoo says... #60
I know we're not supposed to submit two, but I thought of a better one.
Keyword Mechanic: Wanderlust
Permanents with Wanderlust grow restless after fighting too long for one side. Enjoy their power while you can, or find ways to keep them around!
Wanderlust X is read as: "This permanent enters the battlefield with X Patience counters on it. At the beginning of your upkeep, remove a Patience counter from it. When the last Patience counter is removed, exile this permanent, then return it to the battlefield under a random opponent's control."
Sample Cards
Highland Barbarian (C)
1RG
Trample, Haste, Wanderlust 2
To be the last one standing after battle, he switches sides during it.
4/3
Fickle Sellsword (U)
1B
Creature - Human Warrior
Wanderlust 3
Pay 3 life: Put a Patience counter on Fickle Sellsword.
Want the biggest sword? Carry the fattest purse.
3/4
Vanishing Loyalty (R)
1U
Enchantment - Aura
Enchant Nonland Permanent
When Vanishing Loyalty enters the battlefield, put three Patience counters on enchanted permanent.
Enchanted permanent has Wanderlust.
I'll give you a moment to consider my offer.
Brand with Loyalty (U)
1R
Instant
Gain control of all permanents you own, then put a Loyalty counter on each permanent you control with Wanderlust.
Draw a card.
And just where do you think you're going?
March 21, 2013 11:15 a.m.
MinscAndBoo says... #61
Err, Brand with Loyalty: Patience counter, not Loyalty counter. Damned Planeswalkers stole my counter name!
March 21, 2013 11:23 a.m.
KrazyCaley says... #63
@jkarnes & jminute14 - No mechanic is too powerful as long as its properly costed, I would say, and I think the cost for it is appropriate in the cards I've given, though that's certainly open for debate. You have to KNOW what's in the opposing deck/hand to get the draw effect, after all.
March 21, 2013 1:08 p.m.
MindAblaze says... #64
I don't disagree. I like your mechanic. Your cards don't seem broken, and obviously used with cards like Telepathy they're stronger but who plays Telepathy? Subsequent deductions would be made stronger, since you have seen what was in their hand or what their next X draws will be, but that's just it. Your deduce X card requires you bounce your board state to get a bigger effect. Spellstutter Sprite says hi...but yes, every mechanic will play well with certain cards in existence and listing cards that make it stronger, (or cards that it makes stronger) doesn't mean its inherently broken. Just strong.
It's the same reason cards like Thought Hemorrhage and Memoricide keep getting printed. They're fun to spin in different ways, but they rely on a certain amount of knowledge that isn't always there.
March 21, 2013 1:43 p.m.
KrazyCaley says... #65
@jminute14 - Indeed! When I first started thinking about this mechanic, I wanted something that either GAVE the player a huge information advantage, or REWARDED the player for having an information/knowledge advantage. I originally started with the first one, but how to make that a mechanic instead of a card?
I thought - well, what if we had a mechanic that forced the opposing player to "call his shots," as it were, and gave the mechanic-using player the knowledge of what spells were coming? Basically deduce 2 (for instance) would mean, in loose language - "the opponent has to name 2 cards. He has to cast those two cards, in the order he names them, before he can cast anything else."
But then I realized how much you'd have to tweak this rule to make it not hideously broken (like for instance, use deduce, then strip the relevant card from your opponent's hand using Duress seems pretty good). I finally got it somewhere were I felt it was working all right, and then I noticed that the reminder text would basically take up the whole card and was immensely confusing. It looked something like this:
"When you deduce X, target opponent names X non-land cards, and may name the same card more than once. That player cannot cast spells other than the named cards in the order they were named, discard cards, reveal his hand, or have his or her hand searched until he has cast the named cards in the order they were named,"
PRETTY CLEAR LANGUAGE, AMIRITE.
So then I was like "this is a train wreck. It's easier to just reward the player for already knowing things, and it's flavorful to get to draw cards because you know things." Then I thought about "well how about they just reveal their hand and we draw," but I was like eh, that's kinda weak/boring/similar effects exist. Now, seeing their hand AND knowing what's coming off the top of their library, AND drawing potentially a few cards off of it if you can name the right card(s), that's kinda sexy, and worth tacking on to a 1/1 for 2 (or whatever).
March 21, 2013 1:54 p.m.
MindAblaze says... #66
Seems 100% more fun than detain??? lol.
and yes...Gitaxian Probe into Deduce...damn blue mages these days...lol.
March 21, 2013 1:59 p.m.
Imbibe - Whenever you draw a card, if it's not your Draw Step, add 1 mana of any color to your mana pool.
Manafused Hellkite - 3URGCreature - Dragon (Mythic)Flying, haste, trample, imbibeWhen Manafused Hellkite attacks, you may draw a card.R: Manafused Hellkite gets +1/+0 until end of turn.4/4So what I was really trying to achieve here was a creature that could use imbibe (which I feel is inherently Blue and Green, since it promotes card-drawing and gives you free mana) and still cater to other colors' traits. Here, I decided to add Imbibe to a Red creature with a classic Red quasi-keyword, Firebreathing. Also, Flying is Blue, Haste is Red, and Trample is Green.
Calculated Manamancer - 2UGGCreature - Wizard (Rare)ImbibeIf an effect would add mana to your mana pool, it adds twice as much of that mana instead.1/4With this card, I decided to add the "doubling"-clause to the ability and found that it worked quite well. Imbibe would force players to mostly use their mana during steps and phases that only Instants could be used in, since most card-drawing is instant-speed. So how better to facilitate casting extra spells to make use of the Imbibe mana by giving you more of it?
Also, "Manamancer" is fun to say.
I'm short on time currently. I'll post my other cards later tonight.
March 21, 2013 2:04 p.m.
@KrazyCaley: I respectfully disagree. Think about what the mechanic really does.
Deduce 1: Name a card. Reveal the Opponent's Hand, and the top card of their library. If you see the named card (notice no provision on non-land cards), draw a card for each card named this way.
In it's own right, Deduce 1 isn't bad... but when you start snowballing the mechanic it gets ridiculous, especially at values of deduce > 3 because you end up having every card with the keyword on it essentially cantrip, or gain positive cards off the exchange. This situation only really peters out against aggro decks who have no hand.
I feel as though stacking deduce in this way is too strong because you are constantly peeking into the opponent's hand (which in itself isn't bad) but then being rewarded for doing exactly that (by drawing cards). While it's certainly a control player's wet-dream (I would certainly play the mechanic), it simply is unfair at reasonable CMCs.
Also, consider the volume of information you could record. This would certainly slow down games. I bring this up as it's the reason that Sensei's Top was banned in sanctioned events (REFERENCE: "The constant activating of Divining Top bogs games down, which ultimately leads to an increase in the number of matches that go to time and beyond, which in turn leads to tournaments running much longer than they have historically." -The DCI). I can only imagine that Deduce would cause much the same effect as you record cards. This would be doubly so as mechanics which exist to balance deduce are mainly shuffling (to reorganize information) which slows games.
By making the deduce reveal random (and only naming one card) you gain more flexibility with the mechanic and also are given the ability to change the mechanic from "Deduce - Hit the Library and Hand" to "Deduce - Library OR Hand." Modal mechanics are generally a big hit with players because they afford choice: a rare commodity.
Rewarding player's memory in a context where it's legal to write down notes on a game to game basis just seems... awkward. IMO, the mechanic is certainly very cool... but how tenable is it?
March 21, 2013 5:18 p.m.
@KrazyCaley: I like the flavor of deduce. I would love to play this and the inevitable hate, "If you would reveal cards from your hand/library, instead you may reveal one card." But as I see it, "Target player" should be "Target opponent", else you could easily turn Deduce X into draw X by targeting yourself. Left as it is to target either, perhaps a slight change in wording elsewhere. Perhaps only drawing one card but putting them back in any order. You would be outthinking your opponents while masterminding futher events.
@jkarnes: I didn't even think of the match time element when looking at new mechanics. Thanks.
March 21, 2013 11:34 p.m.
Goblin Fence - 1URCreature - Goblin (Uncommon)ImbibeT: Draw a card, then discard a card.2/2
So a "fence" is a person you can sell stolen goods to. Since this Goblin is "looting" for cards, I figured the name was a no-brainer. Imbibe makes it an interesting prospect. It essentially makes this creature a mana-dork while improving the quality of your hand.
Aethervoid Illusion - 2UUCreature - Illusion (Common)Flying, imbibeU: ~ gets +1/-1 until end of turn.0/5Just a basic common with the kind of Watercourser mechanic that I really like in Limited. Also, it's a sort of mana-dump that encourages the use of imbibe.
Gravity Pulse - 1UGInstant (Common)Target creature gets +3/+0 until end of turn. Another target creature gets -3/-0 until end of turn.Draw a card.Imbibe would often lead to combat tricks, I feel, since card-drawing is mostly instant-speed. The best abilities to use with Imbibe (I think) are ones that can be used on the creature/enchantment itself since it's harder to use excess mana when you don't have access to Sorcery-speed spells (as mana empties from your mana pool at the ends of steps and phases).
March 22, 2013 2:02 p.m.
GureiSeion says... #71
An older mechanic of mine, Shift, has been one I've tinkered with for a long time. In my opinion it still needs work (activated ability costs in particular), but here's where it currently stands.
Shift X (Reveal a creature card with converted mana cost X or less from your hand. This creature becomes a copy of it until end of turn.)
Originally inspired by the transformational capabilities of D&D druids, I've chosen a simple, all-green rarity cycle to submit. I can see blue sharing primary/secondary pie status, with a hint of tertiary red potential ("forced" shifting?). Anyways, onto the cards!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(R) Elam, Shifter Guide 1GG
Legendary Creature - Druid
XGG: Shift X
This Mongrelfolk is quite the mutt.
1/3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(U) Seasoned Shifter 2GG
Creature - Human Druid
2GG: Shift 5
Nature within, nature throughout.
2/3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(C) Shifter Apprentice GG
Creature - Elf Druid
GG: Shift 3
Not content with merely revering the wilds, some embrace it.
1/2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(R) Creation's Lore GG
Enchantment
Whenever you reveal a creature card from anywhere, you may gain 2 life.
GG: Reveal the top card of your library. If it's a creature card, put it into your hand.
(Note: Had a runner up.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
March 23, 2013 5:20 p.m.
gheridarigaaz says... #72
Brandbearer's Insignia 3WR Uncommon Enchantment
When Brandbearer's Insignia enters the battlefield put 2 1/1 white and red soldier creature tokens onto the battlefield with haste
Whenever a creature enters the battlefield under your control you may have brandbearer's insignia deal 1 damage to target creature or player
Diffuse 3 (if this would be the target of a spell or ability you may choose 3 more targets you control for the spell or ability. If you do, choose a target at random. The targets must be legal)
-----_-----------------------------------------------------------------------------------
Brandbearer Scholar 3U common
When brandbearer scholar enters the battlefield put a 1/1 blue flying illusion creature token onto the battlefield
Tap: draw a card then discard a card
Diffuse 1 (if this would be the target of a spell or ability you may choose 1 more target you control for the spell or ability. If you do, choose a target at random. The targets must be legal)
2/3_----------------------------------------------------------------------------------------Brandbearer's Arms 1 colorless Artifact- Equipment rare
At the beginning of your upkeep, put a 1/1 creature token onto the battlefield that shares a colour and creature type with the equipped creature. if the equipped creature has flying, the token gains flying.
Equipped creature has Diffuse 4 (if this would be the target of a spell or ability you may choose 4 more targets you control for the spell or ability. If you do, choose a target at random. The targets must be legal)
Equip 3
Just the kind of protective/chaotic/trickery you might expect from RWU
March 24, 2013 10:31 a.m.
HallowedFury says... #73
Prismatic-tap (insert number) creatures of different colours and pay one mana of coresponding colour (eg U for U creature) and x happens.
Maelstrom Mimic, UBGWR- rare, 5/5, shapeshifter. Prismatic 10 (UUBBWWGGRR), exile all other creatures. Maelstrom Mimic gains their combined power/toughness and gains all abilities of exiled creatures.
Okarin Ninja, RBU- uncommon, 3/3, human rogue. Prismatic 3 (RBU), Okarin Ninja gains shroud, deathtouch and firststrike until end of turn.
Reya's Missionary, W- common, 1/1, human soldier. Lifelink, Prismatic 1 (W), Reya's Missionary gains +1/+1 and firststrike until end of turn.
June 9, 2013 3:47 a.m.
I have a few, check out the flavor text also, I spent some time making them.
Honourable: This creature cannot be removed from the field except by dying in combat.
Common: Galdor's Trainee WW
2/1 First Strike Honourable
'You have much to learn, young one'
-Galdor, the Valiant
Uncommon: Sentry Sniper: 4W
1/5 Defender, Reach, Honourable
'I want to hire them, and no-one else'
-Norin the Wary
Rare: Galdor, the Valiant 2WWW
3/4 Double Strike, Vigilance, Honourable
'Draw a sword, and fight me like a man, your fancy magic tricks won't do you any good'
Support: Knighthood: 2W Enchantment, Each player can only attack or block with one creature per turn. (I think this already exists but it really fits the theme)
'You have nowhere to hide behind, this is combat in its purest form!'
-Galdor, The Valiant
This has already been thought of before, but i really think they should make a mechanic like Clarity: This card can only be cast with mana produced by basic lands, and this uncommon cycle of spells.
Pure Negation: UU Instant, Clarity, Counter Target Spell
'Try Again'
-Jace Beleren
Titan's Flame: RR Instant, Clarity, Deals three damage to target creature or player. A creature dealt damage this way can' be regenerated. If it would die, exile it instead. Damage from this effect cannot be prevented, and Titan's flame cannot be countered. (the hardcore mono-red burn spell) 'DON'T YOU EVEN THINK ABOUT IT, ANOWON!
-Chandra, Ablaze
Perfect Murder: BB Instant, Clarity, Destroy target creature, it can't be regenerated.
'Innocent'
-Grand Arbiter Augustin IV
Harmonious Rhythm: GG Instant, Clarity, Target creature gets +5/+5 and trample until the end of the turn.'Nature's savagery beats in unison with his heart. This is one beast to avoid.'
-Mirri, Cat Warrior
Angelic Judgment: WW Instant, Clarity, Exile target noncreature permanent, you gain 3 life.
'The law couldn't find you, but the eye of an angel sees all.'-Avacyn, Angel of Hope
Arrogance: Whenever this creature destroys a creature in combat, put a -1/-1 counter on it.
Common: Vampiric Bully: B
2/2 arrogance
'He is more powerful than all of you, but once he knows that, he becomes infinitely weaker.'-Jace Beleren
Uncommon: Psyxoclyptic Horror: BBB
5/5 trample arrogance
'Always go in groups of five... and be the fastest'-Norin the Wary
Rare: Clyptis, Tyrant of the Underworld. 3BBB
9/4 First Strike, Arrogance
Whenever a creature would survive combat with Clyptis, Tyrant of the Underworld, sacrifice Clyptis, Tyrant of the Underworld.When Clyptic, Tyrant of the Underworld dies, put a -1/-1 counter on each creature for each -1/-1 counter on clyptis.
'If I fail, none shall succeed.'
Support: Carnage, Enchantment: BBB
Whenever a creature dies, put a +1/+1 counter or -1/-1 counter onto target creature.
'One may survive fifty battles down here, but he will eventually fall to the plague.'
-Clyptis, Tyrant of the Underworld
June 16, 2013 4:29 a.m.
Sorry, i logged out before saying that because it was so long. :D
Goody says... #1
Can we design the rare as a mythic? It probably wouldn't be the promo or anything, but I really want to design a planeswalker
March 19, 2013 3:45 p.m.