Keyword Submissions
Features
Darkness1835
28 April 2010
2959 views
28 April 2010
2959 views
Well howdy there, folks.
It's time now to take as many ideas as possible for storyline and keywords for the new TappedOut Communal Set.
In order to keep this organized, this is how it's going to work.
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Submit as many ideas for keywords and storylines as you would like, but
PLEASE PLEASE PLEASE no reposting ideas. -
If you see someone has already submitted your idea, or you simply like it, just click on the heart on their comment. This will let me know how popular each idea is, because I'm collecting the most popular ones and using those for the set, and future challenges.
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Major ties (if any exist) will be broken in another article.
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Submissions will be done at the end of Sunday, so get all your creative juices flowing before then.
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Tama and I, among others, will be reviewing the best of these and hopefully getting back to you on Tuesday or Wednesday. (No promises. These things can't be rushed if we want them to be good.)
As an additional note, please make the storyline/keyword match, and please post them together. We wont review ideas that are just one or the other.
All users are encouraged to participate.
Great! We're under way. And have fun with it!
Keyword: Aftershock (when this card is put into the graveyard from play, it does damage to each opponent, equal to its power)
April 28, 2010 10:48 p.m.
Darkness1835 says... #3
Are you going off the same storyline as mine or a different one?
April 28, 2010 10:49 p.m.
tapanmeister says... #4
No thoughts on a storyline, but I did think of a keyword:
When (name of card) enters the battlefield, you may tap or untap another target permanent.
So certain permanents or instants/sorceries could have this effect upon entering the battlefield. This may end up being far too broken, or abusable, but I could imagine some really fun games coming from this keyword.
April 28, 2010 10:57 p.m.
tapanmeister says... #5
Maybe a storyline could resolve around the power of creation. The plane influences the most recently cast spells, granting their mages some sort of manipulative effect over spells of another.
Manipulate might actually be a cool name for the keyword.
A thought for one enchantment would be sort of Doubling Season -esque: "Whenever you cast a spell with Manipulate, you may use the mechanic twice instead."
April 28, 2010 11:09 p.m.
Darkness1835 says... #6
@ tapanmeister i could see that being used maybe on instants and sorceries with HIGHER converted mana costs. So its esentially combining Burst of Energy with whatever.
April 28, 2010 11:13 p.m.
luckyfirefox16 says... #7
How about this-
A planeswalker is captured and somehow bound to a prison plane which he can't simply escape by walking away.
ok, Keywords:
Betray: if [Cardname] shares a color with a creature your opponent controls you may have [Cardname] deal damage equal to its power to that creature
If we're going stealthy, we could also consider using the old keyword "Shadow" It's unique evasion that's proven to not be broken, and it gives us options like Circle of Protection: Shadow
April 28, 2010 11:14 p.m.
I don't know the specifics of a storyline, but perhaps something about opposing factions warring with each other, with a neutral faction in the middle. One faction is RU, one is GB, and the neutral is W (or some other combo-just throwing out a general idea).
Hostility X (X is a color, color combination or a creature type-one of those three depending on how the set would turn out) If this creature blocks or is blocked by a creature with this X, this creature gets +3/+3 (or some number) until the end of turn.
This has probably been done in some way or another but I can't think of any specifics so...an idea!
April 28, 2010 11:40 p.m.
Another one...ZOMBIES! Revisit an old plane where an outbreak of zombies commanded by necromancers has been spreading...and the plane comes together to fight back. Kind of like Dawn of the Dead, but Magic-ified.
The following keywords would likely be one or the other: both would be overkill
Infection X (X is a number) Whenever this creature deals damage to another creature, put X infection counters on that creature. At the beginning of that creature's controller's turn, remove one infection counter from that creature. When all counters are removed, sacrifice target creature and put an X/X zombie creature token into play under target opponent's control. (Forgive any poorly worded phrases; you get the jist, yes?)
Conversion X (X is a number) Whenever this creature attacks, if it is blocked by a creature with a toughness lower than X, remove that creature from the game. At the beginning of that creature's controller's next turn, put it into play under your control.
April 28, 2010 11:52 p.m.
luckyfirefox16 says... #10
Edit on "Betray"- it would be an 'enters the battlefield' effect
April 29, 2010 1:15 a.m.
Seeing as Scars of Mirrodon is on its way this October, maybe a reprint of Modular, making it a little less broken. Instead of a creature with Modular just giving over its counters when it hits the graveyard, it should have to be exiled as well. Also, since we have equipments, maybe WotC should bring back Horsemanship in a way by introducing mountable creatures, thus granting its rider combat bonuses such as +X/+X, reach, and/or first strike.
April 29, 2010 1:37 a.m.
tapanmeister says... #12
@Darkness1835 well yeah. You'd have to cough up a little more to play a spell with Manipulate. I think that it would play a little more like Twiddle , though, since the ability to untap your own permanents has the potential to result in some devastating chain-casting.
April 29, 2010 1:47 a.m.
mattlohkamp says... #13
omgyoav's aftershock is interesting - I'd suggest this format:
Aftershock X - if CARDNAME would be put into the graveyard from play, its controller may instead choose to exile it - if CARDNAME is exiled in this way, target opponent loses X life.
or, more flexible -
Atershock X - if this card would be put into the graveyard, its controller may choose to exile it instead and deal X damage to target player.
April 29, 2010 1:59 a.m.
mattlohkamp says... #14
I always think that cards like Vedalken Ghoul or Realms Uncharted are fun - cards that give you opponent a choice, but either way work out well for you.
April 29, 2010 2:02 a.m.
mattlohkamp says... #15
I_Call_BS's 'hostility' could easily be like pokemon's 'effective' mechanic - 2x if target is enemy-colour, x1 if target shares a colour, x.5 if target is ally-coloured. Or, simplified:
Hostility - target(s) which share a colour with CARDNAME are dealt half damage (rounded up), while those that have no colours in common are dealt double damage.
... could get wordy.
April 29, 2010 2:08 a.m.
DeckBuilder345 says... #16
My storyline is a fourth expansion on the zendikar plane. The battle is going badly for the natives, they have gone up against the Eldrazi and found their haphazard individual attacks while ferocious are no match for the might of the Eldrazi. The natives of the Zendikar plane have realized that if they do not work together, they will ultimately perish.
Two things define this set. We see a return of banding. The natives are all banding together and forming tribes to combine their strength to co-ordinate their attacks, and help protect themselves.
The second is the new key word Bloodlust. The natives are in dire straights... and are grasping for any source that they can, even ones that they can not control in order to give them an edge in their struggle. They are so desperate they have found a way to tap into some seriously powerful but ultimately very destructive fel energies in order to assist them in the battle against their enemies.
These activated abilities can create some very powerful effects which they don't understand and are mostly beyond their control. Because they lack control, over these newly discovered powers, they use them at their own great peril. The price for using these great powers typically results in the immediate death of the creature using the ability. Thus they are not used lightly but only in the most dire of situations in an effort to turn the tide of a battle.
April 29, 2010 2:11 a.m.
for some reason i think that is the story line / abilities i like the most :D
April 29, 2010 4:41 a.m.
Ben9Breaker says... #18
The Eldrazi seem virtually unstoppable, despite the actions by the natives of Zendikar. But as the Eldrazi near the completion of their horrible tirade, the few remaining tribes of Zendikar pray to their lost Gods, praying for a saving grace. Their prayers where answered. Emeria, Ula and Cosi have sent a great leader, not afraid to fight the Eldrazi head on. Val Emire, Zendikars last hope gathers the remaining planeswalkers Gideon Jura and Chandra Nalaar for a final showdown with the eldrazi. Vals only advantage is a weapon given to him by the Gods.
Warpath (x), When a creature with warpath attacks, it may gain +x/+x for each creature that shares a colour with this creature you control.
Sentry (x), (x)(x) tap, sacrifice this card, you may destroy (x) creatures your opponent controls that do no share a colour with this card, you lose (x) life.
April 29, 2010 4:45 a.m.
Bloodletting: Combat damage dealt by this creature to other creatures also causes those creatures controllers to lose that much life.
April 29, 2010 6:34 a.m.
Flow (cost): When you draw this card you may reveal it. If you do, you may cast it for its flow cost.
April 29, 2010 6:36 a.m.
Render: Each life you pay while casting this spell reduces its cost by 1.
April 29, 2010 6:37 a.m.
Clamp: This creature's power and toughness are each equal to their printed value and cannot be changed
April 29, 2010 6:42 a.m.
Rescind (cost): During your draw step you may pay (cost) if you do return this card from your graveyard to your hand.
April 29, 2010 6:45 a.m.
My idea for a set is the inverse shards.
More to the point they are currently one plane but as the waves of cosmic balance finally catch up with the rest of the multiverse they are pulled apart in order to balance the Reborn Alara. So far I have no name for this plane but I've been tossing about some ideas. Each portion has it's own mechanic.
(RGU Flow) The Sluice mages of Irindu use flow magic to weave spell storms of beauty and power beyond compare, but how long will their magic last without the balance of the other planes.
(GWB Render) The Shamans (centaurs, elves, treefolk) of the Oturu are squabbling between each other and how they should use their powers. The Necromantic (WB) Tarani think their new rend rituals should take precedence whilst the Gladeparter (GW) tribe think that their convening as a tribe of unity is the clear path to survival. The thicketblend (GWB) high counsel is hoping for peace.
(RWB Bloodletting) The Sorok Madlands are aptly named for the constant shifting of feudal territories and the balance between good and evil. Honoured warriors (samurai?) fall, whilst Rat Ronin rise to the heights of heroism. Nothing is as it seems in the tyrannically ruled madlands (new creature type tyrant) but one thing is for certain, without the precious soulblood (slowly dissapearing as the plane prepares to shatter) that the demonic and angelic overlords require the madness of Sorok will seem like a walk in the park compared to the anarchy that will come.
(GUB Rescind) All that matters to the residence of Avora is living to see tomorrow. In this pandoran wilderness venom is more of a threat than tetnus in the dark ages. It leaks from spores of plants and drips from the mouths of the many reptilian and insectoid beings that live (breifly) on Avora (plants, snakes, frogs, eels, pythons e.t.c.).
(RWU No mechanic): No storyline as of yet.
April 29, 2010 7:12 a.m.
Tidal X: At the beginning of your upkeep put a +1/+1 counter on this creature then if there are X or more +1/+1 counters on it remove all +1/+1 counters from this creature.
April 29, 2010 7:14 a.m.
I have a million keywords I've made over the ages, so instead of spamming this feed I'll see what our overall decision is for the ideas and then post keywords that suit that theme.
April 29, 2010 7:15 a.m.
Sorry again I posted ideas separately so they could be voted up separately if people liked some ideas but not others.
April 29, 2010 7:17 a.m.
Untrampable : blocked creatures lose trample until end of turn
April 29, 2010 8:28 a.m.
Opportunity : a triggered effect which activate when an instant is resolved during opponent's turn
April 29, 2010 8:30 a.m.
Precision : damage done by creature-name cannot be prevented.
April 29, 2010 8:32 a.m.
Regarding Opportunity previously named : you will have read that the instant has been cast by you.
The reverse mechanism could be name it : When an opponent's spell resolves during your turn, you may/must ...
April 29, 2010 8:40 a.m.
@ -mattlohkam i like the exiling idea and the choice but i would prefer if it wasn't a pay x to do this ability
April 29, 2010 8:47 a.m.
@TAMA : Bloodletting : Why blocking such attackers then ? a reduction of damage at least : half damage for the controller, half damage for the blocking
April 29, 2010 9:44 a.m.
DeckBuilder345 says... #35
To supplement my previous post, on the banding abilities... some creatures could have abilities that would only be activated or would only come into effect while they were banded... so a new twist on the old mechanic.
April 29, 2010 11:40 a.m.
merubhanot says... #36
I have to say, a lot of these keywords are way too wordy. I like many of Tama's though.
I also don't think it's smart to decide on such a specific theme at first. It limits your ability to come up with new keywords/ideas.
As it is, here's one:
Burrowing: A creature with Burrowing can only be blocked by other creatures with burrowing or creatures with _.
Not sure what should be in the _. Maybe dig?
April 29, 2010 12:09 p.m.
EternalLurker says... #37
I like Flow, Aftershock, and Bloodletting (preferably renamed and reflavored to Cleave) so far. Flow is cool as written. Aftershock would probably be better as "When this creature would enter a graveyard, instead you may exile it. If you do, it deals damage to each opponent equal to its power." Bloodletting (Cleave?) is good as-is, though the wording would be better as the way I used to have it on the cards I've made: "Whenever a creature receives damage from this creature, that creature's controller also loses that much life." Perhaps specifying "combat damage" might be better or worse depending on how you want the mechanic to interact with equipment.
uzak: you'd block the creatures to kill them, obviously, so that they can't keep attacking afterwards. It's just like how Lifelink is equally effective whether it hits a player or a creature, but at least a creature has a chance of killing the attacking lifelinker.
Ability suggestions...
(Creature) Overwhelm
(Land) "You may sacrifice a land as enters the battlefield. If you do, does not count as your land play for the turn." -generally only available for lands that come into play tapped
(Creature) Hatred of
gotta go, will post a couple more tonight
April 29, 2010 12:14 p.m.
EternalLurker says... #38
oh jeez, okay, I didn't realize this thing accepted HTML, so it missed all my explanations in brackets. Please ignore that post. Here's how the abilities should read.
Overwhelm - Whenever this creature becomes blocked, you may (pay cost). If you do, it deals damage equal to its power to all creatures blocking it.
-powerful on fatties, really scary on deathtouchers and lifelinkers, offers a method to beat first strikers, etc. Cost will usually be life or a sacrifice for Black, mana for Red, tapping other creatures for Green. It's probably not a Blue mechanic and maybe not a White one.
"You may sacrifice a land as (land name) enters the battlefield. If you do, (land name) does not count as your land play for the turn."
-generally only available for lands that come into play tapped
(Creature) Hatred of (permanents): Whenever this creature attacks, it deals damage to the defending player equal to the number of (permanents) that player controls.
-usually a land type like mountains, forests, etc. Might be "artifacts", could probably be "creatures" for an Eldrazi-cost fatty, etc.
April 29, 2010 12:17 p.m.
Summon X:sacrifice X permanents: search library for a card that shares a creature type, Put that creature into play, it gains haste. exile creature at the beginning of your end step.
April 29, 2010 1:19 p.m.
EternalLurker says... #40
By the way, Darkness, Vengeance might be an interesting mechanic, but the way you're implementing it seems clunky. How about just:
Vengeance - At end of turn, you may have (creature name) deal damage to target creature equal to the amount of damage on (creature name).
April 29, 2010 2:14 p.m.
Ben9Breaker says... #41
Rampage (x) = you my cast this creature for its rampage cost any time you would cast a sorcery. If you cast this creature for its rampage cost it gains haste and you must sacrifice it at the end of your turn.
April 29, 2010 2:15 p.m.
Ben9Breaker says... #42
Overwhelm (x) = If you control (x) or more creatures during your battle phase, this creature becomes unblockable until the end of the turn.
April 29, 2010 2:15 p.m.
Ben9Breaker says... #43
Draft X = When creature with Draft deals damage to a creature put a draft counter on that creature. When a creature that was dealt damage by (insert name here) is put into the graveyard from play with a draft counter on it, put an X/X token on your side of the field.
sorry.. this one is a little bit difficult to word. Hope it makes sense
April 29, 2010 2:17 p.m.
The plane of Carradine, a prosperous and peaceful civilization is invaded by a multi-planer empire led by five powerful generals, and must fight back using the powers of each Mana to protect themselves.(the citizens of Carradine would be a largely single colored mana group, while the armies of the generals would be multicolored.)
The Judge:black/green:Judger of souls when confronted with a foe if unworthy of passing on to the afterlife he will enslave there soul.
The Gate: Black/white: The physical link between Heaven and Hell. He is able to open up portals to both planes creating armies of angels and demons. His right arm adorned with the wings of a demon, and his left the wings of an angel.
The Key:Green/blue: Using 5 spears each adorned with a special ability The key (the only female general) is a fierce fighter at the front of the lines. Using her equipped spears she decimates the opposition.
The Voice:White/red: A Protector at heart. Using charisma he converts the natives of a plane to his cause. Blinded by pride he rarely understands the hardships he causes the people of the planes he has conquered. (soldiers) he eventually would change sides plot wise.
The Scout:Red/blue: The fastest of the generals, He is normally the first on a plane to discover if it is worth conquering. With the ability to see slightly into the future, and then act upon it with blinding speed, he is able to quickly discern the oppositions abilities.
(as things go we could also very easily mold this with the nega-shard plot line making each general a representation of each nega shard instead of just enemy colors. ) (each of the generals would be legendary creatures and i already have some card ideas ready.)
(also i like the steed idea since the key would be an equipment class.)
(personally also the key general can change its my least favorite.)
April 29, 2010 2:21 p.m.
Symbiosis:
Put X +1/+1 counters on this creature for life lost through indirect life loss.
Basically similar to a Kavu Predator but inverted. Probably a G/W ability due to blacks ability to direct life loss.
When I talk about life loss that triggers this I mean stuff like Hideous End and Hagra Diabolist would trigger it.
Direct creature damage and lightning-bolts-would-not
April 29, 2010 2:41 p.m.
spkb lightning bolt and hideous end are considered the same time of damage to the best of my knowledge,
April 29, 2010 3:37 p.m.
cpkb lightning bolt and hideous end are considered the same time of damage to the best of my knowledge,
April 29, 2010 3:37 p.m.
(void): prevent all combat damage that would be dealt to ......
April 29, 2010 3:50 p.m.
(desperation): when you search your library you may play this card if you pay X life.
this is one of my favorite concepts cause it makes you question just how much life is a card really worth
April 29, 2010 3:51 p.m.
if we do the nega shards also we should include reprint or evolutions of the 5 nega shard dragons. Teneb, Intet, etc
April 29, 2010 3:57 p.m.
Ben9Breaker says... #51
Back Story In their most ancient times, rivers of blood flowed between the great cities of Tirenthia, fed by an ever constant war. Taura, Uru, Vali and Sraal sent their soldiers to fight for honour, but more so for greed. The fighting refused to stop until on a day marked only as Salvation, Emri, God of the sun parted the sky and brought forth a treaty between the four cities. All seemed well until Vilara, tyrant ruler of Sraal chose to ambush the other leaders. For this inexcusable betrayal Emri took away the light from Sraal and banished them into eternal darkness. But Vilara would not take her punishment lightly; she swore vengeance against Emri, and all those who praise his name for what he has fone.
Taura (UR) Mechanic: Aftershock The Tauran built their great city of into the side of the mountains that surround them in honour of their God Emri. Using their skilled pyromancers and wizards, they carved the stone with fire melting and burning it to their will.
Vali (GB) Mechanic: Overwhelm The Vali built their city in the largest tree in the Liebe Forest, to make themselves as close to nature as possible. The Vali elementals worship Gika, the forest God and defend the life of the forest as if it were there own. As such they have an accord with all things that lurk in the forest, both miniscule and monstrous. The Vali despise the Taura and Uru, and ridicule them for living in such barren and lifeless places.
Uru (RW) Mechanic: Rampage The dwellers of Uru are a barbarian clan of Orges, Orcs and Goblins that coexist only because they are the only thing that could possible survive in the harsh, unforgiving desert landscape of their home. They are amongst the fastest inhabitants of Tirenthia, and with reason, if they were not they would surely be swallowed whole by the hellion and wurm swarms that plague their desert city home.
Sraal (GU) Mechanic: Conscript The city of Sraal became all but a ghost town once they were cast into darkness those eons ago. The mysterious horrors that roamed the night across Tirenthia found a new sanctum, and soon the Elvish inhabitants found themselves becoming more like the horrors that hide around every corner.
Mechanics Rampage (x) = you my cast this creature for its rampage cost any time you would cast a sorcery. If you cast this creature for its rampage cost it gains haste and you must sacrifice it at the end of your turn.
Overwhelm X = If you control X or more creatures during your battle phase, this creature becomes unblockable until the end of the turn.
Conscript X = When creature with conscript deals damage to a creature put a draft counter on that creature. When a creature that was dealt damage by (insert name here) is put into the graveyard from play with a draft counter on it, put an X/X token on your side of the field.
Aftershock = When this card is put into the graveyard from play, it does damage to each opponent, equal to its power.
April 29, 2010 4:31 p.m.
Ben9Breaker says... #52
Sorry for reposting some of the mechanics but it made it easy to associate them with the storyline. Also thankyou too omgyoav, I think the Aftershock mechanic is pretty awesome.
April 29, 2010 4:31 p.m.
Ben9Breaker says... #53
I suddenly realise that there is already a mechanic called 'Rampage' please change mine to Blitz or something similar.
April 29, 2010 4:59 p.m.
Enshroud: creature cannot be the target of spells or abilities YOUR OPPONENTS CONTROL
Share: Creature gets +1/+1 for every creature that shares a type with it.
April 29, 2010 7:27 p.m.
Darkness1835 says... #55
Burst: When this creature is put into a graveyard from the battlefield, you may exile it. If you do, put X 1/1 Ooze counters onto the battlefield, where X is this creature toughness.
April 29, 2010 7:44 p.m.
Darkness1835 says... #56
Kamikaze: Sacrifice this creature: Target player sacrifices target creature with equal/lower converted mana cost.
April 29, 2010 7:47 p.m.
(inspired by the last person) Residue: when this creature leaves the battlefield put an X/X ooze creature token onto the battle field, where X is the converted mana cost of whatever caused this creature to leave the battlefield. (this could also just work as a creature)
April 29, 2010 7:48 p.m.
Darkness1835 says... #58
Comradery: When this creature attacks, all creatures that don't share a creature type with it get -X/-0 until end of turn.
High mana cost creatures will get this, and only one person creature type. otherwise, imagine the carnage.
April 29, 2010 7:53 p.m.
(btw after this there should be a like final ten finalist that we all vote on, and then have a maximum of five keywords for the set. and even five is slightly pushing it)(also how many cards we thinking for the set. And what do you think the estimate common vs uncommon vs rare vs mythic numbers will be?)
April 29, 2010 8 p.m.
(important article that everyone should read) building a magic set
April 29, 2010 8:02 p.m.
(Last Strike), This creature deals its damage after creatures that do not have first strike. ie 5/2 body, 3 cmc
April 29, 2010 8:51 p.m.
Darkness1835 says... #62
@ uzak for your idea to be relevant, there would have to be a lot of variations of Fog and such. But that's ok. We can make our own fog format.
April 30, 2010 12:49 a.m.
@ Darkness1835 : indeed. It could be a red and blue capacity, as white has often things to prevent damage and regeneration is a green and black ability
April 30, 2010 2:42 a.m.
Flow looks like a lot of fun. Have to make sure you flow out the card you drew though, I can see sneaky players trying to switch cards out for something else they have stuck in hand and want to flow.
Unity X: While you control X or more (something, probably creatures), this permanent gets (can be variable effects, like pumping evasion or even a completely new ability. Maybe even have a downside for having too many permanents, like -X/-0)
Immaterial (Whenever this permanent would be dealt damage, flip a coin. If heads, prevent that damage)
April 30, 2010 4:46 a.m.
ok so mine has a loose story line. A Planeswalker finds himself/herself traveling to a plane which looks like a prehistoric land. Magic is intuitive and not used by many other than harnessing primal forces. This would many tribal type feature, shamans, witches, barbarians, etc. and a good amount of equipment rather than things like Aura cards.
Keyword (may have to be reworded)
Enrage X (Pay cost): Put X +1/+1 counters on CARDNAME. At the beginning of your next upkeep, you may use CARDNAMES enrage ability again or sacrifice CARDNAME.
Invent (Pay cost) Sacrifice a permanent: search your library for an equipment card and put it onto the battlefield.
Canabilize (pay cost) sacrifice a creature: Put a +X/+X counter on CARDNAME, where X is equal to the sacrificed creatures converted mana cost.
April 30, 2010 8:13 a.m.
Here is my second idea.
Some of the planeswalkers are disturbed by the wake of destruction that they see from the Eldrazi and fear that it will spread throughout the planes. Jace decides to search other planes for answers and arrive at a plane that has been aware of the danger for quite some time. The society is very technologically advanced and have been focusing their efforts on creating something that would stop the Eldrazi for good. After years of experimentation, mixing magic and technology, they have created a solution, giant viruses and bacteria which are capable of killing the Eldrazi. Infortunately, some of these have escaped and are wreaking havoc in their plane.
Creatures on this plane would be scientists, bacteria, viruses, mutants, etc.
Abilities (may need to be reworded)
Mitosis X CARDNAME enter the battlefield with X time counters on it. During your upkeep remove a time counter from CARDNAME. When there are no time counters left, sacrifice CARDNAME and put two copies of CARDNAME into play.
Infection When CARDNAME deals damage to a creature, put an infection counter on that creature. Creatures with infection counters gain -1/-1 for each infection counter and during your upkeep place an infection counter on this creature, if it would go to the graveyard from play, put it back into play under CARDNAMEs owners control
(Infection needs work on the phrasing but the concept it good)
Genetic manipulation As you cast CARDNAME, you may put any number of -1/-1 counters on any number of creatures you control. For each counter placed this way, CARDNAME cost 1 colorless less.
April 30, 2010 9:03 a.m.
Battlecry1986 says... #67
Ok so my ability idea is mostly geared toward a Knight or Soldier creature type.
Troop: This creatures power and toughness are each equal to the number of creatures on the battlefield with Troop.
Im not deadset on the name Troop but you get the idea.
April 30, 2010 10:01 a.m.
What about choosing an extended set and spinning its story in such a direction so as to give it new life? One example might be a fairy-buster circa eventide.
April 30, 2010 10:55 a.m.
@squire1 : I really like your 2 concepts: Canabilize and Mitosis !
April 30, 2010 1:34 p.m.
@I_Call_BS: I love your "infection" concept. I always felt like the zombies were not as good as they should be. I tough about concepts, but I've never been able to find a cool one. But with your idea, I would definitely play them and love them. I just would like to make some little changes and add some of the squire1 's great modification to the concept.
I made 3 versions, and I'm still hesitation between them. I think the second on could be the most interesting one for it's a great balance between "powerful", "cool" and "not to high in casting cost"
(version a)
Infection X (X is a number): (Whenever "CARDNAME" deals damage to a non-zombie creature, if it doesn't have infection counters, put X infection counters on that creature. As long as the creature as at lest 1 infection counters on it, it gets: "At the beginning of your upkeep, put a -1/-1 counter on that creature for each infection counters on it. Whenever this creature is put into a graveyard, return that card to play under "CARDNAME" owner's control, it's a black zombie in addition to it's other creature types and colors, it loss all abilitys and it get Infection 1.")
(version b)
Infection: (Whenever "CARDNAME" deals damage to a non-zombie creature, if it doesn't have an infection counter, put an infection counter on that creature. As long as the creature as at an infection counter on it, it gets: "At the beginning of your upkeep, put a -1/-1 counter on that creature. Whenever that creature is put into a graveyard, return that card to play under "CARDNAME" owner's control, it's a black zombie in addition to it's other creature types and colors, it loss all abilitys and it get Infection.")
(version c)
Infection: (Whenever "CARDNAME" deals damage to a non-zombie creature, if it doesn't have an infection counter, put an infection counter on that creature. As long as the creature as an infection counter on it, it gets: "Whenever this creature is put into a graveyard, return that card to play under "CARDNAME" owner's control, it's a black zombie in addition to it's other creature types and colors, it loss all abilitys and get Infection.")
I think I like this second version so much, that I'm gonna make some cards and build a deck with it. : )
April 30, 2010 1:36 p.m.
@jokercrow thanks version b is what I was shooting for, just got the words mashed
April 30, 2010 1:40 p.m.
Tularius638 says... #72
In response to TAMA's "Wedge World" concept posted yesterday, my friends and I had actually bandied a similar idea around shortly after shards was released. We decided that the RWU shard should be focused on goblins, since the center color is red, but they'd all be really urbane and cultured and rule over the humans and dragons and such. We hadn't gotten much farther than that, but I thought it might be worth posting.
Incidentally, I love the idea of inverse shards. +1
April 30, 2010 2 p.m.
I love the infection Idea. As tribals go for that universe i would love to see Black:Zombie (with the infection idea) Red: Mutant (genetic manipulation) White: Human (possibly the humans would be themed around a Mad Max, Water World sort of civilization.) Blue:Scientist (Artifact/equipment themed?) Green:Ooze (mitosis)(Also the keyword Burst i really like)
(if they are technologically advanced i would say that there should definitely be a heavy artifact creature component.) Also i Dont think it should be Jace who goes to the plane seeing as he already has a card remake, it should be other plains-walkers....maybe both Elspeth, Knight-Errant and Tezzeret the Seeker . Tezzeret the Seeker goes as a slave to Nicol Bolas, Planeswalker in search of more powerful technology (maybe to enslave the eldrazi) and Elspeth, Knight-Errant follows him and decides to help and protect the remaining humans on the planet.
April 30, 2010 2:02 p.m.
@Xander574 tezzeret is a better idea I totally agree. That said I disagree with the artifact focus just because I want them to have pursued the biological warfare side of things more.
April 30, 2010 2:31 p.m.
yah thinking it over not a fan either. Especially since real mtg is going to mirrodin next. What kind of ability should the scientist class have?
April 30, 2010 2:37 p.m.
i don't think they all have to have them. 3 new abilities is about average for a block. They would be normal blue, Polymorph ish, bouce, draw tactics
April 30, 2010 2:56 p.m.
Second strike (x): If this creature's Second Strike cost was paid this turn, it deals combat damage after normal combat damage, but it deals double its power in damage.
April 30, 2010 3:21 p.m.
My submission:
Purge: If a creature dealt damage by CARDNAME this turn would be put into a graveyard, exile it instead.
White primary, red secondary. White gets more creatures with the ability, red gets more instants/sorceries.
Reviews of others:
Flow: I guess I could see it on certain instants and sorceries, but for permanents, there's almost no tension between holding back and immediate play.
Aftershock: It's good in and of itself, but making it a keyword is risky. Having too many creatures with this punishes decks for playing non-white removal, and creates hassles for everyone (look at Sprouting Thrinax . Now imagine 10-20 creatures in a set that socked you in the jaw when you killed them instead of merely providing chump blockers. It would not be fun at all). Having too few creatures with it means it's not worth keywording and templating.
Bloodletting: This might, if balanced and tested extremely carefully, be in the power sweet-spot. Frankly, though, I'm not sure Wizards R&D themselves could do balance it well.
Clamp: This would need extensive support from the rest of the set, in the form of other keywords that interacted with power and toughness, more black -X/-X removal, extremely efficient green pump, etc. I could definitely see it working, both as a drawback and as an advantage, but not in a community-made set.
Precision: Short, sweet, and fits in a lot of different set types. An answer to protection, turbo-fog, and (someday) Absorb. I like it.
Revenge: If done properly, could open up some new deck types. Of course, done improperly, and we have Jund-esque card-advantage issues.
Hostility: Not worth keywording unless it ties directly into set themes (the tribal variant in Lorwyn, for example), and even then, I'd recommend keeping the cards with it to a minimum. Too much potential for a metagame lockdown, otherwise.
Infection: I'm not sure I understand the way you mean it to go.
Conversion: Draft counter? As in, something that stays over multiple turns? As in, I chump block with something with this, then 5 turns later, I draw a Doom Blade and get an X/X token as well as creature kill? It'd be both more flavorful and more balanced if it were 'If a creature dealt damage by CARDNAME this turn would be put into a graveyard'.
Return of Banding: curls into fetal position, shuddering No, no, make it go away!!!
Warpath: For X < 3, I'm thinking 4 mana 1/2. For x >= 3, we're starting to get into Scornful Egotist -level absurdity. I'm sorry, but I'm pretty sure there's no way to balance this effectively.
Sentry: Just way too good. At the least powerful version, you get to trade in your obsolete creature and 1 life for one of your opponent's shiny new creature...for two mana. And that's at WORST.
April 30, 2010 3:29 p.m.
Rescind: It'd be a lot safer if it took up more resources than mana, such as some sort land-bouncing, or opponents getting 2/2s. As it is, it's just improved buyback or a dredge version that doesn't take up a draw.
Kamikaze: I really like the idea behind this. As long as there's more to the activation cost than saccing the creature, it doesn't seem like it'd be too overpowered.
Manipulate: I guess I could see it as a cantrip-esque add-on to a certain spells, as long as it was restricted to nonland permanents. I'd be a little leery of it, though. Blue primary, white secondary, standard addon cost 1C (for example, if a spell did something and was fairly costed at 2C, adding Manipulate would, in most cases make the spell cost 3CC)?
Enrage: I... Wow. I really like this ability. Not too hard to balance, as you're putting a bunch of eggs in one basket, yet it has a high, fun, and non-broken pay-off if your opponent has no answers. The one criticism I have is that it really should be sorcery-speed and/or a 'play this ability only once per turn' type of thing.
Invent: I get the feeling that this will get out of hand. Paying a cost and saccing an extraneous land or saproling to not just put it into your hand, but onto the battlefield feels too good to be reasonable. I guess with reasonable costing and careful selection of the things that get it, it could be kind of fair-ish.
Cannibalize: This works too well against opposing removal for my taste. As the effect of an instant, yes, I'd be fine with that. As a repeatable effect that nullifies my opponent's removal and helps the rest of my stuff? Too good.
Mitosis: Chronozoa really doesn't need a whole ability based on it.
Infection: So, you block my Leatherback Baloth with your 1/1 with this ability, and 4 turns later at the maximum, you get my baloth? Way too powerful.
Tidal: No opinion
Color-walk: I'm thinking Protection is doing a fine job as-is. It's just at the right level of color hate. Color-unblockability would be a bit too weak, methinks.
Genetic Manipulation: Could be interesting, but it seems like it could be broken easily.
Burrowing: Flying clones are really not necessary. Also, on a flavor note, you'd basically have to give all wurms burrowing, and green's slice of the color pie doesn't include evasion for a reason.
Troop: Not too powerful if done right, catalyzes blowouts on both sides of the board, and is fun. Not bad.
Just my constructive criticism.
April 30, 2010 3:30 p.m.
i think infection would take 5-6 turns to turn a baloth and also the way its slightly balanced is that it takes 5 turns and also makes the baloth weaker. so you have time to use it to chump block or kill it some other way. Similar to a zombie invasion the guy who's bit usually then has the freedom to go down swinging.
April 30, 2010 3:49 p.m.
(i guess it would need to read "If creature is killed by infection counters, gain control of creature" not "if creature goes to the graveyard"
April 30, 2010 3:50 p.m.
Not the way it's worded. The baloth gets hit, gets a counter. It is now a 3/4. Four turns pass, it hits the graveyard as a SBE, then goes to the other side of the field.
See, even with your 'fixed' version, the ability isn't balanced by the fact that it takes few turns. Still using the Leatherback example, yes, the Leatherback will probably still kill the thing with infection, but, for starters, the next time the baloth gets to swing, it's the size of an Elvish Warrior . There are very few decent three-drops that can't kill an Elvish Warrior without dying. Guess what that means? Yup, the baloth will attack (and trust me, most decks can afford to take 3 damage to gain control of an opponent's baloth, so they won't likely block), or sit back on defense for 3 turns, then go over to the opposing side AS A 4/5.
The WORST case scenario for the guy with the infection creature is that they basically used the creature as removal, which is not too bad. The best case? The player with the infection creature spent a little mana and a card to gain a massive tempo advantage, nullify an opponent's creature, and gain a 4/5. That's not balanced, no matter how you slice it.
April 30, 2010 5:14 p.m.
@Xander574: I would like the creature with an infection to get on the other side of the battlefield whether it's been killed by the infection or not, the same way every dead affected in a Romero movie will come back from the dead as long as the brain is still ok. From now on, the challenge will be to make the effect well balance by choosing the right converted mana cost.
April 30, 2010 6:23 p.m.
zerotimestatechamp says... #85
Lava Colossal: a race of sentient and extremely intelligent lava beings live within the earth. They respond to goblin and dwarven mining operations that threaten their livelihood with cold from the outside world by attacking them with superheated liquids and ingenious traps. They also convince various other creatures of the deep to fight as allies. M(5) to cast, haste, at the beginning of your upkeep lava colossal gets a +1,-1 counter. 6/6.
April 30, 2010 6:39 p.m.
In every great zombie movie I've seen, there is an infected guy trying to kill as many zombies as possible before becoming one. To make that possible and to help balance the "infected" ability,
I suggest that infected creatures get -0/-1 counter instead of -1/-1 counter.
Infected creatures are not weakening, they are just dying...
April 30, 2010 7:06 p.m.
It'd be more balanced if, instead of returning the afflicted creature to the battlefield on the side of the infector's controller, the death-trigger put a 2/2 or 3/3 zombie token onto the battlefield under the control of the controller of the infector.
Just a thought.
April 30, 2010 7:46 p.m.
Here's my take on things. Mostly focused on mono-color decks. It's kinda my thing.
This is the 1st of 2 posts.
In the shattered remains of Dominaria, the survivors struggle against raging storms, earthquakes, and droughts. The tribes have almost entirely retreated into secluded enclaves, emerging only when forced to by the still-chaotic landscape. Old feuds and hatreds buried during the conflict re-emerge, leading to an age of xenophobia not seen since the time of the Thran. (Black) In the swamps of what was once called Urborg, necromantic cults rapidly rise and fall. Their feuding with one another is outmatched only by their scorn for those living in the outside world- or as they call it, the meatlands. Scorn X (This spell costs X less to play for each nonland permanent your opponents control that does not share a color with it.) Examples: Maddened Necromancer- 4B, Creature- Human Necromancer 3/1 Scorn 1 (This spell costs 1 less to play for each nonland permanent your opponents control that does not share a color with it.) Tap: Put a 1/1 black Skeleton token onto the battlefield.
Crippling Paranoia- 8BB, Sorcery Scorn 2 (This spell costs 2 less to play for each nonland permanent your opponents control that does not share a color with it.) Each opponent discards two cards at random.
Scowling Bone-Thief- 3BB, Creature- Human, 3/2 Scorn 1 (This spell costs 1 less to play for each nonland permanent your opponents control that does not share a color with it.) When Scowling Bone-Thief enters the battlefield, return a creature card from your graveyard to your hand.
(Red) The denizens of the mountains once called Shiv have suffered perhaps more than any other region at the hands of nature. Constant earthquakes, volcanic eruptions, and sinkholes make life a living hell for the few who are forced to remain. Mostly dwarven clans and orc warrens, these dwellers survive in a state of constant spite at their lot. Spite X (When you cast this spell, exile the top X cards of your library.) Examples: Scarred Orc- R, Creature- Orc, 3/2 Spite 4 (When you cast this spell, exile the top 4 cards of your library.)
Dwarven Battlesmith- 1RR, Creature- Dwarf, 1/2 Spite 3 (When you cast this spell, exile the top 3 cards of your library.) When Dwarven Battlesmith comes into play, put up to 3 +1/+1 counters divided as you wish on other creatures you control.
Bitter Orgg- RRR, Creature- Orgg, 6/3 Spite 10 (When you cast this spell, exile the top 10 cards of your library.)
April 30, 2010 10:59 p.m.
3 posts. Sorry.
(Blue) Those living beneath the oceans of Dominaria have suffered far less than most from the disasters that have crippled the rest of the world. The guilt that the merfolk feel has driven many of them into a depression fueled by nostalgia and regret.
Regret X (Pay X life and exile this spell: You may play it from exile without paying its mana cost. Only one spell may be exiled this way at a time)
Examples: Nostalgic Recall- U, Sorcery Regret 2 (Pay 2 life and exile this spell: You may cast it from exile without paying its mana cost. Only one spell may be exiled this way at a time.) Draw a card. Then, if Nostalgic Recall was cast from exile, draw two cards, then discard a card.
Mournful Tidesong- 2U, Instant Regret 3 (Pay 3 life and exile this spell: You may cast it from exile without paying its mana cost. Only one spell may be exiled this way at a time.) Tap or untap target permanent. If Mournful Tidesong was cast from exile, instead tap all permanents.
Weeping Crocodile- 2UU, Creature- Crocodile, 4/4 Regret 2 (Pay 2 life and exile this spell: You may cast it from exile without paying its mana cost. Only one spell may be exiled this way at a time.) When Weeping Crocodile comes into play, if you cast it from your hand, put a -1/-1 counter on it. Otherwise, it has shroud.
(White) The nomads living on the plains of what might once have been Benalia travel ceaselessly, hoping to eventually find a stable area upon which to settle. In their travels they have seen much, and they have liked little. Their pride has imbued them with a strong disdain for ways of life other than their own, often to their own detriment. Disdain X (As an additional cost to this spell, sacrifice X permanents.) Examples: Prideful Spear-Guard- 1W, Creature- Nomad, 1/4 Disdain 1 (As an additional cost to this spell, sacrifice 1 permanent.) If you control 2 or fewer lands, Prideful Spear-Guard gets +2/+0.
Warriors Hubris- WW, Enchantment Disdain 2 (As an additional cost to this spell, sacrifice 2 permanents.) Creatures you control get +2/+2.
Nomads Curse- W, Instant Disdain 1 (As an additional cost to this spell, sacrifice 1 permanent.) Exile target creature.
April 30, 2010 11 p.m.
3rd of 3.
(Green) The creatures living above the ancient roots of Yavimaya face a constant struggle against the ever-shifting climate. Only the heartiest of creatures have managed to flourish, and trees grow tangled and close to the ground. Survival depends mostly on stubbornness and gall- refusing to die even against all odds. Gall (If this creature would be destroyed, instead remove all damage from it and sacrifice it at the beginning of your next end step.) Examples: Greyfur Badger- 1GG, Creature- Badger, 2/2 Gall (If this creature would be destroyed, instead remove all damage from it and sacrifice it at the beginning of your next end step.)
Cackling Troll- 2G, Creature- Troll, 4/3 Gall (If this creature would be destroyed, instead remove all damage from it and sacrifice it at the beginning of your next end step.) If you sacrifice Cackling Troll, you lose life equal to its power.
Idiotic Behemoth- 5GG, Creature- Behemoth, 7/7 Trample Gall (If this creature would be destroyed, instead remove all damage from it and sacrifice it at the beginning of your next end step.)
April 30, 2010 11 p.m.
Where to begin.
Flow reworded Whenever you would draw a card you may instead reveal the top card of your library. If it has flow you may cast it for its flow cost otherwise draw a card.
I had thought of having Rescind take up a draw but it seems to UP then.
for uzak Bloodletting (renamed Cleave) is an ability that needs to be treated like Annihilator.
@ battlecry I had a similiar idea but it was called pack and read "This creature gets +1/+1 for each other creature with pack on the battlefield"... I tested it and it's either OP or UP there is no medium.
@ Xander I have put a great deal of thought into the negashard idea (I actually thought it up before shards, it was basically the shards storyline, just different colour combinations) and the things that I think should be seen in the set at least would be negashard equivalents of the spell blades, classic three drops, charms and maybe a return of the borderposts and the axis coloured cascade spells (shocked gasps).
@ Zimek perhaps impervious is a better name?
@ Xander... again... I like the idea, I did something similar pre-lorwyn but then they made the avatars (Godhead of Awe type things) which were basically the same thing just less powerful. The key was my favourite it would be cool if she Decimate d them every time she dealt damage.
April 30, 2010 11:19 p.m.
Review
Aftershock: I think Matt's 2nd version is better.
Flow: This ability needs to be monitored and well themed
Cleave (previously Bloodletting): Farily OP needs to be limited to only a few creatures.
Render: possibly needs renaming but works quite well especially if coupled with convoke. Would make for an interesting set. Oturu ftw.
Clamp: Either needs to be a fairly limited ability or the basis of a sets mechanics. Lots or little.
Precision: See clamp. This ability messes with protection and hence needs to be either Delve rare or arcane common.
Original Infection and Conversion: OP so very OP. Conversion just kills any creature deck. Infection is complex and OP what if I play an infection deck and put 100 Infection counters on a creature and then hexmage it. I win with many zombie tokens of varying power (which would be immensly hard to keep track of).
Enrage: I think it needs to be more of a Berserk effect, perhaps even Berserk as a triggeread ability at the beginnig of your upkeep for (cost). Either way the repeat on the ability seem a bit to powerful.
Invent and Cannabalize: need rewording but loving them.
Mitosis: I'm just going to start saying Blue Rose or Muck. Either rare as a Blue Moon or as common as Muck. B or M.
Infection (squirrel version): Basically all I am seeing is a combination of Wither and the yet to be keyworded Krovokian Vampire ability. Perhaps they should be separate as together seems very OP.
Genetic Manipulation: Needs a shorter name other than that it seems cool.
Revenge X: Interesting idea seems very much like a different wording of second strike.
Hostility: Needs Work. Interesting idea. Matt was probably right, this is Magic not Pokemon
Warpath: Another variant on Troop and Pack.
Sentry: Things could get messy with this. So much cost but man you just went five for one with your opponents creatures and this thing is a keyword?
Rescind: definitely needs to be taken back a notch perhaps a version of dredge that has a mana cost attached instead of a mill yourself cost.
Untrampleable: Perhpas as a cycle of cards instead of a keyword. Whenever specific one creature blocks a creature that creature loses first strike, intimidate, trample, flying e.t.c. this effect does not end at end of turn.
Overwhelm (Elurker version): I thought Kusari-Gama was a card not a keyword. Seems OP.
Land ability (Elurker version): I thought about this but then realised it would be almost as powerful has giving a land flow. Too much landfall.
May 1, 2010 12:53 a.m.
Blitz: Props. Seems good. Thats it from me.
Burst + Conscript + Residue: Yea now every creature is a Sprouting Thrinax . Seems OP.
Enshroud + Purge: (Y)
Share = Pack.
Kamikaze: I like the idea but it is headed into the region of Over Power. Perhaps if it was a destroy target creature... or if it was target player sacrifices a creature... but target player sacrifices target creature seems very powerful. Look at Reweave .
Last Strike: Amusing, but just adding another damage step to the game doesn't seem to constitute any form of useful game play. Perhaps I am wrong.
Infection (a, b and c): Maybe Infection should be about the getting the creature back not the -1/-1 counters. That way it isn't to wordy and it doesn't suck to much or isn't to OP. Basically it is krovokian-vampire's ability as a Keyword and I mean hey they reprinted 3 Khabal Ghouls.
Draft Lord's ability: How much fun would that make limited. I know right. Seems fun, don't know how core you'd want to make the ability. As you said could be broken hence probably should only twiddle creatures.
Betray: Thankyou for the edit, threw me there for a while. Seems like an inverse version of aftershock but again very messy. Everything is a sparkmage huzzah.
Tidal X: B or M. Could be cool on a 3 cost squid thing that has tidal 10 and starts as a 1/1 or in combination with graft.
Colour walk: So underpowered protection yeah?
Opportunity: Intersting idea. I like it. Could call it Ambush and have it as a creature effect. Perhaps even as the RWU ability in the Negashard idea by that dashling handsome user whatshisname.
Burrowing: Please no more variants on flying, please.
Summon X: Wow the first ability that seems really UP. Needs to be better... somehow.
Symbiosis: This should probably be more of a one off than a keyword.
Comradery: It would be good to have a value for X. If you were going to put this on a fatty, why couldn't it say -X/-X and then you could put a whole bunch of clamp creatures in the set.
Unity X: Kinda like the Worldwake Loam lion cycle. Maybe it shouldn't even be a keyword and just a set cycle.
Immaterial: There a times for coin flipping and limited and standard have evolved past that point. Just imagine combat in limited with these guys (and no-one would have a coin).
Second Strike: see Last strike.
Scorn: There is little reason for multiple levels of scorn, why not just have it as an ability that says 1 less instead of X less. However that would point us toward making cards like 20BB Scorn destroy all creatures. Maybe if it was more of a Domain thingy. For each colour among permanent types your opponent controls (mmmm artifacty).
Spite and Disdain: Heavy penalties Higher benefits. I like, but hard to balance.
Regret: Hard to word right.
@ Matt I love those cards too atm I am trying to make an Aussie Highlander with them. My favs are Book Burning , Psychic Purge , Browbeat and Mind Bomb .
May 1, 2010 12:55 a.m.
@TAMA: I did struggle with Regret a lot. My original intention was to create a mechanic by which you could pull spells off the stack when they were no longer beneficial to you- a sort of meta-control- with the intention of giving Blue a bit more of an edge in control. While I don't really want to go back to the days of mono-blue domination, I'm sick of having to splash white every time I want to play a control deck.
For Scorn: I think it'd be fine if it was limited to reducing the cost by 1 per permanent. I don't know if I like a Domain-type modification, though. In my mind, it's more about the stacking of non-black permanents- mirror matches being the risk inherent within the mechanic.
Any thoughts on Gall? I feel like it's basically "Good regenerate," sorta. The balancing depends on the creature, maybe?
May 1, 2010 1:47 a.m.
Gall seems good except that if I wrath in my turn your creature lives and mine do not. Perhaps at the beginning of my next upkeep that way I can swing with it, it doesn't die until my next turn.
I beleive I also missed the Banding idea. That would be loads of fun considering how broken the current rules (or so I am lead to believe) for banding are in my humble quiet broken. However it is a confusing mechanic for most and trying to create a community set around it doesn't seem like a good idea.
May 1, 2010 2:54 a.m.
a lot of great ideas but i think this should have been two challenges, everyone is focussing on abilities and not story. The story concepts needs to be sound first.
That said, many cool abilities and a reminder to participants, click on the heart if you like an idea
May 1, 2010 8:59 a.m.
also to defend some of my concepts, enrage would be overpowered if it worked like berserk, but if a creature had (enrage 2, pay 2R...) for example it makes it like an upkeep with a benefit or the creature dies. t can be changed from rarity and type, and color due to the costs being different.
Infection does seem complicated, but the idea was something that slowly took over a creature and turned it against its owner in the end. I can't write rules to save my life, but again the idea is sound, I mean 7-15 turns to turn an eldrazi is acceptable, and remember in the story line the scientists were trying to build organisms that could take down eldrazi.
May 1, 2010 9:19 a.m.
@TAMA and Cirrus: I think you make a point by showing those op effects of infection. I still talk about this ability cause I like it very much and I wanna make it work... So here is an alternative that keep the interesting effects (slowly kill a creature that come back as a zombie with infection) without making it to powerful. Please tell me what you think.
Infection (ver: 2.0): (Whenever "CARDNAME" deals damage to a non-zombie creature, if it doesn't have an infection counter, put an infection counter on that creature. As long as the creature as at an infection counter on it, it gets: "At the beginning of your upkeep, put a -0/-1 counter on that creature. Whenever that creature is put into a graveyard from play, put a 1/2 black Zombie creature token with infection onto the battlefield under "CARDNAME" owner's control.")
-0/-1 counter because the creature is dying but no weakening. 1/2 zombie token because they are not very strong, they are slow but the don't mind losing an arm or legs, they're still gonna fight.
May 1, 2010 10:55 a.m.
Ben9Breaker says... #99
@TAMA I had a thought about your negashards chapter which seems to be very popular. You hadn't written anything out for RWU so I had a thought and wrote it out for you.
(RWU Blitz) The desiccant and violent landscape of Duvas leaves little alive, the unhindered sunlight scorching the land down to a barren desert. Inhabitants of Duvas (elementals or wurms?) live deep underground, carving caverns and wells into the depths of the earth. Being so close to the earth leaves the inhabitants with a sixth sense of the happenings around them, but is this enough to save them?
May 1, 2010 1:15 p.m.
lotusreport says... #100
I posted the theory behind my submission on my blog.
tl;dr -- A set based around the five tri-color wedges. TAMA beat me to posting the idea, but I have a different vision for the flavor of the wedges.
May 1, 2010 2:40 p.m.
Scorn: The ability itself is semi-balanced. However, the problem is that the ability would warp formats: you would almost HAVE to either play black/creature-less control, or you'd get swarmed by undercosted, OP cards. This is a type of ability that should be made available to all colors, preferably at a low density.
Spite: Hard to balance, but I like the idea, though a different name wouldn't go amiss.
Regret: The lifeloss seems more black than blue, and making it harder to react to blue seems like a bad idea, especially if, as it seems, this would allow the blue player to respond to opponents making the situation more favorable for them, or, indeed, countering the spell.
The only workable drawback I could think of would be a way for the opponent to get regular or virtual card advantage (for example, 'target opponent shuffles X cards from their graveyard into their library and draws a card' or 'Target opponent returns a card at random from their graveyard to their hand') out of the deal. That would make Weeping Crocodile-esque creatures have an appropriate disadvantage ('2UU, Pay 2 life' is NOT an appropriate cost for a 4/4 shroud in most situations), and if you're not getting card advantage from Regret-ing a spell, it creates more tension while not removing fun.
Disdain: I REALLY like this idea. Sacrificing card advantage for power is my favorite category of mechanic. My one issue is that it's a bit too 'Spike', and in such a way that if it's balanced wrong, it wouldn't be played by any of the 3 main archetypes. Maybe make it an optional ability, with either the spell costing more or making the permanent or spell effect weaker if the player does not pay the Disdain cost.
Gall: Good but boring. This keyword is just screaming at me to change the wording to allow changes to the permanent such as buffs, nerfs, or new abilities when the Gall ability keeps it from going to the graveyard. I really have no ideas on how to make that work without making Gall have a cost (facilitating 'When you pay CARDNAME's Gall cost, X happens).
Also, I agree with the timing for the sacrifice. Tama, this isn't aimed at making your DoJ and attacks better, it's to make your opponent's sorcery-speed removal and attacks worse. It's actually kind of like Stone Idol Trap , timing-wise. Just enough for you to attack with it again, assuming your opponent attempted to destroy it on their turn.
May 1, 2010 5:07 p.m.
After some thinking, I have one more word to say on the subject of Regret: Storm.
May 1, 2010 10:09 p.m.
Darkness1835 says... #103
In order to get things moving, we will be closing things off at the begining of Sunday, rather than the end.
This is Pacific time for me, so in 3 hours no more idea will be accepted.
May 2, 2010 12:03 a.m.
zerotimestatechamp says... #104
pretty sure there wasn't a single response to my post... Is the goal really to design as many new abilities as we can? I thought it was about the story too. Anyways, magic has never introduced more than a couple new abilities with a set. We should we?
May 2, 2010 1:09 a.m.
Darkness1835 says... #105
@zerotimestatechamp: You have a point. There have been a few storylines given, so we will have to do with what's been submitted. Within the next few days there will be a new article with voting for which storyline, and which keywords will be used.
May 2, 2010 1:12 a.m.
jokercrow If we have a tribal set we may try and make it work but it just seems to cluttered. I think the best option is a Krovokian Vampire type ability coupled with deathtouch, poisonous, wither and similar abilities (which would be perfect to replace rescind in my negashard idea).
May 2, 2010 8:32 a.m.
@ Squire I see your defences. I had originally planned to do it as two articles but darkness jumped the gun on me. I think we have a fair supply of ideas though and I think we can combine them together. One point I should make though is that in all prior sets where wizards has made scientist type creatures they have been wizards.
May 2, 2010 8:36 a.m.
Sorry to Triple Post. @ Benbreaker I like the idea trying not to make all the environments uninhabitable perhaps something a little less harsh might be good. I think Blitz needs to be something more Ambushy in order to be RUW in which case it might be an ability similar to Qasali Ambusher or Flash blockers and attackers.
May 2, 2010 8:44 a.m.
zerotimestatechamp says... #109
To go along with my post about a possible card named Lava Colossal I submit the ability cooling. At the beginning of your upkeep this creature gets a +1/-1 counter.
May 2, 2010 8:25 p.m.
Ben9Breaker says... #110
@TAMA, I like the idea of flash attackers and blockers as blitz. But how would you make the ability fair? Something like;
Blitz(cost): If 2 or more creatures are attacking you, you may play this card for (cost) as though it were an instant.
Then I suppose you could shift the wording around for an aggro version.
May 3, 2010 3:35 a.m.
@zerotimestatechamp: I like the inverse idea of that better, "At the beginning of your upkeep, if this creature's power is greater than 0, put a -1/+1 counter on it". Your elemental turns into a wall =D
May 3, 2010 5:05 a.m.
Also, TAMA, the idea of Unity was to be a different kind of Threshold. Does that affect your opinion?
May 3, 2010 6:37 a.m.
@ Benbreaker It would probably be a different keyword than blitz given the design of the ability Ambush seems to fit. I like the idea of it being if you control (blah) you may cast this creature for it's ambush cost any time you could cast an instant. Probably written like akin to kinship.
@ Siegfried and 0timechamp very cool idea with the wall makers and the deal breakers.
@ Siegfried Yes it does effect my opinion. It should be a specific set such as if you control four or more creatures. That goes nicely with the Blitz/Ambush idea.
May 3, 2010 7:17 a.m.
Ben9Breaker says... #114
Ambush (cost) - If you control X attacking/defending creature/s, you may cast this creature for (cost) anytime you would play an instant.
I would assume depending on the creature, you would say either attacking or defending in text and not have the affect for both. I also though that his effect could be fun if the creature has haste.
May 3, 2010 8:17 a.m.
The problem with that is that if it worded that way the creature wouldn't need flash. You have already declared blockers or attackers so the creature cannot attack or block when it is needed. Work on wording later.
May 3, 2010 9:13 a.m.
Jibberling says... #116
Kinda new here still but lemme see if I have anything to add.
Based on the idea that Tribes of hunters breed and train dogs to seek out specific kind of prey.
Imprint - When Cardname comes into play choose a creature type, whenever cardname attacks all creatures of that type controlled by defending player must block if able.
Has that been done before?
P.S. If I did this wrong, my bad, I'm still just stumbling around on here lol.
May 3, 2010 10:24 a.m.
Jibberling says... #117
Another thought...what about a creature that drains energy from you and continually grows stronger and stronger until you can't support it anymore. It could start out as a cheap little 1/1 and build turn after turn into a behemoth for a continual tribute of x mana.
Syphon x - At the beginning of your upkeep pay x or sacrifice cardname, if you pay x place a +1/+1 counter on cardname
May 3, 2010 10:48 a.m.
@Jibberling: Welcome!
Imprint is in fact already an ability, but it's very different from what you've described. I could see your ability on a one-off creature, but probably not as a keyworded thing.
Syphon would be interesting if you replaced paying mana with paying life and took away the option to sac the creature in question...force a player into some real sticky situations there.
May 3, 2010 10:54 a.m.
Syphon is sort of like Tidal. Only Tidal has no cost and eventually goes back to square one. Syphon seems like it could work but it would need to be balanced.
May 4, 2010 6 a.m.
Jibberling says... #120
How about a round of enchantments or auras that have Empower X: If you played a creature sharing a color with 'cardname' this round you may play 'cardname' for it's empower cost.
Or
Infuse X: If you played an instant or sorcery sharing a color with 'cardname' this round you may play 'cardname' for it's Infuse cost.
I always loved cards that were made intentionally to combo.
Darkness1835 says... #1
Personally, I was thinking about a set filled "sneaky" and evasive creatures. Lots of unblockable/landwalk creatures and maybe a new keyword similar to fear and some combat tricks.
Storyline: A new plane is discovered, that is very anarchaic; everything is out for its own benefit.
Keyword: Revenge X (At the end step of each turn, is this creature was in combat this turn, it deals X damage to the creature/s it was in combat with.) Creatures controller would decide how the damage gets divied up.
April 28, 2010 10:18 p.m.