Ability challenge

Custom Cards forum

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

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

Student of Martial Arts
Creature - Human Warrior - Uncommon

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

2/2

Another user could make say:

Winding Mountain Way
Enchantment - Rare

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

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

A third user might say:

Wizard Academy
Land - Graduation (Rare)

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

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

I hope I have explained it well!

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

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

3/ Any suggestions to the challenge are also welcome!


I will start us off with a word:

Divine

List of already used words Show

Woiteck says... #2

This is a very fine idea! Nice twist on the card creation challenge.

I present this:

Chosen Paladin

Creature - Human Knight - Rare

Divine 3 (This creature enters the battlefield with three divine counters. Whenever a source an opponent controls deals damage to you, remove a divine counter from this creature.)

As along as Chosen Paladin has one or more divine counters on it, it has indestructible.

P/T 4/4

September 13, 2019 7:54 a.m. Edited.

dbpunk says... #3

Ok o see how this works

Curse of Athreos

Sorcery

Exile target permanent. You sacrifice a creature.

Divine - As you cast this spell, if you control an enchantment, each opponent sacrifices a creature.

September 13, 2019 8:03 a.m.

DwaginFodder says... #4

Nylea, Immortal Huntress

Legendary Enchantment Creature - God

Divinity 3 (This enchantment isn't a creature unless you control three or more other enchantments.)

Other creatures you control have reach.

: Destroy up to one target creature with flying. Put a +1/+1 counter on ~.

6/5

September 13, 2019 8:15 a.m.

DwaginFodder says... #5

Nylea should also be indestructible and be 5/4 instead (fixing it in post, oops).

September 13, 2019 8:16 a.m.

Woiteck says... #6

Oh, I should say that I fixed a typo via editing. Initially I wrote "on or more" instead of "one or more".

September 13, 2019 8:30 a.m.

Boza says... #7

Small corrections, seeing how this challenge evolved:

1/ Small variations on the original word is fine - divine is perfect, divinity and divination are fine.

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

3/ Any suggestions to the challenge are also welcome!

I will update the main thread to include those!

September 13, 2019 8:47 a.m.

dbpunk says... #8

Can we have multiple submissions?

Disappearing Hand

Creature - Human Wizard

Divine - At the beginning of your upkeep, if you control an enchantment, you may exile target nonland permanent an player controls until ~ leaves play. If you do, each of that players opponents create a token that's a copy of that permanent, except it's 3/3 white and blue Mage creature token in addition to it's other types and colors.

When ~ leaves play, destroy all Mages.

4/7

September 13, 2019 8:52 a.m.

dbpunk says... #9

An idea: maybe also allow for people not to just make a card with that ability/keyword, but also allow people to make cards with that word as the name. Let people flex their imagination for that.

September 13, 2019 8:55 a.m.

Boza says... #10

Well, that is a great idea, however it would not be the ability game then :) But in all seriousness, using the word in the name does not provide much constraint. But you did remind me of one other place that word should be able to occupy - the type line!

I will provide that in the opening post as well!

September 13, 2019 9:09 a.m.

Woiteck says... #11

Okay, to support my take on divine, here's two more cards:

Power of Faith

Enchantment - Rare

Creatures you control get +1/+1 and have lifelink.

When you control no creature with a divine counter on it, sacrifice Power of Faith.

_

Altar of Strenghtening

Artifact - Uncommon

, , Sacrifice a creature: Put X divine counters on target creature you control, where X is the sacrificed creature's power.

September 13, 2019 9:13 a.m.

DwaginFodder says... #12

TypicalTimmy I think you don't understand the challenge. A new ability isn't set until a "winner" of the first one's decided.

September 13, 2019 11:57 a.m.

Boza says... #13

There is a reason for that too - the more submissions from different users there are, the more difficult it becomes to make a new one. Which usually means a lot more creativity has to be employed by later joiners. For example, the example I gave in the opener are of an "quest-like" enchantment, a combat ability for creatures and a new land type. No answer is right or wrong, but I think it provides.

Given the turnout so far, I think a shorter window will be a good idea, so something like 5 entries is much more realistic to have something distinct options, without too much restriction.

By the way, these are some amazing takes on the ability, I hope you are having as much fun with it as I am :)

September 13, 2019 12:21 p.m.

SynergyBuild says... #14

I am bored, so I will take this quite seriously.

For divine, I wanted to take a look at all cards that use the card in their name, and the etymology and its differing definitions.

Defined, it means to come from God, be of God, or be like a God. It can also simply mean excellent, when used as an adjective. I plan to use it as such, as it is an ability.

The etymology I could find shows that it comes from Old French or Latin, as "divus", to "divnus", each time meaning Godlike. Because this matches up with some of the well-used definitions, I plan to make the ability to resemble this definition.

To assure this works in MTG cannon, I looked at all of the cards that have the work "Divine" in the name, and all of them were white cards, excluding 5, with a range of green, colorless, and multicolored within those. All of them used the term 'Diviner' however, meaning someone who uses Divination, which is a soothsaying/'inspired by God' term.

So, I hit a road, I could choose the literal word 'Divine' or a play on a similar word 'Divination'. I would use the card Divination, and most likely make a blue-based mechanic involving card draw if I went the latter route, but if I went the former, I would choose a white mechanic.

I couldn't take the term Divination much further without looking away from the term Divine however, leading me to more occult or other canons like Harry Potter for further details, so I went with coming up with a White mechanic.

The question is, Which white mechanic?. If I didn't feel inspired, I'd probably pick lifegain/damage prevention, as 6 of the 17 white cards with Divine in their name use, however I felt that the cards Divine Arrow, Divine Deflection, Divine Retribution and Divine Verdict showed another, really cool angle on white's color pie, killing those that hurt others, or deflecting.

Sort of a form of protection by smiting, and often I believe an underlooked stance on white's color pie. This is what I wanted to make a mechanic.

Divine Protection - If damage would be dealt to this permanent or player, instead you may prevent that damage and then deal that much damage to a target of your choice. You may not prevent damage this way more than once a turn.

Three total types entities can use the mechanic, the player, planeswalkers, or creatures. The ability can be given until end of turn, by an equipment or aura, or and enchantment. This ability doesn’t stack with lifelink or deathtouch, as you deal the damage, not the original source of damage or permanent that Divine Protection is on.

I believe this is a semi-replacement for Hexproof, Shroud, Indestructible, or any other protection ability, but would specifically be a white mechanic, rarely going outside of it without good means, similar to how Hexproof originally was.

Below are differing examples of cards that could have this mechanic:


Saved by the Gods -

Instant

Until end of turn, target creature, planeswalker, or player gains Divine Protection. (If damage would be dealt to this permanent or player, instead you may prevent that damage and then deal that much damage to a target of your choice. You may not prevent damage this way more than once a turn.)


Shield of the Pantheon -

Legendary Artifact - Equipment

Equipped creature gains Divine Protection and has +1/+3 (If damage would be dealt to this permanent or player, instead you may prevent that damage and then deal that much damage to a target of your choice. You may not prevent damage this way more than once a turn.)

Equip legendary creature

Equip creature


Iroas, of Victory -

Legendary Enchantment Creature - God

Divine Protection, Vigilance, Double Strike

As long as you have three or less creatures, Iroas is an enchantment. (It is no longer a creature)

As long as Iroas is a creature, creatures you control have Divine Protection, Vigilance, and Double Strike.

3/5

September 13, 2019 12:58 p.m.

dbpunk says... #15

Divination Rites

Enchantment

Whenever a creature enters the battlefield divine 2 (look at the top two cards of your library. If any number of those cards share a color with that creature, you may reveal it and put it into your hand. Otherwise, put them on the bottom of your library)

A second idea I had.

Also, is it ten cards made or ten people entering cards?

September 13, 2019 1:01 p.m.

Tzefick says... #16

Boza Nice challenge!

I would suggest after a winner is selected (please post a deadline in the OP) that player decides the next week's ability keyword/theme and posts a separate thread dedicated to the new challenge. If the winner doesn't post a new challenge by the day after winning selection, Boza comes up with a new Keyword or asks for suggestions.

It would be much easier to follow and there's not insane traffic on the Custom Card subforum as it is, so I don't think it would count as flooding.


My suggestion on Divine:

Set in a setting similar as or on Theros.

On permanents;

Divine boon - When ~ enters the battlefield, if you control a God that shares a color with ~, bonus effect.

On instants and sorceries;

Divine boon - If you control a God that shares a color with ~, bonus or amplified effect.

Meletis Healer

Creature - Human cleric (C)

Divine Boon - When Meletis Healer enters the battlefield, if you control a God that shares a color with it, gain 5 life.

2/3


Kruphix's Foresight

Sorcery (U)

Draw 2 cards.

Divine Boon - If you control a God that shares a color with Kruphix's Foresight, instead Scry 2, draw 2 cards, then Scry 2 again.

September 20, 2019 10:41 a.m.

Bobbbyyy says... #17

2 Ideas:

as an action

Divine X, (look at the bottom X cards of your library. Put up to X on the top of your library in any order, put the rest into your graveyard.)

Water Diviner

Creature - Merfolk Wizard

When ~ becomes tapped divine 1.


2 as a state

Fickle Blessings 1W

Enchantment

When ~ enters the battelfield choose a converted mana cost.

Creatures you control with the chosen mana cost are divine.

Divine creatures you control get +1/+1


Preist of Humanity 1W

Ctreaure- Human Cleric

Human creatures you control are divine.

Divine creatures you control have lifelink.

2/1


Evangilist of Aggression 3R

Ctreaure- Efreet Cleric

Attacking creatures you control are divine.

Divine creatures you control have trample and get +1/+0.

3/3


Blessings WW

Enchantment Aura

Enchant creature.

Enchanted creature gets +2/+2 and is divine.

September 21, 2019 10:27 p.m.

Boza says... #18

Alright, I am sorry I was unavailable for the challenge for a while. We have quite a few submissions already, much more than initially imagined. The write-up has taken quite a while.

Woiteck - Clean, simple and efficient. The particular card reminds of Phantom Centaur , but you have to take the damage, aka you are a god, although the card is very strong. Very cool idea. The two supporting cards are also really cool and showcase some nice support themes for the mechanic and how it could flesh out in a set.

dbpunk - While enchantment checks have not been done yet. The card presented is a cool one, but it is not a curse subtype, even though it is named Curse of Athreos.

DwaginFodder - Nylea has just a twisted version of devotion. Getting four enchantments on the battlefield is a tough call. I like that you can activate the ability and put counters on Nylea, even when she is not a creature.

dbpunk 2nd card - I think this a much better attempt at a card using the enchantment check. It is however incredibly complicated - it took several readings to get that you really want to exile your opponent's creatures.

TypicalTimmy - the 2-in-1 special! Nice! I feel this card can slip right into the next Theros set without really anyone noticing. It is very flavorful, good stats for Limited and Constructed capabilities. The wording on both abilities has to be cleared up and do not get why a creature being an echantment is specifically mentioned, but overall great job!

SynergyBuild - I enjoyed the backstory of the mechanic a lot, however, I cannot say the same about the mechanic. It is one of the most oppressive mechanics ever. This can be used as a Fog that also kills a creature or player. It has very much a "gotcha" element to it that makes not good to play against. The other uses of making a creature into the ultimate blocker that does not die and kills whatever it is blocking (or the attacking player). Yes, you are limited to one prevention effect, but this really dissuades attacking, especially in a limited environment.

dbpunk 3rd one - this is a cool remix of explore that is more blue flavored. Simple,clean-cut and effective overall. It would work well in a Theros environment for example, where mono-color decks are awesome.

Tzefick - I really like this one. It is simple, yet effective at what it does. The sharing of color with the god seems random at first, but it means thematically, you are devoted to their pantheon. The only thing I dislike is basically that you have to a Mythic God on the field to benefit from it, which is hard to do in Limited.

Bobbbyyy 1st idea - while this is a cool reverse scry effect, it is a bit cumbersome in paper magic to execute, especially for more than one card. Additionally, this will mess with cards that specifically care about the bottom of the deck, like Grenzo, Dungeon Master or that blue pirate that gains an extra turn.

Bobbbyyy 2nd idea - Simple, but it works better than first one. However, the cards presented are really prone to memory issues and the cards just do not sell it - what is the difference in the Priest of Humanity between "divine creatures you control have lifelink" versus "humans you control have lifelink"? Not so much.

And so, the winner can set the next keyword whenever ready. I have tagged every submisson appropriately, and given some thought to all to all the submissions - this one was close between all in the top 3.

September 23, 2019 9:58 a.m. Edited.

SynergyBuild says... #19

Ooh, while I respect all of the results, it appears that Woiteck hasn't logged in for a week and has his last comment was 10 days ago.

September 23, 2019 11:52 a.m.

Boza says... #20

If Woiteck does not comment with a new keyword in a couple of days, TypicalTimmy, please feel free to choose the next word.

September 24, 2019 3:38 a.m.

Woiteck says... #21

Oh, the results are here! Once again thanks to Boza for a fun challenge! Glad you noticed that my idea was that we the players were the deity and as we take damage, our power weakens.

Also wanted to say that I really liked TypicalTimmy’s idea!

Anyway, without further ado, the next mechanic is called COLLIDE, so have fun!

P.S. Would you prefer a new topic for the new challenge or shall we keep it here?

September 24, 2019 3:52 a.m.

dbpunk says... #22

I think it's better to keep it on here.

And for my card:

Attrition Juggernaut

Artifact Creature - Construct

~ attacks each turn if possible

Whenever ~ becomes blocked, destroy target nonland permanent.

Collide (Whenever this creature blocks or becomes blocked, destroy it.)

7/5

September 24, 2019 10:27 a.m.

Boza says... #23

Collide leads towards combat and creatures clashing or colliding against each other, but there is one other place where things clash&thrash against each other. And such clashing can bring forth a boon - greatness is borne of conflict. My Collide is a blue-black ability that cares about the stack.

Crush to nothingness
Sorcery - Uncommon

Target creature gets -3/-3 until end of turn.

Collide - You may also return another target non-land permanent to its owner's hand. (While this spell is on the stack, if there is another spell with the same converted mana cost, those spells collide.)

Dead and buried is far from enough.

September 24, 2019 11:43 a.m.

DwaginFodder says... #24

I am going to break a fundamental design rule and make a mechanic similar to split second that requires knowledge of the stack. I apologize in advance, but I also really want to make a mechanic that captures spells colliding rather than creatures.


Burning Shrapnel

Instant

As an additional cost to cast this spell, sacrifice an artifact.

~ deals damage equal to the sacrificed artifact's converted mana cost to target creature or planeswalker.

Collide -- If another spell is below ~ on the stack, it deals twice that much damage to that target instead.


Crashing Footsteps

Instant

Target creature gets +4/+4 until end of turn.

Collide -- If another spell is below ~ on the stack, that creature gains hexproof until end of turn.


Aether Spear

Instant

Return target creature you don't control to its owner's hand.

Collide -- If another spell is below ~ on the stack, draw a card.


Flying Boulder

Artifact

Flash

Collide - When you cast ~, if another spell is below it on the stack, destroy target creature with flying.

, , Sacrifice ~: Destroy target creature with flying.


Thunderous Crash

Instant

Up to three target creatures can't block this turn.

Collide -- If another spell is below ~ on the stack, it deals 3 damage to up to one player.

September 24, 2019 11:49 a.m.

DwaginFodder says... #25

Thunderous Crash needs another instance of "target" for the collide ability. One of these days I'll get it right the first time.

September 24, 2019 11:51 a.m.

PIayswithFlRE says... #26

Mother Ooze

Creature - Ooze

Collide (if this spell is countered or this creature dies outside the combat phase) - create X 2/2 green ooze creature tokens

X/5


Heart of the Dragon

Instant

Creatures you control get +2/+0 until end of turn.

Collision (if this spell is countered or this creature dies outside the combat phase) - each creature you control deals one damage to any target

September 24, 2019 11:21 p.m.

Tzefick says... #27

I have a comment on my other computer about Boza's feedback and fixes to old idea and idea for the newly suggested mechanic, so while on this PC, I'll comment on the ideas of you guys.

dbpunk Interesting stand alone. It seems to work on a very similar idea as mine is. Depending on if Collide will always be "Creature enters creature-on-creature combat and gets destroyed". If so, the mechanic is very limited in my eyes.


TypicalTimmy It's an interesting idea, the defensive trample. This sort of mechanic has been made in a slightly different version in Meglonoth . The main issue I think is that the mechanic by itself promotes passive play, which in general is a bad thing for Magic.

Meglonoth was a one-of and at rare, but was very oppressive when placed and protected. It didn't help that he had vigilance as well for the oppressive racing trifecta.


Boza and DwaginFodder I'll comment on yours as one, as they are very similar in fashion.

I puzzled very much about making a version that fitted on spells, rather than permanents as well. I like the ideas you've put forth and would only suggest a change to the mechanic enabler/trigger;

"Collide - when you cast ~, if there is another spell on the stack (that has the same converted mana cost), gain benefit."

I think this covers what you both want, but is not a static effect. I don't know if you intentionally wanted a static effect on yours DwaginFodder so you could effectively rob that spell of it's collision effect by later countering the spell lower on the stack. But a static effect would only work if the benefit was an amplification of the effect or a non-targeting effect - like drawing a card.

However, I'm quite certain that you cannot get your ability to work that way Boza as it is a static ability that generates a target and all targets must be selected by the time you cast the spell.


PlaysWithFire Crafty idea to punish counter and control magic, and fitting in Gruul colors for added flavor, Ruric Thar, the Unbowed would be proud.

Although, ain't the wording a little strange on the Heart?

Is the idea specifically for creatures that dies outside the combat phase and not say by non-combat damage?

Or could it be something like "When this creature is destroyed or dies to non-combat damage, do thing..."?

Hmm, I think in Magic terms destroy is synonym with die... maybe this wording could function "When this creature dies without having received lethal combat damage, do thing".

It would see every non combat death (excluding deathtouch as that is lethal combat damage - while in combat) and punish for it.

September 25, 2019 6:45 p.m.

PIayswithFlRE says... #28

Tzefick, yeah, the wording's a little clunky, particularly on non-creatures, but I wanted it to work on both permanents and non-permanents. I just couldn't think of a succinct way to cover both the creature and non-creature cases. And I do want it to happen when a creature is countered.

I could just lean in to a Ruric Thar / Nikya of the Old Ways style and make it a creature only keyword, in which case something like your lethal damage works "if ~ is countered or dies without being dealt lethal damage" would work. Though, it starts to feel less like "collide" and more like "mage-killer" or "Resist".

Alternatively, sunburst did establish a precedent for the same keyword meaning different things situationally. So, collide on a permanent means the wording above and on an instant or sorcery, just means "if ~ is countered" since the dying option doesn't apply.

September 25, 2019 9:54 p.m.

Woiteck says... #29

I’ll wait with my feedback for the end of this round (which I think will be after this weekend to keep the original idea of a week or 10 entries), but so far I like all your takes on collide.

September 26, 2019 5:22 a.m.

DwaginFodder says... #30

Tzefick The main reason I used a static was so that it was connected with the spell and only put into effect once the spell resolves. A cast trigger creates a separate object on the stack, thus making that effect nigh-uncounterable (since countering the spell leaves the cast triggered ability) and leading to some templating issues and more edge-case rules scenarios.

September 26, 2019 7:54 a.m.

Boza says... #31

Well, I went for a static trigger or game-state trigger, similar to the one on Phyrexian Devourer .

In light of the new revelations that the trigger does not work as intended, I will use the opprtunity to correct the wording and submit an additional card to flesh out the mechanic.

Bellow from Beyond
Enchantment - Common

Collide - You gain life equal to twice the number of creature cards in your graveyard. (While this spell and another one with the same converted mana cost are on the stack, they collide.)

Return ~ to your hand: Return target creature card from your graveyard to your hand.

And the rare/mythic for this cycle:

Ninja Storm
Instant - Mythic

Create X 2/2 blue and black Human Ninja tokens. Those creatures gain shadow until your next turn.

Collide - Return this spell to your hand after it resolves. (While this spell and another one with the same converted mana cost are on the stack, they collide.)

You only realize the shadows have engulfed you after you have already been done in.

September 26, 2019 8:41 a.m.

Tzefick says... #32

TypicalTimmy Of course, not every situation of playing passive is bad for the game. As you say there are sometimes where you have no active or reactive plays to do because of the nature of the game's mechanics, be it draw, counterspells, mana issues . It's also why I said it generally is a bad thing because there are legitimate situations where playing passive is the best option.

The point I was trying to make is that a defensive trample would promote staying back with your creatures to defend yourself and punish your opponent for attacking with anything but large overpowering creatures or creatures with evasion. Trample in general only makes sense on large creatures by itself, so I figure a defensive trample would go on the same type of creatures - making it hard for the opponent to actually have overpowering creatures.

I would say that a control player usually plays reactively and not specifically passive. It's also why instant speed is such a gift for control players as they get a chance to use their reactive cards in the most opportune moments - if your opponent doesn't do a thing, play a card draw or filter spell or something that advances the control player's options or game plan, in however slight a way it may be.

If there ever exists a functional control wall deck, that just drops tons of walls, and counters or ignores board wipes and removal, it would be a real frustrating and boring experience to play against.

Cards like Arcades promotes using walls but by turning them into aggressors to provide a more aggressive and dynamic game plan.


Kinda going on a derail here

Vigilance Show

With all that said, a keyword ability that appears in a single set or block is not problematic when we're only looking at a good handful of cards. I guess I was just worried about an evergreen status.

A question I didn't consider at first; what is this damage? Combat or non-combat? You're not attacking, so are your defensive trampler dealing combat damage or not?

If yes, then that poses a strange interaction with the Commander damage rules, which in general could be fixed but pinning that Commander damage comes from combat damage from attacking Commanders.

If it's non-combat damage, can you Fog while you block and still deal damage to the opponent's face?

September 26, 2019 9:26 a.m.

Woiteck says... #33

Ok everyone, a week has passed so I think it’s time to move from Collide to the next challenge.

First of all, I think all of your entries were great and so you made the choice quite hard for me. That’s a good thing, though, because every one of those is interesting.

The only thing that saddens me a bit is that I hoped someone would try to make Collide somehow associated with lands (you know, as in “When Two Worlds Collide” or something like that) but that’s a very minor grief.

dbpunk: The first creature-related take on Collide creates a difficult choice for the opponent, to take damage or lose at least one and possibly two permanents. It’s quite simple and fits the flavour of the mechanic well.

TypicalTimmy: I was absolutely thrilled by the idea of reverse (or defence) trample at first, but as I was thinking about it more, I began to think if it would ever do anything, actually? Because I would probably never attack into a creature that’s bigger than my attacker even if it didn’t hurt me afterwards. And so I think the idea is great in itself but needs to have a different outcome (do something for each point of damage of the colliding creature) or perhaps Flash? Anyway, I still like it a lot.

Boza and DwaginFodder: So first of all, interaction with the stack is something I never thought of when coming with Collide, so that itself amazed me. And to have two users to come up with it at basically the same time (six minutes from each other and both entries probably took more time to write) is incredible. Kudos to you both!

However, as was already stated, Boza’s entry would probably not work as intended on sorcery or enchantment without flash. The instant submission on the other hand is perfect.

DwaginFodder’s mechanic works better from the get-go, I just think that the presented cards are a little bit too powerful, because they’re limited only to being played in response to something. In this regard I think Boza’s limitation to the same cmc is better.

PlaysWithFire submitted the final Collide. And this one is so nice! Guaranteed to do SOMETHING, this mechanic would require careful designing and playtesting, because it would allow plenty of shenanigans if you countered it yourself. It is very flavourful, though, because if you interact with these cards in pretty much any way, you get a collision. Well done!

I had to double-check, but it seems that Tzefick didn’t submit their own take on Collide? Why not?

As it is, we have only 5 participants this time so I don’t want to announce a top 3, because as I already said, I liked all of them a lot.

After careful consideration, the one I liked the most is the one from PlaysWithFire, so congratulations to you and please provide us with the next keyword.

September 30, 2019 4:26 a.m.

Boza says... #34

I gotta say, I have to agree to with all of the above! My mechanic needed more time to bake and it was still a bit gooey in the middle and not fully fleshed out.

Now that you mention lands though, I thought of the perfect mechanic (I am just to excited not include it):

Collide for lands Show

September 30, 2019 9:55 a.m.

Woiteck says... #35

Oops, looks like we’ve been tagging a wrong user. So, the winner is PIayswithFlRE! Now they should receive a notification.

September 30, 2019 1:48 p.m.

Woiteck says... #36

That’s a very nice one, Boza!

September 30, 2019 1:49 p.m.

PIayswithFlRE says... #37

Yeah, sorry my username is a bit of a mess. Obviously, I was beaten to the normal spelling, so I used piayswithfLre with the capitalization making it look right.

Glad you liked my collide.

New keyword...ok, let's try Nobility.

September 30, 2019 5:20 p.m.

dbpunk says... #38

Rilu, the Kingmaker

Legendary Creature - Bird Warrior Noble

Flying, First Strike

Nobility- When this creature enters the battlefield, draw a card for each non-noble creature that shares a type with ~.

3/3

Merfolk Mage Prince

Creature - Merfolk Wizard Noble

Nobility - Sacrifice ~: Counter target spell with converted Mana cost X or less, where X is the number of non-noble creatures you control.

0/5

The basic idea is that nobility are strengthened by the non-nobles of their kind.

October 1, 2019 12:42 a.m.

Boza says... #39

Explanation Show

Cards Show

Disclaimer Show

October 1, 2019 4:24 a.m.

Woiteck says... #40

What comes to my mind when I read the word Nobility is that if you act nobly (are from a noble origin) you can do things others wouldn’t allow you to otherwise. With that in mind, my Nobility:

Duke of Gavony’s Messenger

Creature - Human Noble - Uncommon

Nobility - At the beginning of your upkeep, you may have each opponent draw a card and gain 2 life. If you do, Duke of Gavony can’t be blocked this turn.

P/T 2/3

_

Throne of Eldraine

Legendary Artifact - Mythic

Nobility - At the beginning of your upkeep, you may have each opponent draw a card and gain 2 life. If you do, your opponents can’t cast spells this turn.

_

Turntimber Glade

Enchantment - Rare

Nobility - At the beginning of your upkeep, you may have each opponent draw a card and gain 2 life. If you do, you may play an additional land this turn.

October 1, 2019 6:19 a.m.

DwaginFodder says... #41

Nobility (This creature can only be blocked by creatures that share a creature type with it.)

I went after something similar to Stromkirk Noble . It works best in an environment similar to MH1 or C18 (with the heavy tribal themes and changelings), and is most suited for Commander, where the pool of cards is varied enough that incidental creatures can often block creatures with Nobility by chance yet tribal decks still exist. The creature typing of a creature with my version of Nobility can also act as a knob to turn for balance; more common creature types make a card with Nobility easier to block.


Vampire Highwatcher

Creature - Vampire Noble (common)

Flying

Nobility (This creature can only be blocked by creatures that share a creature type with it.)

2/2


Granted Title

Sorcery (common)

Target creature becomes a Noble in addition to its other types and gains nobility until end of turn. (That creature can only be blocked by creatures that share a creature type with it.)

Scry 1.


Noble Beast

Creature - Beast Warrior (uncommon)

Nobility (This creature can only be blocked by creatures that share a creature type with it.)

Whenever ~ deals combat damage to a player, put a +1/+1 counter on it.

3/3


King of Kindred

Legendary Creature - Shapeshifter Noble (mythic rare)

Nobility (This creature can only be blocked by creatures that share a creature type with it.)

: ~ gets +1/+1 and gains changeling until end of turn. Activate this ability only as a sorcery.

5/5

October 1, 2019 11:06 a.m.

PIayswithFlRE says... #42

Initial thoughts:


dbpunk, I like the idea, but it doesn't really feel like a keyword, in that there isn't a consistent definition.

What would you think of something like "Nobility - thing(when this creature enters the battlefield, you may tap X creatures you control that share a type with it. If you do, thing)"

So, Rilu would be "Nobility - draw X cards" and your prince would get flash and have "Nobility - counter target spell with converted mana cost X"


Boza, very interesting way to have nobility be inherited; made me think of a beneficial version of haunt, which seemed appropriate, since both are about continuing to have an effect after the creature dies.

The second part does seem a little disjoint. Makes perfect sense for some Nobility creatures could certainly also have text like that, but I'm not sure it needs to be part of the keyword. I guess it could also work like haunt and you target one heir instead of applying to all.


Woiteck, I like the premise, but varying the benefits to the opponents rather than always being draw a card and gain 2 life might allow for interesting combinations. Also, I just like the idea of a noble getting a benefit from letting opponents create gold tokens, as one example.


DwaginFodder, nice evasion mechanic. Giving King of Kindred changeling, making anything able to block it, seemed a bit odd, but I think I get it: you can buff it on defense or just enough on offense to take out whatever big creature your opponent has but its not game-winning unless you've wiped their board.


All excellent ideas so far

October 1, 2019 9:21 p.m.

Tzefick says... #43

Woiteck

Yea, sorry about that one. I have had busy weeks and limited access to this PC where I had the suggestion written up. I loathe TappedOut's text formatting and small comment typer, so I usually write in Notepad and copy over for larger amounts of text.

For the kicks of it I'll post my response to the Divine suggestion and my raw draft on Collide that I had written up but not reevaluated before posting.

'

Divine Feedback Show


Old challenge: Collide Show


I'll need some time to think about Nobility.

October 7, 2019 10:40 a.m.

PIayswithFlRE says... #44

Didn't check in over the weekend, but realized that Nobility had been up for a week and I was going to announce the winner was Boza.

Give us a new keyword

October 7, 2019 10:15 p.m.

Boza says... #45

I was worried I was cheating a bit by making a linked ability, but hey, it worked out in the end!

The new brewing word is:

Despair

(The last couple of words were quite positive, time for a change in mood)

October 8, 2019 3:40 a.m.

Tzefick says... #46

Seeing how I've been too late or missing for the past few keywords, I guess it's time that I butt in, in a timely manner.

'

Despair:

The idea will be a primarily black keyword with a black-blue secondary territory. It will be centric on a symmetrical discard effect, that results in some additional effect based on the discarded cards in relation to each other, to kinda make a mind game out of it. Since the mechanic is named despair, I think it would be best if the additional effect was disadvantageous - sort of a lose-lose situation.

On permanents:

Despair: When ~ enters the battlefield, each player discards a card. Each player who discards the highest or tied for highest converted mana cost among the discarded cards, lose life equal to that card's converted mana cost. Each other player sacrifices a creature, or a non-creature permanent if they can't sacrifice a creature.

On spells:

Despair - Each player discards a card. Each player who discards the highest or tied for highest converted mana cost among the discarded cards, lose life equal to that card's converted mana cost. Each other player sacrifices a creature, or a non-creature permanent if they can't sacrifice a creature.



Alternatives:

Templated: (but massive)

Despair: Each player discards a card. Each player who discards;

  • High: the highest converted mana cost or tied for highest among the discard cards, lose life equal to that card's converted mana cost.

  • Low: the lowest converted mana cost or couldn't discard a card, sacrifice a creature, or a non-creature permanent if they can't sacrifice a creature.


Highest "bid" pays in blood, the rest in knowledge:

Despair: Each player discards a card. Each player who discards the highest converted mana cost or tied for highest among the discard cards, loses life equal to that card's converted mana cost, then return that card to their hand.


Variable effect on highest CMC:

Despair: Each player discards a card. Each player who discards the highest converted mana cost or tied for highest among the discard cards; "some other variable effect" (could be draw 2 cards, destroy a target creature, target player discards a card).


Very simple: (but synergistic with other discard effects to force sacrifices)

Despair: Each player discards a card. Each player who can't, sacrifice a creature, or a non-creature permanent if they can't sacrifice a creature.



Estranged Cleric

Creature - Human Cleric

Despair: When Estranged Cleric enters the battlefield, each player discards a card. Each player who discards the highest or tied for highest converted mana cost among the discarded cards, lose life equal to that card's converted mana cost. Each other player sacrifices a creature, or a non-creature permanent if they can't sacrifice a creature.

3/3


Mindbreak Demon

Creature - Demon

Flying

Despair: When Mindbreak Demon enters the battlefield, each player discards a card. Each player who discards the highest or tied for highest converted mana cost among the discarded cards, lose life equal to that card's converted mana cost. Each other player sacrifices a creature, or a non-creature permanent if they can't sacrifice a creature.

6/4


Rakkaz' Influence

Sorcery

Despair: Each player discards a card. Each player who discards the highest or tied for highest converted mana cost among the discarded cards, lose life equal to that card's converted mana cost. Each other player sacrifices a creature, or a non-creature permanent if they can't sacrifice a creature.


Rakkaz, Obsidian Apparition

Legendary Creature - Spirit

Flying

Whenever Rakkaz deals damage to an opponent draw a card, then Despair.

Whenever an opponent discards a card, that player loses 1 life and you gain 1 life.

4/7

October 11, 2019 10:13 a.m.

DwaginFodder says... #47

After a quick Scryfall search on "Despair," there isn't a lot of consistency among existing cards with the word in their name besides destruction effects. The one effect that did jump out at me was a few -X/-X effects, so I thought it prudent to bind the ability to -1/-1 counters.

Despair for spells:

Despair -- If a creature you control has a -1/-1 counter on it, [effect].

Despair for permanents can exist as an enters-the-battlefield trigger, an end-of-turn trigger, or a static ability.

Flavorfully, this ties into events on New Phyrexia. Despair has a suitably grim tone to match the destruction of the Mirran rebellion.

The ability fits into Sultai colors.


Mark of the Steel Thanes

Sorcery

Put a -1/-1 counter on target creature.

Despair -- If a creature you control has a -1/-1 counter on it, draw a card.


Viridian Remnant

Creature - Elf Warrior

Reach

Despair -- As long as a creature you control has a -1/-1 counter on it, ~ has deathtouch.

"Look at what they have done to our forests, our people. We have nothing left."

2/3


Processor of Progress

Creature - Horror Processor

Despair -- When ~ enters the battlefield, if a creature you control has a -1/-1 counter on it, draw two cards.

2/2


Thane's Confidant

Creature - Advisor

Despair -- At the beginning of your end step, if a creature you control has a -1/-1 counter on it, reveal the top card of your library. You lose life equal to its converted mana cost, then put it into your hand.

1/2


Glissa's Chosen

Creature - Beast Horror

Whenever ~ deals combat damage to a player, put a -1/-1 counter or target creature.

Despair - As long as a creature you control has a -1/-1 counter on creatures you control can't be blocked by creatures with power 2 or less.

"Trample the weak. It is our right."

--Glissa

6/4


Azax-Azog, the Demon Thane

Legendary Creature - Demon Horror

Flying, Trample

Despair -- At the beginning of your end step, if a creature you control has a -1/-1 counter on it, each opponent sacrifices a creature. Otherwise, you get a poison counter.

7/7

October 11, 2019 11:37 a.m.

Boza says... #48

Pretty good despair mechanics so far! Tzefick - you can jump in and out of the game at any time, so do not worry about missing a couple.

To both, while it is fairly easy to guess, adding rarity to custom cards is a good idea. And I really appreciate the spoiler tags as it keeps the thread neat and tidy :)

Keep them coming, great job so far!

October 11, 2019 11:52 a.m.

dbpunk says... #49

Violent Cries

Instant

Despair 1 (As you cast this spell, each player puts the top card of their library into their graveyard)

Destroy target creature.

Despairing Truth

Despair 3 (As you cast this spell, each player puts the top three cards of their library into their graveyard)

Draw three cards, then draw an additional card if a graveyard has twenty or more cards in it.

Snaketail

Creature - Snake

Despair 1 (When this creature enters the battlefield, each player puts the top card of their library into their graveyard.)

Deathtouch

3/2

Halsden, Naga Queen

Legendary Creature - Naga Queen

Despair 5 (When this creature enters the battlefield, each player puts the top 5 cards of their library into their graveyard)

Whenever a card enters your graveyard from your library, you may return another target card that shares a type with it to your hand.

2/6

October 11, 2019 12:44 p.m.

Woiteck says... #50

Praise the sun for a black keyword!!

I have two very similar ideas with despair, one regarding you and one your opponents. Both could be defined as Despair X, though.

Firstly the one regarding you:

Nightmarer

Creature - Nightmare - Uncommon

Despair 1, : Target creature gets -1/-1 until end of turn. (To Despair 1, exile the top card of your library. You lose 1 life.)

It's always there, waiting.

P/T 1/3

_

Mentally Deranged

Enchantment - Mythic

Despair 2: Draw a card. (To Despair 2, exile the top two card of your library. You lose 2 life.)

But I know it's true! - Found written on the wall of the mental ward.

_

_

And the one regarding your opponents:

Void Fuel

Creature - Horror - Rare

Protection from everything.

Whenever Void Fuel deals combat damage to an opponent, you may sacrifice a permanent. If you do, choose one:

  • draw a card

  • each opponent discards a card

  • destroy target creature.

Despair 5 (Any player may exile the top five cards of their library anytime they could play an instant. They lose 1 life for each card exiled this way. Sacrifice Void Fuel.)

Suddenly, there was silence.

P/T 3/3

_

The End

Sorcery - Rare

Destroy all creatures.

Despair 2 (Any player may exile the top two cards of their library anytime they could play an instant. They lose 1 life for each card exiled this way. Counter The End.)

Or is it?

October 12, 2019 11:11 a.m.

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