Hm... I have an ability that doesn't fit in my set so I'll donate it.
Prejudice X[Colour or permenant type] (If your opponent controls a X permenant ~ has prejudice.)
And I'll use Recharge. It' what my set's based on anyways (but I need a new name for it, that's already the name of a keyword in my set!).
As I mentioned before, it doesn't really make sense to list them alphabetically because it just isn't useful as a reference tool. The same mechanic might be made under several names (causing multiple identical entries), and you can't really check whether a mechanic you create is already in there unless you read through the entire list. It's okay for now because the size is small, but over on 'News, there were several hundred mechanics posted (this is counting multiples).
I know. I plan to later organize the abilities by type(combat, conditional, etc.)
i would use it, but i like thinking up my own mechanics instead of using other peoples. and that whenever i try to make a set all I can seem to do is make a few legendaries for each color then start over.
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MODERN - WUB Gifts - W Knights - W Soul Sisters - WR Land Destruction - B Mono Black Control
I'm'na make your life a little more difficult...this is a complete list of all the keyword abilities I've used and implemented on homemade cards. :biggrin3:
X Allergy
Opposite of protection, works on these three principles...
1. Buried if targeted by a spell or ability of X.
2. Buried if dealt damage by X.
3. Deals no damage to X. Note...I'm old school and am using the term "bury" here for the sake of simplicity.
Reduce X - Y
This spell costs X less to play if you do Y as an additional cost.
Break X
When this spell is played, any player may pay X to counter it.
Break X(Alternate)
When this spell is played, any player may pay X to counter it. If they do, return it to your hand.
Recall X
If this card is in your graveyard, you may pay X to shuffle it into your library whenever you could play an instant. It appears I'm not the only one this is obvious to...wonder if Wizards will do it soon? :tongue2:
Unstable
When this permanent is the target of a spell or ability, flip a coin. If the coin lands in your favor, return it to your hand. Otherwise, remove it from the game.
Refresh
Shuffle this card into your library upon resolution. (Used on instants and sorceries.)
Memory
This spell costs 1 less to play for each card in play and in your graveyard with the same name.
Reflex - X
When this card becomes the target of a spell or ability, do X.
Wound
Whenever this creature is dealt damage, instead put that many wound counters on it. It gets -0/-1 for each wound counter on it.
Flush X
You may pay X as the mana cost for this card instead of its normal mana cost.
Strafing
Prevent all damage that would be dealt to this creature by creatures without strafing.
Restore
When this card would be put into your graveyard, instead remove the top card of your library from the game and put this card on top of your library.
Arcana
This card may be played during your upkeep but only during your upkeep. When you play this spell, skip the rest of your turn.
Blink X
Whenever you could play an instant, you may pay X to set this card aside. If the card is already set aside, you may pay X to return it to play. (Essentially a controllable phasing, but without the rules hell.)
Rally X
When this creature comes into play, reveal cards from the top of your library until you reveal a card of type X. Put that card into play, then put all other cards revealed in this way on the bottom of your library.
Converge - When you play this spell, you may search your library for up to 3 cards with the same name as this spell and play them without paying their mana cost.
Example:
Sweep Away - 3UU
Instant
Return target creature to its owner's hand.
Converge
So for 3UU, you can return 4 creatures each to their owner's hand, but you spend all of your copies of Sweep Away to do so. This could even be used on things other than instants, though I'm not sure if it would work as written.
Manashard - 3
Artifact
Manashard comes into play tapped.
T: Add 1 to your mana pool.
Convergence
Swarming Locusts - 2G
Sorcery
Put a 1/1 green Insect creature token into play.
Convergence
It's hard to tell just how good or bad this is, but I think it's interesting if nothing else
Linger- (You may play this card's activated abilities if it's removed from the game.)
EDITOR'S NOTE: You can't play activated abilities on cards if they're removed from the
game. Removed is removed is removed is removed.
I think that ability works just fine. Activated abilities normally only work from play, but if a card says you can play its activated abilities while it's removed from the game, then you can. I don't see how that would be any different from playing the activated abilities of cards in your hand (cycling) or cards in your graveyard (Undead Gladiator).
Also, I object to the "Hall of Shame." I mean, posting constructive criticism is fine, but is it really necessary to make fun of people who are contributing to this thread?
Anyway, here are some comments on Pulp's mechanics... X Allergy = Too much to remember, I think. Obviously, you won't be able to fit reminder text. It's really no more complicated than protection I guess, but protection has been around since the beginning of the game, so everyone knows what it does. Reduce X - Y = Sort of like Kicker in reverse. I like it. Simple and versitile. Break X = Keyword for "Rhystic" spells. Sounds good to me. Break X (alternate)= This is a little more interesting, but I don't know if it should be a keyword. Recall X = Pretty weak. I don't think I'd want to pay mana for that effect unless I had some sort of tutoring engine going. Unstable = Just weird. Don't know what to think of it. Refresh = I like this better than Recall, but it's still not going to have much of an impact on most games. Memory = Not bad, but I'd say it should be one or the other. Reflex - X = Should only trigger when it becomes the target of a spell or ability controlled by an opponent, otherwise you could go nuts with cheap activated abilities. Wound = I'd prefer the wording "Damage isn't removed from this creature as turns end." Flush X = Looks okay. Strafing = Really powerful outside of block. Restore = Nice. I've designed plenty of cards with a similar mechanic. Arcana = Another weird one. Blink X = Kinda cool. I like it. Rally X = It should probably put the card into your hand. It's too swingy otherwise.
Here's the ones from HGML back in the day, sans the ones WotC picked up:
Channel
For each Channeler in play other than this one, the activated abilities of this creature cost 1 less to play, to a minimum of 1.
Backstab: X
At the beginning of any opponent's upkeep, that player may pay X to gain control of this creature.
^Thats the horrible one^
Patriotism: X
This creature comes into play with X revolt counters. As long as it has revolt counters on it, it cannot attack or block, and abilities with TAP in the activation cost cannot be played.
State-based effect (does not use the stack): Whenever any creature with Patriotism you control has no revolt counters on it, remove all revolt counters from this creature.
Flash X: Ability
When you play this card, you may pay the Flash cost once in addition to the play cost of the spell to activate the ability. Carry out the ability after resolving the rest of the spell text, unless its a self-replacement effect.
Flash abilities on creature spells, unless they grant abilities or it is otherwise stated, are carried out during resolution but before the creature spell puts itself into play. (Follows Kicker otherwise.)
Spellshift: X
X, Discard a card with Spellshift: Return this card to your hand if it is in your graveyard. You may play this ability at any time you could play an instant.
Stealth
This creature can't be blocked except by Walls and other creatures with Stealth.
Exotic
When playing this card from your hand, you may either pay its mana cost using all exotic mana, or pay double its mana cost using any combination of exotic and non-exotic mana. All costs of abilities of this spell (includes spellshift, etc.) may only be paid for with exotic mana. Written out mana costs ("*color* mana") cannot be changed by color word changing effects.
^That basically said "Please make a set around me that no one'll pay attention to!"
A couple more mechanics I kicked around for a while, but never used (yet)...
Diffusion (When a land comes into play under your control, put this permanent on the bottom of your library.)
Obviously, it's meant as a drawback. Originally, it was "whenever you play a land," but it seemed like it would be too easy to circumvent the drawback with Rampant Growth and similar cards. It puts the card on the bottom of the library because there are already so many mechanics that put cards into the graveyard, I thought it would be interesting to mix things up a bit. I also like the flavor it invokes.
Trap <cost> — If <this condition is met>, you may play this spell whenever you could play an instant for <the trap cost>.
The wording is similar to Gotcha. There's no reminder text. The ability is spelled out on the card, but it's still preceded by a keyword. The condition can be just about anything. Example...
Sneaky Spider (4G)
Creature - Spider
3/4
Sneaky Spider may block as though it had flying.
Trap 2G — If an opponent played a creature with flying this turn, you may play Sneaky Spider whenever you could play an instant for 2G.
Anyway, I guess both of those could use better names.
Diffusion: I think it'd be cool if it could be circumvented by land searching. Consider that land searchers require land to be played in the deck, so it still makes lands dead in your hand. Also, the reminder text would be more concise.
Trap: Yay gotcha wording! I don't think you even need the <cost> after the word "Trap." Anyhoo, this seems cool, but kind of limited to green (although that's not necessarily a bad thing). Actually, I like it a lot. It'd make a cool Mystic Snake variant.
LSK.. please change the name of REMIND to RECLAIM. I have determined, with the help of others, that this is a more applicable name for the mechanic (by me). Thanks.
Any comments in []'s aren't in the text, they're just clarifications.
Extinguish (If this creature deals lethal damage to a creature, that creature is removed from the game instead of put into a graveyard) [Should only be on monks, clerics, or on equipment]
Incorporal (This creature neither deals nor recieves combat damage except from creatures with Incorporal) [Aka the realm ghosts are in]
Initiative X (This card adds X to your initiative count) [Many cards in a subset of mine involve controlling the initiative]
Invulnerable (All combat damage this creature recieves is reduced to 0) [Present in one of my sets that has alot of ways around combat for dealing damage to creatures]
Nulling (This creature cannot be affected by spells or abilities except from equipment) [Expect this to be a rare ability]
Recall X (Whenever this creature would be destroyed or be dealt lethal damage, you pay pay X. If you do, return it to your hand) [Theres what, 3 "Recall" keywords in your list? This goes along the line of recalling in a game so I felt the name was appropriate]
Shield X (This creature comes into play with X Shield counters. Whenever it would recieve damage, remove a Shield counter from it for each point of damage as long as this creature. If the damage exceeds the number of Shield counters, remove them all) [For a Starcraft set but I suppose it can be used in futuristic sets as well]
Singular - This is equivolent to the old legend rule, but it's printed as a keyword ability instead of in the card's type. [Joinked from L5R]
Touch (Whenever a creature attack or blocks this creature, ignore all effects from equipment on that creature this combat)
Vulnerable (Whenever this creature recieves combat damage, it recieves double that damage instead) [My idea for making more viable wizards/shaman]
Wounding (Whenever this creature would deal combat damage to another creature, put a number of -1/-1 counters on the other creature equal to the combat damage this creature would've dealt instead) [This is only available on equipment or occasionally on an especially wicked undead/spirit]
Yu X (When this creature is destroyed by lethal damage, it deals X damage to any creature that dealt damage to it this turn) [Again, joinked from L5R and modified for MTG, mainly for berserkers or hardy warriors]
Temper X - (When you have X or fewer life, this creature loses its temper and gains the following ability. If your life total becomes higher than X, it loses the following ability and regains Temper X.)
Example
Somalexian Knight2BB
Creature - Zombie Knight
first strike, protection from white and green
Temper 6: ~ gets +2/+2 and trample.
2/2
It's akin to Threshold. In this case, when your life total reaches 6, your overpriced Knight becomes a 4/4 trampler while retaining all its original abilities. Temper can be used for negative purposes too like
Here, you start with a pretty good deal and if your life total gets to 15, it turns into a crappy white Grey Ogre.
----------------------------------
Multiply X (When this spell is played, you may pay X. If you do, you may make a copy of this spell. You may then pay X again to copy it again.)
This is akin to storm except you pay the cost as you are playing it and not depending on spells already played.
Example
Inix Elf1G
Creature - Elf
:symtap:: Add to your mana pool.
Multiply
1/2
Holy shiznit. That's right, kids. As long as you can make a green, you get as many Wirewood Elves at Llanowar Elves prices as you want.
Now this doesn't just need to be used for creatures. This can be used for other spells as well like instants.
Like this cycle of Chains.....
Shadow Chain1B
Instant
Target creature gets -1/-1 until end of turn.
Multiply
Mental Chain1U
Instant
Target player draws a card.
Multiply
Light Chain1W
Instant
Target player gains 1 life.
Multiply
Wooden Chain1G
Instant
Target creature gets +1/+1 until end of turn.
Multiply
Volcanic Chain1R
Instant
~ deals 1 damage to target creature or player.
Multiply
Two more examples, one with a higher Multiply cost and one with a different cost than what you've seen (only ones I've shown have CMC 2 w/Multiply CMC 1).
Somalexian Guard3B
Creature - Zombie Bodyguard
Defender, Multiply :1mana::symb:
~ may block swampwalking attackers even if you control a swamp.
:symb:: Regenerate ~.
1/2
Lavachrone1RR
Creature - Giant Warrior
Trample, Multiply 4R
When ~ is sent to the graveyard as a result of combat, ~ deals 3 damage to target creature or player.
3/3
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Former Chairman of Iron Chef Salvation
I'm NOT AT ALL ABLE to build Madness, since I'm already building one for my partner in crime. Before you suggest a deck, check if it is madness. If the deck you were going to suggest IS in fact Madness, instead of posting, discard 2 cards.
Prejudice X[Colour or permenant type] (If your opponent controls a X permenant ~ has prejudice.)
And I'll use Recharge. It' what my set's based on anyways (but I need a new name for it, that's already the name of a keyword in my set!).
I know. I plan to later organize the abilities by type(combat, conditional, etc.)
I liked this..
X Allergy
Opposite of protection, works on these three principles...
1. Buried if targeted by a spell or ability of X.
2. Buried if dealt damage by X.
3. Deals no damage to X.
Note...I'm old school and am using the term "bury" here for the sake of simplicity.
Reduce X - Y
This spell costs X less to play if you do Y as an additional cost.
Break X
When this spell is played, any player may pay X to counter it.
Break X (Alternate)
When this spell is played, any player may pay X to counter it. If they do, return it to your hand.
Recall X
If this card is in your graveyard, you may pay X to shuffle it into your library whenever you could play an instant.
It appears I'm not the only one this is obvious to...wonder if Wizards will do it soon? :tongue2:
Unstable
When this permanent is the target of a spell or ability, flip a coin. If the coin lands in your favor, return it to your hand. Otherwise, remove it from the game.
Refresh
Shuffle this card into your library upon resolution. (Used on instants and sorceries.)
Memory
This spell costs 1 less to play for each card in play and in your graveyard with the same name.
Reflex - X
When this card becomes the target of a spell or ability, do X.
Wound
Whenever this creature is dealt damage, instead put that many wound counters on it. It gets -0/-1 for each wound counter on it.
Flush X
You may pay X as the mana cost for this card instead of its normal mana cost.
Strafing
Prevent all damage that would be dealt to this creature by creatures without strafing.
Restore
When this card would be put into your graveyard, instead remove the top card of your library from the game and put this card on top of your library.
Arcana
This card may be played during your upkeep but only during your upkeep. When you play this spell, skip the rest of your turn.
Blink X
Whenever you could play an instant, you may pay X to set this card aside. If the card is already set aside, you may pay X to return it to play. (Essentially a controllable phasing, but without the rules hell.)
Rally X
When this creature comes into play, reveal cards from the top of your library until you reveal a card of type X. Put that card into play, then put all other cards revealed in this way on the bottom of your library.
Converge - When you play this spell, you may search your library for up to 3 cards with the same name as this spell and play them without paying their mana cost.
Example:
Sweep Away - 3UU
Instant
Return target creature to its owner's hand.
Converge
So for 3UU, you can return 4 creatures each to their owner's hand, but you spend all of your copies of Sweep Away to do so. This could even be used on things other than instants, though I'm not sure if it would work as written.
Manashard - 3
Artifact
Manashard comes into play tapped.
T: Add 1 to your mana pool.
Convergence
Swarming Locusts - 2G
Sorcery
Put a 1/1 green Insect creature token into play.
Convergence
It's hard to tell just how good or bad this is, but I think it's interesting if nothing else
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I think that ability works just fine. Activated abilities normally only work from play, but if a card says you can play its activated abilities while it's removed from the game, then you can. I don't see how that would be any different from playing the activated abilities of cards in your hand (cycling) or cards in your graveyard (Undead Gladiator).
Also, I object to the "Hall of Shame." I mean, posting constructive criticism is fine, but is it really necessary to make fun of people who are contributing to this thread?
Anyway, here are some comments on Pulp's mechanics...
X Allergy = Too much to remember, I think. Obviously, you won't be able to fit reminder text. It's really no more complicated than protection I guess, but protection has been around since the beginning of the game, so everyone knows what it does.
Reduce X - Y = Sort of like Kicker in reverse. I like it. Simple and versitile.
Break X = Keyword for "Rhystic" spells. Sounds good to me.
Break X (alternate) = This is a little more interesting, but I don't know if it should be a keyword.
Recall X = Pretty weak. I don't think I'd want to pay mana for that effect unless I had some sort of tutoring engine going.
Unstable = Just weird. Don't know what to think of it.
Refresh = I like this better than Recall, but it's still not going to have much of an impact on most games.
Memory = Not bad, but I'd say it should be one or the other.
Reflex - X = Should only trigger when it becomes the target of a spell or ability controlled by an opponent, otherwise you could go nuts with cheap activated abilities.
Wound = I'd prefer the wording "Damage isn't removed from this creature as turns end."
Flush X = Looks okay.
Strafing = Really powerful outside of block.
Restore = Nice. I've designed plenty of cards with a similar mechanic.
Arcana = Another weird one.
Blink X = Kinda cool. I like it.
Rally X = It should probably put the card into your hand. It's too swingy otherwise.
• Recent Card Ideas • My Drawings at DeviantArt
Channel
For each Channeler in play other than this one, the activated abilities of this creature cost 1 less to play, to a minimum of 1.
Backstab: X
At the beginning of any opponent's upkeep, that player may pay X to gain control of this creature.
^Thats the horrible one^
Patriotism: X
This creature comes into play with X revolt counters. As long as it has revolt counters on it, it cannot attack or block, and abilities with TAP in the activation cost cannot be played.
State-based effect (does not use the stack): Whenever any creature with Patriotism you control has no revolt counters on it, remove all revolt counters from this creature.
Flash X: Ability
When you play this card, you may pay the Flash cost once in addition to the play cost of the spell to activate the ability. Carry out the ability after resolving the rest of the spell text, unless its a self-replacement effect.
Flash abilities on creature spells, unless they grant abilities or it is otherwise stated, are carried out during resolution but before the creature spell puts itself into play. (Follows Kicker otherwise.)
Spellshift: X
X, Discard a card with Spellshift: Return this card to your hand if it is in your graveyard. You may play this ability at any time you could play an instant.
Stealth
This creature can't be blocked except by Walls and other creatures with Stealth.
Exotic
When playing this card from your hand, you may either pay its mana cost using all exotic mana, or pay double its mana cost using any combination of exotic and non-exotic mana. All costs of abilities of this spell (includes spellshift, etc.) may only be paid for with exotic mana. Written out mana costs ("*color* mana") cannot be changed by color word changing effects.
^That basically said "Please make a set around me that no one'll pay attention to!"
:symw::symu: Merfolk
Definitely not an aggro player.
Diffusion (When a land comes into play under your control, put this permanent on the bottom of your library.)
Obviously, it's meant as a drawback. Originally, it was "whenever you play a land," but it seemed like it would be too easy to circumvent the drawback with Rampant Growth and similar cards. It puts the card on the bottom of the library because there are already so many mechanics that put cards into the graveyard, I thought it would be interesting to mix things up a bit. I also like the flavor it invokes.
Trap <cost> — If <this condition is met>, you may play this spell whenever you could play an instant for <the trap cost>.
The wording is similar to Gotcha. There's no reminder text. The ability is spelled out on the card, but it's still preceded by a keyword. The condition can be just about anything. Example...
Sneaky Spider (4G)
Creature - Spider
3/4
Sneaky Spider may block as though it had flying.
Trap 2G — If an opponent played a creature with flying this turn, you may play Sneaky Spider whenever you could play an instant for 2G.
Anyway, I guess both of those could use better names.
• Recent Card Ideas • My Drawings at DeviantArt
This is quite the handy little reference guide for a set creator like myself. Thank you, LSK, for the hardwork and dedication to this thread.
I plan to look through the 50+ mechanics this weekend for ideas on the second and third set of my CELIXIA block.
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Trap: Yay gotcha wording! I don't think you even need the <cost> after the word "Trap." Anyhoo, this seems cool, but kind of limited to green (although that's not necessarily a bad thing). Actually, I like it a lot. It'd make a cool Mystic Snake variant.
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Extinguish (If this creature deals lethal damage to a creature, that creature is removed from the game instead of put into a graveyard) [Should only be on monks, clerics, or on equipment]
Incorporal (This creature neither deals nor recieves combat damage except from creatures with Incorporal) [Aka the realm ghosts are in]
Initiative X (This card adds X to your initiative count) [Many cards in a subset of mine involve controlling the initiative]
Invulnerable (All combat damage this creature recieves is reduced to 0) [Present in one of my sets that has alot of ways around combat for dealing damage to creatures]
Nulling (This creature cannot be affected by spells or abilities except from equipment) [Expect this to be a rare ability]
Recall X (Whenever this creature would be destroyed or be dealt lethal damage, you pay pay X. If you do, return it to your hand) [Theres what, 3 "Recall" keywords in your list? This goes along the line of recalling in a game so I felt the name was appropriate]
Shield X (This creature comes into play with X Shield counters. Whenever it would recieve damage, remove a Shield counter from it for each point of damage as long as this creature. If the damage exceeds the number of Shield counters, remove them all) [For a Starcraft set but I suppose it can be used in futuristic sets as well]
Singular - This is equivolent to the old legend rule, but it's printed as a keyword ability instead of in the card's type. [Joinked from L5R]
Touch (Whenever a creature attack or blocks this creature, ignore all effects from equipment on that creature this combat)
Vulnerable (Whenever this creature recieves combat damage, it recieves double that damage instead) [My idea for making more viable wizards/shaman]
Wounding (Whenever this creature would deal combat damage to another creature, put a number of -1/-1 counters on the other creature equal to the combat damage this creature would've dealt instead) [This is only available on equipment or occasionally on an especially wicked undead/spirit]
Yu X (When this creature is destroyed by lethal damage, it deals X damage to any creature that dealt damage to it this turn) [Again, joinked from L5R and modified for MTG, mainly for berserkers or hardy warriors]
:symw::symu: Merfolk
Definitely not an aggro player.
Temper X - (When you have X or fewer life, this creature loses its temper and gains the following ability. If your life total becomes higher than X, it loses the following ability and regains Temper X.)
Example
Somalexian Knight 2BB
Creature - Zombie Knight
first strike, protection from white and green
Temper 6: ~ gets +2/+2 and trample.
2/2
It's akin to Threshold. In this case, when your life total reaches 6, your overpriced Knight becomes a 4/4 trampler while retaining all its original abilities. Temper can be used for negative purposes too like
Dorona Swordsman 2W
Creature - Human Soldier
double strike, vigilance
Temper 15: ~ gets -2/-2, loses double strike, and loses vigilance.
4/4
Here, you start with a pretty good deal and if your life total gets to 15, it turns into a crappy white Grey Ogre.
----------------------------------
Multiply X (When this spell is played, you may pay X. If you do, you may make a copy of this spell. You may then pay X again to copy it again.)
This is akin to storm except you pay the cost as you are playing it and not depending on spells already played.
Example
Inix Elf 1G
Creature - Elf
:symtap:: Add to your mana pool.
Multiply
1/2
Holy shiznit. That's right, kids. As long as you can make a green, you get as many Wirewood Elves at Llanowar Elves prices as you want.
Now this doesn't just need to be used for creatures. This can be used for other spells as well like instants.
Like this cycle of Chains.....
Shadow Chain 1B
Instant
Target creature gets -1/-1 until end of turn.
Multiply
Mental Chain 1U
Instant
Target player draws a card.
Multiply
Light Chain 1W
Instant
Target player gains 1 life.
Multiply
Wooden Chain 1G
Instant
Target creature gets +1/+1 until end of turn.
Multiply
Volcanic Chain 1R
Instant
~ deals 1 damage to target creature or player.
Multiply
Two more examples, one with a higher Multiply cost and one with a different cost than what you've seen (only ones I've shown have CMC 2 w/Multiply CMC 1).
Somalexian Guard 3B
Creature - Zombie Bodyguard
Defender, Multiply :1mana::symb:
~ may block swampwalking attackers even if you control a swamp.
:symb:: Regenerate ~.
1/2
Lavachrone 1RR
Creature - Giant Warrior
Trample, Multiply 4R
When ~ is sent to the graveyard as a result of combat, ~ deals 3 damage to target creature or player.
3/3
Former Member but Friend 4Ever of the Random Bull***** Society
Former Chairman of Iron Chef Salvation
Touch (Whenever this creature blocks or becomes blocked by an equipped creature, ignore all effects from equipment on that creature this combat)
:symw::symu: Merfolk
Definitely not an aggro player.
Sticky: Again, much too narrow.
Align: This is more interesting. Essentially, though, you're just making colorless spells, as the original color doesn't matter.
Pilot [Cost] ([Cost]: ~ Loses all abilities and becomes an enchant creature enchanting target Artifact Creature. Enchanted creature has [something])
Seek - Play with the top card of your library revealed. As long as the top card of your library is [condition], [effect].
Remind - [cost]: Return this card from your graveyard to the top of your library.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact