I doubt this mechanic will go anywhere, but it's exactly the kind of thing I like: it utilizes niche rules to confuse people! Muahahahahaha~!
Warning: This gets pretty bizare.
Neutralize - Two counters of opposite types cancel out.
Symbiote Slime BG
Instant
Put a +1/+1 counter on target creature.
Put a -1/-1 counter on target creature.
Until end of turn, whenever two counters neutralize, each opponent loses 1 life and you gain life equal to the life lost.
Mystery Mirage 3RR
Creature - Weird Illusion
Mystery Mirage comes into play with four +1/+1 counters on it.
At the beginning of your upkeep, flip a coin.
Whenever you win a flip or a coin flip comes up heads, put a +1/+1 counter on Mystery Mirage.
Whenever you lose a coin flip or a coin flip comes up tails, put a -1/-1 counter on Mystery Mirage.
Whenever two counters neutralize, Mystery Mirage deals 1 damage to target player.
0/0
Purity Leech GWB
Creature - Leech
Deathtouch, poisonous 1, elixir 1 (Whenever this creature deals combat damage to a player, that player gets a poison counter and you get an elixir counter. A player with 10 or more poison counters loses the game and a player with 10 or more Elixir counters wins the game. Poison counters and elixir counters neutralize.)
Whenever two counters neutralize, Purity Leech gains poisonous 1 and elixir 1.
1/2
Karmatronic Filohelix XX2
Artifact
Karmatronic Filohelix comes into play with X of your choice of charge counters or depletion counters. (Charge counters and depletion counters neutralize.)
Nonartifact spells cost 1 less to play for each charge counter on Karmatronic Filohelix and 1 more to play for each depletion counter on Karmatronic Filohelix. X3: Put X charge counters or depletion counters on Karmatronic Filohelix. If counters neutralize in this way, you lose 1 life for each two counter neutralized. Any player may play this ability.
Memory Issues 2UU
Enchantment
At the beginning of your upkeep, all counters become their neutralizing opposite.
Whenever two counters neutralize, each opponent removes the top two cards of his or her library from the game.
Harvester Vermin 3BB
Creature - Rat Minion
Wither (This creature deals damage in the form of -1/-1 counters.)
Whenever ~ block or becomes blocked by a creature with -1/-1 counters on it, damage that would be dealt by it this turn is dealt in the form of +1/+1 counters.
Whenever a +1/+1 counter and a -1/-1 counter on a creature neutralize, destroy that creature if it has no counters on it.
4/4
Velikoth Mordrude 3BBB
Enemy Planeswalker - Velikoth {[4]}
+3: You lose 3 life.
+X: Destroy target creature you control with a toughness of X.
-7: Choose a permanent type other than planeswalker among permanents you control. Sacrifice all permanents you control of that type. Target opponent gains control of Velikoth.
On Enemy Planeswalkers... (Velikoth Mordrude uses grudge counters instead of loyalty counters. It comes into play under an opponents control. Grudge counters and loyalty counters neutralize. During your main phase, opponents may have you play abilities of this planeswalker if you haven't. Creatures you control may atack enemy planeswalkers and creatures your opponents control may block those creatures.)
Yeah, I don't know about that one either. Instead of summoning an ally, you summon an enemy. The enemy of my enemy is my friend. The rules are as follows.
Enemy planeswalkers come into play under the control of an opponent of your choice.
If an opponent controls an enemy planeswalker and passes priority while the stack is empty, you may choose one of the abilities that player is able to play, and that player then plays that ability. That player still makes all choices.
Creatures can then attack a permanent you control and creatures your opponent control can block it. Direct damage that you point at yourself works in the same way as it would work for opposing planeswalkers. It doesn't work for your opponents.
An interesting side effect of attacking a permanent you control is that you would be your own defending player. I don't know about that.
Purity Leech :symg::symw::symb:
Creature - Leech
Deathtouch, poisonous 1, elixir 1 (Whenever this creature deals combat damage to a player, that player gets a poison counter and you get an elixir counter. A player with 10 or more poison counters loses the game and a player with 10 or more Elixir counters wins the game. Poison counters and elixir counters neutralize.)
Whenever two counters neutralize, Purity Leech gains poisonous 1 and elixir 1.
1/2
On this... so basically nothing really happens until he has 10 instances of each, right? And when he does, what happens? What happens when state-based effects are checked and a player would win, lose, and the effects causing the winning and losing would disappear, all simultaneously?
Well, I found the answer to part of it:
102.3e If a player would both win and lose simultaneously, he or she loses.
But... the fact that the counters will disappear at the same time he's supposed to lose from them makes it weird.
EXCEPT IT HAS EVASION AND COUNTS YOUR OPPONENTS CREATURES AS WELL AS YOUR OWN AND CREATURE TOKENS WTF DEAR GOD! DO YOU NOT SEEEEEE THE SHENANIGANS THIS GUY IS ABOUT TO UNLOAD ON YOUR FACE? NANTUKO HUSK IS ALL LIKE "LOL MEET MY BFF JILL!" ALL THE DEVOUR CREATURES ARE LIKE "LOLOLOLOLOL"
Elixir means YOU get the counter. So your opponent gets 1 poison, and you get 1 elixir. Ten elixirs and you win, ten poisons and you lose. This guy has the potential to let you either win the game or lose the game, depending on how you stack the counters. If you're facing a poison deck, it also has the possibility to heal you of poison, hence the elixir.
Elixir, I think, would make a nice counterpart to poison. Poison being predominantly black and green, with perhaps a bit of red, Elixir would probably find itself secured in white and blue, with a bit of green to make things interesting.
Marcus the Infected 2BG
Planeswalker - Marcus {[3]}
+1: Target player gets a poison counter. (When a player has ten or more poison counters, that player loses the game. Poison counters and elixir counters canel out.)
-1: Creatures you control gain deathtouch and poisonous 1 until end of turn. (Whenever this creature deals damage to a creature, destroy that creature. Whenever this creature deals combat damage to a player, that player gets a poison counter.)
-5: For the rest of the game, damage that would be dealt to players is dealt in the form of poison counters.
Marcus the Cured 3WW
Planeswalker - Marcus {[3]}
+1: You get an elixir counter. (When you have ten or more elixir counters, you win the game. Poison counters and elixir counters cancel out.)
-1: Creatures you control gain lifelink and elixir 1. (Whenever this creature deals combat damage to a player, you get an elixir counter.)
-7: For the rest of the game, whenever a source deals damage to you, you get that many elixir counters.
I had a similar idea about "anti-poison" counters a while back, but I called them "vitality"... Elixir is a much better name. As for "neutralize"... yeah, confusion.
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Do I Contradict Myself? Very Well Then I Contradict Myself.
All very interesting ideas that they should consider, specifically, the depletion and charge counters and elixir and poison counters. I thinking naming what already happens to +1/+1 and -1/-1 counters is a good idea.
Karmatronic Filohelix needs work. You wouldn't leave a card in that state, though it demonstrates the ability well. I would remove the XX cost to play it and have it come into play with one counter of the player's choice. Then you can give it the X3 activation cost if you like. I like it better though as a straight up choice:
Karmatronic Filohelix,3, Artifact RAR
~ comes into play with your choice of a charge counter or depletion counter.
Spells cost 1 less to play for each charge counter on ~, and 1 more to play for each depletion counter on it.
If you do the activated ability where any player can pay to add counters, why not make it a single cost, requiring multiple activations, rather than an X cost? Why not 3?
Because I was really just trying to confuse people.
I like your version just fine.
Spylohelix 4
Artifact
When Spylohelix comes into play, flip three coins. For each heads, put a charge counter on Spylohelix. For each tails, put a depletion counter on Spylohelix. (Charge counters and depletion counters cancel out.)
Spells cost 1 less to play for each charge counter on Spylohelix and 1 less to play for each depletion counter on Spylohelix.
When two counters on Spylohelix neutralize, draw a card.
You do know that enemy planeswalker don't work as you intend? The "you" will refer to the person playing the ability, so that if played as worded, Velikoth Mordrude will just sit there, looking pretty stupid.
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The guy who found the new art for shock and other 10th edition cards on the wizards site.
Butcher of Words.
You do know that enemy planeswalker don't work as you intend? The "you" will refer to the person playing the ability, so that if played as worded, Velikoth Mordrude will just sit there, looking pretty stupid.
I'm not quite sure I understand.
Enemies are given to an opponent as the come into play. The if the controller passes priority with an enemy PW, then its owner chooses an ability that can be played. The controller then must play that ability.
I doubt it would ever come to that, though. It's just to force you to kill yourself with your enemy or otherwise make it harder to win. It's a way to make the person who controls it actually use it without going out and saying, 'At end of turn, if you haven't played any of these abilities, you lose." That's mean. Well, the whole concept is mean, but at least this version doesn't kill you if Pithing Needle names it.
Holden Trami 3WW
Enemy Planeswalker - Holden {[3]}
+3: Spells you play this turn cost 3 more to play. You can't play this ability if you've played any spells this turn.
+1: Creatures you control can't attack this turn.
-8: Tap all permanents you control and skip your next untap step. Target opponent gains control of Holden Trami.
That one's really, really annoying. Hard to attack too, if you want to play spells.
-Pharmalade.
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Warning: This gets pretty bizare.
Neutralize - Two counters of opposite types cancel out.
Symbiote Slime BG
Instant
Put a +1/+1 counter on target creature.
Put a -1/-1 counter on target creature.
Until end of turn, whenever two counters neutralize, each opponent loses 1 life and you gain life equal to the life lost.
Mystery Mirage 3RR
Creature - Weird Illusion
Mystery Mirage comes into play with four +1/+1 counters on it.
At the beginning of your upkeep, flip a coin.
Whenever you win a flip or a coin flip comes up heads, put a +1/+1 counter on Mystery Mirage.
Whenever you lose a coin flip or a coin flip comes up tails, put a -1/-1 counter on Mystery Mirage.
Whenever two counters neutralize, Mystery Mirage deals 1 damage to target player.
0/0
Purity Leech GWB
Creature - Leech
Deathtouch, poisonous 1, elixir 1 (Whenever this creature deals combat damage to a player, that player gets a poison counter and you get an elixir counter. A player with 10 or more poison counters loses the game and a player with 10 or more Elixir counters wins the game. Poison counters and elixir counters neutralize.)
Whenever two counters neutralize, Purity Leech gains poisonous 1 and elixir 1.
1/2
Karmatronic Filohelix XX2
Artifact
Karmatronic Filohelix comes into play with X of your choice of charge counters or depletion counters. (Charge counters and depletion counters neutralize.)
Nonartifact spells cost 1 less to play for each charge counter on Karmatronic Filohelix and 1 more to play for each depletion counter on Karmatronic Filohelix.
X3: Put X charge counters or depletion counters on Karmatronic Filohelix. If counters neutralize in this way, you lose 1 life for each two counter neutralized. Any player may play this ability.
Memory Issues 2UU
Enchantment
At the beginning of your upkeep, all counters become their neutralizing opposite.
Whenever two counters neutralize, each opponent removes the top two cards of his or her library from the game.
Harvester Vermin 3BB
Creature - Rat Minion
Wither (This creature deals damage in the form of -1/-1 counters.)
Whenever ~ block or becomes blocked by a creature with -1/-1 counters on it, damage that would be dealt by it this turn is dealt in the form of +1/+1 counters.
Whenever a +1/+1 counter and a -1/-1 counter on a creature neutralize, destroy that creature if it has no counters on it.
4/4
Velikoth Mordrude 3BBB
Enemy Planeswalker - Velikoth {[4]}
+3: You lose 3 life.
+X: Destroy target creature you control with a toughness of X.
-7: Choose a permanent type other than planeswalker among permanents you control. Sacrifice all permanents you control of that type. Target opponent gains control of Velikoth.
On Enemy Planeswalkers...
(Velikoth Mordrude uses grudge counters instead of loyalty counters. It comes into play under an opponents control. Grudge counters and loyalty counters neutralize. During your main phase, opponents may have you play abilities of this planeswalker if you haven't. Creatures you control may atack enemy planeswalkers and creatures your opponents control may block those creatures.)
Yeah, I don't know about that one either. Instead of summoning an ally, you summon an enemy. The enemy of my enemy is my friend. The rules are as follows.
Enemy planeswalkers come into play under the control of an opponent of your choice.
If an opponent controls an enemy planeswalker and passes priority while the stack is empty, you may choose one of the abilities that player is able to play, and that player then plays that ability. That player still makes all choices.
Creatures can then attack a permanent you control and creatures your opponent control can block it. Direct damage that you point at yourself works in the same way as it would work for opposing planeswalkers. It doesn't work for your opponents.
An interesting side effect of attacking a permanent you control is that you would be your own defending player. I don't know about that.
Okay, well, that was odd.
-Pharmalade.
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Purity Leech :symg::symw::symb:
Creature - Leech
Deathtouch, poisonous 1, elixir 1 (Whenever this creature deals combat damage to a player, that player gets a poison counter and you get an elixir counter. A player with 10 or more poison counters loses the game and a player with 10 or more Elixir counters wins the game. Poison counters and elixir counters neutralize.)
Whenever two counters neutralize, Purity Leech gains poisonous 1 and elixir 1.
1/2
On this... so basically nothing really happens until he has 10 instances of each, right? And when he does, what happens? What happens when state-based effects are checked and a player would win, lose, and the effects causing the winning and losing would disappear, all simultaneously?
Well, I found the answer to part of it:
102.3e If a player would both win and lose simultaneously, he or she loses.
But... the fact that the counters will disappear at the same time he's supposed to lose from them makes it weird.
Elixir, I think, would make a nice counterpart to poison. Poison being predominantly black and green, with perhaps a bit of red, Elixir would probably find itself secured in white and blue, with a bit of green to make things interesting.
Marcus the Infected 2BG
Planeswalker - Marcus {[3]}
+1: Target player gets a poison counter. (When a player has ten or more poison counters, that player loses the game. Poison counters and elixir counters canel out.)
-1: Creatures you control gain deathtouch and poisonous 1 until end of turn. (Whenever this creature deals damage to a creature, destroy that creature. Whenever this creature deals combat damage to a player, that player gets a poison counter.)
-5: For the rest of the game, damage that would be dealt to players is dealt in the form of poison counters.
Marcus the Cured 3WW
Planeswalker - Marcus {[3]}
+1: You get an elixir counter. (When you have ten or more elixir counters, you win the game. Poison counters and elixir counters cancel out.)
-1: Creatures you control gain lifelink and elixir 1. (Whenever this creature deals combat damage to a player, you get an elixir counter.)
-7: For the rest of the game, whenever a source deals damage to you, you get that many elixir counters.
-Pharmalade.
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Very Well Then I Contradict Myself.
Karmatronic Filohelix needs work. You wouldn't leave a card in that state, though it demonstrates the ability well. I would remove the XX cost to play it and have it come into play with one counter of the player's choice. Then you can give it the X3 activation cost if you like. I like it better though as a straight up choice:
Karmatronic Filohelix, 3, Artifact RAR
~ comes into play with your choice of a charge counter or depletion counter.
Spells cost 1 less to play for each charge counter on ~, and 1 more to play for each depletion counter on it.
Sphere of Resistance and Helm of Awakening all in one.
If you do the activated ability where any player can pay to add counters, why not make it a single cost, requiring multiple activations, rather than an X cost? Why not 3?
I like your version just fine.
Spylohelix 4
Artifact
When Spylohelix comes into play, flip three coins. For each heads, put a charge counter on Spylohelix. For each tails, put a depletion counter on Spylohelix. (Charge counters and depletion counters cancel out.)
Spells cost 1 less to play for each charge counter on Spylohelix and 1 less to play for each depletion counter on Spylohelix.
When two counters on Spylohelix neutralize, draw a card.
Whoa! What's it gonna be!
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Butcher of Words.
Made by Spiderboy4
I'm not quite sure I understand.
Enemies are given to an opponent as the come into play. The if the controller passes priority with an enemy PW, then its owner chooses an ability that can be played. The controller then must play that ability.
I doubt it would ever come to that, though. It's just to force you to kill yourself with your enemy or otherwise make it harder to win. It's a way to make the person who controls it actually use it without going out and saying, 'At end of turn, if you haven't played any of these abilities, you lose." That's mean. Well, the whole concept is mean, but at least this version doesn't kill you if Pithing Needle names it.
Holden Trami 3WW
Enemy Planeswalker - Holden {[3]}
+3: Spells you play this turn cost 3 more to play. You can't play this ability if you've played any spells this turn.
+1: Creatures you control can't attack this turn.
-8: Tap all permanents you control and skip your next untap step. Target opponent gains control of Holden Trami.
That one's really, really annoying. Hard to attack too, if you want to play spells.
-Pharmalade.
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