Question to whoever runs this thing: Can I use the mechanics from this encyclopedia if I ask pretty please?
The keywords here don't belong to anyone, the creation of a keyword is only a tiny part of actually implementing it successfully into a set.
So go ahead and use them. Credit them if the idea feels particularly original. Go ahead and make some amazing custom magic cards. Thats what this list is here for.
Manashift: (whenever a spell is casted, this permanent becomes of that spell's colors until it leaves the battlefield. If multiple spells are casted, the last one to resolve determine this permanent's colors.)
Manashield: (whenever a spell is casted, this permanent gains protection from that spell's colors until end of turn. If multiple spells are casted, the last one to resolve determine this permanent's color protection.)
It's been inspired by sunburst. I was imagining some storyline based on that colorshift thing. This could allow for enchantments that have color protection and/or change color in game.
Manashift: (whenever a spell is casted, this permanent becomes of that spell's colors until it leaves the battlefield. If multiple spells are casted, the last one to resolve determine this permanent's colors.)
Manashield: (whenever a spell is casted, this permanent gains protection from that spell's colors until end of turn. If multiple spells are casted, the last one to resolve determine this permanent's color protection.)
It's been inspired by sunburst. I was imagining some storyline based on that colorshift thing. This could allow for enchantments that have color protection and/or change color in game.
These don't work as you might expect. There is no notion of checking "the last spell to resolve". Due to the way triggered abilities work, there will always be a moment of time between the permanent gaining the color or ability from one instance of manashift or manashield and the resolution of the next manashift or manashield.
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How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
So, being inspired by echo, I wanted to try to do something like a reverse-echo. Any thoughts on this mechanic:
Manipulate COST , EFFECT; (At the beginning of your opponent’s next upkeep after this card enters the battlefield under your control, activate this ability unless an opponent pays its manipulate cost.)
Mmm... complicated... make it "each opponent's next upkeep" or make it a permanent effect by taking out "next" and "after this card ETBs under your control"
Manipulate [Cost] - [Effect] (At the beginning of each opponent's upkeep, activate this ability unless said opponent pays its manipulate cost)
May be slightly too OP and maybe not what tyou wanted, but there's no way to do it the way you say without making it too clunky.
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Sorry for not responding in a while, but that would probably be too op, as even a 1 cost effect would be really oppressive with multiple guys out, especially considering it is a punisher mechanic of sorts - your opponent will only choose the one that is best for him. But still a pretty good idea, and doable. I think that the option to remove the next would work better for what I am trying to do, but it does feel really clunky.
Manipulate [Cost] - [Effect] (At the beginning of your opponent's upkeep after this card enters the battlefield under your control, activate this ability unless an opponent pays its manipulate cost.
It isn't quite as bad as suspend for card space, but that probably isn't the best mechanic to say it is better than. I'm just thinking of all the errata I would probably need to do to make the option that I like work. For example, no where on my card does it say what happens when the permanent is gone. It would be best if the ability didn't trigger if the permanent is gone, but that would be adding the if this permanent is on the battlefield clause, which would make it worse than suspend even.
The idea with this mechanic was to do strong effects, but have them be simple, like 'draw two cards' for manipulate 2. But that doesn't get rid of the clunkiness of the mechanic. Thanks for the help!
One mechanic that I added in my mana source only set is Tax. Tax is the same thing as Echo, except that is meant for lands only. As Invasion's ETBT lands are obsolete and the "doesn't untap" drawback is too high for a dual land, adding a mana cost to lands seems to solve the puzzle of putting a drawback in dual lands that is symmetric for all colors. It enters untapped, but has an echo cost to be paid in the next turn.
Another idea that I had is borrowed from creatures and artifacts that has this clause "as long as ~ is untapped". So, a creature gains +3/+3 as long as it's untapped. This makes the creature harder to kill with damage but weaker in combat unless it gains vigilance. Or I could replace the untapped clause by "as long as this creature is neither attacking nor blocking".
Alchemy [cost] ([cost], Sacrifice ~: Summon an artifact from your graveyard with converted mana cost equal or lower to this card)
702.AMY. Alchemy 702.AMYa Alchemy is an activated ability found on some artifacts. 702.AMYb "Alchemy [cost]" means [Cost], Sacrifice this artifact: You may cast an artifact card with converted mana cost less than or equal to this artifact's converted mana cost from your graveyard without paying its mana cost." 702.AMYc Multiple instances of command in the same creature are activated separately.
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Chaincast (If you cast this spell from your hand, exile it as it resolves. When you cast your next instant or sorcery spell, you may cast this card from exile without paying its mana cost.)
One of the first mechanics I designed, a variant of Rebound that plays up spell combos. It was inspired by arcade games of all things, where scoring combos or chains often nets you a reward. One developmental concern I see about it though is that you have to be careful not to use effects like land removal and discard with it as the effects can potentially be instant speed. Stuff like dealing damage, gaining life, and drawing cards should be fine though.
Warfare (This spell costs less to cast for each creature that attacked this turn.)
This is an Affinity variant that checks the number of creatures that attacked during a single given turn. I first designed it as either a Boros or WBR mechanic, but most recently I've included it in my as-yet-unreleased Pirates of Maris set where it captures the flavor of naval warfare. The trick to this mechanic is that it counts attacking creatures any player controls, not just your own, so it can also be used for defensive effects.
Sustain - If you gained life this turn, [effect].
Sustain is obviously inspired by lifegain triggers such as those found on Ajani's Pridemate and Ageless Entity, but rather than care about the number of times you gain life or the amount of life gained, I chose a binary effect like Morbid or Raid.
Much like how Warfare was considered for a WBR faction, so too was Sustain considered for BGW, the three colors with lifegain and thus the ability to support the mechanic. Also like Warfare, I'm currently using Sustain in Pirates of Maris where it captures the flavor of needing food. I could also likewise see this in Orzhov as Golgari and Selesnya are too focused on graveyards and creatures respectively to make room for an entire lifegain-centric mechanic. It helps that Orzhov's already played around with life in the form of Extort.
I also had a different mechanic named Sustain meant to be a variant on Echo where you sacrifice the card, generally a creature or enchantment, at the beginning of your upkeep unless you pay the sustain cost. But I think most will agree that the lifegain mechanic is simpler and much more appealing.
Withdraw (As an additional cost to cast this spell, you may return a creature you control to its owner's hand.)
This mechanic has gone through several versions, some attempting to be cost payments, others as an alternative cost for casting a spell. This version is the simplest and cleanest I can think of, a simple Kicker-esque mechanic. I've considered using it in Pirates of Maris as a more defensive counterpart to Warfare. I could also see it as an Azorius mechanic, though maybe with a different name like Dismiss.
Azorius Decree - Name a card. The named card gets [effect].
This was designed to capture the officiousness of the Azorius, where the named card either gets a benefit (generally your own) or a drawback (generally your opponents'). At common, this would entail one-turn effects like "Creatures you control with the chosen name get +1/+1 until end of turn" while higher rarity cards would get effects like "Players can't cast spells with the chosen name".
Warrant - Reveal a card with converted mana cost greater than ~ from your hand. If you do, [effect].
Another attempt at capturing the Azorius' use of law as a weapon. This is based on the idea that the Azorius follow a pyramidical chain of command; in Warrant's case, this manifests as a higher office authorizing a particular action. Warrant was inspired both by Forecast, the original Azorius mechanic, and by the unnamed reveal a card from your hand effects seen in Lorwyn and Morningtide. I like that revealing the card from your hand is like presenting a badge or official document to your opponent.
Dismiss - See Withdraw
Orzhov
Surplus or Profit - See Sustain
Possess (You may cast this card from your graveyard as an Aura enchantment with enchant creature. If this card would leave the battlefield while it's an Aura, exile it instead.)
This is a variant on Bestow that works from the graveyard and includes the exile clause to prevent repeat castings and shenanigans.
Lifeline -name- (When this creature dies, you may return it to the battlefield bonded to target -name- you control. Exile this creature as it or the -name- it's bonded with leaves the battlefield.)
This is a variant on both Undying and Soulbond that allows you to bring the creature back from the dead in exchange for making it dependent upon another permanent, usually a creature, occasionally an artifact, with the catch that if either permanent leaves the battlefield, the recurred permanent is exiled Unearth-style. That said, this mechanic could also work as a variant on Unearth.
Dimir
Mesmerize N - -cost- (-cost-, Exile this card from your graveyard: Target player puts the top N cards of his or her library into his or her graveyard.)
Since Dimir is all about library manipulation and milling composes a substantial portion of that category, this would be Dimir's answer to Golgari's Scavenge.
Infiltrate -cost- (You may cast this spell for its infiltrate cost if a creature you control dealt combat damage to a player this turn.)
This is a more streamlined version of Prowl that eliminates the tribal fiddling in favor of a more general sneaky attack strategy.
Izzet Energize - Whenever you cast a noncreature spell, [effect].
This was inspired by Prowess as well as conversations on Blogatog mentioning the idea of Izzet getting mechanics like Splice and Imprint that better express their love of creativity. Unlike Prowess, this mechanic can and should be placed on noncreature cards, generally artifacts and enchantments, thus expanding Izzet's range of relevant card types without outright excluding instants and sorceries and thus allowing for some backwards compatibility.
Rakdos
Reckless -cost- (You may cast this spell for its reckless cost. If you do, this creature gains haste. Sacrifice it at the beginning of the end step.)
This was meant to represent Rakdos' "live in the moment" mentality taken to its most extreme, where you get to swing with the creature the turn you cast it but lose it at the end of the turn. But I think Unleash is generally better at representing Rakdos' recklessness and Dash is better as a BR temporary swing mechanic.
Boros
Mobilize (Whenever this creature attacks, put a 1/1 red and white Soldier creature token onto the battlefield tapped and attacking. Exile that token at the beginning of the end step.)
This was inspired by Living weapon, of all things. The idea of a keyword that generates a specific type of token appealed to me, and Boros' red and white Soldier tokens seemed like an interesting choice to use. The tokens are temporary so the player doesn't build up a ridiculous field off just one creature. The mechanic could use a number variable to generate more than one token, but the simplest option is usually best.
Selesnya
Commune (Whenever another creature enters the battlefield under your control, this creature gets +1/+1 until end of turn.)
I first designed this as a RGWU mechanic, with the idea that GW was leading and that blue and red could make use of the mechanic for combo and tempo purposes. I feel though that this mechanic fits Selesnya more, being the community guild and all, and makes sense that each time your community grows, so do the creatures in that community, if only temporarily.
That's it for now, I'll add more later.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Compnionship (Other creatures that share a creature type with ~ enter the battlefield with an additional +1/+1 counter on them.)
Defiance (As long as an opponent controls a permanent with a converted mana cost higher than this creature’s, it gets +1/+1.)
Awe - [Effect], as long as you control a permanent with CMC5 or more.
Heritage - Whenever a creature enters the battlefield under your control, you may exile ~ from your graveyard. If you do, the creature that just entered the battlefield gains all of ~’s abilities. If abilities use the exiled cards name use the name of the creature that just entered the battlefield instead.
Perseverence [Number] - Whenever ~ is dealt damage, put [Number] +1/+1 counters on it.
Infuse [Cost] - You may cast ~ for its Infuse cost. If you do, exile ~ when it resolves, it becomes infused to target creature. That creature gains "Sacrifice this creature: Play an instant or sorcery spell infused to this without paying its mana cost."
Assemble - Sacrifice ~ and one or more other artifact permanents you control: Search your library for an artifact card with converted mana cost equal to the combined converted mana cost of the sacrificed permanents and put it onto the battlefield. It gains haste until end of turn. Shuffle your library afterwards.
Frozen [number] - ~ enters the battlefield with [number] frost counters on it. While it has a frost counter on it its activated abilities can’t be played and prevent all damage it would deal. Destroy it when it is dealt damage. At the beginning of your upkeep remove a frost counter from ~. If there are no more Frost counters on ~ it loses Frozen.
Frozen touch - Whenever ~ deals damage to a creature put a frost counter on it for every point of damage dealt. If it doesn’t have frozen, it gains frozen.
Interrogate X [i](X: Target player reveals a random card from their hand. If it's a nonland card, put a +1/+1 counter on this creature.)[/i]
Mindmeld [i](This creature enters the battlefield with a number of additional +1/+1 counters on it equal to the number of cards you?ve drawn this turn.)[/i]
Mindswarm [i](Whenever a player discards a card, creatures you control get +1/+1 until end of turn.)[/i]
[i]Concentration[/i] -- As long as you have less than four cards in hand, [effect].
Psycholocate. [i](Look at the top card of your library. If it' a land card, reveal it and put it into your hand. Otherwise, you may shuffle your library.)[/i][/list]
List tags are malformed.
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Worldbuilding project of mine
Safir Alliance | Hoennverse
Siphon x- When this creature deals combat damage to a player, add x mana to your mana pool. This mana will carry over between phases until the end of turn.
Fade/Fading/Warp/Warping is a new thing created by Judedudemude (that handsome devil). During a opponent's battle phase when an opponent attacks, creatures with Fade/Warp will create a copy of itself in token form without Fade/Warp and put a +1/-1 counter on that token for each non-token creature you control with Fade/Warp, these token(s) must block that turn if able. The +1/-1 counters is a counterpart of Exalted, where exalted focuses on attacking where Warp focuses on defending. Imagined "warping" creatures doing battle, creatures fade in and out. When a creature is defending or attacking and think they have that creature pinned, they disappear then, reappear to strike back at them, like if a mighty demon, angel, warrior, paladin, or magic user is locked in battle at the last second they fade out of reach then they fade in to strike at the last second.
Attempt on the wording: Fade/Warp [cost] (Whenever a creature attacks you, you may pay [cost]. If you do, put a token that's a copy of this creature onto the battlefield with +1/-1 counters for each non-token creature you control with Fade/Warp, it blocks this turn if able.)
People like huge creatures with huge converted mana cost, but ironically hate paying the cost of doing business. Introduce the Recast/Transmute system where you pay a small cost to put a weaker double on the field as a stand-in for the real deal, then you can put the actual card on the battlefield for its Recast/Transmute cost, doing so should cost less than or equal to it's actual converted mana cost.
Attempt on the wording: Recast/Transmute [cost] (You may exile this card form your hand for [cost] If you do, put a token that's a copy of this creature onto the battlefield with -1/-1 counters for each non-token creature you control. Put this exiled card on the battlefield any time for its Recast/Transmute cost.
I have a mechanic i'm trying to perfect\balance. Tell me what you think:
Ætherbound: A spell with Ætherbound doesn't resolve on it's own and stays in the stack between phases. Other spells may resolve even if they are bellow it on the stack. Player may cast sorcery speed spells/abilities as though this spell is not on the stack.
The idea is to create conditional resolving/spells that do stuff while in the stack, though i'm still trying to find reasonalble wording and rulings
How though? Make a new thread where the first post consists of a link of all the posts that contain the custom keyword? Maybe also alphabetically categorize the links based on who posts and how many times? Well, anyway I don't mind; As long as I can still salvage my posts from this thread I'm happy with it.
Anyway, a new contribution.
Lifeborn X (If you spent X or more mana from creature sources to cast this, this is lifeborn)
This mechanic behaves in a similar way to Monstrous and Renown, in that if you do something to fulfill the condition, then the card is lifeborn and is treated as such. Unlike Monstrous and Renown, this ability can apply to instant and sorceries also.
ok I've been given permission to rework this thread:
I'll be going through the current list, removing a large number of them and then adding several dozen more.
My plan is to have notes on each mechanic with an example card, if the mechanic has any complexity issues and what context it may require.
For mechanics that have been playtested I will add relevant notes as well
I will also link to any sets the mechanics have been used in if possible (for some heavily used mechanics this will be difficult.)
Eg: Dreamwalk(This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
702.XXa Dreamwalk is an evasion ability that modifies the rules for the declare blockers step. (See rule 509, "Declare Blockers Step.")
702.XXb A creature with dreamwalk can't be blocked by untapped creatures. Instead, the defending player can choose tapped creatures that he or she controls to block an attacking creature with dreamwalk.
702.XXc Dreamwalk does not allow tapped creatures to block creatures without dreamwalk.
702.XXd Multiple instances of dreamwalk on the same creature are redundant.
- Note that the CR entry section is optional
Encourages an aggressive format
Has very low comprehension complexity
Has higher board and tracking complexity than you would initially guess
Has good flavor for Nightmares or Dreamwalking wizards
Greatly increases the complexity of instant speed T abilities
Good at warping a player's evaluation of previous cards and mechanics
Dreamscape Purifier3WW
Creature - Human Knight (C)
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
Vigilance “Reality must be protected.”
2/5
I will still take suggestions for new mechanics etc but they will all be curated to a certain extent to reduce repetition.
Now my question is that should mechanics with huge problems be allowed? Should these be kept in a separate section or just not added?
EDIT: added some notes about which sections are optional etc
Yeah, I don't know if it would be possible to get tags in categories like "card type" (i.e. only goes on instants/sorceries, creatures, etc.) "zone" (i.e. graveyard, exile, library), "turn" (i.e. combat, draw, upkeep), colors, maybe use of counters, activated/triggered/static, etc.?
What we really need is a database, but hopefully a sortable table is possible on the Wiki.
Ok there has been a bunch of issues with the wiki version I was trying to setup.
Thus I'll be posting early iterations onto the end of this thread and when I have reached a satisfactory number of mechanics I'll start a new thread that will end up replacing this one.
Note that the reboot of the custom mechanic encyclopedia is going to be a curated list, just suggesting a mechanic isn't enough to get it added.
I will be happy to provide feedback on all mechanics suggested, including improvements that could be made to have it included.
Once a mechanic is chosen to be included I will create a common example card and attempt to find any previous uses of that mechanic in custom cards projects.
Mechanic Name(Reminder Text)
Used in: Tags:
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The Custom Mechanic Encyclopedia
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The Custom Mechanic Encyclopedia is a curated resource for custom card creators, containing a database of custom keywords, ability words and keyword actions.
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Dreamwalk(This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
702.XXa Dreamwalk is an evasion ability that modifies the rules for the declare blockers step. (See rule 509, "Declare Blockers Step.")
702.XXb A creature with dreamwalk can't be blocked by untapped creatures. Instead, the defending player can choose tapped creatures that he or she controls to block an attacking creature with dreamwalk.
702.XXc Dreamwalk does not allow tapped creatures to block creatures without dreamwalk.
702.XXd Multiple instances of dreamwalk on the same creature are redundant.
Encourages an aggressive format
Has very low comprehension complexity
Has higher board and tracking complexity than you would initially guess
Has good flavor for Nightmares or Dreamwalking wizards
Greatly increases the complexity of instant speed T abilities
Good at warping a player's evaluation of previous cards and mechanics
Dreamscape Purifier3WW
Creature - Human Knight (C)
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
Vigilance “Reality must be protected.”
2/5
Used in:Dreamscape, Dreams of Lyanar (Sleepwalk) Tags: #Creature keyword #Evasion
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Lineage X(This creature enters the battlefield with X +1/+1 counters on it if it shares a creature type with a card in your graveyard.)
Encourages a tribal theme or subtheme
Flavorful for factions that care about ancestry, lineage etc.
Encourages graveyard themes
Has low tracking and comprehension complexity.
Could potentially combine with triggers caring about getting its lineage bonus or enabling another card's lineage.
Arashin Heretic2W
Creature - Human Warrior (C)
Lineage 1 (This creature enters the battlefield with a +1/+1 counter on it if it shares a creature type with a card in your graveyard.) “Unknown to Dromoka, a hidden grove of kin-trees remain, passing down the legacy of the Abzan.”
3/1
Growth [COST]([COST]: Put a +1/+1 counter on this creature. This costs 1 more to activate for each +1/+1 counter on it. Grow only as a sorcery.)
Creates a constant late game mana sink
Self restricts by getting linearly more expensive. Allowing it to be viable at common
Encourages ramp and breaks board stalls
Has medium tracking and low comprehension complexity.
Sorcery speed restriction reduces the tracking complexity of multiple activations.
Can be used with "when this grows" triggers at higher rarities.
Ancient Wurm5G
Creature - Wurm (C)
Growth 2G (2G: Put a +1/+1 counter on this creature. This costs 1 more to activate for each +1/+1 counter on it. Grow only as a sorcery.) Wurms never age or stop growing, either they eat or they die.
5/5
Used in:Overworld, Tesla Exploratory Design (Iterate) Tags: #Creature Keyword #+1/+1 Counter #Mana Sink
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Enchantment-Craft — As long as you control three or more enchantments, [EFFECT]
Enchantment version of metalcraft
More restrictive than metalcraft unless you have enchantment creatures in the enviroment
Can potentially be reduced to threshold of 2 rather than 3 due to the risks of auras and the uncommon-ness of global enchantments
Low comprehension and tracking complexity
Can be used on spells or permanents.
Winged ManifestU
Enchantment (C) Enchantment-Craft — Winged Manifest is a 2/2 Bird enchantment creature with flying as long as you control three or more enchantments. The best ideas take flight on their own.
Used in:Dreams of Lyanar (Dreamscape), Various Others (Wonderous, Perfect, Enchantcraft etc..) Tags: #Creature Keyword #Spell Keyword, #Ability Word, #Threshold Mechanic
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Premonition X -[COST] (Rather than cast this card from your hand, you may pay [COST] and put this card into your library face up just beneath the top seven cards. As it reaches the top, cast it without paying its mana cost.)
702.XXX. Premonition
702.XXXa Premonition is a keyword that represents a static ability that functions while the card with premonition is in a player's hand. "Premonition N -- [cost]" means "If you could begin to cast this card by putting it onto the stack from your hand and your library has at least N cards in it, you may pay [cost] and put it onto your library beneath the Nth card of your library. This card becomes face up in your library. This action doesn't use the stack."
702.XXXb Cards that are put into a player's library by the Premonition ability are put into the library face up. This is an exception to rule 401.2. Players should keep face up cards in an orientation separate from the orientation of cards in a library that are not face-up or otherwise easily visible to all players.
702.XXXc If a face up card in a library would become the top card of a player's library, that player casts it without paying its mana cost instead. If that player can't, he or she turns the face up card face down instead and it becomes the top card of his or her library. It is no longer face up.
702.XXXd If a one-shot effect causes a player to reveal, shuffle, or randomize the order of a card or cards in a library, at least one of which is face up, each such card is turned face down, and then the cards are revealed, shuffled, or randomized.
702.XXXe If a continuous effect causes a face up card to be revealed, that card is both revealed and is face up. If the card somehow ceases to be revealed, the card remains face up.
702.XXXf If a one-shot effect causes a card to be put into the library "face up beneath the top N cards of [a player's] library," and that player's library has N or more cards in it, that player puts that card onto his or her library using the process described in rule 702.PRMb.
Modified version of suspend that removed the upkeep triggers by modifying the rules to use face-up cards in the library.
More interactive than suspend due to card draw and milling effects
Shuffling the library will turn all face-up cards in a library face down.
High comprehension complexity and low-medium tracking complexity
Chaining multiple premonition spells together is extremely fun
Can be used on nearly any cardtype except planeswalker.
Can be combined with more expensive Premonition costs when combined with certain effects that work better when delayed
Temporal Journey4UU
Sorcery (M)
Take an additional turn after this one. Exile Temporal Journey.
Premonition 7-1U (Rather than cast this card from your hand, you may pay 1U and put this card into your library face up just beneath the top seven cards. As it reaches the top, cast it without paying its mana cost.)
Colonization — As long as you control three lands with different names, [EFFECT]
Depending on the environment and playtesting should maybe be adjusted to a threshold of 4 names.
Promotes both multicolor and nonbasic lands
Low tracking and comprehension complexity
Can be used on both many different card types
Flyrocopter Scout2U
Creature - Human Scout (C)
Flying
Colonization — Flyrocopter Scout gets +1/+1 as long as you control three lands with different names.
2/1
Used in:Kazundoo, Ankheret Tags: #Creature Keyword #Spell Keyword, #Ability Word, #Threshold Mechanic
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Eternal [COST](If you cast this spell for [COST], change its text by removing all instances of "until end of turn" and exile it engraved to its target.)
Used on instant/sorcery spells
Wording may need minor tweaks
Medium tracking and comprehension complexity
Can be tweaked to target players to allow effects such as Ego Erasure to be permanent
"influencing that creature" is like encoding for cipher, its just used as a memory aid.
Aeonic BindingW
Instant (C)
Until end of turn, prevent all damage target creature would deal.
Eternal 2W (If you cast this spell for 2W, change its text by removing all instances of "until end of turn" and exile it engraved to its target.) “May a thousand years of history protect us.”
Justice — At the beginning of your upkeep, if an opponent broke any laws since your last upkeep, [EFFECT]
Combines with effects such as "It is against the law for an opponent to [CONDITION]."
Being against the law doesn't mean you cant do it, just that it triggers an opponent's justice cards.
A single broken law will trigger all cards with justice. This creates a linear aspect to the mechanic where it gets better in multiples.
Playtesting has shown that wider and more proactive laws have better gameplay than narrow or reactive laws.
Medium/high tracking complexity and medium comprehension complexity. Depending on how different laws you have, especially at common.
Tends to make cards relatively wordy.
Very flavorful
Mindleak Agent1U
Creature - Human Wizard (C)
It is against the law for an opponent to cast no spells during his or her turn. Justice — At the beginning of your upkeep, if an opponent broke any laws since your last upkeep, that player puts the top three cards of his or her library into his or her graveyard.
1/3
Supplicate(Each creature you control which you put a -1/-1 counter on while casting this spell pays for 1 or one mana of that creature’s color.)
Convoke style mechanic for a -1/-1 counter environment. Only a single counter can be placed on each creature.
Developmentally dangerous due to using the same creature multiple times on the same time, playtesting may show that the ability to produce colorled mana is too powerful.
Low tracking complexity and medium comprehension complexity.
Legions of Norn3WW
Sorcery (C)
Supplicate (Each creature you control which you put a -1/-1 counter on while casting this spell pays for 1 or one mana of that creature’s color.)
Put three 1/1 white Cleric creature tokens onto the battlefield.
Canister put a colorless Canister artifact token onto the battlefield. It has "T, Sacrifice this artifact: Untap target permanent. Activate this ability only only during your turn".
Eldrazi spawn variant that can't attack/block but instead provides additional options other than just producing mana.
Your turn activation prevents on-board tricks that can create "feel bad" moments during combat.
Low tracking complexity and medium comprehension complexity.
Very wordy.
That it can ramp you can create potential color pie bends but also is often overlooked initially.
Flavored as Kaladesh AEther canisters but can be easily re-used in other settings under different names.
Developmentally dangerous if mixed with lands like Cabal Coffers or Karoos
Note the created artifact tokens have the artifact subtype Canister.
Power the Frontier2G
Sorcery (C)
Search your library for a basic land card, reveal it, put it onto the battlefield tapped, then shuffle your library. Then put a colorless Canister artifact token onto the battlefield with "T, Sacrifice this: Untap target permanent. Activate this ability only during your turn."
Used in:Tesla, Consul Duel Deck Tags: #Modular #Tokens #Creature Keyword #Spell Keyword
----------------------------
Hostility — Whenever you cast a spell that targets one or more creatures you don’t control, [EFFECT]
Reversed style Heroic mechanic.
Promotes aggressive interactive decks.
Can be potentially restricted to a single target if developmentally difficult
Can be both built around or play standalone more than heroic.
Low tracking complexity and medium comprehension complexity.
Ragesword FlamekinR
Creature - Elemental Warrior (C) Hostility — Whenever you cast a spell that targets one or more creatures you don’t control, Ragesword Flamekin gets +2/+0 and gains haste until end of turn.
1/2
Used in: Tags: #Creature keyword #Ability Word #Modular #Linear
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Arm(Put a colorless Equipment artifact token named Weapon onto the battlefield with "Equip 2" and “Equipped creature gets +1/+1” attached to this/those creature(s).
Keyword action similar to regenerate in that it specifies a creature or creatures. Eg: Arm each creature you control.
Is best used in a limited environment that doesn't use either +1/+1 or -1/-1 counters to reduce board complexity.
2 equip cost is because playtests with 1 equip cost where found to be far too powerful at moving around a large number of Weapons.
Medium comprehension and tracking complexity.
Prepared Traveller1W
Creature - Human Soldier (C)
When Prepared Traveller enters the battlefield, arm it. (Put a colorless Equipment artifact token named Weapon onto the battlefield with "Equip 2" and “Equipped creature gets +1/+1” attached to this creature.) “These are unstable times. Best to be ready for anything.”
1/1
Corrupt(Whenever this deals damage to a creature, 1 of that damage is dealt in the form of a -1/-1 counter.)
Wither variant that allows for smaller numbers of -1/-1 counter to allow for pushed bodies and -1/-1 counter themes.
Worded this way to allow for lower board complexity.
Medium comprehension complexity and low tracking complexity
Phyrexian Forerunner1B
Creature - Horror (C)
Corrupt (Whenever this deals damage to a creature, 1 of that damage is dealt in the form of a -1/-1 counter.)
2/2
Used in: Tags: #-1/-1 Counters #Creature Keyword #Damage Modifier
----------------------------
Foreshadow [COST] ([COST]: Play with this card revealed as long as it's in your hand. You can’t cast it this turn. Foreshadow only as a sorcery.)
To play a card revealed from your hand you can simply turn it facing towards your opponent.
The revealed card remains revealed until it changes zones.
Can create some fun bluffing and mana sink situations.
Medium comprehension and board complexity
Be careful of foreshadowed cards creating too many on-board tricks.
Can appear on instants/sorceries or creature ETB/cast triggers.
Charge into Legend1W
Sorcery (C)
Foreshadow 2W2W: Play with this card revealed as long as it's in your hand. You can’t cast it this turn. Foreshadow only as a sorcery.)
Creatures you control get +1/+1 until end of turn. Those creatures get +2/+2 until end of turn instead if Charge into Legend was foreshadowed.
Embolden — If you control a planeswalker or legendary permanent, [EFFECT]
Requires a Kamigawa or EDH focused environment or product.
Can be used as both a bonus for instants/sorceries, a triggered effect on a creature, or a conditional or kicker effect for an ability.
Low tracking and comprehension complexity.
Friend of the Gatewatch1G
Creature - Elf Druid (C) T: Add G to your mana pool. Embolden — T: Add three mana of any one color to your mana pool. Activate this ability only if you control a planeswalker or legendary permanent.
1/2
Used in: Tags: #Ability Word #Creature Keyword #Spell Keyword #Threshold Mechanic
----------------------------
Revive [COST] ([COST], Exile this card from your graveyard: Put a token that’s a copy of it onto the battlefield. Revive only as a sorcery)
Unearth/flashback variant that creates a permanent creature copy.
Acts as a good mana sink like flashback for creatures.
Can create a large amount of board complexity as keeping track of which tokens are which can be tricky.
The exiled card can be placed under or on-top of the token, but you must remember no to put it back into the graveayard.
High tracking complexity and low comprehension complexity.
Can have silly interactions with Populate, bounce and other effects that care about tokens.
Phantasmal Exemplar3UU
Creature - Illusion (C)
Whenever Phantasmal Exemplar becomes the target of a spell or ability, sacrifice it.
Revive 3UU(3UU, Exile this card from your graveyard: Put a token that’s a copy of it onto the battlefield. Revive only as a sorcery.)
5/6
Used in:Comic Book Set Tags: #Creature Keyword #Modular #Tokens #Graveyard Mechanic # Mana Sink
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Rebirth [COST]([COST]: Return this card from your graveyard to the battlefield with a +1/+1 counter on it. If this dies with a +1/+1 counter on it, exile it instead. Rebirth only as a sorcery.)
Combination of Unearth and Undying.
Far easier to track than Revive (see above), but does require that you don't often have to grant +1/+1 counter to your own cards like undying.
+1/+1 counters allow it to act as a very potent mana sink
Is a flexible mechanic that can be made to work with -1/-1 counters or a variable such as Rebirth N that adds N counters.
low comprehension and tracking complexity
Perverted Pegasus2B
Creature - Zombie Pegasus (C)
Flying, haste
Perverted Pegasus can’t block.
Rebirth 3B (3B: Return this card from your graveyard to the battlefield with a +1/+1 counter on it. If this dies with a +1/+1 counter on it, exile it instead. Rebirth only as a sorcery.)
2/1
Nightmare [COST](If you cast this spell for [COST], it isn’t a creature until you embody it.)
Always appears on enchantment creatures
Combined with a conditional effect that embodies the card eg: "Whenever a creature your control becomes blocked, embody CARDNAME."
Should use a very restricted list of simple conditions at common to reduce board complexity.
Can have a passive or triggered effects that works when not a creature such as "Other creatures you control get +1/+0."
Can have at higher rarities abilities that feed into its embody condition.
Medium comprehension and medium -> high tracking complexity depending on the conditions used.
Nyxstorm Elemental4U
Enchantment Creature - Elemental (C)
Nightmare 2U (If you cast this spell for 2U, it isn’t a creature until you embody it.)
Flying
At the beginning your end step if you haven’t cast a spell this turn, embody Nyxstorm Elemental.
3/3
Used in:Dreams of Lyanar Tags: #Creature Keyword #Alternate Cost
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Revolution(T, Tap two untapped creatures you control: Transform all creatures with revolution you control. Revolt only as a sorcery.)
DFC based mechanic combined with "Creatures you control with revolution enter the battlefield transformed." on the backside
Creates great flavor of the revolution continuing until all revolutionaries are killed.
At common a +1/+1 and keyword or +2/+2 bonus is a good baseline
Can have "when transformed or ETBs" triggers or other more complex effects at higher rarities
The mechanic has been heavily playtested.
Creates both a linear "build around" strategy but the mechanic and each card still work standalone
Medium tracking and comprehension complexity
Chain-Bound Ogre
Creature — Ogre (C)
Revolution ( :symtap:, Tap two untapped creatures you control: Transform all permanents with revolution you control. Revolt only as a sorcery.)
3/3
---Flip--- Chain-Whip Ogre
Creatures you control with revolution enter the battlefield transformed.
5/5
Used in:Tesla Tags: #Linear #Modular #Creature Keyword #DFC
----------------------------
Weaken N (Choose a creature with the greatest toughness among creatures you don’t control. Put N -1/-1 counter(s) on that creature.)
Reversed Bolster using-1/-1 counters to drag down the largest creature
Works well with other -1/-1 mechanics and "-1/-1 counters matters themes"
Low tracking and comprehension complexity
Grixis Sentry1B
Creature - Zombie Scout (C)
When Grixis Sentry enters the battlefield, weaken 1. (Choose a creature with the greatest toughness among creatures you don’t control. Put a -1/-1 counter on that creature.) “Death waits, death watches, secure in its own inevitability.”
—Jharic, Disciple of Grixis
1/3
[Type] charged(You may tap an untapped [Type] you control as you cast this spell.)
Minor kicker variant that uses tribal creatures as the kicker to try to create the feeling of Tribal spells.
Potentially developmentally dangerous with changelings etc
Potentially too broad as a mechanic and should be narrowed to a specific tribe.
Low tracking and comprehension complexity
Pulverizing EarthR
Instant (C)
Elemental charged (You may tap an untapped Elemental you control as you cast this spell.)
Pulverizing Earth deals 2 damage to target creature or player. If it was charged it deals 3 damage to that creature or player instead. “Earthquake” has a bit of a different meaning on Kaltei.
Used in: Tags: #Kicker #Modular #Linear #Tribal #Spell Keyword
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Charge attack(T: At the beginning of your next upkeep, this creature gets +2/+2 until end of turn. Charge only as a sorcery.)
Potential board stall breaker in a similar style to Outlast
Can be flavored either as Cavalry physical charge or a power charge similar to Dragon Ball Z
Can be combined with additional effects or keywords when charged.
Has potential variants as an ability word or with Charge N where it gets +N/+N
Medium tracking and low comprehension complexity.
Coiling Wurm5G
Creature - Wurm (C)
Charge attack (T: At the beginning of your next upkeep, this creature gets +2/+2 until end of turn. Charge only as a sorcery.)
Whenever Coiling Wurm attacks, if its charged, it gains trample until end of turn.
5/5
Used in: Tags: #Modular #Creature Keyword
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Wealthy — As long as CARDNAME is enchanted or equipped, [EFFECT]
Ability word that cares if the create is enchanted or equipped. Flavored as high status or wealth.
Requires a specialized enviroment to support it that has a mix of both an enchantment and equipment subtheme.
Low tracking and comprehension complexity
Hightower Noble2W
Creature - Human Citizen (C) Wealthy — As long as Hightower Noble is enchanted or equipped, it has first strike.
3/1
Used in:20min Booster Challenge Tags: #Ability Word #Creature Keyword
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Overwhelm — Whenever CARDNAME attacks and any of your attacking creatures aren’t blocked, [EFFECT]
Ability word that rewards you for attacking unblocked with anything else.
Works best on creatures without evasion to create interaction.
Be really careful of how this ability "Snowballs" becoming continuously more powerful for each successful trigger.
Requires an environment where evasion isn't super powerful to make triggering the bonuses not too easy.
Low tracking and medium comprehension complexity.
Village Raider2R
Creature - Human Warrior (C) Overwhelm — Whenever Village Raider attacks and any of your attacking creatures aren’t blocked, you may discard a card. If you do, draw a card.
2/2
Used in:Great Designer Search 2 (Breakout) Tags: #Ability Word, #Creature Keyword #Modular
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Retort [COST] You may cast this spell for its retort cost if a creature is attacking you.)
Cost reduction mechanic designed to go on instants. Allowing you to turn them into combat tricks more easily.
Can staunch aggression thus you want to be sure that is healthy for the format this is in.
Low tracking and comprehension complexity
Mana Staunch2U
Instant (C)
Retort U (You may cast this spell for its retort cost if a creature is attacking you.)
Counter target spell unless its controller pays 3.
Used in:Overworld (Riposte) Tags: #Spell Keyword #Modular #Alt Cost
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Virtuoso — Whenever you cast a multicolored spell, [EFFECT]
Ability word of the Multicolor themes most seen in RTR
Works best in a set with multicolor or 5 color themes, yet be careful of your multicolor as-fan
Can appear on any permanent.
Low comprehension and tracking complexity
Flamespeak Bard2R
Creature - Human Rogue (C) Virtuoso — Whenever you cast a multicolored spell, Flamespeak Bard deals 1 damage to target player.
3/2
Used in: AEnyr Tags: #Ability Word, #Creature Keyword #Linear
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Trance — [EFFECT] for each tapped creature you control.
Encourages aggression and token strategies
Can appear on both permanents or instants/sorceries
Low comprehension and medium tracking complexity
Sleepless Stupor1B
Enchantment - Aura (C)
Enchant creature
Trance — Enchanted creature gets -1/-1 for each tapped creature you control. The worst dreams are the ones you know are far too real.
Used in:Dreamscape Tags: #Ability Word, #Modular
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Mindtouch(Damage dealt by this creature also causes an opponent to put that many cards from his or her library into his or her graveyard)
Causes milling when blocked and blocking
The milled player doesn't have to be the damaged player or the owner of the damaged creature. This is mainly due to bad wording and could be modified.
Medium Comprehension complexity and low tracking complexity
Thought-Eater Neonate2B
Creature - Vampire Rogue (C)
Mindtouch (Damage dealt by this creature also causes an opponent to put that many cards from his or her library into his or her graveyard)
3/2
Used in: Tags: #Creature Keyword, #Modular
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Congregate(Whenever another creature enters the battlefield under you control, you may pay . If you do, put a +1/+1 counter on this creature.)
A potential Selesnya mechanic for a Ravnica set.
Uses extort style wording and can't work on itself.
Requires testing for power level concerns in multiples or with tokens.
Low Comprehension complexity and Medium tracking complexity.
Animated Temple4G
Creature - Plant Elemental (C)
Trample
Congregate (Whenever another creature enters the battlefield under you control, you may pay . If you do, put a +1/+1 counter on this creature.)
3/5
Used in: Tags: #Modular, #+1/+1 Counter Mechanic
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Foreboding(The next time a creature enters the battlefield under you control, exile this card from your graveyard. Put a +1/+1 counter on that creature.)
Could be used on any permanent but works best on instant/sorcery cards due to naturally going to the graveyard and better fitting the flavor.
Creates great tension in making the next creature cast larger.
Low Comprehension complexity and medium tracking complexity.
Ominious Mist1G
Instant (C)
Prevent all combat damage that would be dealt this turn.
Foreboding (The next time a creature enters the battlefield under you control, exile this card from your graveyard. Put a +1/+1 counter on that creature.)
Used in: Tags: #Modular, #+1/+1 Counter Mechanic, #Spell Mechanic
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Manipulate(Move a counter from target permanent to another target permanent of the same type)
Potentially a phyrexian or simic mechanic. Works with both -1/-1 and +1/+1 counters.
The same type is different to sharing a type, this means you can't offload -1/-1 counters on an artifact creature to a regular artifact
Be careful with instant speed activated abilities etc that may make combat math very difficult.
Low Comprehension complexity and Low Tracking Complexity
Experimental Adjustment1U
Instant (C)
Tap or untap target permanent.
Manipulate (Move a counter from target permanent to another target permanent of the same type)
Manalink(Damage dealt by this creature also adds that much C to your mana pool. That mana doesn’t empty from your mana pool until end of turn.)
Requires an enviroment that can make good use of lots of colorless manabut also not break with all the extra mana
Small design space
Works via any damage from the creature, meaning extra mana on the opponent's turn if blocking
Medium Comprehension complexity and Medium Tracking Complexity
Leyline Ritualist2B
Creature — Human Shaman (C)
Deathtouch
Manalink (Damage dealt by this creature also adds that much C to your mana pool. That mana doesn’t empty from your mana pool until end of turn.)
2/1
Used in:Raksu Unchained Tags: #Creature Keyword, #Modular
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Convoke Type bonus If CARDNAME was convoked by a CREATURE TYPE
Expansion of the convoke keyword, adding a tribal element caring about what is helping convoke the card
Can be expanded to care about color, power or whatever other elements the set requires
Medium Comprehension complexity and Low Tracking Complexity
Study the Tomes 3U
Instant (C)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.)
Draw two cards, then discard a card. If Study the Tomes was convoked by a Wizard, draw three cards, then discard a card instead.
Used in: Tags: #Modular #Tribal
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Jinx [COST]([COST]: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Graveyard mechanic that allows you to reuse your creatures from the graveyard in a similar manner to an aura
Exiles attached to the creature to help tracking
Can give either positive or negative effects and easy to scale the effects at higher rarities
Medium Comprehension complexity and Medium Tracking Complexity
Witch Doctor1B
Creature — Human Shaman (C)
Jinx B (B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
When Witch Doctor or jinxed creature dies, target player loses 1 life and you gain 1 life.
2/1
Used in:Kazundoo Tags: #Creature Keyword, #Spell Keyword, #Alt Cost, #Graveyard Mechanic
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More to come.....
Crew
Vessel
Quest hub
Connection
Gold counters
Auramorph
Worship ( bolster like )
Worship (complex)
Consign
Access the Machine
Ruincast
Linger
Temptation
Convoke (type bonus)
Artifactfall
Artifact exploit
Cleave (creature trample)
Parry (blocking trample)
Mechs charged
Combine
Transform flashback
Underdog ( cmc 2 or less)
Blood gift
Epitaph
Ensoul (valla)
Ancestry (valla)
Prosperity
Prosper (other creaturefall)
Chain/showdown
Vanguard (blocked first)
Duel (bonus if opponent has cast a spell this turn)
Reshape
Temptation
Resonance
Imaginarium (Chromatic)
I've abandoned the use of Justice for Suvnica. The current Orzhov-style mechanic is Interdict (Whenever a creature with power higher than this enters the battlefield under an an opponent's control, that player loses 1 life and you gain 1 life.).
I've abandoned the use of Justice for Suvnica. The current Orzhov-style mechanic is Interdict (Whenever a creature with power higher than this enters the battlefield under an an opponent's control, that player loses 1 life and you gain 1 life.).
Would you like me to remove it from the mechanics credits? Its simply that I wasn't able to find a previous example of that mechanic and I'm pretty sure I suggested Justice for Tesla based on your version.
The keywords here don't belong to anyone, the creation of a keyword is only a tiny part of actually implementing it successfully into a set.
So go ahead and use them. Credit them if the idea feels particularly original. Go ahead and make some amazing custom magic cards. Thats what this list is here for.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Manashield: (whenever a spell is casted, this permanent gains protection from that spell's colors until end of turn. If multiple spells are casted, the last one to resolve determine this permanent's color protection.)
It's been inspired by sunburst. I was imagining some storyline based on that colorshift thing. This could allow for enchantments that have color protection and/or change color in game.
These don't work as you might expect. There is no notion of checking "the last spell to resolve". Due to the way triggered abilities work, there will always be a moment of time between the permanent gaining the color or ability from one instance of manashift or manashield and the resolution of the next manashift or manashield.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Manipulate COST , EFFECT; (At the beginning of your opponent’s next upkeep after this card enters the battlefield under your control, activate this ability unless an opponent pays its manipulate cost.)
Any suggestions to make it less clunky?
Manipulate [Cost] - [Effect] (At the beginning of each opponent's upkeep, activate this ability unless said opponent pays its manipulate cost)
May be slightly too OP and maybe not what tyou wanted, but there's no way to do it the way you say without making it too clunky.
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Manipulate [Cost] - [Effect] (At the beginning of your opponent's upkeep after this card enters the battlefield under your control, activate this ability unless an opponent pays its manipulate cost.
It isn't quite as bad as suspend for card space, but that probably isn't the best mechanic to say it is better than. I'm just thinking of all the errata I would probably need to do to make the option that I like work. For example, no where on my card does it say what happens when the permanent is gone. It would be best if the ability didn't trigger if the permanent is gone, but that would be adding the if this permanent is on the battlefield clause, which would make it worse than suspend even.
The idea with this mechanic was to do strong effects, but have them be simple, like 'draw two cards' for manipulate 2. But that doesn't get rid of the clunkiness of the mechanic. Thanks for the help!
Another idea that I had is borrowed from creatures and artifacts that has this clause "as long as ~ is untapped". So, a creature gains +3/+3 as long as it's untapped. This makes the creature harder to kill with damage but weaker in combat unless it gains vigilance. Or I could replace the untapped clause by "as long as this creature is neither attacking nor blocking".
Alchemy [cost] ([cost], Sacrifice ~: Summon an artifact from your graveyard with converted mana cost equal or lower to this card)
702.AMYa Alchemy is an activated ability found on some artifacts.
702.AMYb "Alchemy [cost]" means [Cost], Sacrifice this artifact: You may cast an artifact card with converted mana cost less than or equal to this artifact's converted mana cost from your graveyard without paying its mana cost."
702.AMYc Multiple instances of command in the same creature are activated separately.
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
One of the first mechanics I designed, a variant of Rebound that plays up spell combos. It was inspired by arcade games of all things, where scoring combos or chains often nets you a reward. One developmental concern I see about it though is that you have to be careful not to use effects like land removal and discard with it as the effects can potentially be instant speed. Stuff like dealing damage, gaining life, and drawing cards should be fine though.
Warfare (This spell costs less to cast for each creature that attacked this turn.)
This is an Affinity variant that checks the number of creatures that attacked during a single given turn. I first designed it as either a Boros or WBR mechanic, but most recently I've included it in my as-yet-unreleased Pirates of Maris set where it captures the flavor of naval warfare. The trick to this mechanic is that it counts attacking creatures any player controls, not just your own, so it can also be used for defensive effects.
Sustain - If you gained life this turn, [effect].
Sustain is obviously inspired by lifegain triggers such as those found on Ajani's Pridemate and Ageless Entity, but rather than care about the number of times you gain life or the amount of life gained, I chose a binary effect like Morbid or Raid.
Much like how Warfare was considered for a WBR faction, so too was Sustain considered for BGW, the three colors with lifegain and thus the ability to support the mechanic. Also like Warfare, I'm currently using Sustain in Pirates of Maris where it captures the flavor of needing food. I could also likewise see this in Orzhov as Golgari and Selesnya are too focused on graveyards and creatures respectively to make room for an entire lifegain-centric mechanic. It helps that Orzhov's already played around with life in the form of Extort.
I also had a different mechanic named Sustain meant to be a variant on Echo where you sacrifice the card, generally a creature or enchantment, at the beginning of your upkeep unless you pay the sustain cost. But I think most will agree that the lifegain mechanic is simpler and much more appealing.
Withdraw (As an additional cost to cast this spell, you may return a creature you control to its owner's hand.)
This mechanic has gone through several versions, some attempting to be cost payments, others as an alternative cost for casting a spell. This version is the simplest and cleanest I can think of, a simple Kicker-esque mechanic. I've considered using it in Pirates of Maris as a more defensive counterpart to Warfare. I could also see it as an Azorius mechanic, though maybe with a different name like Dismiss.
Decree - Name a card. The named card gets [effect].
This was designed to capture the officiousness of the Azorius, where the named card either gets a benefit (generally your own) or a drawback (generally your opponents'). At common, this would entail one-turn effects like "Creatures you control with the chosen name get +1/+1 until end of turn" while higher rarity cards would get effects like "Players can't cast spells with the chosen name".
Warrant - Reveal a card with converted mana cost greater than ~ from your hand. If you do, [effect].
Another attempt at capturing the Azorius' use of law as a weapon. This is based on the idea that the Azorius follow a pyramidical chain of command; in Warrant's case, this manifests as a higher office authorizing a particular action. Warrant was inspired both by Forecast, the original Azorius mechanic, and by the unnamed reveal a card from your hand effects seen in Lorwyn and Morningtide. I like that revealing the card from your hand is like presenting a badge or official document to your opponent.
Dismiss - See Withdraw
Orzhov
Surplus or Profit - See Sustain
Possess (You may cast this card from your graveyard as an Aura enchantment with enchant creature. If this card would leave the battlefield while it's an Aura, exile it instead.)
This is a variant on Bestow that works from the graveyard and includes the exile clause to prevent repeat castings and shenanigans.
Lifeline -name- (When this creature dies, you may return it to the battlefield bonded to target -name- you control. Exile this creature as it or the -name- it's bonded with leaves the battlefield.)
This is a variant on both Undying and Soulbond that allows you to bring the creature back from the dead in exchange for making it dependent upon another permanent, usually a creature, occasionally an artifact, with the catch that if either permanent leaves the battlefield, the recurred permanent is exiled Unearth-style. That said, this mechanic could also work as a variant on Unearth.
Dimir
Mesmerize N - -cost- (-cost-, Exile this card from your graveyard: Target player puts the top N cards of his or her library into his or her graveyard.)
Since Dimir is all about library manipulation and milling composes a substantial portion of that category, this would be Dimir's answer to Golgari's Scavenge.
Infiltrate -cost- (You may cast this spell for its infiltrate cost if a creature you control dealt combat damage to a player this turn.)
This is a more streamlined version of Prowl that eliminates the tribal fiddling in favor of a more general sneaky attack strategy.
Izzet
Energize - Whenever you cast a noncreature spell, [effect].
This was inspired by Prowess as well as conversations on Blogatog mentioning the idea of Izzet getting mechanics like Splice and Imprint that better express their love of creativity. Unlike Prowess, this mechanic can and should be placed on noncreature cards, generally artifacts and enchantments, thus expanding Izzet's range of relevant card types without outright excluding instants and sorceries and thus allowing for some backwards compatibility.
Rakdos
Reckless -cost- (You may cast this spell for its reckless cost. If you do, this creature gains haste. Sacrifice it at the beginning of the end step.)
This was meant to represent Rakdos' "live in the moment" mentality taken to its most extreme, where you get to swing with the creature the turn you cast it but lose it at the end of the turn. But I think Unleash is generally better at representing Rakdos' recklessness and Dash is better as a BR temporary swing mechanic.
Boros
Mobilize (Whenever this creature attacks, put a 1/1 red and white Soldier creature token onto the battlefield tapped and attacking. Exile that token at the beginning of the end step.)
This was inspired by Living weapon, of all things. The idea of a keyword that generates a specific type of token appealed to me, and Boros' red and white Soldier tokens seemed like an interesting choice to use. The tokens are temporary so the player doesn't build up a ridiculous field off just one creature. The mechanic could use a number variable to generate more than one token, but the simplest option is usually best.
Selesnya
Commune (Whenever another creature enters the battlefield under your control, this creature gets +1/+1 until end of turn.)
I first designed this as a RGWU mechanic, with the idea that GW was leading and that blue and red could make use of the mechanic for combo and tempo purposes. I feel though that this mechanic fits Selesnya more, being the community guild and all, and makes sense that each time your community grows, so do the creatures in that community, if only temporarily.
That's it for now, I'll add more later.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Defiance (As long as an opponent controls a permanent with a converted mana cost higher than this creature’s, it gets +1/+1.)
Awe - [Effect], as long as you control a permanent with CMC5 or more.
Heritage - Whenever a creature enters the battlefield under your control, you may exile ~ from your graveyard. If you do, the creature that just entered the battlefield gains all of ~’s abilities. If abilities use the exiled cards name use the name of the creature that just entered the battlefield instead.
Perseverence [Number] - Whenever ~ is dealt damage, put [Number] +1/+1 counters on it.
Infuse [Cost] - You may cast ~ for its Infuse cost. If you do, exile ~ when it resolves, it becomes infused to target creature. That creature gains "Sacrifice this creature: Play an instant or sorcery spell infused to this without paying its mana cost."
Assemble - Sacrifice ~ and one or more other artifact permanents you control: Search your library for an artifact card with converted mana cost equal to the combined converted mana cost of the sacrificed permanents and put it onto the battlefield. It gains haste until end of turn. Shuffle your library afterwards.
Frozen [number] - ~ enters the battlefield with [number] frost counters on it. While it has a frost counter on it its activated abilities can’t be played and prevent all damage it would deal. Destroy it when it is dealt damage. At the beginning of your upkeep remove a frost counter from ~. If there are no more Frost counters on ~ it loses Frozen.
Frozen touch - Whenever ~ deals damage to a creature put a frost counter on it for every point of damage dealt. If it doesn’t have frozen, it gains frozen.
Mindmeld [i](This creature enters the battlefield with a number of additional +1/+1 counters on it equal to the number of cards you?ve drawn this turn.)[/i]
Mindswarm [i](Whenever a player discards a card, creatures you control get +1/+1 until end of turn.)[/i]
[i]Concentration[/i] -- As long as you have less than four cards in hand, [effect].
Psycholocate. [i](Look at the top card of your library. If it' a land card, reveal it and put it into your hand. Otherwise, you may shuffle your library.)[/i][/list]
List tags are malformed.
Safir Alliance | Hoennverse
Custom Sets
“Mind”: Preliminary Design | “Body”: Preliminary Design | “Spirit”: Preliminary Design
Siphon x- When this creature deals combat damage to a player, add x mana to your mana pool. This mana will carry over between phases until the end of turn.
Attempt on the wording: Fade/Warp [cost] (Whenever a creature attacks you, you may pay [cost]. If you do, put a token that's a copy of this creature onto the battlefield with +1/-1 counters for each non-token creature you control with Fade/Warp, it blocks this turn if able.)
People like huge creatures with huge converted mana cost, but ironically hate paying the cost of doing business. Introduce the Recast/Transmute system where you pay a small cost to put a weaker double on the field as a stand-in for the real deal, then you can put the actual card on the battlefield for its Recast/Transmute cost, doing so should cost less than or equal to it's actual converted mana cost.
Attempt on the wording: Recast/Transmute [cost] (You may exile this card form your hand for [cost] If you do, put a token that's a copy of this creature onto the battlefield with -1/-1 counters for each non-token creature you control. Put this exiled card on the battlefield any time for its Recast/Transmute cost.
Ætherbound: A spell with Ætherbound doesn't resolve on it's own and stays in the stack between phases. Other spells may resolve even if they are bellow it on the stack. Player may cast sorcery speed spells/abilities as though this spell is not on the stack.
The idea is to create conditional resolving/spells that do stuff while in the stack, though i'm still trying to find reasonalble wording and rulings
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
Anyway, a new contribution.
Lifeborn X (If you spent X or more mana from creature sources to cast this, this is lifeborn)
This mechanic behaves in a similar way to Monstrous and Renown, in that if you do something to fulfill the condition, then the card is lifeborn and is treated as such. Unlike Monstrous and Renown, this ability can apply to instant and sorceries also.
Necarg has commented about it here
I'll be going through the current list, removing a large number of them and then adding several dozen more.
My plan is to have notes on each mechanic with an example card, if the mechanic has any complexity issues and what context it may require.
For mechanics that have been playtested I will add relevant notes as well
I will also link to any sets the mechanics have been used in if possible (for some heavily used mechanics this will be difficult.)
Eg:
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
702.XXb A creature with dreamwalk can't be blocked by untapped creatures. Instead, the defending player can choose tapped creatures that he or she controls to block an attacking creature with dreamwalk.
702.XXc Dreamwalk does not allow tapped creatures to block creatures without dreamwalk.
702.XXd Multiple instances of dreamwalk on the same creature are redundant.
Creature - Human Knight (C)
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
Vigilance
“Reality must be protected.”
2/5
Tags: #Creature keyword #Evasion
I will still take suggestions for new mechanics etc but they will all be curated to a certain extent to reduce repetition.
Now my question is that should mechanics with huge problems be allowed? Should these be kept in a separate section or just not added?
EDIT: added some notes about which sections are optional etc
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
What we really need is a database, but hopefully a sortable table is possible on the Wiki.
Thus I'll be posting early iterations onto the end of this thread and when I have reached a satisfactory number of mechanics I'll start a new thread that will end up replacing this one.
Note that the reboot of the custom mechanic encyclopedia is going to be a curated list, just suggesting a mechanic isn't enough to get it added.
I will be happy to provide feedback on all mechanics suggested, including improvements that could be made to have it included.
Once a mechanic is chosen to be included I will create a common example card and attempt to find any previous uses of that mechanic in custom cards projects.
Mechanic Name (Reminder Text)
Tags:
----------------------------
----------------------------
The Custom Mechanic Encyclopedia is a curated resource for custom card creators, containing a database of custom keywords, ability words and keyword actions.
----------------------------
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
702.XXb A creature with dreamwalk can't be blocked by untapped creatures. Instead, the defending player can choose tapped creatures that he or she controls to block an attacking creature with dreamwalk.
702.XXc Dreamwalk does not allow tapped creatures to block creatures without dreamwalk.
702.XXd Multiple instances of dreamwalk on the same creature are redundant.
Creature - Human Knight (C)
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
Vigilance
“Reality must be protected.”
2/5
Tags: #Creature keyword #Evasion
----------------------------
Lineage X (This creature enters the battlefield with X +1/+1 counters on it if it shares a creature type with a card in your graveyard.)
Creature - Human Warrior (C)
Lineage 1 (This creature enters the battlefield with a +1/+1 counter on it if it shares a creature type with a card in your graveyard.)
“Unknown to Dromoka, a hidden grove of kin-trees remain, passing down the legacy of the Abzan.”
3/1
Tags: #Creature Keyword #Graveyard #Tribal #Modular
----------------------------
Growth [COST] ([COST]: Put a +1/+1 counter on this creature. This costs 1 more to activate for each +1/+1 counter on it. Grow only as a sorcery.)
Creature - Wurm (C)
Growth 2G (2G: Put a +1/+1 counter on this creature. This costs 1 more to activate for each +1/+1 counter on it. Grow only as a sorcery.)
Wurms never age or stop growing, either they eat or they die.
5/5
Tags: #Creature Keyword #+1/+1 Counter #Mana Sink
----------------------------
Enchantment-Craft — As long as you control three or more enchantments, [EFFECT]
Enchantment (C)
Enchantment-Craft — Winged Manifest is a 2/2 Bird enchantment creature with flying as long as you control three or more enchantments.
The best ideas take flight on their own.
Tags: #Creature Keyword #Spell Keyword, #Ability Word, #Threshold Mechanic
----------------------------
Premonition X -[COST] (Rather than cast this card from your hand, you may pay [COST] and put this card into your library face up just beneath the top seven cards. As it reaches the top, cast it without paying its mana cost.)
b.Sorcery (M)
Take an additional turn after this one. Exile Temporal Journey.
Premonition 7-1U (Rather than cast this card from your hand, you may pay 1U and put this card into your library face up just beneath the top seven cards. As it reaches the top, cast it without paying its mana cost.)
Tags: #Alternate Cost #Creature Keyword #Spell Keyword
----------------------------
Colonization — As long as you control three lands with different names, [EFFECT]
Creature - Human Scout (C)
Flying
Colonization — Flyrocopter Scout gets +1/+1 as long as you control three lands with different names.
2/1
Tags: #Creature Keyword #Spell Keyword, #Ability Word, #Threshold Mechanic
----------------------------
Eternal [COST] (If you cast this spell for [COST], change its text by removing all instances of "until end of turn" and exile it engraved to its target.)
Instant (C)
Until end of turn, prevent all damage target creature would deal.
Eternal 2W (If you cast this spell for 2W, change its text by removing all instances of "until end of turn" and exile it engraved to its target.)
“May a thousand years of history protect us.”
Tags: #Spell Keyword #Alternate Cost #Mana Sink
----------------------------
Justice — At the beginning of your upkeep, if an opponent broke any laws since your last upkeep, [EFFECT]
Creature - Human Wizard (C)
It is against the law for an opponent to cast no spells during his or her turn.
Justice — At the beginning of your upkeep, if an opponent broke any laws since your last upkeep, that player puts the top three cards of his or her library into his or her graveyard.
1/3
Tags: #Creature Keyword, #Ability Word, #Linear
----------------------------
Supplicate (Each creature you control which you put a -1/-1 counter on while casting this spell pays for 1 or one mana of that creature’s color.)
Sorcery (C)
Supplicate (Each creature you control which you put a -1/-1 counter on while casting this spell pays for 1 or one mana of that creature’s color.)
Put three 1/1 white Cleric creature tokens onto the battlefield.
Tags: #Cost Reduction, #Creature Keyword, #Spell Keyword, #-1/-1 Counter #Modular
----------------------------
Canister put a colorless Canister artifact token onto the battlefield. It has "T, Sacrifice this artifact: Untap target permanent. Activate this ability only only during your turn".
.Sorcery (C)
Search your library for a basic land card, reveal it, put it onto the battlefield tapped, then shuffle your library. Then put a colorless Canister artifact token onto the battlefield with "T, Sacrifice this: Untap target permanent. Activate this ability only during your turn."
Tags: #Modular #Tokens #Creature Keyword #Spell Keyword
----------------------------
Hostility — Whenever you cast a spell that targets one or more creatures you don’t control, [EFFECT]
Creature - Elemental Warrior (C)
Hostility — Whenever you cast a spell that targets one or more creatures you don’t control, Ragesword Flamekin gets +2/+0 and gains haste until end of turn.
1/2
Tags: #Creature keyword #Ability Word #Modular #Linear
----------------------------
Arm (Put a colorless Equipment artifact token named Weapon onto the battlefield with "Equip 2" and “Equipped creature gets +1/+1” attached to this/those creature(s).
Creature - Human Soldier (C)
When Prepared Traveller enters the battlefield, arm it. (Put a colorless Equipment artifact token named Weapon onto the battlefield with "Equip 2" and “Equipped creature gets +1/+1” attached to this creature.)
“These are unstable times. Best to be ready for anything.”
1/1
Tags: #Action Keyword #Modular #Creature Keyword #Spell Keyword
----------------------------
Corrupt (Whenever this deals damage to a creature, 1 of that damage is dealt in the form of a -1/-1 counter.)
Creature - Horror (C)
Corrupt (Whenever this deals damage to a creature, 1 of that damage is dealt in the form of a -1/-1 counter.)
2/2
Tags: #-1/-1 Counters #Creature Keyword #Damage Modifier
----------------------------
Foreshadow [COST] ([COST]: Play with this card revealed as long as it's in your hand. You can’t cast it this turn. Foreshadow only as a sorcery.)
Sorcery (C)
Foreshadow 2W 2W: Play with this card revealed as long as it's in your hand. You can’t cast it this turn. Foreshadow only as a sorcery.)
Creatures you control get +1/+1 until end of turn. Those creatures get +2/+2 until end of turn instead if Charge into Legend was foreshadowed.
Tags: #Creature Keyword #Spell Keyword #Modular #Mana Sink
----------------------------
Embolden — If you control a planeswalker or legendary permanent, [EFFECT]
Creature - Elf Druid (C)
T: Add G to your mana pool.
Embolden — T: Add three mana of any one color to your mana pool. Activate this ability only if you control a planeswalker or legendary permanent.
1/2
Tags: #Ability Word #Creature Keyword #Spell Keyword #Threshold Mechanic
----------------------------
Revive [COST] ([COST], Exile this card from your graveyard: Put a token that’s a copy of it onto the battlefield. Revive only as a sorcery)
Creature - Illusion (C)
Whenever Phantasmal Exemplar becomes the target of a spell or ability, sacrifice it.
Revive 3UU (3UU, Exile this card from your graveyard: Put a token that’s a copy of it onto the battlefield. Revive only as a sorcery.)
5/6
Tags: #Creature Keyword #Modular #Tokens #Graveyard Mechanic # Mana Sink
----------------------------
Rebirth [COST]([COST]: Return this card from your graveyard to the battlefield with a +1/+1 counter on it. If this dies with a +1/+1 counter on it, exile it instead. Rebirth only as a sorcery.)
Creature - Zombie Pegasus (C)
Flying, haste
Perverted Pegasus can’t block.
Rebirth 3B (3B: Return this card from your graveyard to the battlefield with a +1/+1 counter on it. If this dies with a +1/+1 counter on it, exile it instead. Rebirth only as a sorcery.)
2/1
Tags: #Creature Keyword #Modular #Graveyard Mechanic #Mana Sink #+1/+1 Counters
----------------------------
Nightmare [COST](If you cast this spell for [COST], it isn’t a creature until you embody it.)
Enchantment Creature - Elemental (C)
Nightmare 2U (If you cast this spell for 2U, it isn’t a creature until you embody it.)
Flying
At the beginning your end step if you haven’t cast a spell this turn, embody Nyxstorm Elemental.
3/3
Tags: #Creature Keyword #Alternate Cost
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Revolution (T, Tap two untapped creatures you control: Transform all creatures with revolution you control. Revolt only as a sorcery.)
Creature — Ogre (C)
Revolution ( :symtap:, Tap two untapped creatures you control: Transform all permanents with revolution you control. Revolt only as a sorcery.)
3/3
---Flip---
Chain-Whip Ogre
Creatures you control with revolution enter the battlefield transformed.
5/5
Tags: #Linear #Modular #Creature Keyword #DFC
----------------------------
Weaken N (Choose a creature with the greatest toughness among creatures you don’t control. Put N -1/-1 counter(s) on that creature.)
Creature - Zombie Scout (C)
When Grixis Sentry enters the battlefield, weaken 1. (Choose a creature with the greatest toughness among creatures you don’t control. Put a -1/-1 counter on that creature.)
“Death waits, death watches, secure in its own inevitability.”
—Jharic, Disciple of Grixis
1/3
Tags: #-1/-1 Counters #Modular #Action Keyword #Spell Keyword #Creature Mechanic
----------------------------
[Type] charged (You may tap an untapped [Type] you control as you cast this spell.)
Instant (C)
Elemental charged (You may tap an untapped Elemental you control as you cast this spell.)
Pulverizing Earth deals 2 damage to target creature or player. If it was charged it deals 3 damage to that creature or player instead.
“Earthquake” has a bit of a different meaning on Kaltei.
Tags: #Kicker #Modular #Linear #Tribal #Spell Keyword
----------------------------
Charge attack (T: At the beginning of your next upkeep, this creature gets +2/+2 until end of turn. Charge only as a sorcery.)
Creature - Wurm (C)
Charge attack (T: At the beginning of your next upkeep, this creature gets +2/+2 until end of turn. Charge only as a sorcery.)
Whenever Coiling Wurm attacks, if its charged, it gains trample until end of turn.
5/5
Tags: #Modular #Creature Keyword
----------------------------
Wealthy — As long as CARDNAME is enchanted or equipped, [EFFECT]
Creature - Human Citizen (C)
Wealthy — As long as Hightower Noble is enchanted or equipped, it has first strike.
3/1
Tags: #Ability Word #Creature Keyword
----------------------------
Overwhelm — Whenever CARDNAME attacks and any of your attacking creatures aren’t blocked, [EFFECT]
Creature - Human Warrior (C)
Overwhelm — Whenever Village Raider attacks and any of your attacking creatures aren’t blocked, you may discard a card. If you do, draw a card.
2/2
Tags: #Ability Word, #Creature Keyword #Modular
----------------------------
Retort [COST] You may cast this spell for its retort cost if a creature is attacking you.)
Instant (C)
Retort U (You may cast this spell for its retort cost if a creature is attacking you.)
Counter target spell unless its controller pays 3.
Tags: #Spell Keyword #Modular #Alt Cost
----------------------------
Virtuoso — Whenever you cast a multicolored spell, [EFFECT]
Creature - Human Rogue (C)
Virtuoso — Whenever you cast a multicolored spell, Flamespeak Bard deals 1 damage to target player.
3/2
Tags: #Ability Word, #Creature Keyword #Linear
----------------------------
Trance — [EFFECT] for each tapped creature you control.
Sleepless Stupor 1B
Enchantment - Aura (C)
Enchant creature
Trance — Enchanted creature gets -1/-1 for each tapped creature you control.
The worst dreams are the ones you know are far too real.
Tags: #Ability Word, #Modular
----------------------------
Mindtouch (Damage dealt by this creature also causes an opponent to put that many cards from his or her library into his or her graveyard)
Creature - Vampire Rogue (C)
Mindtouch (Damage dealt by this creature also causes an opponent to put that many cards from his or her library into his or her graveyard)
3/2
Tags: #Creature Keyword, #Modular
----------------------------
Congregate (Whenever another creature enters the battlefield under you control, you may pay . If you do, put a +1/+1 counter on this creature.)
Creature - Plant Elemental (C)
Trample
Congregate (Whenever another creature enters the battlefield under you control, you may pay . If you do, put a +1/+1 counter on this creature.)
3/5
Tags: #Modular, #+1/+1 Counter Mechanic
----------------------------
Foreboding (The next time a creature enters the battlefield under you control, exile this card from your graveyard. Put a +1/+1 counter on that creature.)
Instant (C)
Prevent all combat damage that would be dealt this turn.
Foreboding (The next time a creature enters the battlefield under you control, exile this card from your graveyard. Put a +1/+1 counter on that creature.)
Tags: #Modular, #+1/+1 Counter Mechanic, #Spell Mechanic
----------------------------
Manipulate (Move a counter from target permanent to another target permanent of the same type)
Instant (C)
Tap or untap target permanent.
Manipulate (Move a counter from target permanent to another target permanent of the same type)
Tags: #Modular #Action Keyword
----------------------------
Manalink (Damage dealt by this creature also adds that much C to your mana pool. That mana doesn’t empty from your mana pool until end of turn.)
Leyline Ritualist 2B
Creature — Human Shaman (C)
Deathtouch
Manalink (Damage dealt by this creature also adds that much C to your mana pool. That mana doesn’t empty from your mana pool until end of turn.)
2/1
Tags: #Creature Keyword, #Modular
----------------------------
Convoke Type bonus If CARDNAME was convoked by a CREATURE TYPE
Study the Tomes 3U
Instant (C)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.)
Draw two cards, then discard a card. If Study the Tomes was convoked by a Wizard, draw three cards, then discard a card instead.
Tags: #Modular #Tribal
----------------------------
Jinx [COST]([COST]: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Witch Doctor 1B
Creature — Human Shaman (C)
Jinx B (B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
When Witch Doctor or jinxed creature dies, target player loses 1 life and you gain 1 life.
2/1
Tags: #Creature Keyword, #Spell Keyword, #Alt Cost, #Graveyard Mechanic
----------------------------
More to come.....
Crew
Vessel
Quest hub
Connection
Gold counters
Auramorph
Worship ( bolster like )
Worship (complex)
Consign
Access the Machine
Ruincast
Linger
Temptation
Convoke (type bonus)
Artifactfall
Artifact exploit
Cleave (creature trample)
Parry (blocking trample)
Mechs charged
Combine
Transform flashback
Underdog ( cmc 2 or less)
Blood gift
Epitaph
Ensoul (valla)
Ancestry (valla)
Prosperity
Prosper (other creaturefall)
Chain/showdown
Vanguard (blocked first)
Duel (bonus if opponent has cast a spell this turn)
Reshape
Temptation
Resonance
Imaginarium (Chromatic)
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Would you like me to remove it from the mechanics credits? Its simply that I wasn't able to find a previous example of that mechanic and I'm pretty sure I suggested Justice for Tesla based on your version.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD