Enforce X (If you pay X as you cast this spell, it can't be targeted by spells or abilities while on the stack.)
Quicken X (If you pay X as you cast this spell, it will always be on the top of the stack. Players may not pay Quicken costs if a spell with a Quicken cost paid is already on the stack.)
Gush (Instead of paying this spell's mana cost, you may return X lands you control to their owners' hand, where X is that spell's converted mana cost.)
Remind seems narrow until you think about the possibilities. For one, it's somewhere between Buyback and Flashback, you get to play the spell again ,though it sets you back a turn, and you could play the Remind ability any time, which interacts with Seek pretty nicely.
Linger (<THIS> doesn't resolve. Phases and turns end, spells resolve, and players may play cards as though <THIS> weren't on the stack.)
--Most if not all cards with linger have alternate ways to resolve. Some of them have effects that work while they're on the stack. Also, this is in a set where lots of stuff happens on the stack.
X: Quicken ~. (Move <THIS> to the top of the stack.)
Again, in a set where stack mechanics happen a lot, this can be important. And not in block, it evades counterspells. This is a strictly green ability.
Energize X: A (You may discard a card from your hand with converted mana cost X. If you do, this card gains ability A.)
For example:
Furious Armodon 3G
Creature- Elephant Berserker
Trample
Energize 3- Put a +1/+1 counter on Furious Armodon.
3/2
[color] Aggression (Whenever this creature would deal combat damage to a [color] creature, that damage is doubled instead.)
Balduvian Ambusher 4R
Creature- Human Barbarian
Blue Aggression, White Agression
3/2
Deity (You may only control one card with Deity at any one time. Whenever another Deity comes under your control, choose one and sacrifice it.)
Wipe X (At any time during your turn, you may pay this permanent's wipe cost. If you do, choose an ability printed on this permanent. This permanent loses that ability and Wipe.)
[Juzam Reborn] 3B
Creature- Demon Beast
At the beginning of your upkeep, discard a card.
Whenever ~ attacks or blocks, you lose 1 life.
Wipe B
6/6
Looking over the list on the first post, Brute has a note that it's a black ability. It should be red, for the fact that cancelling damage prevention/regeneration (as opposed to just "destroy, can't be regenerated") are both red abilities.
Here's a couple that I haven't been able to find on that list:
Transform (:xmana:, Remove this card from the game: Return an instant or sorcery card with the same converted mana cost and color(s) as this card from your graveyard to your hand. Play this ability only while this card is in your hand.)
A potentially broken mechanic with gold cards hence why i said it had to be the exact same color combination and with it already being broken I had to make it incredibly narrow except for cheaper cards...
Also:
Ascension X (When this permanent is put into a graveyard from play, return it to its owner's hand instead if you control at least X permanents of the same permanent type.)
Examples: For: Bottomless Abomination :6mana::symb::symb::symb:
Creature – Horror (Rare)
At the beginning of your upkeep, sacrifice three creatures or sacrifice two lands.
Flying, First Strike, Trample Ascension 3
7/7 You would need to control at least three other creatures to return it to your hand but for: Hostility Badge Artifact – Equipment (Uncommon) Equipped creature gets +2/+0 and gains Trample. Ascension 1 Equip You would need to control at least one other Artifact. (I wish there was a way to make it apply to equipment and auras in the same way but I think that would then affect creature types as well....).
Flash X (you may play this as an instant if you pay X instead of ~'s mana cost.)
EX: Insight UU Sorcery Draw three cards. Then discard a card. Flash 2UU(You may play this as an instant if you pay 2UU instead of Inisght's mana cost.)
Revenge X (When this creature is put into a graveyard from play destroy target creature with converted mana cost less than or equal to X)
EX: Vemilion Fate 2BR Creature-Spirit
Revenge 3(When this creature is put into a graveyard from play destroy target creature with converted mana cost less than or equal to 3)
Visions X - Effect (As long as you have X or more cards in your hand, Effect)
(I acually had another name for it. Just can't remeber, and don't feel like looking.)
Capacity X (Your hand size is increaced by X (or decreased))
Adapt X- A creature with Adapt may be swaped with another creature with Adapt in your hand as long as they share their Adapts. A creature that is swapped doesn't trigger come into play abilites, it still is attached with everything already attached, damage and regeneration are still there. It works very similar to Morph.
Invisible Predator Creature- Crocodile 3U: Remove Invisible Predator from the game. Return it to play under its owner’s control at end of turn. Adapt Crocodile When you see a predator there is nothing to fear, its when you don't see it thats causes worry.
Natural Born Killer Creature- Shark Natural Born Killer doesn't untap during your untap step.
Natural Born Killer attacks each turn if able.
Adapt- Crocodile To bridge the gap between species is difficult, but to jump between predators is a completley different matter.
Inbed X --- At the beginning of the game before you mulligan you may remove This Card from the game if its in your hand. If you do you are considered to be Inbedded with it. You may put a copy of This Card on the stack any time you could play an instant by paying its Inbed cost.
Draw 2 cards then discard a card.
Knowledge of Genetics
Sorcery
Inbed 3UU--- At the beginning of the game before you mulligan you may remove Knowledge of Genetics from the game if its in your hand. If you do you are considered to be Inbedded with it. You may put a copy of Knowledge of Genetics on the stack any time you could play an instant by paying its Inbed cost. Only the strong will survive
Okay. I don't need examples; commentary is okay if kept to a minimum. But please read the instructions for submitting; I will no longer accept entries if they don't follow the guidelines.
Ok, Here's a keyword from my upcoming set, Rogue of Kamigawa!!!
Retro (Whenever a player plays a spell or ability targeting this permanent put a copy of that spell or ability on the stack targeting another target permanent.)
Private Mod Note
():
Rollback Post to RevisionRollBack
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Hey, I don't know if it's been mentioned already but I noticed Armour on my way to posting this comment.... Armour actually has a place as -x/-x effects and as get/do x where x is equal to the creatures toughness would look at the lower toughness number, not at the toughness + armour number. so you could have WWW for 2/1, Armour 4, where you couldn't have WWW for 2/5. Plus, you could do interesting design space things (for each point of damage prevented by this do something). So... I think it stands to be added to the top space. Again, maybe redundant, I wasn't able to read the entire thread due to time constraints.
I haven't given you my three: Purity(Cards have purity as long as they were played from the hand.) Consume x: (When this creature comes into play remove permenants you control with total casting cost x or less or sacrifice this creature.) Observer(Whenever a card is removed from the game put a witness counter on this creature.)
Actually, Exquisite Oath, armor is better than toughness most of the time it matters. The thing that struck me when I saw it is how it screwed over gang-blocking and multiple burn spells.
Vigor n - [effect] (This card has vigor as long as you have n or more life.)
Index [cost] (Discard this card: Search your library with a card with Index, reveal it, and pay its Index cost. If you do, put that card in your hand. Then shuffle your library.)
Loreweave n (on instants and sorceries) (Each player removes the top n cards of his or her library from the game.) (on permanents) (When this comes into play, each player removes the top n cards of his or her library from the game.)
Lorecall [cost] (As long as this card is lorewoven [see above], any player may play it by paying its lorecall cost.)
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
It was an interesting idea changing my mechanic's name from 'Ranged' to 'Projectile'... I like it better, awesome idea...
And although it isn't my idea, I'd like to vouch for "Armor X" being removed from the wall of shame.
The Armor mechanic works in a way that Armor 1 would make it immune to 10,000 Timmies all blasting at it... Armor 2 would make it immune to any number of shocks. For example:
Armored Knight - :2mana::symw:
Armor 2
1/1
This card can survive as many shocks as you can throw at it in one turn, plus take on an entire army of Grizzly Bears and live to tell the tale. However, it will die to one Trained Armodon or Lightning Bolt.
It's not the same as adding toughness in that cards like Charisma and such care whether the creature was damaged. Plus, it would be a nightmare to keep track of a creature that got +0/+X with Armor X whenever it was dealt damage.
There is not much of a difference between Armor and toughness. Armor can absorb multiple sources of damage a turn, yes, but the places where that'll happen are only in red and with multiple blockers. Rampage does discourage multiple blockers, and we all saw how useless of a mechanic it was.
Armor only makes sense as a color-hoser, and thus I do not think that it deserves a spot on the main list.
I agree with LSK on the Armor issue. While the mechanic isn't totally useless, it's so close to extra toughness so much of the time that it doesn't need to be keyworded. If you want the mechanic, simply type it out by hand.
Purity: As yet, you still haven't shown me a reason to like this...
Consume: You still haven't fixed the wording on this? "Consume [MANA] (When ~ comes into play, remove permanents you control with total mana cost [MANA] or less from the game or sacrifice ~.)" Just copy and paste, and the cards are fixed. The mechanic is okay if you don't use it too often.
Observer: Since your set seems to revolve around RFG-ing, this is fine.
Vigor: I like the way they did it with threshold better: there's a set amount of life for all vigor cards. too much modularity can be bad.
Index: Interesting. You certainly couldn't make too many of these or make them in too wide of a range; tutoring is a powerful ability. But a few (maybe three in each color?) would be okay.
Loreweave: I don't think this needs to be keyworded, as it would be a primarily blue/black mechanic (being milling), and it isn't very interesting besides.
Lorecall: Oh. Well, scratch what I said above. These two mechanics seem very interesting together, although they threaten to be very boring outside of block.
This is something that I'm giving a lot of thought. I know the block will work alright without keywording it, but it seems inelegant. To that end I am looking to fill more spaces with cards that actually care about it.
So far I have started, Forest Scout has protection for cards with purity. Sanctioned Growth gives a better bonus to cards that do not have purity and Sanctioned Decay gives a bigger penalty to cards that do have purity. I know copy furiously means that I must have cards whose abilities only work with purity (there are others of course but C.F. is the sickest XX tokens with haste is just nasty when abilities are copied as well).
I think for me the big argument comes from MaRo stating that he regrets not templating Spiritcraft onto cards.
As far as consume goes, I'm copying your wording and putting it into the design file right now. I hadn't done so earlier. Your wording is superior. I didn't have it handy when I made my original post.
Hazard X (If a spell or ability could target the permanent with the highest Hazard value, it must. If 2 or more permanents are tied for the highest Hazard value, the controller of that spell chooses which to target.)
Comments: A modified version of the Flagbearer mechanic. I have no idea of the interactions between Hazard and Flagbearers.
If anyone on this site is a judge, kindly explain, this is driving me nuts.
Quicken X (If you pay X as you cast this spell, it will always be on the top of the stack. Players may not pay Quicken costs if a spell with a Quicken cost paid is already on the stack.)
Gush (Instead of paying this spell's mana cost, you may return X lands you control to their owners' hand, where X is that spell's converted mana cost.)
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Think.
Seek: Seems fun.
Remind: This seems pretty narrow.
Enforce: This seems much too close to kicker. By the current color wheel, it should be a mono-green mechanic.
Quicken: Interesting, but this also seems too close to kicker. Also, why not make it "If you pay the Quicken cost, this spell doesn't use the stack?"
Gush: Okay, I suppose.
Remind seems narrow until you think about the possibilities. For one, it's somewhere between Buyback and Flashback, you get to play the spell again ,though it sets you back a turn, and you could play the Remind ability any time, which interacts with Seek pretty nicely.
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Linger (<THIS> doesn't resolve. Phases and turns end, spells resolve, and players may play cards as though <THIS> weren't on the stack.)
--Most if not all cards with linger have alternate ways to resolve. Some of them have effects that work while they're on the stack. Also, this is in a set where lots of stuff happens on the stack.
X: Quicken ~. (Move <THIS> to the top of the stack.)
Again, in a set where stack mechanics happen a lot, this can be important. And not in block, it evades counterspells. This is a strictly green ability.
For example:
Furious Armodon 3G
Creature- Elephant Berserker
Trample
Energize 3- Put a +1/+1 counter on Furious Armodon.
3/2
[color] Aggression (Whenever this creature would deal combat damage to a [color] creature, that damage is doubled instead.)
Balduvian Ambusher 4R
Creature- Human Barbarian
Blue Aggression, White Agression
3/2
Deity (You may only control one card with Deity at any one time. Whenever another Deity comes under your control, choose one and sacrifice it.)
Wipe X (At any time during your turn, you may pay this permanent's wipe cost. If you do, choose an ability printed on this permanent. This permanent loses that ability and Wipe.)
[Juzam Reborn] 3B
Creature- Demon Beast
At the beginning of your upkeep, discard a card.
Whenever ~ attacks or blocks, you lose 1 life.
Wipe B
6/6
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Transform (:xmana:, Remove this card from the game: Return an instant or sorcery card with the same converted mana cost and color(s) as this card from your graveyard to your hand. Play this ability only while this card is in your hand.)
A potentially broken mechanic with gold cards hence why i said it had to be the exact same color combination and with it already being broken I had to make it incredibly narrow except for cheaper cards...
Also:
Ascension X (When this permanent is put into a graveyard from play, return it to its owner's hand instead if you control at least X permanents of the same permanent type.)
Examples: For:
Bottomless Abomination :6mana::symb::symb::symb:
Creature – Horror (Rare)
At the beginning of your upkeep, sacrifice three creatures or sacrifice two lands.
Flying, First Strike, Trample
Ascension 3
7/7
You would need to control at least three other creatures to return it to your hand but for:
Hostility Badge
Artifact – Equipment (Uncommon)
Equipped creature gets +2/+0 and gains Trample.
Ascension 1
Equip
You would need to control at least one other Artifact. (I wish there was a way to make it apply to equipment and auras in the same way but I think that would then affect creature types as well....).
EX: Insight UU
Sorcery
Draw three cards. Then discard a card.
Flash 2UU (You may play this as an instant if you pay 2UU instead of Inisght's mana cost.)
Revenge X (When this creature is put into a graveyard from play destroy target creature with converted mana cost less than or equal to X)
EX: Vemilion Fate 2BR
Creature-Spirit
Revenge 3 (When this creature is put into a graveyard from play destroy target creature with converted mana cost less than or equal to 3)
2/2
(I acually had another name for it. Just can't remeber, and don't feel like looking.)
Capacity X (Your hand size is increaced by X (or decreased))
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Here are mine. With Examples
Adapt X- A creature with Adapt may be swaped with another creature with Adapt in your hand as long as they share their Adapts. A creature that is swapped doesn't trigger come into play abilites, it still is attached with everything already attached, damage and regeneration are still there. It works very similar to Morph.
Invisible Predator
Creature- Crocodile
3U: Remove Invisible Predator from the game. Return it to play under its owner’s control at end of turn.
Adapt Crocodile
When you see a predator there is nothing to fear, its when you don't see it thats causes worry.
Natural Born Killer
Creature- Shark
Natural Born Killer doesn't untap during your untap step.
Natural Born Killer attacks each turn if able.
Adapt- Crocodile
To bridge the gap between species is difficult, but to jump between predators is a completley different matter.
Inbed X --- At the beginning of the game before you mulligan you may remove This Card from the game if its in your hand. If you do you are considered to be Inbedded with it. You may put a copy of This Card on the stack any time you could play an instant by paying its Inbed cost.
Draw 2 cards then discard a card.
Knowledge of Genetics
Sorcery
Inbed 3UU--- At the beginning of the game before you mulligan you may remove Knowledge of Genetics from the game if its in your hand. If you do you are considered to be Inbedded with it. You may put a copy of Knowledge of Genetics on the stack any time you could play an instant by paying its Inbed cost.
Only the strong will survive
That should do it.
Retro (Whenever a player plays a spell or ability targeting this permanent put a copy of that spell or ability on the stack targeting another target permanent.)
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:bunny:Ex Co-Keeper of Tribal, Multiplayer and Peasant Make a Deck
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I haven't given you my three:
Purity (Cards have purity as long as they were played from the hand.)
Consume x: (When this creature comes into play remove permenants you control with total casting cost x or less or sacrifice this creature.)
Observer (Whenever a card is removed from the game put a witness counter on this creature.)
Vigor n - [effect] (This card has vigor as long as you have n or more life.)
Index [cost] (Discard this card: Search your library with a card with Index, reveal it, and pay its Index cost. If you do, put that card in your hand. Then shuffle your library.)
Loreweave n (on instants and sorceries) (Each player removes the top n cards of his or her library from the game.) (on permanents) (When this comes into play, each player removes the top n cards of his or her library from the game.)
Lorecall [cost] (As long as this card is lorewoven [see above], any player may play it by paying its lorecall cost.)
candidus inperti; si nil, his utere mecum.
If Armour were just per turn it would be weaker. But, I don't know if being better than toughness isn't still grounds for it be it's own mechanic.
And although it isn't my idea, I'd like to vouch for "Armor X" being removed from the wall of shame.
The Armor mechanic works in a way that Armor 1 would make it immune to 10,000 Timmies all blasting at it... Armor 2 would make it immune to any number of shocks. For example:
Armored Knight - :2mana::symw:
Armor 2
1/1
This card can survive as many shocks as you can throw at it in one turn, plus take on an entire army of Grizzly Bears and live to tell the tale. However, it will die to one Trained Armodon or Lightning Bolt.
It's not the same as adding toughness in that cards like Charisma and such care whether the creature was damaged. Plus, it would be a nightmare to keep track of a creature that got +0/+X with Armor X whenever it was dealt damage.
Armor only makes sense as a color-hoser, and thus I do not think that it deserves a spot on the main list.
Purity: As yet, you still haven't shown me a reason to like this...
Consume: You still haven't fixed the wording on this? "Consume [MANA] (When ~ comes into play, remove permanents you control with total mana cost [MANA] or less from the game or sacrifice ~.)" Just copy and paste, and the cards are fixed. The mechanic is okay if you don't use it too often.
Observer: Since your set seems to revolve around RFG-ing, this is fine.
Vigor: I like the way they did it with threshold better: there's a set amount of life for all vigor cards. too much modularity can be bad.
Index: Interesting. You certainly couldn't make too many of these or make them in too wide of a range; tutoring is a powerful ability. But a few (maybe three in each color?) would be okay.
Loreweave: I don't think this needs to be keyworded, as it would be a primarily blue/black mechanic (being milling), and it isn't very interesting besides.
Lorecall: Oh. Well, scratch what I said above. These two mechanics seem very interesting together, although they threaten to be very boring outside of block.
On vigor - Maro has said that if he had to do it over again, he'd do threshold this way, to open up more design space.
candidus inperti; si nil, his utere mecum.
So far I have started, Forest Scout has protection for cards with purity. Sanctioned Growth gives a better bonus to cards that do not have purity and Sanctioned Decay gives a bigger penalty to cards that do have purity. I know copy furiously means that I must have cards whose abilities only work with purity (there are others of course but C.F. is the sickest XX tokens with haste is just nasty when abilities are copied as well).
I think for me the big argument comes from MaRo stating that he regrets not templating Spiritcraft onto cards.
As far as consume goes, I'm copying your wording and putting it into the design file right now. I hadn't done so earlier. Your wording is superior. I didn't have it handy when I made my original post.
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Sanctuary (Whenever this creature becomes the target of a spell or ability for the first time in a turn, counter that spell or ability.)
I'll see if I can find more in my card list...
As a wise man once said - "A true emperor shouldn't fear a one-man army, it's the one woman behind the emperor' the emperor should fear."
The Official Magic The Gathering Card Database
Comments: A modified version of the Flagbearer mechanic. I have no idea of the interactions between Hazard and Flagbearers.
If anyone on this site is a judge, kindly explain, this is driving me nuts.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Singularize: I've seen this in other guises before, I believe. I think it's in RickCorgan's Palouranos (spelling?) block. I like it.
Sanctuary: The glasskite ability certainly doesn't need keywording.
Hazard: Interesting, but I think it's too confusing. Just use flagbearers.