I have been thinking a little bit about the Challenge Deck and Horde Magic and wanted to take a stab at the creation of a Phyrexian one. This is mostly just a thought exercise at this point, but wanted to start the conversation and get some feedback.
The idea is that you must destroy the phyrexian horde completely. No creatures left, no deck left. When damage would be done to the horde, that much damage is milled from the phyrexian horde's deck.
Phyrexian Horde
Myr Compleater
Artifact creature - Myr
~ attacks each turn if able
When ~ attacks, if it is blocked, all creatures blocking it receive a -1/-1 counter.
When ~ attacks, if it is not blocked, all opponents receive a poison counter.
0/1
Golem Compleater
Artifact creature - Golem
Defender, infect
~ blocks the highest power creature (or chosen randomly among the highest
power creatures) attacking this turn that it is able.
2/3
Elesh Norn
Creature - Praetor
~ may be attacked as though it were a player
Phyrexian Horde creatures get +1/+1, all other creatures get -1/-1
0/6
Hero’s reward: When ~ leaves the battlefield, each player draws a card
and prevents the next poison counter he or she would receive.
Jin-Gitaxias
Creature – Praetor
~ may be attacked as though it were a player
At the end of the Phyrexian Horde’s end step, flip the top card over. Phyrexia
Casts that card.
Opponents’ maximum hand size is reduced by 4
0/6
Hero’s reward: When ~ leaves the battlefield, each player draws a card and
proliferates.
Sheoldred
Creature – Praetor
~ may be attacked as though it were a player
At the beginning of the Phyrexian Horde’s end step, return up to x Myr
Compleaters to the battle field where x is the total poison counters in play.
0/6
Hero’s reward: When ~ leaves the battlefield, each player draws a card
and each player may remove all -1/-1 counters from a target creature.
Urabrask
Creature – Praetor
~ may be attacked as though it were a player
Lands enter the battlefield tapped.
0/6
Hero’s reward: When ~ leaves the battlefield, each player draws a card
and tap all Myr Compleaters on the battlefield. Myr Compleaters tapped this way
do not untap during the Phyrexian Horde’s next untap step.
Vorinclex
Creature – Praetor
~ may be attacked as though it were a player
At the beginning of the Phyrexian Horde’s end step, each player sacrifices
a creature. If they do, put a Myr Compleater from the graveyard into the
battlefield.
0/6
Hero’s reward: When ~ leaves the battlefield, each player draws a card and
each player destroys a creatures.
Oil Spill
Sorcery
All creatures get a -1/-1 counter.
Organ Harvest Season
Sorcery
All creatures with a -1/-1 becomes tapped, they do not untap during the
next untap step.
Sins of the Not-Whole
Sorcery
Players may tap any number of creatures, for every creature they tap,
they may tap a Phyrexian Horde creature. Phyrexian Horde creatures
tapped this way do not untap during the Phyrexian Horde’s next untap
step.
Readings of The Machine Orthodoxy
Sorcery
Players may not cast spells until the Phyrexian Horde’s next turn.
Becoming is Belonging
Enchantment
At the beginning of each Phyrexian Horde’s endstep, each player exiles
a random creature from his or her graveyard. For each creature exiled
this way, return a Myr Compleater to the battlefield from the Phyrexian
Horde’s graveyard.
Assembly Line of Compleation
Artifact
At the beginning of each Phyrexian Horde’s endstep, if a creature died
this turn, proliferate each valid target.
Darksteel Blessings
Sorcery
Phyrexian Horde creatures are indestructible until the end of the
Phyrexian Horde’s next turn.
Isn't the Machine Orthodoxy a predominantly Phyrexian White concept?
true, but of all the flavor available I found white to have the most resonance for me. That aside, I was trying to think of some ways to incorporate more flavorful mechanics.
I never had the opportunity to play archenemy, but I think there may be some gold there.
Isn't the Machine Orthodoxy a predominantly Phyrexian White concept?
Isn't the tagline "All will be one" a predominantly white concept? Though, yeah, I'd prefer it to be mostly W. Especially since white Phyrexia is full of things that translate well to a hydra, whereas life loss and "good" (for the hydra) death triggers generally don't.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Birth of a Singularity
Sorcery
Destroy all creatures, put an x/x horror creature into play where x is equal to the number of creatures destroyed this way. It has, "This creature attacks the player with the lowest life total each turn it is able."
The Oil Moves Uphill
Enchantment
At the beginning of the Horde's upkeep, each player puts an oil counter on a land that does not have an oil counter that they control. Lands with oil counters produce only colorless mana.
Negator
Creature - Horror
Trample
Negator attacks random planeswalker each turn. If there are no planeswalkers in play, it attacks target player with the highest life total.
5/5
Sheoldred's Whispers
Sorcery
Each player may discard a card, each player who does may destroy target creature. Each player who doesn't, loses 3 life.
If you could help with the wording, I'd appreciate. It is supposed to attack the player with the lowest life total each turn (if, of course, it isn't tapped or pacified, etc)
As a general rule, all white creatures will attack the highest h.p. player. All blue creatures will attack the highest h.p. player.
As a general rule, all black and green creatures will attack the lowest h.p. players.
As a general rule, red creatures and effects will either have defender or assist the players in some other way, perhaps for a cost (like sacrificing an artifact for the forges).
The reason being that white wants to make the most powerful planeswalkers to bow and blue wants to study the most powerful planeswalkers.
Black wants to subjugate the weak and green strives for survival of the fittest.
Red wants little to nothing to do with the others.
How this might play out is that while white phyrexia is building up its forces, it does so at the expense of all the other colors (for example Norn might tap all non-white, non-horde creatures)
Having the split for attacking lowest and highest h.p. player also has the benefit of moving people towards sameness (white likes this) and gives players a chance to and reason to stay towards the middle.
I'll go back through my file to see what I can change and how to change it.
As a general rule, all white creatures will attack the highest h.p. player. All blue creatures will attack the highest h.p. player.
As a general rule, all black and green creatures will attack the lowest h.p. players.
I think you should reconsider this. Make it one or the other for all colors...
As a general rule, red creatures and effects will either have defender or assist the players in some other way, perhaps for a cost (like sacrificing an artifact for the forges).
Red defenders? Defenders are not really a red thing. They're mostly white/blue with a small bit of bleeding into black.
The reason being that white wants to make the most powerful planeswalkers to bow and blue wants to study the most powerful planeswalkers.
I understand your logic for blue here, but white making someone bow? That's subjugation, which is difinitely black not white.
Having the split for attacking lowest and highest h.p. player also has the benefit of moving people towards sameness (white likes this) and gives players a chance to and reason to stay towards the middle.
This has the strong potential to make certain colors stronger than other colors. So, again I say choose either highest or lowest life total for all colors or both for all colors but do not divide it.
Also, where are the casting costs for these cards? And you may want to research how to word certain effects...If I have time later I'll give you some advice for wording on these cards.
And BTW, Magic calls it life totals not h.p. (I'm assuming you meant health points)
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MEMNARCH FOR PRESIDENT!!!
All cards I post are designed for custom sets...just saying
Don't hold so fast to your idea of what Magic and the Color Pie is or should be. Just because it was done in the past, but isn't done in the present doesn't mean it can't be done at all. Likewise, just because it wasn't done at all doesn't mean it can't be done.
Here's a tip: If you suggest changing a card...it's helpful to suggest HOW it should be changed.
I understand your logic for blue here, but white making someone bow? That's subjugation, which is difinitely black not white.
I think it's about teaching Humility to someone that stands out and beinging them on the same level as everyone else in the name of Balance rather than elevating the white thing itself.
Also, where are the casting costs for these cards? And you may want to research how to word certain effects...If I have time later I'll give you some advice for wording on these cards.
Heads don't have mana costs. Agreed on the wording. Half the time I have no idea what I'm looking at.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
All cards I post are designed for custom sets...just saying
Don't hold so fast to your idea of what Magic and the Color Pie is or should be. Just because it was done in the past, but isn't done in the present doesn't mean it can't be done at all. Likewise, just because it wasn't done at all doesn't mean it can't be done.
Here's a tip: If you suggest changing a card...it's helpful to suggest HOW it should be changed.
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The idea is that you must destroy the phyrexian horde completely. No creatures left, no deck left. When damage would be done to the horde, that much damage is milled from the phyrexian horde's deck.
Phyrexian Horde
Myr Compleater
Artifact creature - Myr
~ attacks each turn if able
When ~ attacks, if it is blocked, all creatures blocking it receive a -1/-1 counter.
When ~ attacks, if it is not blocked, all opponents receive a poison counter.
0/1
Golem Compleater
Artifact creature - Golem
Defender, infect
~ blocks the highest power creature (or chosen randomly among the highest
power creatures) attacking this turn that it is able.
2/3
Elesh Norn
Creature - Praetor
~ may be attacked as though it were a player
Phyrexian Horde creatures get +1/+1, all other creatures get -1/-1
0/6
Hero’s reward: When ~ leaves the battlefield, each player draws a card
and prevents the next poison counter he or she would receive.
Jin-Gitaxias
Creature – Praetor
~ may be attacked as though it were a player
At the end of the Phyrexian Horde’s end step, flip the top card over. Phyrexia
Casts that card.
Opponents’ maximum hand size is reduced by 4
0/6
Hero’s reward: When ~ leaves the battlefield, each player draws a card and
proliferates.
Sheoldred
Creature – Praetor
~ may be attacked as though it were a player
At the beginning of the Phyrexian Horde’s end step, return up to x Myr
Compleaters to the battle field where x is the total poison counters in play.
0/6
Hero’s reward: When ~ leaves the battlefield, each player draws a card
and each player may remove all -1/-1 counters from a target creature.
Urabrask
Creature – Praetor
~ may be attacked as though it were a player
Lands enter the battlefield tapped.
0/6
Hero’s reward: When ~ leaves the battlefield, each player draws a card
and tap all Myr Compleaters on the battlefield. Myr Compleaters tapped this way
do not untap during the Phyrexian Horde’s next untap step.
Vorinclex
Creature – Praetor
~ may be attacked as though it were a player
At the beginning of the Phyrexian Horde’s end step, each player sacrifices
a creature. If they do, put a Myr Compleater from the graveyard into the
battlefield.
0/6
Hero’s reward: When ~ leaves the battlefield, each player draws a card and
each player destroys a creatures.
Oil Spill
Sorcery
All creatures get a -1/-1 counter.
Organ Harvest Season
Sorcery
All creatures with a -1/-1 becomes tapped, they do not untap during the
next untap step.
Sins of the Not-Whole
Sorcery
Players may tap any number of creatures, for every creature they tap,
they may tap a Phyrexian Horde creature. Phyrexian Horde creatures
tapped this way do not untap during the Phyrexian Horde’s next untap
step.
Readings of The Machine Orthodoxy
Sorcery
Players may not cast spells until the Phyrexian Horde’s next turn.
Becoming is Belonging
Enchantment
At the beginning of each Phyrexian Horde’s endstep, each player exiles
a random creature from his or her graveyard. For each creature exiled
this way, return a Myr Compleater to the battlefield from the Phyrexian
Horde’s graveyard.
Assembly Line of Compleation
Artifact
At the beginning of each Phyrexian Horde’s endstep, if a creature died
this turn, proliferate each valid target.
Darksteel Blessings
Sorcery
Phyrexian Horde creatures are indestructible until the end of the
Phyrexian Horde’s next turn.
Players would have 3 turns to set up their board before the phyrexian horde would attack.
Players do not share a life total, but do share a turn.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I never had the opportunity to play archenemy, but I think there may be some gold there.
Isn't the tagline "All will be one" a predominantly white concept? Though, yeah, I'd prefer it to be mostly W. Especially since white Phyrexia is full of things that translate well to a hydra, whereas life loss and "good" (for the hydra) death triggers generally don't.
On phasing:
Birth of a Singularity
Sorcery
Destroy all creatures, put an x/x horror creature into play where x is equal to the number of creatures destroyed this way. It has, "This creature attacks the player with the lowest life total each turn it is able."
The Oil Moves Uphill
Enchantment
At the beginning of the Horde's upkeep, each player puts an oil counter on a land that does not have an oil counter that they control. Lands with oil counters produce only colorless mana.
Negator
Creature - Horror
Trample
Negator attacks random planeswalker each turn. If there are no planeswalkers in play, it attacks target player with the highest life total.
5/5
Sheoldred's Whispers
Sorcery
Each player may discard a card, each player who does may destroy target creature. Each player who doesn't, loses 3 life.
This is supposed to do what?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
As a general rule, all white creatures will attack the highest h.p. player. All blue creatures will attack the highest h.p. player.
As a general rule, all black and green creatures will attack the lowest h.p. players.
As a general rule, red creatures and effects will either have defender or assist the players in some other way, perhaps for a cost (like sacrificing an artifact for the forges).
The reason being that white wants to make the most powerful planeswalkers to bow and blue wants to study the most powerful planeswalkers.
Black wants to subjugate the weak and green strives for survival of the fittest.
Red wants little to nothing to do with the others.
How this might play out is that while white phyrexia is building up its forces, it does so at the expense of all the other colors (for example Norn might tap all non-white, non-horde creatures)
Having the split for attacking lowest and highest h.p. player also has the benefit of moving people towards sameness (white likes this) and gives players a chance to and reason to stay towards the middle.
I'll go back through my file to see what I can change and how to change it.
I think you should reconsider this. Make it one or the other for all colors...
Red defenders? Defenders are not really a red thing. They're mostly white/blue with a small bit of bleeding into black.
I understand your logic for blue here, but white making someone bow? That's subjugation, which is difinitely black not white.
This has the strong potential to make certain colors stronger than other colors. So, again I say choose either highest or lowest life total for all colors or both for all colors but do not divide it.
Also, where are the casting costs for these cards? And you may want to research how to word certain effects...If I have time later I'll give you some advice for wording on these cards.
And BTW, Magic calls it life totals not h.p. (I'm assuming you meant health points)
All cards I post are designed for custom sets...just saying
Don't hold so fast to your idea of what Magic and the Color Pie is or should be. Just because it was done in the past, but isn't done in the present doesn't mean it can't be done at all. Likewise, just because it wasn't done at all doesn't mean it can't be done.
Here's a tip: If you suggest changing a card...it's helpful to suggest HOW it should be changed.
I think it's about teaching Humility to someone that stands out and beinging them on the same level as everyone else in the name of Balance rather than elevating the white thing itself.
Heads don't have mana costs. Agreed on the wording. Half the time I have no idea what I'm looking at.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Yeah, I missed that...but I got it now!
All cards I post are designed for custom sets...just saying
Don't hold so fast to your idea of what Magic and the Color Pie is or should be. Just because it was done in the past, but isn't done in the present doesn't mean it can't be done at all. Likewise, just because it wasn't done at all doesn't mean it can't be done.
Here's a tip: If you suggest changing a card...it's helpful to suggest HOW it should be changed.