Similar to quests. Starting off with a Tribal theme.
Song of the Druids 3GG
Enchantment - Ceremony
Song of Druids culminates at four rite counters.
Whenever you cast a Druid spell, put a rite counter on Song of Druids, then you may search your library for a basic Forest card and put it onto the battlefield. Shuffle your library. If Song of Druids has culminated, that Forest becomes a 7/7 green Treefolk creature. It's still a land.
Prophecy of Clerics 2WW
Enchantment - Ceremony
Prophecy of Clerics culminates at three rite counters.
Whenever a Cleric creature you control dies, put a rite counter on Prophecy of Clerics, then put a 1/1 white Spirit creature token with flying onto the battlefield. Then, if Prophecy of Clerics has culminated, put a 4/4 white Angel creature token with flying onto the battlefield.
Dance of Giants 1RR
Enchantment - Ceremony
Dance of Giants culminates at four rite counters.
As you cast a Giant creature spell, you may sacrifice a land. If you do, put a rite counter on Dance of Giants and that Giant can't be countered and enters the battlefield with three +1/+1 counters on it. Then, if Dance of Giants has culminated, when that Giant enters the battlefield, Dance of Giants deals damage equal to that Giant's power to each nonGiant creature.
Moaning Chorus 3BB
Enchantment - Ceremony
Moaning Chorus culminates at three rite counters.
Whenever a creature enters the battlefield from your graveyard or cast from your graveyard, put a rite counter on Moaning Chorus and put a 2/2 black Zombie creature token onto the battlefield. Then, if Moaning Chorus has culminated, put three additional 2/2 black Zombie creature tokens onto the battlefield.
Chase of Phantasms 4UU
Enchantment - Ceremony
Chase of Phantasms culminates at three rite counters.
When Chase of Phantasms enters the battlefield, put a 6/6 blue Illusion Serpent creature token onto the battlefield with, "When this creature becomes the target of a spell or ability, sacrifice it."
Whenever one or more Illusion creatures you control becomes the target of a spell or ability, put a rite coutner on Chase of Phantasms for each Illusion creature targeted and draw that many cards. Then, if Chase of Phantasms has culminated, you may put an Illusion creature card from your hand onto the battlefield.
I agree with Rai. You don't really need the culmination clause. Really, there isn't a lot of need for a new type of counter, either. You could stick with either quest counters or age counters. As for individual critique:
W: Getting a Spirit and an Angel every time a Cleric dies might be a bit too much. I would make it an "instead" sort of effect. "If Prophecy of Cleric has three or more age counters on it, put a 4/4 white Angel creature token with flying onto the battlefield instead."
U: I think you could get away with a slightly lower mana cost for Chase of Serpents. Usually the illusion ability of dying when targeted is a downside and allows something like a 6/6 to be cast ahead of the curve at 4 or 5cmc. Since there aren't too many broken Illusions that you could cheat out onto the battlefield with the culminated effect, I think 5cmc for an illusion and a ceremony is alright.
B: Entering from the graveyard and being cast from the graveyard is more or less the same thing. Worded the way you have it, casting a creature from the graveyard would trigger the effect twice (one for casting, and one for entering). I would leave it with only the entering part. With how easy this would be to trigger with things like Reassembling Skeleton and similar creatures, I would have this one culminate at a much higher number. At least six.
R: This one is hard to figure out a balance for. It's a crazy low mana cost for the ability, but you have to sac at least four lands to get it going. Given that most Giants have a higher cost, you would want this to fall just ahead of them on the curve, so 3 or 4cmc seems right. Since using it slows down the next Giant from being cast, the cost is probably fair. You would need some good card draw abilities for red in this set to find land drops, though.
G: I have no problem with this one. A reasonable cost that you can ramp into with your Druids, and needing to cast at least four druids before going crazy with land drops. It promotes the use of Druids for mana so that you can save your lands in your hand for after the ceremony has culminated.
B: Entering from the graveyard and being cast from the graveyard is more or less the same thing. Worded the way you have it, casting a creature from the graveyard would trigger the effect twice (one for casting, and one for entering). I would leave it with only the entering part. With how easy this would be to trigger with things like Reassembling Skeleton and similar creatures, I would have this one culminate at a much higher number. At least six.
When you cast something from the graveyard, it doesn't enter from the graveyard. It goes onto the stack first like every other spell you cast, then enters the battlefield from the stack.
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Song of the Druids 3GG
Enchantment - Ceremony
Song of Druids culminates at four rite counters.
Whenever you cast a Druid spell, put a rite counter on Song of Druids, then you may search your library for a basic Forest card and put it onto the battlefield. Shuffle your library. If Song of Druids has culminated, that Forest becomes a 7/7 green Treefolk creature. It's still a land.
Prophecy of Clerics 2WW
Enchantment - Ceremony
Prophecy of Clerics culminates at three rite counters.
Whenever a Cleric creature you control dies, put a rite counter on Prophecy of Clerics, then put a 1/1 white Spirit creature token with flying onto the battlefield. Then, if Prophecy of Clerics has culminated, put a 4/4 white Angel creature token with flying onto the battlefield.
Dance of Giants 1RR
Enchantment - Ceremony
Dance of Giants culminates at four rite counters.
As you cast a Giant creature spell, you may sacrifice a land. If you do, put a rite counter on Dance of Giants and that Giant can't be countered and enters the battlefield with three +1/+1 counters on it. Then, if Dance of Giants has culminated, when that Giant enters the battlefield, Dance of Giants deals damage equal to that Giant's power to each nonGiant creature.
Moaning Chorus 3BB
Enchantment - Ceremony
Moaning Chorus culminates at three rite counters.
Whenever a creature enters the battlefield from your graveyard or cast from your graveyard, put a rite counter on Moaning Chorus and put a 2/2 black Zombie creature token onto the battlefield. Then, if Moaning Chorus has culminated, put three additional 2/2 black Zombie creature tokens onto the battlefield.
Chase of Phantasms 4UU
Enchantment - Ceremony
Chase of Phantasms culminates at three rite counters.
When Chase of Phantasms enters the battlefield, put a 6/6 blue Illusion Serpent creature token onto the battlefield with, "When this creature becomes the target of a spell or ability, sacrifice it."
Whenever one or more Illusion creatures you control becomes the target of a spell or ability, put a rite coutner on Chase of Phantasms for each Illusion creature targeted and draw that many cards. Then, if Chase of Phantasms has culminated, you may put an Illusion creature card from your hand onto the battlefield.
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W: Getting a Spirit and an Angel every time a Cleric dies might be a bit too much. I would make it an "instead" sort of effect. "If Prophecy of Cleric has three or more age counters on it, put a 4/4 white Angel creature token with flying onto the battlefield instead."
U: I think you could get away with a slightly lower mana cost for Chase of Serpents. Usually the illusion ability of dying when targeted is a downside and allows something like a 6/6 to be cast ahead of the curve at 4 or 5cmc. Since there aren't too many broken Illusions that you could cheat out onto the battlefield with the culminated effect, I think 5cmc for an illusion and a ceremony is alright.
B: Entering from the graveyard and being cast from the graveyard is more or less the same thing. Worded the way you have it, casting a creature from the graveyard would trigger the effect twice (one for casting, and one for entering). I would leave it with only the entering part. With how easy this would be to trigger with things like Reassembling Skeleton and similar creatures, I would have this one culminate at a much higher number. At least six.
R: This one is hard to figure out a balance for. It's a crazy low mana cost for the ability, but you have to sac at least four lands to get it going. Given that most Giants have a higher cost, you would want this to fall just ahead of them on the curve, so 3 or 4cmc seems right. Since using it slows down the next Giant from being cast, the cost is probably fair. You would need some good card draw abilities for red in this set to find land drops, though.
G: I have no problem with this one. A reasonable cost that you can ramp into with your Druids, and needing to cast at least four druids before going crazy with land drops. It promotes the use of Druids for mana so that you can save your lands in your hand for after the ceremony has culminated.
When you cast something from the graveyard, it doesn't enter from the graveyard. It goes onto the stack first like every other spell you cast, then enters the battlefield from the stack.