Path of Petals
Land - Plains
Path of Petals enters tapped. 5WW, T: Transform Path of Petals...
///
Pollen Dancers
Land Creature - Plains Spirit
Flying, vigilance, ghost-touch (Prevent half the damage that would be dealt to this permanent by sources without ghost-touch.) T: Add W to your mana pool for each Plains you control.
5/5
Shore of Nine Seas
Land - Island
Shore of Nine Seas enters tapped. 4UUU, T: Transform Shore of Nine Seas...
///
Nine Fathom Leviathan
Land Creature - Island Leviathan
Islandwalk, underwalk (This creature can't be blocked by creatures with flying or reach.) T, Sacrifice two Islands: Add UUUUUU to your mana pool.
7/7
Gas Pits
Land - Swamp
Gas Pits enters tapped. 5BBB, T: Transform Gas Pits...
///
Odormonger
Land Creature - Swamp Horror
Stench (This creature can't be blocked by creatures with more than one creature type.) T, Sacrifice all other Swamps you control: Add BB to your mana pool for each Swamp sacrificed in this way.
8/8
Trough of Titans
Land - Mountain
Trough of Titans enters tapped. 5RR, T; Transform Tough of Titans...
///
Rumble Valley
Land Creature - Mountain Giant
First strike, pride 2 (This creature can't be blocked by creatures with power 2 or less.) T, Sacrifice a Mountain: Rumble Valley deals 3 damage to target creature. When that creature dies this turn, add red mana equal to its converted mana cost to your mana pool.
6/6
Slithervine Pass
Land - Forest
Slithervine Pass enters tapped. 3GGG, T: Transform Slithervine Pass...
///
River Constrictor
Land Creature - Forest Snake
Forestwalk, annihilate an Island (Whenever this creature attacks, defending player sacrifices an Island.) T: Add G to your mana pool for each Forest you control and for each Island your opponents control.
6/6
Self-Made Manakin 3
Artifact Creature - Construct Artificer T: Add 1 to your mana pool.
During your upkeep, you may reveal Self-Made Manakin until the end of your upkeep. If you do, add 2 to your mana pool at the beginning of your next main phase. This mana can only be spent to cast spells named Self-Made Manakin.
1/2
Realm of Shepherds
Land T: Add 1 to your mana pool. WUBRG, T: Transform Realm of Shepherds...
///
Disciple of Fellowship
Land Creature - Spirit Goat
Ghost-touch, underwalk, stench, pride 2, annihilate a nonbasic land. T: Add three mana of any three different colors to your mana pool.
5/5
I like all the manlands except for Slithervine Pass. Why make one a color hoser while the others are just silly big beaters with cool mana abilities no matter what color your opponents are playing?
Self-Made Manakin has great flavor but the mechanical implications are odd. Why, exactly, do I get a discount for not playing it the turn I draw it? I guess there's interesting thought experiments to be had for doing miracle in reverse.
I'm on the fence about Realm of Shepherds: The resulting Spirit Goat feels derivative of the other cycle members yet also crazy awesome.
As for the mechanics: I know you've done ghost-touch before as incorporeal and I thought it was okay then; I like underwalk and stench; pride is ehh (kinda generic); and I don't like annihilator outside of Eldrazi.
Of all of these new developments, I'm most pleased with Stench. It's a nifty little mechanic. Most Avatars, Angels, Demons, and Dragons won't mind the smell. Most Wizards, Clerics, nontoken Soldiers, and Warriors can't stand it.
Bile Pile 3BB
Creature - Ooze
Stench
Whenever Bile Pile deals combat damage to a player, that player sacrifices a creature unless he or she discards a creature card.
3/4
Vile Mile
Land
Vile Mile enters the battlefield tapped. T: Add B to your mana pool. 3BB, T: Creatures you control gain stench until end of turn.
File Rile 1U
Instant
Put target creature with haste, double strike, or stench on top of its owner's library.
Draw two cards.
Goblin Bather 2R
Creature - Goblin
Stench
2/2
Insidious Belcher 4BB
Creature - Demon
Stench 1B: Target creature gets -1/-1 until end of turn. Its controller loses 1 life.
5/5
Musk Ranger 2GG
Creature - Human Ranger
Stench
All creatures able to block Musk Ranger do so.
4/2
You DON'T Want to Know 4BRG
Creature - Ooze
Stench
You DON'T Want to Know's power and toughness are each equal to 2 + the total converted mana cost of creature cards in your graveyard.
*+2/*+2
If you don't mind a suggestion - underwalk could be renamed 'Nautical', depending on what context you wish to use it in. I had the same idea for that mechanic recently, although including reach is a smart idea, so thank you for that.
If you don't mind a suggestion - underwalk could be renamed 'Nautical', depending on what context you wish to use it in. I had the same idea for that mechanic recently, although including reach is a smart idea, so thank you for that.
A good idea if it's supposed to be flavor specific, but "nautical" wouldn't make sense if you extended it to burrowing creatures too.
Nautical would have been a better name for Islandwalk, given that the majority of islandwalkers have any number of legs other than two.
Underwalk would extend to green as an evasion ability in flavor. Burrow would make sense for Wurms to have. I'll keep the name as a generic Underwalk for the moment.
More underwalk...
Core Driller 3RGG
Creature - Wurm (C or U depending on gold prevalence in the set.)
Underwalk (This creature can't be blocked by creatures with flying or reach.)
When Core Driller enters the battlefield, you may sacrifice a Mountain. If you do, it gets +2/+0 and gains haste until end of turn.
5/5
Depth Rats 1B
Creature - Rat
Underwalk
Whenever Depth Rats deals combat damage to a player, choose a land that player controls. That land doesn't untap during its controller's next untap step.
1/1
Anchored Bubbleship 4
Artifact - Ship
Underwalk 2: Anchored Bubbleship loses underwalk and gains flying until end of turn.
2/2
Also, consider the creature with both Underwalk and Flying. Would it be best to have the two cancel out in much the same way +1/+1 and -1/-1 counters do? Or would that be confusing. I could make the ability read, "Underwalk (This creature can't be blocked by creatures with flying or reach. If it would gain flying it loses underwalk and visa versa.)"
Also, consider the creature with both Underwalk and Flying. Would it be best to have the two cancel out in much the same way +1/+1 and -1/-1 counters do? Or would that be confusing. I could make the ability read, "Underwalk (This creature can't be blocked by creatures with flying or reach. If it would gain flying it loses underwalk and visa versa.)"
No, don't do the mutual exclusivity thing. Think about how flyers don't fly all the time - otherwise how would they block nonflyers? A flying underwalker can be unblockable because it dodges opposing creatures individually - by burrowing or swimming under the grasp of flyers and then flying over everything groundbound.
Shadow Traveller 4B
Creature - Shade
Underwalk
Shadow Traveller has pride X, where X is equal to its power. B: Shadow Traveller gets +1/+1 until end of turn.
2/2
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Land - Plains
Path of Petals enters tapped.
5WW, T: Transform Path of Petals...
///
Pollen Dancers
Land Creature - Plains Spirit
Flying, vigilance, ghost-touch (Prevent half the damage that would be dealt to this permanent by sources without ghost-touch.)
T: Add W to your mana pool for each Plains you control.
5/5
Shore of Nine Seas
Land - Island
Shore of Nine Seas enters tapped.
4UUU, T: Transform Shore of Nine Seas...
///
Nine Fathom Leviathan
Land Creature - Island Leviathan
Islandwalk, underwalk (This creature can't be blocked by creatures with flying or reach.)
T, Sacrifice two Islands: Add UUUUUU to your mana pool.
7/7
Gas Pits
Land - Swamp
Gas Pits enters tapped.
5BBB, T: Transform Gas Pits...
///
Odormonger
Land Creature - Swamp Horror
Stench (This creature can't be blocked by creatures with more than one creature type.)
T, Sacrifice all other Swamps you control: Add BB to your mana pool for each Swamp sacrificed in this way.
8/8
Trough of Titans
Land - Mountain
Trough of Titans enters tapped.
5RR, T; Transform Tough of Titans...
///
Rumble Valley
Land Creature - Mountain Giant
First strike, pride 2 (This creature can't be blocked by creatures with power 2 or less.)
T, Sacrifice a Mountain: Rumble Valley deals 3 damage to target creature. When that creature dies this turn, add red mana equal to its converted mana cost to your mana pool.
6/6
Slithervine Pass
Land - Forest
Slithervine Pass enters tapped.
3GGG, T: Transform Slithervine Pass...
///
River Constrictor
Land Creature - Forest Snake
Forestwalk, annihilate an Island (Whenever this creature attacks, defending player sacrifices an Island.)
T: Add G to your mana pool for each Forest you control and for each Island your opponents control.
6/6
Self-Made Manakin 3
Artifact Creature - Construct Artificer
T: Add 1 to your mana pool.
During your upkeep, you may reveal Self-Made Manakin until the end of your upkeep. If you do, add 2 to your mana pool at the beginning of your next main phase. This mana can only be spent to cast spells named Self-Made Manakin.
1/2
Realm of Shepherds
Land
T: Add 1 to your mana pool.
WUBRG, T: Transform Realm of Shepherds...
///
Disciple of Fellowship
Land Creature - Spirit Goat
Ghost-touch, underwalk, stench, pride 2, annihilate a nonbasic land.
T: Add three mana of any three different colors to your mana pool.
5/5
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Self-Made Manakin has great flavor but the mechanical implications are odd. Why, exactly, do I get a discount for not playing it the turn I draw it? I guess there's interesting thought experiments to be had for doing miracle in reverse.
I'm on the fence about Realm of Shepherds: The resulting Spirit Goat feels derivative of the other cycle members yet also crazy awesome.
As for the mechanics: I know you've done ghost-touch before as incorporeal and I thought it was okay then; I like underwalk and stench; pride is ehh (kinda generic); and I don't like annihilator outside of Eldrazi.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
My Imposing Sovereign doesn't mind the smell, but the Shepherd of Rot is not too keen on it.
"A Plague on All Your Houses!" - Thespian's Stage Pox
Bile Pile 3BB
Creature - Ooze
Stench
Whenever Bile Pile deals combat damage to a player, that player sacrifices a creature unless he or she discards a creature card.
3/4
Vile Mile
Land
Vile Mile enters the battlefield tapped.
T: Add B to your mana pool.
3BB, T: Creatures you control gain stench until end of turn.
File Rile 1U
Instant
Put target creature with haste, double strike, or stench on top of its owner's library.
Draw two cards.
Goblin Bather 2R
Creature - Goblin
Stench
2/2
Insidious Belcher 4BB
Creature - Demon
Stench
1B: Target creature gets -1/-1 until end of turn. Its controller loses 1 life.
5/5
Musk Ranger 2GG
Creature - Human Ranger
Stench
All creatures able to block Musk Ranger do so.
4/2
You DON'T Want to Know 4BRG
Creature - Ooze
Stench
You DON'T Want to Know's power and toughness are each equal to 2 + the total converted mana cost of creature cards in your graveyard.
*+2/*+2
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Avant Block: Avant -- Stormfront
A good idea if it's supposed to be flavor specific, but "nautical" wouldn't make sense if you extended it to burrowing creatures too.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Underwalk would extend to green as an evasion ability in flavor. Burrow would make sense for Wurms to have. I'll keep the name as a generic Underwalk for the moment.
More underwalk...
Core Driller 3RGG
Creature - Wurm (C or U depending on gold prevalence in the set.)
Underwalk (This creature can't be blocked by creatures with flying or reach.)
When Core Driller enters the battlefield, you may sacrifice a Mountain. If you do, it gets +2/+0 and gains haste until end of turn.
5/5
Depth Rats 1B
Creature - Rat
Underwalk
Whenever Depth Rats deals combat damage to a player, choose a land that player controls. That land doesn't untap during its controller's next untap step.
1/1
Anchored Bubbleship 4
Artifact - Ship
Underwalk
2: Anchored Bubbleship loses underwalk and gains flying until end of turn.
2/2
Also, consider the creature with both Underwalk and Flying. Would it be best to have the two cancel out in much the same way +1/+1 and -1/-1 counters do? Or would that be confusing. I could make the ability read, "Underwalk (This creature can't be blocked by creatures with flying or reach. If it would gain flying it loses underwalk and visa versa.)"
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No, don't do the mutual exclusivity thing. Think about how flyers don't fly all the time - otherwise how would they block nonflyers? A flying underwalker can be unblockable because it dodges opposing creatures individually - by burrowing or swimming under the grasp of flyers and then flying over everything groundbound.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Flight on an underwalker is good times.
Burrowing Tarantula 2GG
Creature - Spider
Underwalk, vigilance
2/5
Crypt Haunter 1(W/B)(W/B)
Creature - Spirit
Ghost-touch, underwalk
2/2
Spectral Inquisitor 2U
Creature - Human Wizard
Ghost-touch
U, T: Spectral Inquisitor deals 3 damage to target Spirit.
2/2
Icewalkers 2UUUU
Snow Creature - Yeti
Snow landwalk, underwalk, protection from enchantments
6/6
Shadow Traveller 4B
Creature - Shade
Underwalk
Shadow Traveller has pride X, where X is equal to its power.
B: Shadow Traveller gets +1/+1 until end of turn.
2/2
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