Purity = I think mechanics that encourage running monocolor are downplayed because they don't really make for interesting deck-building, but it's not like it hasn't been done before. Could be interesting in limited, at least.
Evade = The first version is the same as absorb I think? Second version is kind of neat, though it would have to be in a block with a lot of first strike to be any good.
New ability = Pretty cool. Could also just prevent all noncombat damage dealt to it, I guess. Again, would be best in a block with a lot of noncombat damage sources.
Purity - Everyone makes this mechanic in their custom designs. Like, everyone. This should be an ability word a la converge, first off, and secondly... this wouldn't play as interestingly as you think it would. It's a pure deckbuilding mechanic, and one based on a binary choice: If you're playing monocolor you get the purity effect and if you're not you don't, which means the choice only truly matters in Limited. Now for Limited, the environment is either going to be a) pulling towards multicolor, in which case purity provides the bad kind of tension and is probably going to be ignored for the much greater rewards of going for more than one color; or b) pulling towards monocolor, in which case everyone is going to draft monocolor decks and then every purity effect will go off anyway.
Evade - Absorb? This is absorb. And as much as I like absorb for its mathiness and little moments of strategic depth, most of the time it amounts to having extra points of toughness, which is why we haven't seen it outside of Future Sight yet.
Evade alternative - A narrow hoser: Only red and white, and when pigs fly, black, get first/double strike these days, and not that many creatures per set have either. This is not analogous to reach, which hoses the most often-seen and arguably the best combat keyword in the game.
New ability - So what is this supposed to do? Ignoring the vast potential for confusion with the layer system, this is even narrower than absorb is; the only real application is occasionally dodging -N/-N or noncombat-damage-based removal, and even then imperfectly. Then, once you actually get into combat, your opponent can just blast the guy with instant speed removal. Honestly, unless you have some kind of Kin-Tree Invocation wombo combo in mind, why even bother? This ability could maybe go on one card, and that's even being charitable. There's no reason at all for it to be a keyword.
Hmm.... Thinking purity backwards lead me to something weird. Like this:
Destroy all monocolored creatures. If more than two colors of mana was spent to cast this, destroy all multicolored creatures instead.
I though about shards/wedges and allied/enemy colored versions but it either ends up being too complex or just another version of kicker itself. It would had been something that made the effect weaker if certain colors were used together. For counters, damage, anything that is countable, it could be a way to scale down some effect. But for many effects there isn't a way to tone it down, it's either all or nothing.
Resist n: whenever a spell or ability targets this, counter it unless its controller pays n.
It's basically Frost Titan's ability, except that it applies to the owner as well.
Purity: if you pay mana of one color only effect is stronger. It's the opposite of sunburst
Evade n: if any source would deal damage to this creature, prevent n of that damage.
Evade alternative: this creature evades first and double strike during combat.
New ability: as long as this creature is neither attacking nor blocking, double its thoughness.
Purity - terrible name, worse mechanic. Overload was fun, this is tedious.
Evade - absorb. Which is just toughness, one of the core creature mechanics.
Evade b - so damage prevention? Could you have "evade hexproof" or "evade flying"? Come on man... Why? What could this possibly do on a host of cards that would mean anything for block or standard? By the by, evade sounds like evasion.
New ability - so... Useless?
I know energy and tribal and a dozen other mechanics are terrible, but a mechanic should be fun and inspire building. None of these do.
Castle tells me that this mechanic better suits enchantments or artifacts. On creatures it'd only be a way to make them thougher to direct damage, which is an issue much simpler to solve with protection. Well, maybe non white creatures could get this form of pseudo protection from direct damage.
Blue creature1U
Creature
Flying
As long as this is not attacking, it gets +0/+2.
1/2
Acts as a pseudo defender.
White creature1WW
Creature
Flying
Reincarnate 1W (if this dies you may pay 1W. If you do, this becomes an aura spell enchanting target creature. If the enchanted creature leaves the battlefield, this is put in its owner's graveyard. Target creature gains +2/+2 and has flying)
2/2
The reminder text was made to prevent multiple reincarnations.
Emergency: if your life total is 5 or lower, effect is stronger.
It's similar to Miracles, but rather than having an alternate cost, it boosts the effect.
First aid kitW
Instant
Gain 2 life or prevent the next 2 damage that any source would dealt to target creature this turn.
Emergency (if your life total is 5 or lower, replace all instances of 2 with 4. You may draw a card)
Other spells would include drawing more cards or placing more counters. With a name like emergency it's a mechanic that feels more defensive than offensive.
Emergency: if your life total is 5 or lower, effect is stronger.
It's similar to Miracles, but rather than having an alternate cost, it boosts the effect.
First aid kitW
Instant
Gain 2 life or prevent the next 2 damage that any source would dealt to target creature this turn.
Emergency (if your life total is 5 or lower, replace all instances of 2 with 4. You may draw a card)
Other spells would include drawing more cards or placing more counters. With a name like emergency it's a mechanic that feels more defensive than offensive.
CCC usually has a pretty lenient thread necromancy policy, but I'm going to ask you to, in the future, create new threads for new card designs rather than resurrect old ones if you have nothing to say about your old designs.
Purifying Light 3WW
Sorcery
Destroy all creatures.
Purity (if only W was spent to cast this, destroy all nonwhite creatures instead)
Evade n: if any source would deal damage to this creature, prevent n of that damage.
Evade alternative: this creature evades first and double strike during combat.
New ability: as long as this creature is neither attacking nor blocking, double its thoughness.
Evade = The first version is the same as absorb I think? Second version is kind of neat, though it would have to be in a block with a lot of first strike to be any good.
New ability = Pretty cool. Could also just prevent all noncombat damage dealt to it, I guess. Again, would be best in a block with a lot of noncombat damage sources.
• Recent Card Ideas • My Drawings at DeviantArt
Evade - Absorb? This is absorb. And as much as I like absorb for its mathiness and little moments of strategic depth, most of the time it amounts to having extra points of toughness, which is why we haven't seen it outside of Future Sight yet.
Evade alternative - A narrow hoser: Only red and white, and when pigs fly, black, get first/double strike these days, and not that many creatures per set have either. This is not analogous to reach, which hoses the most often-seen and arguably the best combat keyword in the game.
New ability - So what is this supposed to do? Ignoring the vast potential for confusion with the layer system, this is even narrower than absorb is; the only real application is occasionally dodging -N/-N or noncombat-damage-based removal, and even then imperfectly. Then, once you actually get into combat, your opponent can just blast the guy with instant speed removal. Honestly, unless you have some kind of Kin-Tree Invocation wombo combo in mind, why even bother? This ability could maybe go on one card, and that's even being charitable. There's no reason at all for it to be a keyword.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Destroy all monocolored creatures. If more than two colors of mana was spent to cast this, destroy all multicolored creatures instead.
I though about shards/wedges and allied/enemy colored versions but it either ends up being too complex or just another version of kicker itself. It would had been something that made the effect weaker if certain colors were used together. For counters, damage, anything that is countable, it could be a way to scale down some effect. But for many effects there isn't a way to tone it down, it's either all or nothing.
Resist n: whenever a spell or ability targets this, counter it unless its controller pays n.
It's basically Frost Titan's ability, except that it applies to the owner as well.
Purity - terrible name, worse mechanic. Overload was fun, this is tedious.
Evade - absorb. Which is just toughness, one of the core creature mechanics.
Evade b - so damage prevention? Could you have "evade hexproof" or "evade flying"? Come on man... Why? What could this possibly do on a host of cards that would mean anything for block or standard? By the by, evade sounds like evasion.
New ability - so... Useless?
I know energy and tribal and a dozen other mechanics are terrible, but a mechanic should be fun and inspire building. None of these do.
Hexproof exists. Why make bad shroud?
Blue creature 1U
Creature
Flying
As long as this is not attacking, it gets +0/+2.
1/2
Acts as a pseudo defender.
White creature 1WW
Creature
Flying
Reincarnate 1W (if this dies you may pay 1W. If you do, this becomes an aura spell enchanting target creature. If the enchanted creature leaves the battlefield, this is put in its owner's graveyard. Target creature gains +2/+2 and has flying)
2/2
The reminder text was made to prevent multiple reincarnations.
It's similar to Miracles, but rather than having an alternate cost, it boosts the effect.
First aid kit W
Instant
Gain 2 life or prevent the next 2 damage that any source would dealt to target creature this turn.
Emergency (if your life total is 5 or lower, replace all instances of 2 with 4. You may draw a card)
Other spells would include drawing more cards or placing more counters. With a name like emergency it's a mechanic that feels more defensive than offensive.
Of which note, Fateful Hour was a bad mechanic because it was quite narrow and had very little build around potential.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
If this creature would be dealt damage, put that many +0/+0 counters on it instead.
If this creature would be dealt damage, it gains +0/+x until end of turn, where x is the ammount of damage.
If a source would deal more than 0 damage to this creature, it deals 0 damage instead.
The creature with those abilities is immune to damage but is not indestructible.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝