I have a bunch saved up, so I figured I would post one every few days or so.
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
EDIT: Name changed. (Was previously called "Tunnel.") Thanks Legend!
Burrowing Wurm 5R
Creature - Wurm
6/3
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
Mascon Spelunker R
Creature - Dwarf Scout
1/1
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
Putrifying Leeches 1BB
Creature - Leech
2/2
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
Whenever Putrifying Leeches deals combat damage to a player, that player discards a card.
Swim through Stone R
Enchant Creature
Enchanted creature has haste and burrow. (Whenever it attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
Siege Drill 4
Artifact Creature
3/4
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
When Siege Drill leaves play, sacrifice a land.
Mascon Foreman 1RR
Creature - Dwarf Advisor
2/2
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
Whenever Mascon Foreman deals combat damage to a player, put a 1/1 red Dwarf creature token with burrow into play.
Tunneling Snatcher 4B
Creature - Horror
2/4
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.) 3B, T: Destroy target blocking creature without flying.
This is too close to annihilate. I understand its suppose to be like punisher mechanics but it leads to far to many feel bads because of how oppressive it is. This is why land destruction costs 4+ and isn't easily repeatable and why annihilate was on high casting cost spells.
Seriously your black 3 drop is better than Hippie Specter.
I suggest you change it to them needing to tap an untapped land they control to block the tunneler.
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WOut of the ground,I rise to grace...W BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
This is creative, but yes, the power level needs to be closely watched because the game isn't fun if you have to sacrifice too many lands.
Also very flavorful; it really gets you to visualize the battlefield, with ground troops on the ground, fliers swooping overhead and tunnelers burrowing below - and anti-tunneler teams burrowing down to block!
I think Tunneling Snatcher's activated ability needs to be changed to fit in the color pie - white gets to destroy blocking creatures, not black.
Seems fine in small numbers especially at common. Maybe even just one BR or at most one black and one red at common? Because it seems like it could otherwise get out of control rather quickly in limited. Have you play-tested it? The wording should be:
Burrow (This creature can't be blocked unless defending player sacrifices a land.)
Your particular designs are thoughtful with the exception of perhaps the Foreman, which surely too pushed.
Ward (Spells your opponents control that target any permanents you control cost 1 more to cast.)
Ward (Whenever a permanent you control becomes the target of an opponent's spell or ability, counter it unless that player pays 1.)
I like the second version because it affects abilities as well (even triggered abilities), but it's longer.
I also considered extending the effect to yourself.
Ancient Anurid 3G
Creature - Frog Beast
3/4
Ward (Whenever a permanent you control becomes the target of an opponent's spell or ability, counter it unless that player pays 1.)
Transfer (Whenever a creature enters play, you may attach this to it.)
Sort of obsoleted by equipment, I guess, but let's say it's for 90s MTG.
Freed from Gravity 1U
Enchant Creature
Enchanted creature has flying.
Transfer (Whenever a creature enters play, you may attach this to it.)
Day Blindness 1W
Enchant Creature
Enchanted creature can't block and its abilities can't be activated during your turn.
Transfer (Whenever a creature enters play, you may attach this to it.)
Prosperous Legacy 3G
Enchant Creature
Whenever enchanted creature deals combat damage to a player, you may search your library for a card with the same name and put it into play, then shuffle your library.
Transfer (Whenever a creature enters play, you may attach this to it.)
Shared Blessing (When this enters play, if you cast it, you may search your library for a card with the same name and put it into play attached to a different target creature. Then shuffle your library.)
Prudence 1W
Enchant Creature
Enchanted creature has vigilance and "0: Return this creature to its owner's hand."
Shared Blessing (When this enters play, if you cast it, you may search your library for a card with the same name and put it into play attached to a different target creature. Then shuffle your library.)
Taste for Mayhem 4R
Enchant Creature
Enchanted creature gets +2/+2 and has menace.
Shared Blessing (When this enters play, if you cast it, you may search your library for a card with the same name and put it into play attached to a different target creature. Then shuffle your library.)
Burrow (This creature can't be blocked unless defending player sacrifices a land.)
I think "Burrow" is a better name for it, actually. Thanks.
Transfer (Whenever a creature enters play, you may attach this to it.)
Sort of obsoleted by equipment, I guess, but let's say it's for 90s MTG.
Is it obsoleted by equipment? This can be done for free, and gives extra value to Auras, which often don't see play because of the risk of losing a 2-for-1 if the creature dies. With Transfer, you can get extra mileage from the Aura by continually transferring it to the most relevant creature. I like it!
Concealed Weapon (This enters play with an equipment artifact token attached to it. The equipment has equip 1 and "Equipped creature gets +1/+0.")
I had the weapon giving +1/+1 for a while, but I went with +1/+0 to differentiate it a bit from +1/+1 counter mechanics.
Bane Alley Cutthroat 2B
Creature - Human Rogue
2/1
Concealed Weapon (This enters play with an equipment artifact token attached to it. The equipment has equip 1 and "Equipped creature gets +1/+0.")
Knife Slinger 4R
Creature - Viashino Rogue
3/3
Concealed Weapon (This enters play with an equipment artifact token attached to it. The equipment has equip 1 and "Equipped creature gets +1/+0.") T, Unattach an equipment from Knife Slinger: Knife Slinger deals 1 damage to target creature or player.
Retaliate (T: This creature fights target creature that dealt combat damage to you this turn.)
Kind of a "can block anything" ability. They can also block normally and then retaliate (if they survive).
Crossbow Corps 2WW
Creature - Human Soldier
2/4
Retaliate (T: This creature fights target creature that dealt combat damage to you this turn.)
Totem Panther 1WG
Creature - Cat Spirit
3/2
Vigilance
Totem Panther can't block.
Retaliate (T: This creature fights target creature that dealt combat damage to you this turn.)
Sweet Vengeance B
Instant
Target creature gains lifelink and retaliate until end of turn. (It gains "T: This creature fights target creature that dealt combat damage to you this turn.")
Override (You may counter a spell with a lower converted mana cost. If you do, exile it, then return it to its owner’s hand at end of turn.)
Since there's less of a precedence for the Remand effect, I figured I could get away with spreading it to other colors in addition to blue... Thinking of red and maybe white. It could just return the spell to owner's hand like Remand does, but it seemed kinda lame if your opponent could just recast the spell again in the same turn, so I added the temporary exile clause. Can I just say "lower cost" instead of "lower converted mana cost"? Cascade's reminder text does something like that.
Resounding Epiphany 2U
Instant
Override (You may counter a spell with a lower converted mana cost. If you do, exile it, then return it to its owner’s hand at end of turn.)
Draw two cards, then discard two cards.
Sudden Eruption 2RR
Instant
Override (You may counter a spell with a lower converted mana cost. If you do, exile it, then return it to its owner’s hand at end of turn.)
Target player sacrifices an artifact, creature, or land.
I like 'Armed' rather than 'Concealed Weapon'
The weapon isn't very hidden, and the keyword is on the creature, not the equipment.
I like the idea, a good way to implement common equipment tokens. It would be more straightforward math to make the equipments +1/+1 though.
I don't like Retaliate. I don't understand the point of it. Is it just a mechanic to hose evasion?
You're venturing into dangerous territory with Override. A keyword that makes a spell into a counterspell (temporary, but very powerful) is ust asking for trouble.
You'll need to make these spells cost at least 2 more than the effect would cost normally to account for the option to use it as a counterspell as well.
That would put Resounding Epiphany at 4U and Sudden Eruption at 5R (based on Misguided Rage, +1 for instant).
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Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
EDIT: Name changed. (Was previously called "Tunnel.") Thanks Legend!
Burrowing Wurm 5R
Creature - Wurm
6/3
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
Mascon Spelunker R
Creature - Dwarf Scout
1/1
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
Putrifying Leeches 1BB
Creature - Leech
2/2
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
Whenever Putrifying Leeches deals combat damage to a player, that player discards a card.
Swim through Stone R
Enchant Creature
Enchanted creature has haste and burrow. (Whenever it attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
Siege Drill 4
Artifact Creature
3/4
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
When Siege Drill leaves play, sacrifice a land.
Mascon Foreman 1RR
Creature - Dwarf Advisor
2/2
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
Whenever Mascon Foreman deals combat damage to a player, put a 1/1 red Dwarf creature token with burrow into play.
Tunneling Snatcher 4B
Creature - Horror
2/4
Burrow (Whenever this creature attacks, it can't be blocked this combat unless the defending player sacrifices a land.)
3B, T: Destroy target blocking creature without flying.
• Recent Card Ideas • My Drawings at DeviantArt
Seriously your black 3 drop is better than Hippie Specter.
I suggest you change it to them needing to tap an untapped land they control to block the tunneler.
BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
Also very flavorful; it really gets you to visualize the battlefield, with ground troops on the ground, fliers swooping overhead and tunnelers burrowing below - and anti-tunneler teams burrowing down to block!
I think Tunneling Snatcher's activated ability needs to be changed to fit in the color pie - white gets to destroy blocking creatures, not black.
Burrow (This creature can't be blocked unless defending player sacrifices a land.)
Your particular designs are thoughtful with the exception of perhaps the Foreman, which surely too pushed.
Ward (Spells your opponents control that target any permanents you control cost 1 more to cast.)
Ward (Whenever a permanent you control becomes the target of an opponent's spell or ability, counter it unless that player pays 1.)
I like the second version because it affects abilities as well (even triggered abilities), but it's longer.
I also considered extending the effect to yourself.
Ancient Anurid 3G
Creature - Frog Beast
3/4
Ward (Whenever a permanent you control becomes the target of an opponent's spell or ability, counter it unless that player pays 1.)
• Recent Card Ideas • My Drawings at DeviantArt
I actually love abilities that stack (like Exalted) but I'm not sure I'd want to play in games that had this happening on lots of permanents.
I do like your insane chipmunk avatar.
Transfer (Whenever a creature enters play, you may attach this to it.)
Sort of obsoleted by equipment, I guess, but let's say it's for 90s MTG.
Freed from Gravity 1U
Enchant Creature
Enchanted creature has flying.
Transfer (Whenever a creature enters play, you may attach this to it.)
Day Blindness 1W
Enchant Creature
Enchanted creature can't block and its abilities can't be activated during your turn.
Transfer (Whenever a creature enters play, you may attach this to it.)
Prosperous Legacy 3G
Enchant Creature
Whenever enchanted creature deals combat damage to a player, you may search your library for a card with the same name and put it into play, then shuffle your library.
Transfer (Whenever a creature enters play, you may attach this to it.)
Shared Blessing (When this enters play, if you cast it, you may search your library for a card with the same name and put it into play attached to a different target creature. Then shuffle your library.)
Prudence 1W
Enchant Creature
Enchanted creature has vigilance and "0: Return this creature to its owner's hand."
Shared Blessing (When this enters play, if you cast it, you may search your library for a card with the same name and put it into play attached to a different target creature. Then shuffle your library.)
Taste for Mayhem 4R
Enchant Creature
Enchanted creature gets +2/+2 and has menace.
Shared Blessing (When this enters play, if you cast it, you may search your library for a card with the same name and put it into play attached to a different target creature. Then shuffle your library.)
I think "Burrow" is a better name for it, actually. Thanks.
• Recent Card Ideas • My Drawings at DeviantArt
Concealed Weapon (This enters play with an equipment artifact token attached to it. The equipment has equip 1 and "Equipped creature gets +1/+0.")
I had the weapon giving +1/+1 for a while, but I went with +1/+0 to differentiate it a bit from +1/+1 counter mechanics.
Bane Alley Cutthroat 2B
Creature - Human Rogue
2/1
Concealed Weapon (This enters play with an equipment artifact token attached to it. The equipment has equip 1 and "Equipped creature gets +1/+0.")
Knife Slinger 4R
Creature - Viashino Rogue
3/3
Concealed Weapon (This enters play with an equipment artifact token attached to it. The equipment has equip 1 and "Equipped creature gets +1/+0.")
T, Unattach an equipment from Knife Slinger: Knife Slinger deals 1 damage to target creature or player.
Retaliate (T: This creature fights target creature that dealt combat damage to you this turn.)
Kind of a "can block anything" ability. They can also block normally and then retaliate (if they survive).
Crossbow Corps 2WW
Creature - Human Soldier
2/4
Retaliate (T: This creature fights target creature that dealt combat damage to you this turn.)
Totem Panther 1WG
Creature - Cat Spirit
3/2
Vigilance
Totem Panther can't block.
Retaliate (T: This creature fights target creature that dealt combat damage to you this turn.)
Sweet Vengeance B
Instant
Target creature gains lifelink and retaliate until end of turn. (It gains "T: This creature fights target creature that dealt combat damage to you this turn.")
Override (You may counter a spell with a lower converted mana cost. If you do, exile it, then return it to its owner’s hand at end of turn.)
Since there's less of a precedence for the Remand effect, I figured I could get away with spreading it to other colors in addition to blue... Thinking of red and maybe white. It could just return the spell to owner's hand like Remand does, but it seemed kinda lame if your opponent could just recast the spell again in the same turn, so I added the temporary exile clause. Can I just say "lower cost" instead of "lower converted mana cost"? Cascade's reminder text does something like that.
Resounding Epiphany 2U
Instant
Override (You may counter a spell with a lower converted mana cost. If you do, exile it, then return it to its owner’s hand at end of turn.)
Draw two cards, then discard two cards.
Sudden Eruption 2RR
Instant
Override (You may counter a spell with a lower converted mana cost. If you do, exile it, then return it to its owner’s hand at end of turn.)
Target player sacrifices an artifact, creature, or land.
(Edit: Cost adjustments.)
• Recent Card Ideas • My Drawings at DeviantArt
The weapon isn't very hidden, and the keyword is on the creature, not the equipment.
I like the idea, a good way to implement common equipment tokens. It would be more straightforward math to make the equipments +1/+1 though.
I don't like Retaliate. I don't understand the point of it. Is it just a mechanic to hose evasion?
You're venturing into dangerous territory with Override. A keyword that makes a spell into a counterspell (temporary, but very powerful) is ust asking for trouble.
You'll need to make these spells cost at least 2 more than the effect would cost normally to account for the option to use it as a counterspell as well.
That would put Resounding Epiphany at 4U and Sudden Eruption at 5R (based on Misguided Rage, +1 for instant).