Meditate (At the beginning of your end step, you may tap this to choose one of the following effects among permanents you control with meditate.)
So you can get multiple meditation options out of it if you're willing to keep some of your dudes untapped.
I think this is a good idea. It lets you be a little less conservative with meditate effects, and the reminder text is a lot clearer (although it could still maybe use some polish - 'one of the following effects among permanents you control with meditate' is a bit weird.)
----------------------
On an unrelated note, some friends and I were playing around with further uses of Charge. I'm gonna put them here for now, although I might split them off into another thread at some point. I'm really proud of Charge and think I'll be playing with it a fair while.
Aetherflux Obelisk1UR
Creature - Construct Weird {U}
Defender, flying
When Aetherflux Obelisk enters the battlefield, if it was charged, you may switch its power and toughness until end of turn. It can attack as if it didn't have defender this turn and gains haste until end of turn.
Charge UR(UR: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
1/5
Resonance Spark1R
Creature - Elemental {U}
Trample, haste
When Resonance Spark enters the battlefield, if it was charged, it gets +3/+0 until end of turn.
At the beginning of the end step, sacrifice Resonance Spark.
Charge 1R(1R: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
3/1
Consume Aether1UU
Instant {U}
If it was charged, Consume Aether costs 1 less and can't be countered.
Counter target spell.
Charge 1U(1U: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
Aether Strike1R
Sorcery {U}
Target creature gets +2/+0 and first strike until end of turn.
When you charge Aether Strike, target creature can't block this turn.
Charge 1R(1R: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
Cunning InsightU
Instant {U}
Draw a card.
When you charge Cunning Insight, draw a card.
Charge 2U(2U: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
Chronal Loop1U
Instant ( R )
Put Chronal Loop into its owner’s hand.
When you charge Chronal Loop, tap target creature. It doesn’t untap during its controller’s next untap step.
Charge 2UU(2UU: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
Private Mod Note
():
Rollback Post to RevisionRollBack
Call me Fortuna, please. Ms. Imperatrix Mundi is the empress of the world.
Hooo boy. New round, new rejects - and this one was difficult, so there's a fair number of rejects. Here we go...
First up, I had to design a White Mythic in the style of Fifth Dawn, although as you can see I got the wrong colour first go around. My biggest challenge with this one was finding a design that wasn't just Mirran, but specifically resonant with Fifth Dawn.
Tanglechild4G
Creature - Elemental (MR)
Tanglechild enters the battlefield with a +1/+1 counter for each color of mana spent to cast it.
Remove a +1/+1 counter from Tanglechild: Add one mana of any color to your mana pool. WUBRG, T: Put five +1/+1 counters on Tanglechild.
2/2
Mycosynth Shroud2WW
Enchantment (MR)
Creatures you control are artifacts in addition to their other types. 3W: Permanents you control become colorless artifacts and lose all other types and abilities until end of turn.
Five Suns’ Radiance2W
Enchantment (R)
Equipment spells you cast have Sunburst.
Equipment you control has “Equipped creature gets +1/+1 for each charge counter on this permanent”.
Endless Renewal3WW
Enchantment (MR)
At the beginning of your end step, return all creatures and equipment with CMC 3 or less from your graveyard to the battlefield under your control. Attach each equipment returned this way to a creature you control.
And my actual entry for this section:
Myr Infestation2WW
Enchantment (MR)
Whenever a nontoken permanent you control dies, create a number of colorless 1/1 Myr artifact creature tokens equal to the number of counters on that permanent when it died. WUBRG: Put a +1/+1 counter on up to five target creatures.
But we're not done yet. Now a Blue Mythic from Planeshift, which oddly enough is a set I'm reasonably familiar with. My mandate was obvious here - I needed something mono-blue that wanted you to be playing white and black. Planeshift means non-mana kicker costs, so sacrificing lands seemed an easy way to go, and here we are:
Ocean Elemental5UU
Creature - Elemental (MR)
Kicker—Sacrifice a plains and a swamp.
Hexproof
When ~ enters the battlefield, if it wasn’t kicked, draw three cards. Otherwise, destroy all other creatures.
4/6 The ocean can be a calm for contemplation, or a source of unfathomable destruction.
Next up a Black Mythic from Betrayers of Kamigawa, which turned out to be really easy - big flashy ninja. No rejects here, just my entry:
Yorumi, Night's Grasp4BB
Legendary Creature - Human Ninja (MR)
Ninjutsu 2BB(2BB, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Creature cards in your hand have ninjutsu 2B.
Whenever a ninja you control is put into your hand from the battlefield, target creature gets -1/-1 until end of turn.
4/3
Almost there. Now a Red Mythic from Judgement, which took me into the unfamiliar territory of Odyssey block. Graveyard-matters seemed obvious, but it took me a bit to settle on the specific form.
Ritualist of the Open Mind3RR
Creature - Human Shaman (MR)
Whenever you cast a spell, discard your hand and draw that many cards.
Threshold - Draw that many cards plus one instead if there are seven or more cards in your graveyard.
4/2
Grave Mayhem4RR
Sorcery (MR)
Sacrifice all permanents you control. Shuffle your graveyard. Put the top X permanent cards from your graveyard into play, where X is the number of permanents you sacrificed.
My entry:
Flames of Progress3RR
Sorcery (MR)
Exile X cards from the top of your library, where X is the number of cards in your graveyard. Until the end of your next turn you may play cards exiled this way.
And finally, a Green Mythic from Scourge. My entry for this section was obvious, if only because I could not resist the challenge of doing a good Storm card:
Unstoppable Charge3GG
Sorcery (MR)
Creatures you control get +1/+1 and gain trample and haste until end of turn.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Private Mod Note
():
Rollback Post to RevisionRollBack
Call me Fortuna, please. Ms. Imperatrix Mundi is the empress of the world.
This is a really flavorful batch. I especially like Shroud, Radiance, Mayhem, and Charge.
Tanglechild could just have the sunburst keyword. Ritualist and Flames are cool, but red wasn't really doing stuff like that back then. (Not sure if that matters for the contest or not.) It's also kind of weird that Mayhem lets you get back enchantments.
***
Going back to mediate for a second, I think the following might be a good way to get the effect/wording to work:
Meditate- At the beginning of your end step, you may tap any number of untapped creatures you control. If you do, (effect) for each creature you tapped this way.
Private Mod Note
():
Rollback Post to RevisionRollBack
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Meditate (At the beginning of your end step, you may tap this to choose one of the following effects among permanents you control with meditate.)
So you can get multiple meditation options out of it if you're willing to keep some of your dudes untapped.
I think this is a good idea. It lets you be a little less conservative with meditate effects, and the reminder text is a lot clearer (although it could still maybe use some polish - 'one of the following effects among permanents you control with meditate' is a bit weird.)
----------------------
On an unrelated note, some friends and I were playing around with further uses of Charge. I'm gonna put them here for now, although I might split them off into another thread at some point. I'm really proud of Charge and think I'll be playing with it a fair while.
Aetherflux Obelisk 1UR
Creature - Construct Weird {U}
Defender, flying
When Aetherflux Obelisk enters the battlefield, if it was charged, you may switch its power and toughness until end of turn. It can attack as if it didn't have defender this turn and gains haste until end of turn.
Charge UR (UR: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
1/5
Resonance Spark 1R
Creature - Elemental {U}
Trample, haste
When Resonance Spark enters the battlefield, if it was charged, it gets +3/+0 until end of turn.
At the beginning of the end step, sacrifice Resonance Spark.
Charge 1R (1R: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
3/1
Consume Aether 1UU
Instant {U}
If it was charged, Consume Aether costs 1 less and can't be countered.
Counter target spell.
Charge 1U (1U: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
Aether Strike 1R
Sorcery {U}
Target creature gets +2/+0 and first strike until end of turn.
When you charge Aether Strike, target creature can't block this turn.
Charge 1R (1R: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
Cunning Insight U
Instant {U}
Draw a card.
When you charge Cunning Insight, draw a card.
Charge 2U (2U: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
Chronal Loop 1U
Instant ( R )
Put Chronal Loop into its owner’s hand.
When you charge Chronal Loop, tap target creature. It doesn’t untap during its controller’s next untap step.
Charge 2UU (2UU: Exile this card from your hand. You may cast it as long as it remains exiled. Charge only as a sorcery.)
I had the same idea after I finally went to bed last night. It evokes the creature meditating as opposed to the flavor. Makes it stronger.
First up, I had to design a White Mythic in the style of Fifth Dawn, although as you can see I got the wrong colour first go around. My biggest challenge with this one was finding a design that wasn't just Mirran, but specifically resonant with Fifth Dawn.
Tanglechild 4G
Creature - Elemental (MR)
Tanglechild enters the battlefield with a +1/+1 counter for each color of mana spent to cast it.
Remove a +1/+1 counter from Tanglechild: Add one mana of any color to your mana pool.
WUBRG, T: Put five +1/+1 counters on Tanglechild.
2/2
Mycosynth Shroud 2WW
Enchantment (MR)
Creatures you control are artifacts in addition to their other types.
3W: Permanents you control become colorless artifacts and lose all other types and abilities until end of turn.
Five Suns’ Radiance 2W
Enchantment (R)
Equipment spells you cast have Sunburst.
Equipment you control has “Equipped creature gets +1/+1 for each charge counter on this permanent”.
Endless Renewal 3WW
Enchantment (MR)
At the beginning of your end step, return all creatures and equipment with CMC 3 or less from your graveyard to the battlefield under your control. Attach each equipment returned this way to a creature you control.
And my actual entry for this section:
Myr Infestation 2WW
Enchantment (MR)
Whenever a nontoken permanent you control dies, create a number of colorless 1/1 Myr artifact creature tokens equal to the number of counters on that permanent when it died.
WUBRG: Put a +1/+1 counter on up to five target creatures.
But we're not done yet. Now a Blue Mythic from Planeshift, which oddly enough is a set I'm reasonably familiar with. My mandate was obvious here - I needed something mono-blue that wanted you to be playing white and black. Planeshift means non-mana kicker costs, so sacrificing lands seemed an easy way to go, and here we are:
Ocean Elemental 5UU
Creature - Elemental (MR)
Kicker—Sacrifice a plains and a swamp.
Hexproof
When ~ enters the battlefield, if it wasn’t kicked, draw three cards. Otherwise, destroy all other creatures.
4/6
The ocean can be a calm for contemplation, or a source of unfathomable destruction.
Next up a Black Mythic from Betrayers of Kamigawa, which turned out to be really easy - big flashy ninja. No rejects here, just my entry:
Yorumi, Night's Grasp 4BB
Legendary Creature - Human Ninja (MR)
Ninjutsu 2BB (2BB, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Creature cards in your hand have ninjutsu 2B.
Whenever a ninja you control is put into your hand from the battlefield, target creature gets -1/-1 until end of turn.
4/3
Almost there. Now a Red Mythic from Judgement, which took me into the unfamiliar territory of Odyssey block. Graveyard-matters seemed obvious, but it took me a bit to settle on the specific form.
Ritualist of the Open Mind 3RR
Creature - Human Shaman (MR)
Whenever you cast a spell, discard your hand and draw that many cards.
Threshold - Draw that many cards plus one instead if there are seven or more cards in your graveyard.
4/2
Grave Mayhem 4RR
Sorcery (MR)
Sacrifice all permanents you control. Shuffle your graveyard. Put the top X permanent cards from your graveyard into play, where X is the number of permanents you sacrificed.
My entry:
Flames of Progress 3RR
Sorcery (MR)
Exile X cards from the top of your library, where X is the number of cards in your graveyard. Until the end of your next turn you may play cards exiled this way.
And finally, a Green Mythic from Scourge. My entry for this section was obvious, if only because I could not resist the challenge of doing a good Storm card:
Unstoppable Charge 3GG
Sorcery (MR)
Creatures you control get +1/+1 and gain trample and haste until end of turn.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Tanglechild could just have the sunburst keyword. Ritualist and Flames are cool, but red wasn't really doing stuff like that back then. (Not sure if that matters for the contest or not.) It's also kind of weird that Mayhem lets you get back enchantments.
***
Going back to mediate for a second, I think the following might be a good way to get the effect/wording to work:
Meditate- At the beginning of your end step, you may tap any number of untapped creatures you control. If you do, (effect) for each creature you tapped this way.