Vik the SmallestW Legendary Creature - Kithkin Knight (R)
Vik the Smallest's power and/or toughness cannot be increased except by abilities of equipment attached to him
You may pay 0 rather than the equip cost for Equip abilities you control that target Vik the Smallest. 0/1
Arbuste, Grove GathererGG Legendary Creature - Ouphe Druid (R)
Arbuste, Grove Gatherer’s power and toughness are equal to the number of Druid creatures you control. G, T: Search your library for a Druid card and reveal that card. Shuffle your library, then put the card on top of it. */*
Lobsang, Will of the StonesRRR Legendary Creature - Human Monk (MR)
Haste, prowess
Whenever Lobsang, Will of the Stones deals combat damage to an opponent, you get an experience counter.
Whenever you deal noncombat damage to an opponent, tap X target lands they control, where X is equal to the number of experience counters you have. Lands tapped this way don't untap during their controller’s next untap step. 3/3
Fragment of the NightBBBB Legendary Creature - Spirit Demon (MR)
You have protection from Curses.
All auras you control and all aura cards you own not on the battlefield are curses in addition to their other types. Add "or player" to the enchant ability of those cards.
Once per turn during each opponent’s upkeep, that player may pay 3 life. If they do, they may attach a Curse on them onto an opponent. 4/4
TempusUUUUU Legendary Creature - Sphinx Incarnation (MR)
Flying
At the beginning of each player's upkeep, put a time counter on Tempus or remove one.
While Tempus has only one time counter on him, he gains "T: Scry 3."
While Tempus has only three time counters on him, he gains "Once per turn during a player's upkeep, you may reveal the top card of your library. If you do, you may cast it this turn as though it had flash." 5/5
La'a Mokupuni Legendary Land Creature - Island God (MR)
(T: Add U to your mana pool.)
La’a Mokupuni is not a creature while you control six or fewer islands.
La’a Mokupuni has Shroud while you control five or more islands.
Creatures you control have islandwalk. UUUU, Q: Until your next upkeep, target land is an island in addition to its other types. 7/4
Vik:
Keywords are abilities, so that is redundant.
I'm not sure its possible to have a card that has abilities, but can't gain other abilities. It's a rules headache.
Not sure that you can do that with a card. Can't gain power/toughness except from equipment. That would have to be phrased something like "Vik's power and/or toughness cannot be increased except by abilities of equipment attached to him."
And the equip ability would have to read "You may pay 0 rather than the equip cost for Equip abilities you control that target Vik."
Lobsang:
Since nothing normally untaps during the upkeep, preventing those lands from untapping during the next upkeep does nothing. Things untap during the Untap step.
The effect here is interesting. Wizards has been taking red land-disruption in this direction rather than just doing destruction, which opens up new design. But it's so new to me, that I don't really have a good handle on when it becomes overpowered.
Tempus:
"At the beginning of your upkeep, you may put a time counter on Tempus or remove a time counter from it." You can't stop short when writing out abilities like this, you need to spell it out all the way to the end, or else it doesn't function.
The second ability line doesn't make sense. No player is defined for the "that player's upkeep" reference. The ability is somehow phrased to be a static ability, but the effect cannot be a static effect, because Scry is an action. You need to make it either a triggered ability or an activated ability and define when it occurs or is allowed to occur.
The third ability line is literally nonfunctional. Unless an effect is revealing the top card of your library, it is in a hidden zone and cannot be cast or played. You cannot "play cards" as though they had flash, you can only "cast spells" as though they had flash, flash modifies the casting parameters for spells, it has no effect on other play actions, namely land plays.
Fragment:
Uhh...
Ok...
Well, I'm not sure that this does anything at all.
I think what you're trying to say is "All auras you control and all aura cards you own not on the battlefield are curses in addition to their other types. Add "or player" to the enchant ability of those cards." This MIGHT function, but what you're trying to do here is really off the deep end, so I'm really not sure, we need some really good rules wonks to take a look at it.
But other than auras that can already enchant players, auras don't affect players they're attached to. The effect of any aura is defined in the card text, and those cards' text always refers to the types that it can enchant, granting it the ability to enchant a player does not alter the card text to have an effect on that player.
Arbuste:
I get it, 1,2,3,4,5 mana costs. This one is grossly overcosted for its effect, unplayable really. If you put this at GG it would work.
The power and toughness are two values, so the line defining them would use "are" rather than "is"
Power/toughness variables are presented as asterisks (*), not Xs, as in Lord of Extinction and Scion of the Wild.
Tempus is feeling 1 free spell on commander. At each upkeep means 4 upkeeps on commander. Also maybe replace the once per turn limit with a T limit. Feels smoother (opinion) and would work well with U untap abilities.
Also playing the top card of your library would require (usually) an ability that allows you to reveal the top card or look at the top card of your library continuously. Scry might send all three cards down to bottom, leaving it all up to chance for you to play.
Fragment of Night - has me curious. Cant say enough but how about you and permanents you control. This seems to protect you own digs from being the targets of the enchanting chaos that will follow.
Arbuste - Druids are a weak tribe, most just tap for mana others just like search lands. There are very few niteworthy druids. Now to the point 5 CMC for maybe a 3/3 4/4 and in very very favorable setup above curve. He feels the weakest among yoir cycle.
I like your cycle idea however i think it would be nicer if it is in a WUBRG order or as i eould say reverse wubrg order. UUUUU then BBBB then RRR then GG then W.
The free spell flying guy is the strongest right now
The black guy is fine
The red guy is 3 CMC so your opponents can actually setup before you landlock them to death.
The green guy is 2 cmc because the druids he searches for are usually "setup mana dorks"
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MtG is where you can hate white players or black players, and still not be racist.
@saneatali: For Vik/Fragment/Arbuste, fixed them up properly.
For Fragment, I did what you, I'm also aware the Auras that would be attached to a player basically do nothing as it would be used in tandem with Curse of Misfortunes and Curse of Thirst.
For Lobsang, did the small tweak to him. Honestly I think there is potential for red with this newish mechanic for it to have a more controlling play style.
Liking the new mana costs, these definitely make more sense cost-wise.
All the abilities look functional now (other than getting the specific Magic rules legalese), and fair and balanced.
So long as you have a plan for Fragment of Night, it looks like it should work. Curse of Misfortunes and Curse of Thirst are good, but they might be too few to make it worth the complexity of the effect.
La'a:
Well, lands can't have casting costs, period. Dryad Arbor didn't do it to be cute, it's a rule. Lands are not spells and can never be cast.
I'd definitely suggest switching it around to be a land that animates above your threshold condition, Land Creatures are a bit of a snag in the rules.
Beyond that, La'a is a mighty powerful critter. Q abilities are always worryingly strong, and paired with a free T ability (better than free really, it costs -U) you can flip it on multiple times per turn. Not that that's a problem in this case. Actually the ability works extremely well in conjunction with La'a's other abilities. The card abilities are overall well thought out and quite Thassa-like.
@Sanetali: Removed the mana cost. I thought they could have one, my bad.
With La'a Mokupuni (Holy Island) I wanted to design something similar to the Theros gods where they could "hide/sleep". However I didn't want to give him indestructible like the Amonkhet or Theros gods as it felt like overkill. Seeing as how it would spend most of its time as a land, that targeted land destruction is rare and mass land destruction is even rarer.
La'a Mokupuni I been working on longer than the cycle. One of the main inspirations, mechanically, is Patron of the Moon as I run a commander deck that enjoys land bouncing. So stuff like Fathom Seer, Tidal Bore, Oboro Envoy and now Kefnet the Mindful would be really synergestic with it. As they could either turn it into a noncreature by lowering him down to its six or under threshold or just bounce it back to your hand as they can sneak past its shroud he might have if it has five and under threshold.
There's no reason it can't work in the way Theros gods do, but as a land (this is the way you have it, just re-stating it).
The issues I've been having are in regards to the abilities. The text box gets pretty cramped, between the mana ability, animation ability, two static abilities, and activated ability.
I've been tinkering with the concept, and I cannot justify allowing it to enter the battlefield untapped, that's treading into "better than a basic" territory, even with the limits of being legendary.
Some time ago, someone proposed an Exploration mechanic, in which lands become 'explored' (mechanically like Monstrous) by the ability, and effects are gained.
I think that that mechanic would be interesting to combine with your concept, but am running into the problem of text space. If the animation condition is tied to explored lands, then it would be prudent to put the explore ability on the card itself, so it isn't totally dependent on support to function. But explore doesn't do anything on its own, so that eats up even more text space making the card interesting to play.
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Legendary Creature - Kithkin Knight (R)
Vik the Smallest's power and/or toughness cannot be increased except by abilities of equipment attached to him
You may pay 0 rather than the equip cost for Equip abilities you control that target Vik the Smallest.
0/1
Legendary Creature - Ouphe Druid (R)
Arbuste, Grove Gatherer’s power and toughness are equal to the number of Druid creatures you control.
G, T: Search your library for a Druid card and reveal that card. Shuffle your library, then put the card on top of it.
*/*
Legendary Creature - Human Monk (MR)
Haste, prowess
Whenever Lobsang, Will of the Stones deals combat damage to an opponent, you get an experience counter.
Whenever you deal noncombat damage to an opponent, tap X target lands they control, where X is equal to the number of experience counters you have. Lands tapped this way don't untap during their controller’s next untap step.
3/3
Legendary Creature - Spirit Demon (MR)
You have protection from Curses.
All auras you control and all aura cards you own not on the battlefield are curses in addition to their other types. Add "or player" to the enchant ability of those cards.
Once per turn during each opponent’s upkeep, that player may pay 3 life. If they do, they may attach a Curse on them onto an opponent.
4/4
Legendary Creature - Sphinx Incarnation (MR)
Flying
At the beginning of each player's upkeep, put a time counter on Tempus or remove one.
While Tempus has only one time counter on him, he gains "T: Scry 3."
While Tempus has only three time counters on him, he gains "Once per turn during a player's upkeep, you may reveal the top card of your library. If you do, you may cast it this turn as though it had flash."
5/5
Legendary Land Creature - Island God (MR)
(T: Add U to your mana pool.)
La’a Mokupuni is not a creature while you control six or fewer islands.
La’a Mokupuni has Shroud while you control five or more islands.
Creatures you control have islandwalk.
UUUU, Q: Until your next upkeep, target land is an island in addition to its other types.
7/4
Keywords are abilities, so that is redundant.
I'm not sure its possible to have a card that has abilities, but can't gain other abilities. It's a rules headache.
Not sure that you can do that with a card. Can't gain power/toughness except from equipment. That would have to be phrased something like "Vik's power and/or toughness cannot be increased except by abilities of equipment attached to him."
And the equip ability would have to read "You may pay 0 rather than the equip cost for Equip abilities you control that target Vik."
Lobsang:
Since nothing normally untaps during the upkeep, preventing those lands from untapping during the next upkeep does nothing. Things untap during the Untap step.
The effect here is interesting. Wizards has been taking red land-disruption in this direction rather than just doing destruction, which opens up new design. But it's so new to me, that I don't really have a good handle on when it becomes overpowered.
Tempus:
"At the beginning of your upkeep, you may put a time counter on Tempus or remove a time counter from it." You can't stop short when writing out abilities like this, you need to spell it out all the way to the end, or else it doesn't function.
The second ability line doesn't make sense. No player is defined for the "that player's upkeep" reference. The ability is somehow phrased to be a static ability, but the effect cannot be a static effect, because Scry is an action. You need to make it either a triggered ability or an activated ability and define when it occurs or is allowed to occur.
The third ability line is literally nonfunctional. Unless an effect is revealing the top card of your library, it is in a hidden zone and cannot be cast or played. You cannot "play cards" as though they had flash, you can only "cast spells" as though they had flash, flash modifies the casting parameters for spells, it has no effect on other play actions, namely land plays.
Fragment:
Uhh...
Ok...
Well, I'm not sure that this does anything at all.
I think what you're trying to say is "All auras you control and all aura cards you own not on the battlefield are curses in addition to their other types. Add "or player" to the enchant ability of those cards." This MIGHT function, but what you're trying to do here is really off the deep end, so I'm really not sure, we need some really good rules wonks to take a look at it.
But other than auras that can already enchant players, auras don't affect players they're attached to. The effect of any aura is defined in the card text, and those cards' text always refers to the types that it can enchant, granting it the ability to enchant a player does not alter the card text to have an effect on that player.
Arbuste:
I get it, 1,2,3,4,5 mana costs. This one is grossly overcosted for its effect, unplayable really. If you put this at GG it would work.
The power and toughness are two values, so the line defining them would use "are" rather than "is"
Power/toughness variables are presented as asterisks (*), not Xs, as in Lord of Extinction and Scion of the Wild.
Lobsang seems pretty annoying but fine.
Tempus is feeling 1 free spell on commander. At each upkeep means 4 upkeeps on commander. Also maybe replace the once per turn limit with a T limit. Feels smoother (opinion) and would work well with U untap abilities.
Also playing the top card of your library would require (usually) an ability that allows you to reveal the top card or look at the top card of your library continuously. Scry might send all three cards down to bottom, leaving it all up to chance for you to play.
Fragment of Night - has me curious. Cant say enough but how about you and permanents you control. This seems to protect you own digs from being the targets of the enchanting chaos that will follow.
Arbuste - Druids are a weak tribe, most just tap for mana others just like search lands. There are very few niteworthy druids. Now to the point 5 CMC for maybe a 3/3 4/4 and in very very favorable setup above curve. He feels the weakest among yoir cycle.
I like your cycle idea however i think it would be nicer if it is in a WUBRG order or as i eould say reverse wubrg order.
UUUUU then BBBB then RRR then GG then W.
The free spell flying guy is the strongest right now
The black guy is fine
The red guy is 3 CMC so your opponents can actually setup before you landlock them to death.
The green guy is 2 cmc because the druids he searches for are usually "setup mana dorks"
For Fragment, I did what you, I'm also aware the Auras that would be attached to a player basically do nothing as it would be used in tandem with Curse of Misfortunes and Curse of Thirst.
For Lobsang, did the small tweak to him. Honestly I think there is potential for red with this newish mechanic for it to have a more controlling play style.
Also add La'a Mokupuni at the bottom of the post.
Thank you for the assistance.
All the abilities look functional now (other than getting the specific Magic rules legalese), and fair and balanced.
So long as you have a plan for Fragment of Night, it looks like it should work. Curse of Misfortunes and Curse of Thirst are good, but they might be too few to make it worth the complexity of the effect.
La'a:
Well, lands can't have casting costs, period. Dryad Arbor didn't do it to be cute, it's a rule. Lands are not spells and can never be cast.
I'd definitely suggest switching it around to be a land that animates above your threshold condition, Land Creatures are a bit of a snag in the rules.
Beyond that, La'a is a mighty powerful critter. Q abilities are always worryingly strong, and paired with a free T ability (better than free really, it costs -U) you can flip it on multiple times per turn. Not that that's a problem in this case. Actually the ability works extremely well in conjunction with La'a's other abilities. The card abilities are overall well thought out and quite Thassa-like.
With La'a Mokupuni (Holy Island) I wanted to design something similar to the Theros gods where they could "hide/sleep". However I didn't want to give him indestructible like the Amonkhet or Theros gods as it felt like overkill. Seeing as how it would spend most of its time as a land, that targeted land destruction is rare and mass land destruction is even rarer.
La'a Mokupuni I been working on longer than the cycle. One of the main inspirations, mechanically, is Patron of the Moon as I run a commander deck that enjoys land bouncing. So stuff like Fathom Seer, Tidal Bore, Oboro Envoy and now Kefnet the Mindful would be really synergestic with it. As they could either turn it into a noncreature by lowering him down to its six or under threshold or just bounce it back to your hand as they can sneak past its shroud he might have if it has five and under threshold.
There's no reason it can't work in the way Theros gods do, but as a land (this is the way you have it, just re-stating it).
The issues I've been having are in regards to the abilities. The text box gets pretty cramped, between the mana ability, animation ability, two static abilities, and activated ability.
I've been tinkering with the concept, and I cannot justify allowing it to enter the battlefield untapped, that's treading into "better than a basic" territory, even with the limits of being legendary.
Some time ago, someone proposed an Exploration mechanic, in which lands become 'explored' (mechanically like Monstrous) by the ability, and effects are gained.
I think that that mechanic would be interesting to combine with your concept, but am running into the problem of text space. If the animation condition is tied to explored lands, then it would be prudent to put the explore ability on the card itself, so it isn't totally dependent on support to function. But explore doesn't do anything on its own, so that eats up even more text space making the card interesting to play.