Neurohacker2UU
Creature - Human (R)
Whenever a player looks at the top card of his or her library, you may force that player to reshuffle his or her library.
2/3 Scrambling electrical signals is easy; it's putting them back together that's the hard part.
sigh...winterspring, here is a card for you. I didn't realize how much had happened when I saw your challenge, so here is this card: Deus, the Many Deaths - 1WGB
Legendary Creature - Vampire
Whenever a player plays a non-creature spell, that player sacrifices a non-land permanent. For change to exist, the old must wither away.
5/5
and now for something completely different
Mabbergrib, the Thinker - 3UR
Legendary Creature - Human Wizard
Whenever you play an instant or sorcery card, discard your hand and draw two cards. "GENIUS!"
3/4
Ink-Treader: Yeah, this land is definitely build-around-me, but you can always just say "whatever" and stick it in any BW deck without any additional synergies. Skill-intensive lands exist, but they are worthless without proper deck(hideaway).
SNL: The only skill required with this card is the skill of staying away from it. It kinda reads "choose one - you lose one draw; or make your topdeck worse when you draw this card".
WSpring: It's okay. Requires thinking from both you and opponent, that's good. Probably plays like weird UB Giant Growth most of the time. And one more thing - Jesus Christ superstar on a stick that's undercosted.
AI: Nice. So fitting in color pie it hurts.
TMCT: Drugs are bad. Do these people have any semblance of Personal Responsibility? Also, rea-a-ally like the flavor of this card. It's probably even playable!
AA: Swansongy. If not for Theros card could totally win, but I've already seen it.
MDenham: Stonehewer ain't got nothing on this guy. Also, good luck weilding all of the five swords and insta-winning. But, yet again, flavor is cool.
Avatarz: Undercosted, but printable. Maybe. It fits both challeneges, so - bonus points.
LnGrrrR: One of that cards you will never play but wish it were good enough that you could.
Kage: That guy needs a deck and someone will make that deck.
WINNER: The Most Curious Thing.
CHALLENGE: A block in space retaining MtG flavor
Private Mod Note
():
Rollback Post to RevisionRollBack
Wizards can start putting booster packs inside dog poo and dog owners will still complain.
Rocket Man(U/R)(U/R)
Creature - Human Cosmonaut (C)
R: ~ gains first strike until end of turn.
U: ~ gains flying until the end of turn.
2/2
"When phyrexians attack in space- no one can hear you scream."
The Brothers of Ceron otherwise known as the Stewards of the Pureflame, seeks to attain enlightenment and help (read: force) others to find it too. An order of Monks, Clerics, and the occasional Wizard, the Brotherhood is primarily human, but has adopted many souls into the faith ranging from mighty giants to humble spirits. Just as fire can bring both warmed and destruction those who walk the path of the pureflame often find that their passion for virtue can overwhelm, meditation and balance are the chief teachings of the faith to learn to control the power that they have attained. Whilst never an instigator, the brotherhood never can turn a blind eye to oppression or subjugation, and will smite those who wrong another, be it one of their own or a stranger to the faith.
My Faith. My Passion. My Guild.
Guild Mechanic: Meditation
The Brothers of Ceron have many skills, but one of their greatest is their ability to center. Meditation is a keyword that allows the disciplined followers of the Pureflame to focus their power and become stronger. When a creature with meditate doesn't attack or block it gets a +1/+1 counter, and by continuing to abstain from violence one can amass power many have never dreamed of. But these monks know that power is fleeting, for as soon as they loose their stored energy on a foe if leaves them and all +1/+1 counters are removed.
Ceron Ascendent :2mana::symr::symw::symw:
Creature - Rhino Monk (R)
Double strike, lifelink
Ceron Ascendent's power is equal to 1 plus the amount of life you've gained this turn.
1+*/5
Pureflame Acolyte :1mana::symr::symw:
Creature - Human Cleric (U)
Haste
:symtap:: Prevent the next 1 damage that would be dealt to target creature this turn. Whenever damage is prevented in this way, Pureflame Acolyte deals that much damage to that damage's source or its controller. Never before has the line between serenity and zealotry seemed so thin.
2/1
Sister of the Pureflame :symr::symw:
Creature - Human Monk (C)
Meditation (At the end each turn if Sister of the Pureflame didn't attack or block, put a +1/+1 counter on it, otherwise remove all +1/+1 counters from it)
1/1
Well this is challenging... I keep thinking about those darn guild philosophies...
The Hulinin Dispensary is the backbone of charity. No one is really sure how they manage to keep providing their invaluable services. Some think that perhaps they have a wealthy benefactor. Some say they are simple miracle workers. Whatever the case may be, they're well respected for their work... and much feared for their zeal. Standing in the way of their noble cause is the surest path to never standing again.
Final Act - Whenever this permanent is put into a graveyard from the battlefield, you may exile it and pay <cost>. If you do, <stuff>.
Hulinin Healer1GW
Creature - Human Cleric (U)
Lifelink T: Any number of target players each gain 2 life. You gain 1 life for each other player that gained life this way. "Is there any reward greater than helping others?"
2/2
New Purpose3WW
Enchantment - Aura (R)
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, enchanted creature's controller gains 2 life. Final Act - Whenever New Purpose is put into your graveyard from the battlefield, you may exile it and pay WW. If you do, exile target creature. "Come with us, and you can make this world a better place."
-Dulorn
Dulorn, Thaumaturge1GGWW
Legendary Creature - Elf Cleric (M)
Whenever a permanent or spell you control becomes the target of a spell or ability you don't control, you may exile a permanent that spell or abilty's controller controls. Final Act - Whenever Durlorn, Thaumaturge is put into a graveyard from the battlefield, you may exile it and pay 1GW. If you do, permanents you control gain hexproof and indestructible. "We have a noble mission, and those who would oppose it must be removed for the good of this world."
3/3
Pious VolunteerW
Creature - Human (C) Final Act - Whenever Pious Volunteer is put into a graveyard from the battlefield, you may exile it and pay W. If you do, you gain 3 life. Much of the Dispensary's ranks are made up of volunteers who want to make a difference in the lives of others.
1/1
Roaming Spellbreaker1GG
Creature - Elf Druid (C)
Protection from artifacts and enchantments Final Act - Whenever Roaming Spellbreaker is put into a graveyard from the battlefield, you may exile it and pay 1G. If you do, destroy target artifact or enchantment.
2/3
Noble Sacrifice2GW
Enchantment (R)
Whenever a spell, ability, or creature an opponent controls causes a creature you control to die or become exiled, you gain life equal to that creature's power and draw a card. "We must do more than shelter the downtrodden; we must fight to the death for them!"
-Dulorn
Hulinin Guildmage :symgw::symgw:
Creature - Elf Cleric (U) 1G: Target permanent gains hexproof until end of turn. 2W: Prevent the next 3 damage that would be dealt to target creature this turn. "Preventing harm goes a long ways towards saving lives."
Pure Aegis2WW
Instant (U)
Prevent all damage that would be dealt this turn. Whenever damage is prevented this way, you gain that much life.
A shift from communist utopianisn to anti-nihilism and altruism. Also, wow, I feel like I recreated the Boros Legion in GW... but that's probably just me.
IIW: The fall of an empire... or choose one from my sig.
Risker of Fortunes2BR
Legendary Creature - Human(M)
Pay 2 life, T: Name a card type. Both players reveal the top card of their deck. If it is the named card type, each player may take that card into hand.
2/2 Sometimes you gotta take risks.
I always wanted Wizards to explore the "merchant" aspect of black. I think most successful capitalists would be be very black in nature. Red joins to signify those willing to take risks to make money.
Harbinger of GargantuansRG
Creature — Human Shaman [R]
Haste
:symtap:: Add RG to your mana pool. Spend this mana only to cast creature spells with power 5 or greater.
2/1
IIW: Innovative, non-color pie obliterating use of phybrid
Diplomatic Vessel :2mana::symw::symu:
Artifact - Vessel
Boarding creatures have +1/+1 and Lifelink.
At the beginning of your end step, if you gained 7 or more life this turn, draw a card.
Board (Target creature you control stops boarding Vessels and boards this Vessel. Board only as a sorcery.)
Arc Reactor2UR Creature - Weird [R]
Spells that target Arc Reactor cost 2 less to cast.
Whenever you cast an instant or sorcery that targets Arc Reactor, you may copy that spell for any
number of target creatures you control. Each copy targets a different creature you control.
2/3
Genesis Engine2GU
Artifact (R)
When Genesis Engine enters the battlefield, you may exile a sorcery card with converted mana cost 2 or less from your hand.
Whenever you cast a creature spell, copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Still cares about creatures, but uses them as a vehicle for magical workings instead of an end in themselves.
they kinda did this challenge themselves if you pay attention to return to ravnica. Some of the guilds stayed the same, but others, like the Simic, changed a bit. The simic became conservationists, and the boros became much more aggresive, and less about keeping the peace.(although, honestly, they were probably faster in old rav)
The easiest for me to do would probably be Simic because I've always considered those my colors in magic, and together as often as possible please, and thank you. But I'm not going Simic. I'm going Rakdos, with a merchant spin on it. The reason for this is simple.
I think red gets "crazy" flavor too often, and honestly it's always aggravated me a little, not because I dislike Rakdos(I'm running a standard rakdos build now) but because it feels a bit like a missed opportunity. Orzhov is the loan shark guild, but red/black is a very entrepreneurial combination. It's ambition combined with passion in the right light, and that combination of factors doesn't lead to crazy all the time. This red/black "guild" comes from the desert, and represents merchant lords who now control their realm with money and power, leading to battles amongst themselves. I'm going to call them the Zineer.
Zineerian Trader Lord - 2RB
Creature - Human Rogue(R) RB, Sacrifice a creature you own: Untap and gain control of target creature until end of turn. That creature gains haste. "I'm in the business of trading lives"
3/3
Zineerian Slave Keeper - RB
Creature - Human Rogue(U)
:T:: ~ deals 1 damage to each other creature you control, and 1 damage to target creature an oppoent controls. Creatures dealt damage by ~ have haste until end of turn.
1/2
Zineerian Slave - RB
Creature - Zombie(C) "With the right concoction, any man can be made loyal." - Zhimru, Merchant High Lord
3/2
Zhimru, Merchant High Lord - 3RB
Legendary Creature - Human Rogue(M)
Whenever you draw a card, reveal it.
If the revealed card is a creature card, then ~ deals X damage, divided as you choose, to any number of target creatures or players, where X is the converted mana cost of the revealed card. 1R, discard a card: Draw a Card.
3/3
This is an outline of philosophy. Haven't created a keyword, but I can. Let me know if that would be required.
Bodysculptor Shaman1GU
Creature - Minotaur shaman (U)
Whenever a creature enters the battlefield under your control, if Bodysculptor Shaman is unbound you may bind it to that creature. (Bound creatures are considered one creature, abilities and p/t combine)
2/2
Dawn of a New Reality :2mana::symw::symb:
Enchantment (R)
Angel creatures you control get +0/+3.
Demon creatures you control get +3/+0.
Non-Angel, non-Demon creatures get -1/-1. "Prostrate yourselves in the face of the future."
Orzhovan LightbringerWB
Creature - Human Cleric (U)
Sacrifice another non-Angel, non-Demon creature you control, :symtap:: Regenerate target Angel or Demon.
2/2 "There is no greater honor than to give of yourself. Your whole self."
Eversong Angel2WW
Creature - Angel (M)
Flying, first strike Morbid - :symw:: Return this creature from your graveyard to your hand. Activate this ability only if a non-Angel creature died this turn.
5/5 "Like the roiling clouds they descend from, the Angels always return."
Deathstorm Demon2BB
Creature - Demon (M)
Flying Morbid - :symb:: Destroy target creature you don't control. Activate this ability only if a non-Demon creature died this turn.
4/4 "Like the seething darkness they emerge from, the Demons completely consume."
Light Signet2
Artifact Equipment (C)
Equipped creature is an Angel and gains first strike.
Equip
Dark Signet2
Artifact Equipment (C)
Equipped creature is a Demon and gains deathtouch.
Equip
Orzhov is now truly devoted to higher powers, rather than using religion as a veneer to illicit personal gain. Nothing is out of bounds when displaying devotion to the higher powers. The higher powers aren't very nice, though.
The idea is that you can leave creatures weak and non-Angel/non-Deamon, and use them for utility, or you can Angelify/Demonify them and they gain all the boons that Angels and Demons enjoy, but htey can no longer be used for anything other than what they are.
they kinda did this challenge themselves if you pay attention to return to ravnica. Some of the guilds stayed the same, but others, like the Simic, changed a bit. The simic became conservationists, and the boros became much more aggresive, and less about keeping the peace.(although, honestly, they were probably faster in old rav)
I disagree entirely. The guilds in RTR were by and large the same (and by design; cf. Maro's shuffle the watermark cards together comments), which is one reason I didn't care for the block conceptually (but it was great in execution). Simic is perhaps the only exception, and that was the guild that was touted/hyped as being radically different in the months before GTC, and the change was far from radical. Other guilds (Rakdos is the first to come to mind) were just caricatures of the original guild.
Sorry, kind of rambly, have to leave four minutes ago, judgins' later.
The Vindri Parliament serve as judges, jury, and executioners. The masked members of the Vindri Parliament create laws with infallible logic, and unquestionable cruelty. When an individual is in violation of these laws they will quickly find themselves missing, tried in a courtroom they will never remember and trapped in a prison they will never forget. This practice has given this guild the moniker 'The Hidden Court' and has cultivated a sense of fear in the city. 'May you not see them for a year' is a common blessing when a loved one is missing, for if you see them sooner they will likely be a limp corpse on the Wall of Atonement.
My Directive. My Justice. My Guild.
Guild Mechanic: Imprison
Imprison is a keyword action that happens when a creature does something that is deemed a crime by the Vindri. To imprison a creature simply exile it, and after it serves its sentence it comes back into play at the end of its owner's next turn. But wrong doers be wary, there are plenty of ways for the Vindri to punish you for your crimes, and not everyone comes back.
Masked Executioner :1mana::symu::symb:
Creature - Human Assassin (R)
:1mana::symu::symb:, :symtap:: Destroy target creature that entered the battlefield this turn. The masked man that stands atop the Wall of Atonement is shrouded in rumors. Many say that he can't be killed, while other believe that each memeber of the hidden court don the mask in turn, while other still whisper that he isn't a man at all.
2/2
Wall of Atonement
Land (R)
As Wall of Atonement enters the battlefield, sacrifice an untapped land.
:symtap:: Add :symu::symb: to your mana pool.
Search :1mana::symb:
Sorcery (U)
Search the top five cards of your library for a card and put that card into your hand. Then shuffle your library.
/Fuse/ Seizure :3mana::symu:
Sorcery (U)
Gain control of target creature if its converted mana cost is less than or equal to the number of cards in your hand. (This effect lasts indefinitely.)
Vindri Enforcer :symu::symb:
Creature - Human Rouge (C)
Whenever a creature blocks Vindri Enforcer imprison it. (Exile that creature. It returns to the battlefield at the end of its owner's next turn.)
1/2
I disagree entirely. The guilds in RTR were by and large the same (and by design; cf. Maro's shuffle the watermark cards together comments), which is one reason I didn't care for the block conceptually (but it was great in execution). Simic is perhaps the only exception, and that was the guild that was touted/hyped as being radically different in the months before GTC, and the change was far from radical. Other guilds (Rakdos is the first to come to mind) were just caricatures of the original guild.
Sorry, kind of rambly, have to leave four minutes ago, judgins' later.
Yeah, don't get me wrong, any changes were mostly flavor. Simic still cared about +1/+1 counters, and they still had an emphasis on growing and changing things. Sometimes a flavour change is awesome, that being said, I would have liked blue green focusing on midrange/lategame big guys with control. They got some cards in that flavour, but it wasn't a focus.
Yeah, Rakdos kinda bugged the hell out of me, because it was even more niche than Ravnica Rakdos yet about the same.
The Tulgri Hosts are the finest trackers and hunters anyone could hope to hire. Untiring and with uncanny senses, a Tulgri ranger can track their fleeing quarry to one end of the plane and back - and whether the objective of their hunt is a rare bird, a rhinoceros, a priceless diamond golem, or a human being is of no consequence to them. They'll bring back anything, dead, alive, or otherwise, if the price is right. Their leader holds the title of Keengrim, and the Greatstriding dynasty of nantuko has provided various prominent Keengrim throughout the ages.
My pursuit. My prey. My guild.
Unsettling Footsteps1B
Sorcery (C)
Target player discards a card, then track. When this track is successful, that player discards an additional card. (To track, choose an opponent and a number. At the beginning of that player's next end step, if that player controls that many nonland permanents, the track is successful.) If it's hard to shake the sensation you're being followed, it's because with the Tulgri you can never tell when you are.
Urrtmuzzle Grappler3B
Creature - Human Warrior (U)
At the beginning of your upkeep, track. When this track is successful, put a 2/2 green Bear creature token onto the battlefield under target player's control. 5G: Put a 2/2 green Bear creature token onto the battlefield under target player's control. "The assassins have it easy - all they gotta do is find and kill. Finding a bear's never trouble, but then you gotta capture it."
2/2
Keengrim's Bowmaster2G
Creature - Insect Archer (R)
Creatures you control have ":symtap:: This creature deals 1 damage to target creature with flying" and "2B,T: Destroy target creature that was dealt damage this turn."
1/4
IIW: Phyrexians that are thematically different than the Mirrodin ones or Eldrazi that are different than the Zendikar ones.
The Granen University stands as the pinnacle of scholastic enlightenment. Wizards, Advisors and Artificers each studying and reaching for the top of their respective fields. While many of the students will move onto other guilds, some of those with a thirst for knowledge stay becoming professors themselves and striving to advanced society to the next level by passing their knowledge onto the next generation.
My Study, My Enlightenment, My Guild
Guild Mechanic: Tenure
There are many brilliant minds among the halls of Granen University, both in the students and their professors, but when a professor is tenured she must resign herself from direct conflict. Tenure allows you to cast some of your best and brightest creatures for a cheaper cost, but with this cost comes a massive downside: Tenured creatures can't attack or block. Luckily, the most valuable part of a Granen alumni is his mind, and while he might not be able to participate in combat you can be sure he will pull his weight with any number of powerful abilities!
Venerated Professor :4mana::symw::symu:
Creature - Elephant Wizard (R)
At the beginning of your upkeep, draw a card
Tenure :3mana::symw::symu:
As long as Venerated Professor is tenured, whenever you draw a card, gain 1 life.
3/3
Tranquil Quad
Land (R)
As Tranquil Quad enters the battlefield, sacrifice an untapped land.
:symtap:: Add :symw::symu: to your mana pool.
Illuminated Studies :1mana::symw::symu:
Sorcery (U)
Reveal at the top three cards of your library, you gain life equal to their total converted mana cost, then put them back in any order.
Stoic Analysts :3mana::symu:
Creature - Human Advisor (C)
:symtap:: Look at the top card of target library. You may put that card third from the top of that library.
Tenure :symu::symu: (You may cast this spell for its Tenure cost. If you do, it cant attack or block as long as you control it.)
1/2
The whatever, i can't think of a name have but one goal: to accrue power. They have a very strict hierarchy, and it is followed without question. Those who are higher up on the ladder have nearly total control of those underneath. However, the power structure is not static. Lower-level guild members who seek more power may file an Assassination request with the guild, naming the member (who cannot be outside of a certain band of rank from themselves) they wish to attempt to kill. A successful kill will result in that member rising in rank. However, as assassinations must be done "by the book," the intended target is notified and has a chance to prepare. They do not know who puts the hit on them, though, so there is no chance for pre-emptive retaliation. Assassinations are strictly regulated, and successful attempts are often conversation around the dinner table.
In the day-to-day, this guild runs the City's penal system as well as operating several essential functions such as waste disposal and beautification. The more menial jobs are reserved for those lowest on the totem pole.
The guild focuses on prison-style gameplay, with various elements designed to lock the opponent out, as well as lifegain. At the same time, the guild mechanic, Takedown, allows you to create progressively larger creatures (as your earlier defenders get outclassed) and create a game-ending threat to push through once you have created your lock.
Jana the ImmortalWWBB
Legendary Creature — Human Assassin {M}
Indestructible W,T: Target creature's power becomes 0 until end of turn.
Whenever Jana deals damage to a creature with less power than Jana, destroy that creature.
2/3
Jana is the guildmaster, a woman of mysterious power who assassinated the previous guild master fifteen years ago and has controlled the guild ever since. Though many have tried to usurp her, she has fended off every attempt on her life so far, earning her the nickname Immortal.
Warden Bogdan3BW
Legendary Creature — Human Assassin {R}
Takedown (When this creature enters the battlefield, you may sacrifice a creature with less power.)
When Bogdan takes down a creature, put two +1/+1 counters on Bogdan, draw two cards, and gain 2 life.
4/5
Solitary Guard3B
Creature — Vampire {U}
Takedown (When this creature enters the battlefield, you may sacrifice a creature with less power.)
When Solitary Guard takes down a creature, put a +1/+1 counter on Solitary Guard and it gains lifelink. (This effect lasts indefinitely.)
2/4
Trodden Streetsweeper1W
Creature — Human Rogue {C} T: Gain life equal to the power of target creature blocked by Trodden Streetsweeper.
1/3
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
I think the opposite of Greed, 'Detachment', sort of like 'the void', could still be :symwb:. Mmmm, sounds like exile.
Disciple of Emptiness :symw::symb:
Creature - Human Cleric
Void - If a permanent was exiled this turn, this has +1/+1, deathtouch and lifelink.
2/2
Scared Dreamvore
Creature - Zombie (C)
Void - You may cast this from your graveyard if a card was exiled from a graveyard this turn.
"There are scares beyond death."
1/1
Bittermorrow :1mana::symwb:
Enchantment (R)
At the beginning of your upkeep, exile a card from your hand.
Void - Whenever a permanent you control or a card from your hand is exiled, put a 1/1 white spirit creature token with Flying into the battlefield tapped.
Neurohacker 2UU
Creature - Human (R)
Whenever a player looks at the top card of his or her library, you may force that player to reshuffle his or her library.
2/3
Scrambling electrical signals is easy; it's putting them back together that's the hard part.
IIW mafia
Club Flamingo Wins: 1!
Deus, the Many Deaths - 1WGB
Legendary Creature - Vampire
Whenever a player plays a non-creature spell, that player sacrifices a non-land permanent.
For change to exist, the old must wither away.
5/5
and now for something completely different
Mabbergrib, the Thinker - 3UR
Legendary Creature - Human Wizard
Whenever you play an instant or sorcery card, discard your hand and draw two cards.
"GENIUS!"
3/4
IIW: Wedge Commanders
SNL: The only skill required with this card is the skill of staying away from it. It kinda reads "choose one - you lose one draw; or make your topdeck worse when you draw this card".
WSpring: It's okay. Requires thinking from both you and opponent, that's good. Probably plays like weird UB Giant Growth most of the time. And one more thing - Jesus Christ superstar on a stick that's undercosted.
AI: Nice. So fitting in color pie it hurts.
TMCT: Drugs are bad. Do these people have any semblance of Personal Responsibility? Also, rea-a-ally like the flavor of this card. It's probably even playable!
AA: Swansongy. If not for Theros card could totally win, but I've already seen it.
MDenham: Stonehewer ain't got nothing on this guy. Also, good luck weilding all of the five swords and insta-winning. But, yet again, flavor is cool.
Avatarz: Undercosted, but printable. Maybe. It fits both challeneges, so - bonus points.
LnGrrrR: One of that cards you will never play but wish it were good enough that you could.
Kage: That guy needs a deck and someone will make that deck.
WINNER: The Most Curious Thing.
CHALLENGE: A block in space retaining MtG flavor
Creature - Human Cosmonaut (C)
R: ~ gains first strike until end of turn.
U: ~ gains flying until the end of turn.
2/2
"When phyrexians attack in space- no one can hear you scream."
(It's actually "Guilds that are philosophically different than the Ravnica guilds.")
Probably two-color combinations to highlight the difference with Ravnica.
My Faith. My Passion. My Guild.
Guild Mechanic: Meditation
The Brothers of Ceron have many skills, but one of their greatest is their ability to center. Meditation is a keyword that allows the disciplined followers of the Pureflame to focus their power and become stronger. When a creature with meditate doesn't attack or block it gets a +1/+1 counter, and by continuing to abstain from violence one can amass power many have never dreamed of. But these monks know that power is fleeting, for as soon as they loose their stored energy on a foe if leaves them and all +1/+1 counters are removed.
Ceron Ascendent :2mana::symr::symw::symw:
Creature - Rhino Monk (R)
Double strike, lifelink
Ceron Ascendent's power is equal to 1 plus the amount of life you've gained this turn.
1+*/5
Pureflame Acolyte :1mana::symr::symw:
Creature - Human Cleric (U)
Haste
:symtap:: Prevent the next 1 damage that would be dealt to target creature this turn. Whenever damage is prevented in this way, Pureflame Acolyte deals that much damage to that damage's source or its controller.
Never before has the line between serenity and zealotry seemed so thin.
2/1
Sister of the Pureflame :symr::symw:
Creature - Human Monk (C)
Meditation (At the end each turn if Sister of the Pureflame didn't attack or block, put a +1/+1 counter on it, otherwise remove all +1/+1 counters from it)
1/1
IIW: Hybrid done right
The Hulinin Dispensary is the backbone of charity. No one is really sure how they manage to keep providing their invaluable services. Some think that perhaps they have a wealthy benefactor. Some say they are simple miracle workers. Whatever the case may be, they're well respected for their work... and much feared for their zeal. Standing in the way of their noble cause is the surest path to never standing again.
Final Act - Whenever this permanent is put into a graveyard from the battlefield, you may exile it and pay <cost>. If you do, <stuff>.
Hulinin Healer 1GW
Creature - Human Cleric (U)
Lifelink
T: Any number of target players each gain 2 life. You gain 1 life for each other player that gained life this way.
"Is there any reward greater than helping others?"
2/2
New Purpose 3WW
Enchantment - Aura (R)
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, enchanted creature's controller gains 2 life.
Final Act - Whenever New Purpose is put into your graveyard from the battlefield, you may exile it and pay WW. If you do, exile target creature.
"Come with us, and you can make this world a better place."
-Dulorn
Dulorn, Thaumaturge 1GGWW
Legendary Creature - Elf Cleric (M)
Whenever a permanent or spell you control becomes the target of a spell or ability you don't control, you may exile a permanent that spell or abilty's controller controls.
Final Act - Whenever Durlorn, Thaumaturge is put into a graveyard from the battlefield, you may exile it and pay 1GW. If you do, permanents you control gain hexproof and indestructible.
"We have a noble mission, and those who would oppose it must be removed for the good of this world."
3/3
Pious Volunteer W
Creature - Human (C)
Final Act - Whenever Pious Volunteer is put into a graveyard from the battlefield, you may exile it and pay W. If you do, you gain 3 life.
Much of the Dispensary's ranks are made up of volunteers who want to make a difference in the lives of others.
1/1
Roaming Spellbreaker 1GG
Creature - Elf Druid (C)
Protection from artifacts and enchantments
Final Act - Whenever Roaming Spellbreaker is put into a graveyard from the battlefield, you may exile it and pay 1G. If you do, destroy target artifact or enchantment.
2/3
Noble Sacrifice 2GW
Enchantment (R)
Whenever a spell, ability, or creature an opponent controls causes a creature you control to die or become exiled, you gain life equal to that creature's power and draw a card.
"We must do more than shelter the downtrodden; we must fight to the death for them!"
-Dulorn
Hulinin Guildmage :symgw::symgw:
Creature - Elf Cleric (U)
1G: Target permanent gains hexproof until end of turn.
2W: Prevent the next 3 damage that would be dealt to target creature this turn.
"Preventing harm goes a long ways towards saving lives."
Pure Aegis 2WW
Instant (U)
Prevent all damage that would be dealt this turn. Whenever damage is prevented this way, you gain that much life.
A shift from communist utopianisn to anti-nihilism and altruism. Also, wow, I feel like I recreated the Boros Legion in GW... but that's probably just me.
IIW: The fall of an empire... or choose one from my sig.
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Legendary Creature - Human(M)
Pay 2 life, T: Name a card type. Both players reveal the top card of their deck. If it is the named card type, each player may take that card into hand.
2/2
Sometimes you gotta take risks.
I always wanted Wizards to explore the "merchant" aspect of black. I think most successful capitalists would be be very black in nature. Red joins to signify those willing to take risks to make money.
Iiw mafia
Club Flamingo Wins: 1!
Creature — Human Shaman [R]
Haste
:symtap:: Add RG to your mana pool. Spend this mana only to cast creature spells with power 5 or greater.
2/1
IIW: Innovative, non-color pie obliterating use of phybrid
Artifact - Vessel
Boarding creatures have +1/+1 and Lifelink.
At the beginning of your end step, if you gained 7 or more life this turn, draw a card.
Board (Target creature you control stops boarding Vessels and boards this Vessel. Board only as a sorcery.)
IIW: sad
Creature - Weird [R]
Spells that target Arc Reactor cost 2 less to cast.
Whenever you cast an instant or sorcery that targets Arc Reactor, you may copy that spell for any
number of target creatures you control. Each copy targets a different creature you control.
2/3
Still cares about spells, but now it's more swarm-oriented. Play Balduvian Rage or Cackling Counterpart for tremendous lols.
IIW: card advantage at common
Artifact (R)
When Genesis Engine enters the battlefield, you may exile a sorcery card with converted mana cost 2 or less from your hand.
Whenever you cast a creature spell, copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Still cares about creatures, but uses them as a vehicle for magical workings instead of an end in themselves.
IIW: Bizzaralara
The easiest for me to do would probably be Simic because I've always considered those my colors in magic, and together as often as possible please, and thank you. But I'm not going Simic. I'm going Rakdos, with a merchant spin on it. The reason for this is simple.
I think red gets "crazy" flavor too often, and honestly it's always aggravated me a little, not because I dislike Rakdos(I'm running a standard rakdos build now) but because it feels a bit like a missed opportunity. Orzhov is the loan shark guild, but red/black is a very entrepreneurial combination. It's ambition combined with passion in the right light, and that combination of factors doesn't lead to crazy all the time. This red/black "guild" comes from the desert, and represents merchant lords who now control their realm with money and power, leading to battles amongst themselves. I'm going to call them the Zineer.
Zineerian Trader Lord - 2RB
Creature - Human Rogue(R)
RB, Sacrifice a creature you own: Untap and gain control of target creature until end of turn. That creature gains haste.
"I'm in the business of trading lives"
3/3
Zineerian Slave Keeper - RB
Creature - Human Rogue(U)
:T:: ~ deals 1 damage to each other creature you control, and 1 damage to target creature an oppoent controls. Creatures dealt damage by ~ have haste until end of turn.
1/2
Zineerian Slave - RB
Creature - Zombie(C)
"With the right concoction, any man can be made loyal." - Zhimru, Merchant High Lord
3/2
Zhimru, Merchant High Lord - 3RB
Legendary Creature - Human Rogue(M)
Whenever you draw a card, reveal it.
If the revealed card is a creature card, then ~ deals X damage, divided as you choose, to any number of target creatures or players, where X is the converted mana cost of the revealed card.
1R, discard a card: Draw a Card.
3/3
This is an outline of philosophy. Haven't created a keyword, but I can. Let me know if that would be required.
Creature - Minotaur shaman (U)
Whenever a creature enters the battlefield under your control, if Bodysculptor Shaman is unbound you may bind it to that creature. (Bound creatures are considered one creature, abilities and p/t combine)
2/2
iiw: creative man lands.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Enchantment (R)
Angel creatures you control get +0/+3.
Demon creatures you control get +3/+0.
Non-Angel, non-Demon creatures get -1/-1.
"Prostrate yourselves in the face of the future."
Orzhovan Lightbringer WB
Creature - Human Cleric (U)
Sacrifice another non-Angel, non-Demon creature you control, :symtap:: Regenerate target Angel or Demon.
2/2
"There is no greater honor than to give of yourself. Your whole self."
Eversong Angel 2WW
Creature - Angel (M)
Flying, first strike
Morbid - :symw:: Return this creature from your graveyard to your hand. Activate this ability only if a non-Angel creature died this turn.
5/5
"Like the roiling clouds they descend from, the Angels always return."
Deathstorm Demon 2BB
Creature - Demon (M)
Flying
Morbid - :symb:: Destroy target creature you don't control. Activate this ability only if a non-Demon creature died this turn.
4/4
"Like the seething darkness they emerge from, the Demons completely consume."
Light Signet 2
Artifact Equipment (C)
Equipped creature is an Angel and gains first strike.
Equip
Dark Signet 2
Artifact Equipment (C)
Equipped creature is a Demon and gains deathtouch.
Equip
Orzhov is now truly devoted to higher powers, rather than using religion as a veneer to illicit personal gain. Nothing is out of bounds when displaying devotion to the higher powers. The higher powers aren't very nice, though.
The idea is that you can leave creatures weak and non-Angel/non-Deamon, and use them for utility, or you can Angelify/Demonify them and they gain all the boons that Angels and Demons enjoy, but htey can no longer be used for anything other than what they are.
IIW: Multiple creature types you like.
This is for me more than it is for anyone else. I sucks at colors.
I disagree entirely. The guilds in RTR were by and large the same (and by design; cf. Maro's shuffle the watermark cards together comments), which is one reason I didn't care for the block conceptually (but it was great in execution). Simic is perhaps the only exception, and that was the guild that was touted/hyped as being radically different in the months before GTC, and the change was far from radical. Other guilds (Rakdos is the first to come to mind) were just caricatures of the original guild.
Sorry, kind of rambly, have to leave four minutes ago, judgins' later.
My Directive. My Justice. My Guild.
Guild Mechanic: Imprison
Imprison is a keyword action that happens when a creature does something that is deemed a crime by the Vindri. To imprison a creature simply exile it, and after it serves its sentence it comes back into play at the end of its owner's next turn. But wrong doers be wary, there are plenty of ways for the Vindri to punish you for your crimes, and not everyone comes back.
Masked Executioner :1mana::symu::symb:
Creature - Human Assassin (R)
:1mana::symu::symb:, :symtap:: Destroy target creature that entered the battlefield this turn.
The masked man that stands atop the Wall of Atonement is shrouded in rumors. Many say that he can't be killed, while other believe that each memeber of the hidden court don the mask in turn, while other still whisper that he isn't a man at all.
2/2
Wall of Atonement
Land (R)
As Wall of Atonement enters the battlefield, sacrifice an untapped land.
:symtap:: Add :symu::symb: to your mana pool.
Search :1mana::symb:
Sorcery (U)
Search the top five cards of your library for a card and put that card into your hand. Then shuffle your library.
/Fuse/
Seizure :3mana::symu:
Sorcery (U)
Gain control of target creature if its converted mana cost is less than or equal to the number of cards in your hand. (This effect lasts indefinitely.)
Vindri Enforcer :symu::symb:
Creature - Human Rouge (C)
Whenever a creature blocks Vindri Enforcer imprison it. (Exile that creature. It returns to the battlefield at the end of its owner's next turn.)
1/2
IIW: All that glitters is gold
Yeah, don't get me wrong, any changes were mostly flavor. Simic still cared about +1/+1 counters, and they still had an emphasis on growing and changing things. Sometimes a flavour change is awesome, that being said, I would have liked blue green focusing on midrange/lategame big guys with control. They got some cards in that flavour, but it wasn't a focus.
Yeah, Rakdos kinda bugged the hell out of me, because it was even more niche than Ravnica Rakdos yet about the same.
The Tulgri Hosts are the finest trackers and hunters anyone could hope to hire. Untiring and with uncanny senses, a Tulgri ranger can track their fleeing quarry to one end of the plane and back - and whether the objective of their hunt is a rare bird, a rhinoceros, a priceless diamond golem, or a human being is of no consequence to them. They'll bring back anything, dead, alive, or otherwise, if the price is right. Their leader holds the title of Keengrim, and the Greatstriding dynasty of nantuko has provided various prominent Keengrim throughout the ages.
My pursuit. My prey. My guild.
Unsettling Footsteps 1B
Sorcery (C)
Target player discards a card, then track. When this track is successful, that player discards an additional card. (To track, choose an opponent and a number. At the beginning of that player's next end step, if that player controls that many nonland permanents, the track is successful.)
If it's hard to shake the sensation you're being followed, it's because with the Tulgri you can never tell when you are.
Urrtmuzzle Grappler 3B
Creature - Human Warrior (U)
At the beginning of your upkeep, track. When this track is successful, put a 2/2 green Bear creature token onto the battlefield under target player's control.
5G: Put a 2/2 green Bear creature token onto the battlefield under target player's control.
"The assassins have it easy - all they gotta do is find and kill. Finding a bear's never trouble, but then you gotta capture it."
2/2
Keengrim's Bowmaster 2G
Creature - Insect Archer (R)
Creatures you control have ":symtap:: This creature deals 1 damage to target creature with flying" and "2B,T: Destroy target creature that was dealt damage this turn."
1/4
IIW: Phyrexians that are thematically different than the Mirrodin ones or Eldrazi that are different than the Zendikar ones.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
My Study, My Enlightenment, My Guild
Guild Mechanic: Tenure
There are many brilliant minds among the halls of Granen University, both in the students and their professors, but when a professor is tenured she must resign herself from direct conflict. Tenure allows you to cast some of your best and brightest creatures for a cheaper cost, but with this cost comes a massive downside: Tenured creatures can't attack or block. Luckily, the most valuable part of a Granen alumni is his mind, and while he might not be able to participate in combat you can be sure he will pull his weight with any number of powerful abilities!
Venerated Professor :4mana::symw::symu:
Creature - Elephant Wizard (R)
At the beginning of your upkeep, draw a card
Tenure :3mana::symw::symu:
As long as Venerated Professor is tenured, whenever you draw a card, gain 1 life.
3/3
Tranquil Quad
Land (R)
As Tranquil Quad enters the battlefield, sacrifice an untapped land.
:symtap:: Add :symw::symu: to your mana pool.
Illuminated Studies :1mana::symw::symu:
Sorcery (U)
Reveal at the top three cards of your library, you gain life equal to their total converted mana cost, then put them back in any order.
Stoic Analysts :3mana::symu:
Creature - Human Advisor (C)
:symtap:: Look at the top card of target library. You may put that card third from the top of that library.
Tenure :symu::symu: (You may cast this spell for its Tenure cost. If you do, it cant attack or block as long as you control it.)
1/2
IIW: Champion
In the day-to-day, this guild runs the City's penal system as well as operating several essential functions such as waste disposal and beautification. The more menial jobs are reserved for those lowest on the totem pole.
The guild focuses on prison-style gameplay, with various elements designed to lock the opponent out, as well as lifegain. At the same time, the guild mechanic, Takedown, allows you to create progressively larger creatures (as your earlier defenders get outclassed) and create a game-ending threat to push through once you have created your lock.
Jana the Immortal WWBB
Legendary Creature — Human Assassin {M}
Indestructible
W,T: Target creature's power becomes 0 until end of turn.
Whenever Jana deals damage to a creature with less power than Jana, destroy that creature.
2/3
Jana is the guildmaster, a woman of mysterious power who assassinated the previous guild master fifteen years ago and has controlled the guild ever since. Though many have tried to usurp her, she has fended off every attempt on her life so far, earning her the nickname Immortal.
Warden Bogdan 3BW
Legendary Creature — Human Assassin {R}
Takedown (When this creature enters the battlefield, you may sacrifice a creature with less power.)
When Bogdan takes down a creature, put two +1/+1 counters on Bogdan, draw two cards, and gain 2 life.
4/5
Solitary Guard 3B
Creature — Vampire {U}
Takedown (When this creature enters the battlefield, you may sacrifice a creature with less power.)
When Solitary Guard takes down a creature, put a +1/+1 counter on Solitary Guard and it gains lifelink. (This effect lasts indefinitely.)
2/4
Trodden Streetsweeper 1W
Creature — Human Rogue {C}
T: Gain life equal to the power of target creature blocked by Trodden Streetsweeper.
1/3
And Takedown ↔ Touchdown.
I've always had my suspicions that you're Suda 51.
Disciple of Emptiness :symw::symb:
Creature - Human Cleric
Void - If a permanent was exiled this turn, this has +1/+1, deathtouch and lifelink.
2/2
Scared Dreamvore
Creature - Zombie (C)
Void - You may cast this from your graveyard if a card was exiled from a graveyard this turn.
"There are scares beyond death."
1/1
Bittermorrow :1mana::symwb:
Enchantment (R)
At the beginning of your upkeep, exile a card from your hand.
Void - Whenever a permanent you control or a card from your hand is exiled, put a 1/1 white spirit creature token with Flying into the battlefield tapped.
IIW: sad