Moon Mage Adept2UU
Creature - Human Wizard (UC)
Crescent 3 (When ~ leaves the battlefield, you may pay 3. If you do, return ~ to the battlefield without this ability.)
When ~ leaves the battlefield, counter target spell.
1/2
Also tried to compact the wording. Same thing though!
Lets try one of the ones I created!
Timestrike (When your opponent takes an extra turn, ~ loses Defender and swaps it's Power and Toughness.)
Well, that's the weirdest mechanic I've ever seen. It even beats that Starfall thing I did a while back.
Watcher of the Eons4
Artifact Creature - Gargolye (C)
Defender
Timestrike (When an opponent takes an extra turn, this card loses defender and swaps its power and toughness)
As long as Watcher of the Eons' power is 4 or greater, it has flying.
2/4
Waker of the Ageless5GG
Creature - Human Shaman (U)
Defender, Timestrike
When Waker of the Ageless enters the battlefield, create a 7/7 green Elder Giant creature token with reach. If you do, target opponent takes an extra turn after this one. That player skips the untap step of that turn.
1/2
Timeslitter Mantis3UB
Creature - Insect Horror (R)
Defender, Flying, Timestrike
When Timeslitter Mantis enters the battlefield, you may take an extra turn after this one. If you do, target opponent takes an extra turn after that turn.
Timeslitter Mantis has deathtouch and hexproof during extra turns.
3/4
Next: Adjust X (You may cast this spell by paying its adjust cost. If you do, change its text by replacing all instances of one color word with another color of your choice)
I like it: a way to finally make color hate feel like hate, but not be strict sideboard material.
Flamebender's WardW
Instant
Target creature gains protection from red until end of turn.
Draw a card.
Adjust 3W(You may cast this spell by paying its adjust cost. If you do, change its text by replacing all instances of one color word with another color of your choice)
DowseUU
Instant
Counter target blue spell.
Adjust 1UU
Frailty1B
Sorcery
White creatures get -1/-1 until end of turn.
Adjust BB
Next:
Legendary Mana (Legendary mana is any mana produced by a legendary source.)
There should be some symbol, like (L) or something. I didn't come up with this idea, but I saw it somewhere on this website, and it stuck with me.
Knight's Colors 5
Artifact - Equipment
Equipped creature becomes legendary and has "LL: Put a +1/+1 counter on equipped creature and another target non-legendary creature."
Equip 3
NEXT: Fealty - As long as you control a legendary creature, [EFFECT].
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MEMNARCH FOR PRESIDENT!!!
All cards I post are designed for custom sets...just saying
Don't hold so fast to your idea of what Magic and the Color Pie is or should be. Just because it was done in the past, but isn't done in the present doesn't mean it can't be done at all. Likewise, just because it wasn't done at all doesn't mean it can't be done.
Here's a tip: If you suggest changing a card...it's helpful to suggest HOW it should be changed.
Blightseeker1W
Artifact Creature- Construct.
Blightseeker enters the battlefield with a -1/-1 counter on it.
Flying
When Blightseeker attacks, purify (You choose any number of permanents and/or players with counters on them, then remove one of those counters from each of them.)
1/2
Corrupted Woodland
Land
Corrupted Woodland enters the battlefield with a Corruption counter on it. T: If Corrupted Woodland has any Corruption counters on it, add C to your mana pool. Otherwise, add G or W to your mana pool. 3,T: Purify. (You choose any number of permanents and/or players with counters on them, then remove one of those counters from each of them.)
Next:
Frost counters (At the beginning of a player's upkeep, that player taps each creature he or she controls with a Frost counter on it, then removes a frost counter from those creatures.)
Or
Splice onto red (As you cast a red spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
{You don't have to use red}
I went with something that has effects which only matter upon entering the field, so it doesn't take up bookkeeping effort.
---
Next: Gravemorph: [cost] (When this creature would be destroyed, you may pay it's Gravemorph cost to return another creature with Gravemorph to the battlefield under your control)
It's one of those abilities that works best when restricted to one set or in-universe group, due to how archetype-liable it is.
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
To be more merciful, I will grant a larger list of mechanics to work with:
Infuse {mana} (You may cast this spell for it's Infuse cost. If you do, it is an Enchantment - Aura with Enchant creature)
-Bestow, but worse, and not worded in a way to require a creature doing it. It could be on a Sorcery! Or non-creature artifact!
Wind Down X (This creature enters play with X +1/+1 counters on it and may not have more than X +1/+1 counters on it. When this creature attacks or blocks, remove a +1/+1 counter)
-It's the two types of clockwork creature mixed together. The method of putting extra counters on is separately listed from the keyword, to allow for Wind Down creatures with no in built way to wind back up.
Spellshift X (When this spell goes to the graveyard from play, you may move a spell from your graveyard to your hand)
-Soulshift, but for everything.
Gravemorph
-It can be used as a not-Regenerate for the card it's on.
-It can be set up to have a costly sac loop with an advantage from what's being sacrificed.
Infuse
-It can be used as Bestow is, applying the abilities of a creature.
-It can be used as a psuedo-Split. For example, a Shock that can be cast as a +2/+0 Aura instead.
Wind Down
-It can be used to make a text-heavy Clockwork creature.
-It can be used for a capped Proliferate body.
Spellshift
-It can be used as a condensing of 'Return target card with CMC X or less from your graveyard to your hand'
-It can de used as Soulshift is, but with a worse cost-to-return rate.
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Purifying FireRW
Instant
Lifelink
When you cast Purifying Fire or whenever the creature it enchants attacks, Purifying Fire deals 2 damage divided among one or two target creatures.
Infuse 2RW(If you cast this card for its infuse cost, it's an Enchantment - Aura spell with enchant creature.)
Peaceful Meadow
Land
Peaceful Meadow enters the battlefield tapped. T: Add W to your mana pool. Activate this ability only if Peaceful Meadow is a land.
Whenever Peaceful Meadow or the creature it enchants becomes tapped, you gain 1 life.
Infuse W(If you cast this card for its infuse cost, it's an Enchantment - Aura spell with enchant creature.)
Spreading InfectionB
Sorcery
When you cast Spreading Infection or when the creature it enchants dies, put a -1/-1 counters on target creature.
Infuse—Sacrifice a creature (If you cast this card for its infuse cost, it's an Enchantment - Aura spell with enchant creature.)
Next: Overshadow — If this creature has the greatest power among creatures you control, [something].
Narcissistic Cannibal2RRB
Creature - Vampire Barbarian
Devour 2
Narcissistic Cannibal comes into play with 1 additional +1/+1 counter for each Vampire sacrificed as it comes into play
Overshadow - If this creature has the greatest power among creatures you control, it has Lifelink and First Strike
2/2
---
The second line is meant to be read as increasing the existing Devour number.
Next:
Gravemorph {cost} (When this creature would be destroyed, you may pay it's Gravemorph cost to return another creature with Gravemorph to the battlefield under your control)
Wind Down X (This creature enters play with X +1/+1 counters on it and may not have more than X +1/+1 counters on it. When this creature attacks or blocks, remove a +1/+1 counter)
Spellshift X (When this spell goes to the graveyard from play, you may move a spell with CMC X or less from your graveyard to your hand)
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Too broad to be a common thing, but Battle Cry shows that effects that broad can show up.
Genius General3WWU
Creature - Human Soldier
Brilliant (Whenever you activate an ability of a creature you control, that creature gets +1/+1 until end of turn.)
Creatures you control gain " This creature gains Vigilance, Flanking or Battle Cry until end of turn. This ability may only be activated once per turn."
1/4
---
Next: One or more of the following:
Gravemorph {cost} (When this creature would be destroyed, you may pay it's Gravemorph cost to return another creature with Gravemorph to the battlefield under your control)
Wind Down X (This creature enters play with X +1/+1 counters on it and may not have more than X +1/+1 counters on it. When this creature attacks or blocks, remove a +1/+1 counter)
Improve - Whenever {ability} activates, {thing}
-For example, you can have it be 'Whenever Exalted activates, you gain 1 life.' But it has to be an ability that activates, pure passives don't work. For example, Devour would be valid, but Flying wouldn't
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
Well, it's been two days. I'll add some more suggestions:
Wind Down
-It's the clockwork effect, dammit. How hard can it be to make a clockwork creature?
Improve
-It can be something like "Whenever Monstrosity activates, put a +1/+1 counter on all Monstrous creatures you control." Or do the same for Renown. Or similar sorts of things for Devour, Dethrone or Bloodlust
Gravemorph:
-It can be put on a small, simple card using a cost larger than it's CMC. Or a big-ish card with the cost being it's casting cost.
And a couple new effects:
Toxic (This {creature/land/spell} deals damage to players in the form of poison counters)
-The half of Infect that Wither doesn't cover. Poisonous was already taken as a name
Fortify {cost} ({cost}: Attatch to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
-Yes, it's already a thing. I want more of it.
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
A friendly opinion : since the point of the game is to figure what you can do with a mechanic invented by someone else, suggesting what to do takes away a big part of the fun
The thread had nothing happen for two days. I gave suggestions to get the thread moving. And of fracking corse the response is to go for the Equip-for-lands...
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Broadsider4
Artifact - Vehicle
Bombard (If this creature would deal combat damage to a player, it may instead deal its damage divided as you choose between creatures that player controls.)
Crew 4
8/4
---
Next:
Wind Down X (This creature enters play with X +1/+1 counters on it and may not have more than X +1/+1 counters on it. When this creature attacks or blocks, remove a +1/+1 counter)
Gravemorph {cost} (When this creature would be destroyed, you may pay it's Gravemorph cost to return another creature with Gravemorph to the battlefield under your control)
Improve - Whenever {ability} activates, {effect}
-For example, you can have it be 'Whenever Exalted activates, you gain 1 life.' But it has to be an ability that activates, pure passives don't work. For example, Devour would be valid, but Flying wouldn't. The examples are important for defining what {ability} means.
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Oh, I see the problem now. I used weirdly ambiguous wording.
Grave-Haunting Geist
Creature - Spirit
Gravemorph: 1BB (When this creature dies, you may pay its gravemorph cost. If you do, return another target creature card with gravemorph from your graveyard to the battlefield)
2/1
Geist-Haunted Skaab1UB
Creature - Zombie
As Geist-Haunted Skaab comes into play, put the top two cards of your deck into your graveyard.
Gravemorph: Pay two life. (When this creature dies, you may pay its gravemorph cost. If you do, return another target creature card with gravemorph from your graveyard to the battlefield)
3/4
---
Oh god, a blue/black Dredge...
Options for the next:
More of this Gravemorph(Hopefully not more Skaabs)
Improve - Whenever {ability} {activates/triggers}, {effect} (Now it can properly improve the things!)
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
-Like Bestow, but for Artifacts and it follows the Upgraded creature when it leaves play. Go to had? Upgrade card follows. Exile? Follows. Graveyard? Follows.
Stitch Together X (When this creature enters play, put the top X cards of your library into your graveyard)
-Skaab keyword. Takes up less space, once the reminder text stops being used.
Reposting my current list on this page, with a couple additions:
Gravemorph {cost} (When this creature dies, you may pay its gravemorph cost. If you do, return another target creature card with gravemorph from your graveyard to the battlefield)
-The cost can be anything, including Exiling another Gravemorph creature, or something beneficial.
Improve - Whenever {ability} {activates/triggers}, {effect} (Now it can properly improve the things!)
-Just improves an ability. Ought not be used often.
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
-Like Bestow, but for Artifacts and it follows the Upgraded creature when it leaves play. Go to hand? Upgrade card follows. Exile? Follows. Graveyard? Follows.
Stitch Together X (When this creature enters play, put the top X cards of your library into your graveyard)
-Skaab keyword. Takes up less space, once the reminder text stops being used.
Added:
Grow X {cost} (Pay {cost}: Put X +1/+1 counters on {cardname})
-You know all those cards with abilities that add +1/+1 counters to them? Yea, this is for that.
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn
-Both X and Y can be either positive or negative, and as always, costs don't need to mana. It's little, common effects that make the best keywords.
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Going to do two off the list since it's been a few days... and the two I think make a nice combo together.
(gravemorph and stitch together on the same card) Zikropaa, Stitcher Overseer2BBB
Legendary Creature - Zombie Wizard
Stitch together 4
Creatures you control and creature cards in your graveyard gain gravemorph. The gravemorph cost is equal to their mana costs.
Gravemorph BBB
5/3
(granting temporary gravemorph) Stitchers' Boon2BB
Instant
Target creature you control and target creature card in your graveyard gain gravemorph 0 until end of turn.
(stitch together used as a way to win by milling) Cursed Existence2UB
Enchantment
Creatures your opponents control have stitch together X, where X is that creature's power.
Next: Mirage (Whenever a permanent with mirage becomes the target of a spell or ability, it phases out.)
Elusive Treesinger2G
Creature — Elf Wizard (U)
Mirage (Whenever this creature becomes the target of a spell or ability you don't control, it phases out.)
Whenever Elusive Treesinger phases in, search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
2/2
I uh gave Mirage the hexproof treatment so you can actually interact with your own dude a little bit. Fabulism(Whenever an opponent casts a noncreature spell, this becomes an enchantment until end of turn.)
Jaybay, Fabulous Enchanter2WUB
Legendary Creature - Human Wizard
Fabulism (Whenever an opponent casts a noncreature spell, this becomes an enchantment until end of turn.)
All activated abilities of Enchantments you control cost less. 1W: Target creature gains Fabulism until end of turn. 1U: Target Artifact counts as an Enchantment until end of turn. 1B: Target Enchantment gains Lifelink until end of turn.
3/3 His enchanting rituals involve strange, hypnotic stances
---
You expected a Theros card, but it was me, A JJBA REFERENCE!
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
Grow X {cost} (Pay {cost}: Put X +1/+1 counters on {cardname})
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Added to THE LIST!
Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)
Remember, costs can be non-mana things, like sacrificing a creature, or discarding a card. And feel free to use negative numbers on things if you can figure out a way to use them without altering the reminder text at all. For example, Empower specifically allows +3/-1 as something that can be done.
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
(willows, I did the shroud version on purpose, to make it so that the controller has the power to phase it out as well. But I like what you did with it!)
Fine Polish2
Artifact
As long as Fine Polish is not an equipment, artifact creatures you control get +0/+1.
Upgrade 2
Equipped creature gets +0/+3.
Warding Pest1W
Artifact Creature - Pest
As long as Warding Pest is not an equipment, creatures you control have absorb 1.
Upgrade 2W
Equipped creature has absorb 3.
0/1
Corruption Core2B
Artifact
As long as Corruption Core is not an equipment, whenever a creature enters the battlefield under your control, put a -1/-1 counter on target creature.
Upgrade—Sacrifice a creature
Equipped creature gets +2/+0 and gains infect.
Darksteel Powder0
Artifact
Indestructible 1, Sacrifice Darksteel Powder: Target artifact becomes indestructible until end of turn.
Upgrade 2
Equipped creature is indestructible.
Next: Symbiotic with [attribute] (As long as you control a permanent with [attribute], [effect].)
Rakdos Defector1BR
Creature - Human Rogue (C)
Symbiotic with white - Rakdos Defector gets +1/+1 and has lifelink as long as you control a white permanent. "I tire our endless self indulgence. There's surely more to this world than just ourselves."
2/3
Selyesnian DefectorWG
Creature - Dyrad Cleric (C)
Defender, Reach
Symbiotic with black - Selyesnian Defector gets +1/+0 and has deathtouch as long as you control a black permanent. "The conclave itself is grand, but I'd never be more than some anoynomous root."
0/5
Next: Alliance (A teammate can help pay the casting costs and the activation costs of this card.)
Burst of LifeXW
Instant (U)
Alliance (A teammate can help pay the casting costs and the activation costs of this card.)
Target player gains X life.
Sliver HivemindWWUUBBRRGG
Legendary Creature - Sliver Ally
Alliance (A teammate can help pay the casting costs and the activation costs of this card.) WB: Until end of turn, all Slivers gain Lifesteal 1 (whenever this creature deals damage, you gain 1 life) UR: Until end of turn, all Slivers gain Wiseblow 1 (whenever this creature attacks or blocks, if you have more than four cards in hand, this creature gets +1/+1 until end of turn) BG: Until end of turn, all Slivers gain Blightstrike 1 (whenever this creature deals damage to a creature, that creature gets -1/-1 until end of turn) RW: Until end of turn, all Slivers gain Formation 1 (whenever this creature attacks or blocks, it gets +1/+1 until end of turn if another allied creature with Formation is attacking or blocking) GU: Until end of turn, all Slivers gain Spellblock 1. If they already have Spellblock, increase the Spellblock number by 1 (whenever a sorcery, instant or ability would target this creature, counter it if its CMC is 1 or less)
10/10
Next: One of the mechanics on this monstrosity, or something from THE LIST!! Expanded LIST!! will be an extra post.
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Grow X {cost} (Pay {cost}: Put X +1/+1 counters on {cardname})
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)
Lifesteal X (whenever this creature/spell deals damage, you gain X life)
Wiseblow X (whenever this creature attacks or blocks, if you have more than four cards in hand, this creature gets +X/+X until end of turn)
Blightstrike X (whenever this creature deals damage to a creature, that creature gets -X/-X until end of turn)
Formation X (whenever this creature attacks or blocks, it gets +X/+X until end of turn if another allied creature with Formation is attacking or blocking)
Spellblock X (whenever a sorcery, instant or ability would target this creature, counter it if its CMC is X or less)
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Creature - Human Wizard (UC)
Crescent 3 (When ~ leaves the battlefield, you may pay 3. If you do, return ~ to the battlefield without this ability.)
When ~ leaves the battlefield, counter target spell.
1/2
Also tried to compact the wording. Same thing though!
Lets try one of the ones I created!
Timestrike (When your opponent takes an extra turn, ~ loses Defender and swaps it's Power and Toughness.)
Watcher of the Eons 4
Artifact Creature - Gargolye (C)
Defender
Timestrike (When an opponent takes an extra turn, this card loses defender and swaps its power and toughness)
As long as Watcher of the Eons' power is 4 or greater, it has flying.
2/4
Waker of the Ageless 5GG
Creature - Human Shaman (U)
Defender, Timestrike
When Waker of the Ageless enters the battlefield, create a 7/7 green Elder Giant creature token with reach. If you do, target opponent takes an extra turn after this one. That player skips the untap step of that turn.
1/2
Timeslitter Mantis 3UB
Creature - Insect Horror (R)
Defender, Flying, Timestrike
When Timeslitter Mantis enters the battlefield, you may take an extra turn after this one. If you do, target opponent takes an extra turn after that turn.
Timeslitter Mantis has deathtouch and hexproof during extra turns.
3/4
Next: Adjust X (You may cast this spell by paying its adjust cost. If you do, change its text by replacing all instances of one color word with another color of your choice)
Flamebender's Ward W
Instant
Target creature gains protection from red until end of turn.
Draw a card.
Adjust 3W (You may cast this spell by paying its adjust cost. If you do, change its text by replacing all instances of one color word with another color of your choice)
Dowse UU
Instant
Counter target blue spell.
Adjust 1UU
Frailty 1B
Sorcery
White creatures get -1/-1 until end of turn.
Adjust BB
Next:
Legendary Mana (Legendary mana is any mana produced by a legendary source.)
There should be some symbol, like (L) or something. I didn't come up with this idea, but I saw it somewhere on this website, and it stuck with me.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Artifact - Equipment
Equipped creature becomes legendary and has "LL: Put a +1/+1 counter on equipped creature and another target non-legendary creature."
Equip 3
NEXT:
Fealty - As long as you control a legendary creature, [EFFECT].
All cards I post are designed for custom sets...just saying
Don't hold so fast to your idea of what Magic and the Color Pie is or should be. Just because it was done in the past, but isn't done in the present doesn't mean it can't be done at all. Likewise, just because it wasn't done at all doesn't mean it can't be done.
Here's a tip: If you suggest changing a card...it's helpful to suggest HOW it should be changed.
Artifact Creature- Construct.
Blightseeker enters the battlefield with a -1/-1 counter on it.
Flying
When Blightseeker attacks, purify (You choose any number of permanents and/or players with counters on them, then remove one of those counters from each of them.)
1/2
Corrupted Woodland
Land
Corrupted Woodland enters the battlefield with a Corruption counter on it.
T: If Corrupted Woodland has any Corruption counters on it, add C to your mana pool. Otherwise, add G or W to your mana pool.
3,T: Purify. (You choose any number of permanents and/or players with counters on them, then remove one of those counters from each of them.)
Next:
Frost counters (At the beginning of a player's upkeep, that player taps each creature he or she controls with a Frost counter on it, then removes a frost counter from those creatures.)
Or
Splice onto red (As you cast a red spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
{You don't have to use red}
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Creature - Human Artificer
Fabricate X, Haste
Splice onto Creature xxRU
1/1
---
I went with something that has effects which only matter upon entering the field, so it doesn't take up bookkeeping effort.
---
Next: Gravemorph: [cost] (When this creature would be destroyed, you may pay it's Gravemorph cost to return another creature with Gravemorph to the battlefield under your control)
It's one of those abilities that works best when restricted to one set or in-universe group, due to how archetype-liable it is.
Infuse {mana} (You may cast this spell for it's Infuse cost. If you do, it is an Enchantment - Aura with Enchant creature)
-Bestow, but worse, and not worded in a way to require a creature doing it. It could be on a Sorcery! Or non-creature artifact!
Wind Down X (This creature enters play with X +1/+1 counters on it and may not have more than X +1/+1 counters on it. When this creature attacks or blocks, remove a +1/+1 counter)
-It's the two types of clockwork creature mixed together. The method of putting extra counters on is separately listed from the keyword, to allow for Wind Down creatures with no in built way to wind back up.
Spellshift X (When this spell goes to the graveyard from play, you may move a spell from your graveyard to your hand)
-Soulshift, but for everything.
Gravemorph
-It can be used as a not-Regenerate for the card it's on.
-It can be set up to have a costly sac loop with an advantage from what's being sacrificed.
Infuse
-It can be used as Bestow is, applying the abilities of a creature.
-It can be used as a psuedo-Split. For example, a Shock that can be cast as a +2/+0 Aura instead.
Wind Down
-It can be used to make a text-heavy Clockwork creature.
-It can be used for a capped Proliferate body.
Spellshift
-It can be used as a condensing of 'Return target card with CMC X or less from your graveyard to your hand'
-It can de used as Soulshift is, but with a worse cost-to-return rate.
Purifying Fire RW
Instant
Lifelink
When you cast Purifying Fire or whenever the creature it enchants attacks, Purifying Fire deals 2 damage divided among one or two target creatures.
Infuse 2RW (If you cast this card for its infuse cost, it's an Enchantment - Aura spell with enchant creature.)
Peaceful Meadow
Land
Peaceful Meadow enters the battlefield tapped.
T: Add W to your mana pool. Activate this ability only if Peaceful Meadow is a land.
Whenever Peaceful Meadow or the creature it enchants becomes tapped, you gain 1 life.
Infuse W (If you cast this card for its infuse cost, it's an Enchantment - Aura spell with enchant creature.)
Spreading Infection B
Sorcery
When you cast Spreading Infection or when the creature it enchants dies, put a -1/-1 counters on target creature.
Infuse—Sacrifice a creature (If you cast this card for its infuse cost, it's an Enchantment - Aura spell with enchant creature.)
Next: Overshadow — If this creature has the greatest power among creatures you control, [something].
Creature - Vampire Barbarian
Devour 2
Narcissistic Cannibal comes into play with 1 additional +1/+1 counter for each Vampire sacrificed as it comes into play
Overshadow - If this creature has the greatest power among creatures you control, it has Lifelink and First Strike
2/2
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The second line is meant to be read as increasing the existing Devour number.
Next:
Gravemorph {cost} (When this creature would be destroyed, you may pay it's Gravemorph cost to return another creature with Gravemorph to the battlefield under your control)
Wind Down X (This creature enters play with X +1/+1 counters on it and may not have more than X +1/+1 counters on it. When this creature attacks or blocks, remove a +1/+1 counter)
Spellshift X (When this spell goes to the graveyard from play, you may move a spell with CMC X or less from your graveyard to your hand)
Creature — Bear (U)
Spellshift 2
2/2
Next:
Brilliant (Whenever you activate an ability of a creature you control, that creature gets +1/+1 until end of turn.)
Genius General 3WWU
Creature - Human Soldier
Brilliant (Whenever you activate an ability of a creature you control, that creature gets +1/+1 until end of turn.)
Creatures you control gain " This creature gains Vigilance, Flanking or Battle Cry until end of turn. This ability may only be activated once per turn."
1/4
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Next: One or more of the following:
Gravemorph {cost} (When this creature would be destroyed, you may pay it's Gravemorph cost to return another creature with Gravemorph to the battlefield under your control)
Wind Down X (This creature enters play with X +1/+1 counters on it and may not have more than X +1/+1 counters on it. When this creature attacks or blocks, remove a +1/+1 counter)
Improve - Whenever {ability} activates, {thing}
-For example, you can have it be 'Whenever Exalted activates, you gain 1 life.' But it has to be an ability that activates, pure passives don't work. For example, Devour would be valid, but Flying wouldn't
Wind Down
-It's the clockwork effect, dammit. How hard can it be to make a clockwork creature?
Improve
-It can be something like "Whenever Monstrosity activates, put a +1/+1 counter on all Monstrous creatures you control." Or do the same for Renown. Or similar sorts of things for Devour, Dethrone or Bloodlust
Gravemorph:
-It can be put on a small, simple card using a cost larger than it's CMC. Or a big-ish card with the cost being it's casting cost.
And a couple new effects:
Toxic (This {creature/land/spell} deals damage to players in the form of poison counters)
-The half of Infect that Wither doesn't cover. Poisonous was already taken as a name
Fortify {cost} ({cost}: Attatch to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
-Yes, it's already a thing. I want more of it.
The thread had nothing happen for two days. I gave suggestions to get the thread moving. And of fracking corse the response is to go for the Equip-for-lands...
Artifact - Vehicle
Bombard (If this creature would deal combat damage to a player, it may instead deal its damage divided as you choose between creatures that player controls.)
Crew 4
8/4
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Next:
Wind Down X (This creature enters play with X +1/+1 counters on it and may not have more than X +1/+1 counters on it. When this creature attacks or blocks, remove a +1/+1 counter)
Gravemorph {cost} (When this creature would be destroyed, you may pay it's Gravemorph cost to return another creature with Gravemorph to the battlefield under your control)
Improve - Whenever {ability} activates, {effect}
-For example, you can have it be 'Whenever Exalted activates, you gain 1 life.' But it has to be an ability that activates, pure passives don't work. For example, Devour would be valid, but Flying wouldn't. The examples are important for defining what {ability} means.
Grave-Haunting Geist
Creature - Spirit
Gravemorph: 1BB (When this creature dies, you may pay its gravemorph cost. If you do, return another target creature card with gravemorph from your graveyard to the battlefield)
2/1
Geist-Haunted Skaab 1UB
Creature - Zombie
As Geist-Haunted Skaab comes into play, put the top two cards of your deck into your graveyard.
Gravemorph: Pay two life. (When this creature dies, you may pay its gravemorph cost. If you do, return another target creature card with gravemorph from your graveyard to the battlefield)
3/4
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Oh god, a blue/black Dredge...
Options for the next:
More of this Gravemorph(Hopefully not more Skaabs)
Improve - Whenever {ability} {activates/triggers}, {effect} (Now it can properly improve the things!)
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
-Like Bestow, but for Artifacts and it follows the Upgraded creature when it leaves play. Go to had? Upgrade card follows. Exile? Follows. Graveyard? Follows.
Stitch Together X (When this creature enters play, put the top X cards of your library into your graveyard)
-Skaab keyword. Takes up less space, once the reminder text stops being used.
Gravemorph {cost} (When this creature dies, you may pay its gravemorph cost. If you do, return another target creature card with gravemorph from your graveyard to the battlefield)
-The cost can be anything, including Exiling another Gravemorph creature, or something beneficial.
Improve - Whenever {ability} {activates/triggers}, {effect} (Now it can properly improve the things!)
-Just improves an ability. Ought not be used often.
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
-Like Bestow, but for Artifacts and it follows the Upgraded creature when it leaves play. Go to hand? Upgrade card follows. Exile? Follows. Graveyard? Follows.
Stitch Together X (When this creature enters play, put the top X cards of your library into your graveyard)
-Skaab keyword. Takes up less space, once the reminder text stops being used.
Added:
Grow X {cost} (Pay {cost}: Put X +1/+1 counters on {cardname})
-You know all those cards with abilities that add +1/+1 counters to them? Yea, this is for that.
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn
-Both X and Y can be either positive or negative, and as always, costs don't need to mana. It's little, common effects that make the best keywords.
Going to do two off the list since it's been a few days... and the two I think make a nice combo together.
(gravemorph and stitch together on the same card)
Zikropaa, Stitcher Overseer 2BBB
Legendary Creature - Zombie Wizard
Stitch together 4
Creatures you control and creature cards in your graveyard gain gravemorph. The gravemorph cost is equal to their mana costs.
Gravemorph BBB
5/3
(granting temporary gravemorph)
Stitchers' Boon 2BB
Instant
Target creature you control and target creature card in your graveyard gain gravemorph 0 until end of turn.
(stitch together used as a way to win by milling)
Cursed Existence 2UB
Enchantment
Creatures your opponents control have stitch together X, where X is that creature's power.
Next: Mirage (Whenever a permanent with mirage becomes the target of a spell or ability, it phases out.)
Creature — Elf Wizard (U)
Mirage (Whenever this creature becomes the target of a spell or ability you don't control, it phases out.)
Whenever Elusive Treesinger phases in, search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
2/2
I uh gave Mirage the hexproof treatment so you can actually interact with your own dude a little bit.
Fabulism (Whenever an opponent casts a noncreature spell, this becomes an enchantment until end of turn.)
Jaybay, Fabulous Enchanter 2WUB
Legendary Creature - Human Wizard
Fabulism (Whenever an opponent casts a noncreature spell, this becomes an enchantment until end of turn.)
All activated abilities of Enchantments you control cost less.
1W: Target creature gains Fabulism until end of turn.
1U: Target Artifact counts as an Enchantment until end of turn.
1B: Target Enchantment gains Lifelink until end of turn.
3/3
His enchanting rituals involve strange, hypnotic stances
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You expected a Theros card, but it was me, A JJBA REFERENCE!
Next: From THE LIST!
Improve - Whenever {ability} {activates/triggers}, {effect}
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
Grow X {cost} (Pay {cost}: Put X +1/+1 counters on {cardname})
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Added to THE LIST!
Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)
Remember, costs can be non-mana things, like sacrificing a creature, or discarding a card. And feel free to use negative numbers on things if you can figure out a way to use them without altering the reminder text at all. For example, Empower specifically allows +3/-1 as something that can be done.
Fine Polish 2
Artifact
As long as Fine Polish is not an equipment, artifact creatures you control get +0/+1.
Upgrade 2
Equipped creature gets +0/+3.
Warding Pest 1W
Artifact Creature - Pest
As long as Warding Pest is not an equipment, creatures you control have absorb 1.
Upgrade 2W
Equipped creature has absorb 3.
0/1
Corruption Core 2B
Artifact
As long as Corruption Core is not an equipment, whenever a creature enters the battlefield under your control, put a -1/-1 counter on target creature.
Upgrade—Sacrifice a creature
Equipped creature gets +2/+0 and gains infect.
Darksteel Powder 0
Artifact
Indestructible
1, Sacrifice Darksteel Powder: Target artifact becomes indestructible until end of turn.
Upgrade 2
Equipped creature is indestructible.
Next: Symbiotic with [attribute] (As long as you control a permanent with [attribute], [effect].)
Creature - Human Rogue (C)
Symbiotic with white - Rakdos Defector gets +1/+1 and has lifelink as long as you control a white permanent.
"I tire our endless self indulgence. There's surely more to this world than just ourselves."
2/3
Selyesnian Defector WG
Creature - Dyrad Cleric (C)
Defender, Reach
Symbiotic with black - Selyesnian Defector gets +1/+0 and has deathtouch as long as you control a black permanent.
"The conclave itself is grand, but I'd never be more than some anoynomous root."
0/5
Next: Alliance (A teammate can help pay the casting costs and the activation costs of this card.)
Burst of Life XW
Instant (U)
Alliance (A teammate can help pay the casting costs and the activation costs of this card.)
Target player gains X life.
Legendary Creature - Sliver Ally
Alliance (A teammate can help pay the casting costs and the activation costs of this card.)
WB: Until end of turn, all Slivers gain Lifesteal 1 (whenever this creature deals damage, you gain 1 life)
UR: Until end of turn, all Slivers gain Wiseblow 1 (whenever this creature attacks or blocks, if you have more than four cards in hand, this creature gets +1/+1 until end of turn)
BG: Until end of turn, all Slivers gain Blightstrike 1 (whenever this creature deals damage to a creature, that creature gets -1/-1 until end of turn)
RW: Until end of turn, all Slivers gain Formation 1 (whenever this creature attacks or blocks, it gets +1/+1 until end of turn if another allied creature with Formation is attacking or blocking)
GU: Until end of turn, all Slivers gain Spellblock 1. If they already have Spellblock, increase the Spellblock number by 1 (whenever a sorcery, instant or ability would target this creature, counter it if its CMC is 1 or less)
10/10
Next: One of the mechanics on this monstrosity, or something from THE LIST!! Expanded LIST!! will be an extra post.
Improve - Whenever {ability} {activates/triggers}, {effect}
Grow X {cost} (Pay {cost}: Put X +1/+1 counters on {cardname})
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)
Lifesteal X (whenever this creature/spell deals damage, you gain X life)
Wiseblow X (whenever this creature attacks or blocks, if you have more than four cards in hand, this creature gets +X/+X until end of turn)
Blightstrike X (whenever this creature deals damage to a creature, that creature gets -X/-X until end of turn)
Formation X (whenever this creature attacks or blocks, it gets +X/+X until end of turn if another allied creature with Formation is attacking or blocking)
Spellblock X (whenever a sorcery, instant or ability would target this creature, counter it if its CMC is X or less)