Since a lot of the sidekick spells operate as tricks/utility spells I've kept their costs on the lower end. I think larger mana costs should result in more permanent board presence, but the set definitely should push toward the higher end of the spectrum. Here are some of the "larger than life" vanilla sizes I'm considering at common... some of them break past the edge of the spectrum Wizards has provided.
White Common Ally1W
Creature - Scout Ally (C)
Whenever White Common Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on White Common Ally.
0/2
White Uncommon Ally3W
Creature - Soldier Ally (U)
???
Whenever White Uncommon Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on White Uncommon Ally.
2/1
White Rare AllyW
Creature - Knight Ally (R)
Whenever White Rare Ally or another Ally enters the battlefield under your team's control, Allies your team controls gain indestructible until end of turn.
2/1
Blue Common Ally2U
Creature - Bird Ally (C)
Flying
Whenever Blue Common Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Blue Common Ally.
0/2
Blue Uncommon Ally4U
Creature - Ally (U)
Whenever Blue Uncommon Ally or another Ally enters the battlefield under your team's control, Allies your team controls gain flying until end of turn.
3/3
Blue Rare Ally2UU
Creature - Wizard Ally (R)
Whenever Blue Rare Ally or another Ally enters the battlefield under your team's control, each player on your team draws a card.
2/4
Black Common Ally2B
Creature - Warrior Ally (C)
Whenever Black Common Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Black Common Ally.
1/1
Black Uncommon Ally2BB
Creature - Shaman Ally (U)
Whenever Black Uncommon Ally or another Ally enters the battlefield under your team's control, target creature gets -1/-1 until end of turn for each Ally your team controls.
2/3
Black Rare Ally1BB
Creature - Rogue Ally (R)
Whenever Black Rare Ally or another Ally enters the battlefield under your team's control, Allies your team controls gain intimidate until end of turn.
3/2
Red Common Ally3R
Creature - Warrior Ally (C)
Whenever Red Common Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Red Common Ally.
2/2
Red Uncommon Ally2R
Creature - Shaman Ally (U)
Red Uncommon Ally can't be blocked except by two or more creatures.
Whenever Red Uncommon Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Red Uncommon Ally.
1/1
Red Rare AllyRR
Creature - Berserker Ally (R)
Whenever Red Rare Ally or another Ally enters the battlefield under your team's control, Allies your team controls gain double strike until end of turn.
2/1
Green Common AllyGG
Creature - Warrior Ally (C)
Whenever Green Common Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Green Common Ally.
1/1
Green Uncommon Ally4G
Creature - Beast Ally (U)
Green Uncommon Ally must be blocked if able.
Whenever Green Uncommon Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Green Uncommon Ally.
3/3
Green Rare Ally2GG
Creature - Shaman Ally (R)
Whenever Green Rare Ally or another Ally enters the battlefield under your team's control, Allies your team controls get +2/+2 until end of turn.
3/2
So I've been trying to redesign with the new themes, and Stairc called it... lifegain matters is really difficult to design for without causing problems for the format. I did try a few creative ways to make it matter, but it felt like it was shoehorned in. Maybe it'd work on a few cards, but I now agree it's a bad idea to have as a primary theme. I'm looking for something interesting for to do besides tokens which it seems to always do.
The Modern Masters spoiler reminded me of an interesting mechanic that actually works really well in 2HG - Graft. There's a bit of an "ah-ha" moment for players when they realize they can use it to build their teammate's creatures too. There's also plenty of design space left for Graft. Is it possible to fit Graft into ? Is it possible that's a good idea to use in Kolbahan?
Dude, tokens are armies of creatures working together. This set's already doing lots of new things. Own it, make creatures that get really big if you have lots of creatures (for battleships)and don't try to run away from what works.
You can also do some new stuff WITH tokens. For example...
Big-Voker - 5G
Creature
Trample
As you cast this, players may tap any number of creatures they control. For each creature tapped this way, Big-Voker enters the battlefield with a +1/+1 counter
5/5
Though, it is worth noting, team-based convoke also works great.
I'm not sure I remember 100% what all the combos is, but is there one that's ally focused? I'm still of the belief that having one color pair be slightly more prominent in allies is a good idea, and GW seems like the perfect place (creature based strategies, colors that like working together the most, colors that do +1/+1 counter boosting, etc.)
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This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Deep Depression (Common) B
Instant
Target creature gets -1/-1 until end of turn. If Deep Depression was kicked, that creature gets -3/-3 until end of turn instead.
Kickback 4B(Another player may cast this card from your graveyard for its kickback cost. Then exile it.)
Sorry I didn't respond about Kickback when you first posted it. My biggest issue with it compared to Sidekick is that Kickback allows your opponents to cast it when they can take advantage of it. With Sidekick it's a bit different, since even if your opponents pay the cost you're still the one who chooses how the effect plays out.
@MOON-E: I could definitely see trying to focus Allies a bit more in GW. I'll give that a shot, and if it doesn't work I'll fall back to tokens.
No, but the role they fill in the set is enabling teams to cast spells together in an interactive way. It'd be an interesting mechanic to consider for an expansion to Kolbahan, but Sidekick has tested well so we'll probably stick with it for the time being.
Would you say that Kicker and Flashback fill nearly identical space?
Both serve as mana sinks, and both can serve to get more value from the same spell. Yes, that's very similar space (by which I mean, role in the set).
Here Sidekick and Kickback serve the space of giving your ally an option to sink in mana to add value to your spell. That's very similar space. The difference is that Sidekick can have a more unified feeling (as the player can improve the spell as you cast it) and also more flexibility for off-color (offcolor flashback costs like Ray of Revelation have the same restrictions as hybrid cards in terms of color pie).
The reason cycling isn't in every set is because the roles it serves are often served by other mechanics wizards wants to pursue, like scry. Sidekick and Kickback do similar things, so that's an issue. Even if you have 3 great ideas, if they serve the same space they just draw focus from each other.
Also, would this work in Kolbahan?
Conquest - Whenever you attack more than one player, EFFECT.
Since attacking both players in 2HG is an arbitrary thing, doesn't change how you attack, I'm not sure what benefit that serves.
As a player, I want Sidekick to say "teammate" in the reminder text. That's what this set is about. Leaving it open-ended for Commander shenanigans is pooey. If Commander players want to use it, let them play 2HG Commander. Commander gets enough attention from WotC while 2HG gets virtually zero. Why make a supplement specifically for 2HG and then discard the most unique aspect of 2HG to appease another format? Plus, when I read Sidekick as a player, I get a sneaking suspicion that somehow the mechanic could backfire on me because my opponents can pay it. It just doesn't feel safe even if it may technically be safe. It would discombubulate a significant amount of players into making poor draft decisions. With "teammate" right there in the reminder text, the path to drafting will be a clear one and the decision to draft and cast Sidekick spells will be a pleasant one. My two cents.
Leaving it open-ended for Commander shenanigans is pooey.
And as a player who would play a 2HG draft format a few times at most but will be playing Commander forever, I think the alternative is "pooey".
My view is that we already have tons of things that point towards 2HG. Allies do this explicitly as well as other cards in the set. The set is already so entrenched in 2HG because that's literally the only way you're meant to draft it. Again, if the goal is to create a separate, imaginary format that's detached from all of magic then yes there's really no reason not to use "teammate". If we're leaning on the fact that this is a fake set that'll never actually be printed then sure, it doesn't really matter. But if not then I think its incredibly silly to chop out a big section of design space that many players would find really cool in order to further emphasize what I feel is already a heavily supported theme.
EDIT: I'd like to point out that comparisons to Conspiracy are made quite often. While its true that a small subset of cards (i.e. the stamped cards) worked only in conspiracy draft, all other mechanics in the set function normally in a duel. Dethrone? Will of the Council? Parley? These are all things that work perfectly fine in a 1v1, albeit to a slightly different effect. Even most of the draft matters cards can easily be slotted into a cube or any other draft. As I've said, I've never been against creating a new card type (ala conspiracies) that encourages 2HG specifically, the only thing I'm against is creating a major keyword that does literally nothing outside of a explicit team format.
I think we've all agreed for a while that this decision matters so little to the actual design of the set that we'd table the discussion. Can we actually do that please?
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Didn't Zen have Kicker, Multikicker, and Level Up - all mana sinks?
Actually no. Zendikar had kicker, worldwake had Multikicker and Risehad Level-Up. They weren't all in the same set. Each served the mana-sink role separately for its set.
No so with Kickback. Your teammate gets a different, color appropriate effect if it's kicked, even if it has an off color cost.
(I realize yall aren't going to use Kickback, just sayin'.)
Unless I misunderstand, that just sounds like side-kick but with added tracking complexity (because you have to remember it's in your teammate's graveyard), and without the same "we work together to cast this single spell" feel. You cast one spell, and then your ally basically gets a seperate card in your graveyard they can flash back. That execution just seems like a less clean version of sidekick.
No problem. I think Kickback is an interesting concept too, and it's great to have the suggestion. If we do a second set, it might be a nice way to explore Sidekick in new ways.
I think we've all agreed for a while that this decision matters so little to the actual design of the set that we'd table the discussion. Can we actually do that please?
Fair enough, but I'm not designing for this set and yet may have something helpful to offer that has nothing to do with my ego/benefit really.
the only thing I'm against is creating a major keyword that does literally nothing outside of a explicit team format.
Unless the definition of team is redefined to make sense - to include a team of one or more. I mean, think about it, wrestlers don't all get out on the mat at the same time. It's 1v1 every time. Yet they compose a wrestling team. Gymnasts have extremely different tasks, most execute their tasks individually while some do theirs as groups, and yet they're all part of the same team. And then there's tag teams, etc. An individual is part of a team even when rest of the team isn't present/participating. During those times he or she represents the team and is in effect the team. Why should Magic be any different?
I don't think it's fair to hold Legend to our own personal agreements Moon-E. It's perfectly fine for someone to share an opinion, and it can even be helpful to be reminded of the issue - as long as it doesn't obscure our own discussions. After all, it's not like this thread was a hotbed of conversation that god derailed by the argument.
I don't think it's fair to hold Legend to our own personal agreements Moon-E.
My bad, I thought I remembered you in the last thread Piar posted about this (where we also had this discussion and also decided to put it off.)
Unless the definition of team is redefined to make sense - to include a team of one or more.
The problem is that you can never sidekick your own cards, regardless of how a team is defined. If sidekick specifies "teammate", then it will literally never be activated outside of a team format (which includes both duels and FFAs).
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Anyone up for a design challenge? I'm looking for more interesting build-around-me (linchpin!) cards that either tightly or loosely relate to our archtypes. Even if you aren't a member of the design team, we'd love to see your ideas/brainstorms.
Trusted Shelter1G
Sorcery (C)
Reveal the top five cards of your library. You may put an Ally card and/or a land card from among them into your hand. Put the rest into your graveyard.
Solitary Failure(G/W)(G/W)
Instant (C)
Prevent all combat damage non-Ally creatures would deal this turn. United we stand.
Roused Marble2W
Creature - Golem (C)
Defender, vigilance
Roused Marble can attack as though it didn't have defender as long as you control an Ally.
2/4
Jaliq Convoker3GW
Creature - Giant Ally (R)
Jaliq Convoker and other Ally spells your team casts cost 1 less to cast for each Ally your team controls.
When Jaliq Convoker or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Jaliq Convoker.
2/3
REANIMATOR Fiery Return ( )
Sorcery (U)
Return target creature card from a graveyard to it's owner's hand. Fiery Return deals damage equal to that creature's power to target player.
DEFENDERS Frost Nexus ( )
Creature- Elemental (U)
Defender
Whenever a creature with defender your team controls blocks, tap each creature blocked by it, those creatures don't untap during their controller's next untap steps.
0/6
TURBOFOG Swirling Mists ( )
Enchantment (U)
Whenever a creature an opponent controls with power 3 or less attacks, tap it, it doesn't untap during it's controller's next untap step.
A first real pass at command zone quests. They take up the basic land slot and occur at a 1:5 ratio of emblem:basic.
Trial of Order
Legendary Emblem (Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
When your team attacks with a total of seven or more creatures during a single turn, transform Trial of Order.
// Reward of Order
Emblem
Creatures your team controls get +1/+1 and have vigilance.
At the beginning of your upkeep, put a 1/1 white Soldier creature token onto the battlefield.
Trial of Knowledge
Legendary Emblem (Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
When your team draws a total of six or more cards during a single turn, transform Trial of Knowledge.
// Reward of Knowledge
Emblem
Players on your team have no maximum hand size.
At the beginning of your upkeep, each player on your team draws a card.
Trial of Power
Legendary Emblem (Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
When creatures your team controls have total power 13 or more, transform Trial of Power.
// Reward of Power
Emblem
At the beginning of your upkeep, put a 5/5 black Demon creature with flying onto the battlefield.
Trial of Destruction
Legendary Emblem (Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
When six or more permanents are put into your team's graveyards from the battlefield during a single turn, transform Trial of Destruction.
// Reward of Destruction
Emblem
At the beginning of your upkeep, destroy target permanent.
Trial of Growth
Legendary Emblem (Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
When your team controls fifteen or more lands, transform Trial of Growth.
// Reward of Growth
Emblem
At the beginning of your upkeep, each player on your team may pay X. If that player does, he or she distributes X +1/+1 counters among creatures he or she controls.
Trial of Allegiance
Emblem (Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.) WUBRG: Transform Trial of Allegiance. All players on your team may help pay for this activated ability.
// Reward of Allegiance
Emblem
Lands your team controls have "T: Add one mana of any color to your mana pool."
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Farmer's Statue 5W
Creature - Wall (C)
Defender
3/6
Ironclad Serpent 5U
Creature - Serpent (C)
Islandwalk
2/7
Horrid Behemoth 7B
Creature - Horror (C)
7/5
Colossal Centipede 6R
Creature - Insect
7/3
Mammoth Mammoth 6GG
Creature - Elephant (C)
8/8
Edit: Adding some rough draft Ally designs.
Creature - Scout Ally (C)
Whenever White Common Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on White Common Ally.
0/2
White Uncommon Ally 3W
Creature - Soldier Ally (U)
???
Whenever White Uncommon Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on White Uncommon Ally.
2/1
White Rare Ally W
Creature - Knight Ally (R)
Whenever White Rare Ally or another Ally enters the battlefield under your team's control, Allies your team controls gain indestructible until end of turn.
2/1
Blue Common Ally 2U
Creature - Bird Ally (C)
Flying
Whenever Blue Common Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Blue Common Ally.
0/2
Blue Uncommon Ally 4U
Creature - Ally (U)
Whenever Blue Uncommon Ally or another Ally enters the battlefield under your team's control, Allies your team controls gain flying until end of turn.
3/3
Blue Rare Ally 2UU
Creature - Wizard Ally (R)
Whenever Blue Rare Ally or another Ally enters the battlefield under your team's control, each player on your team draws a card.
2/4
Black Common Ally 2B
Creature - Warrior Ally (C)
Whenever Black Common Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Black Common Ally.
1/1
Black Uncommon Ally 2BB
Creature - Shaman Ally (U)
Whenever Black Uncommon Ally or another Ally enters the battlefield under your team's control, target creature gets -1/-1 until end of turn for each Ally your team controls.
2/3
Black Rare Ally 1BB
Creature - Rogue Ally (R)
Whenever Black Rare Ally or another Ally enters the battlefield under your team's control, Allies your team controls gain intimidate until end of turn.
3/2
Red Common Ally 3R
Creature - Warrior Ally (C)
Whenever Red Common Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Red Common Ally.
2/2
Red Uncommon Ally 2R
Creature - Shaman Ally (U)
Red Uncommon Ally can't be blocked except by two or more creatures.
Whenever Red Uncommon Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Red Uncommon Ally.
1/1
Red Rare Ally RR
Creature - Berserker Ally (R)
Whenever Red Rare Ally or another Ally enters the battlefield under your team's control, Allies your team controls gain double strike until end of turn.
2/1
Green Common Ally GG
Creature - Warrior Ally (C)
Whenever Green Common Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Green Common Ally.
1/1
Green Uncommon Ally 4G
Creature - Beast Ally (U)
Green Uncommon Ally must be blocked if able.
Whenever Green Uncommon Ally or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Green Uncommon Ally.
3/3
Green Rare Ally 2GG
Creature - Shaman Ally (R)
Whenever Green Rare Ally or another Ally enters the battlefield under your team's control, Allies your team controls get +2/+2 until end of turn.
3/2
The Modern Masters spoiler reminded me of an interesting mechanic that actually works really well in 2HG - Graft. There's a bit of an "ah-ha" moment for players when they realize they can use it to build their teammate's creatures too. There's also plenty of design space left for Graft. Is it possible to fit Graft into ? Is it possible that's a good idea to use in Kolbahan?
You can also do some new stuff WITH tokens. For example...
Big-Voker - 5G
Creature
Trample
As you cast this, players may tap any number of creatures they control. For each creature tapped this way, Big-Voker enters the battlefield with a +1/+1 counter
5/5
Though, it is worth noting, team-based convoke also works great.
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This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Deep Depression (Common)
B
Instant
Target creature gets -1/-1 until end of turn. If Deep Depression was kicked, that creature gets -3/-3 until end of turn instead.
Kickback 4B (Another player may cast this card from your graveyard for its kickback cost. Then exile it.)
@MOON-E: I could definitely see trying to focus Allies a bit more in GW. I'll give that a shot, and if it doesn't work I'll fall back to tokens.
But y'all don't want to use the word "teammate", do ya?
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Also, would this work in Kolbahan?
Conquest - Whenever you attack more than one player, EFFECT.
We do appreciate the suggestion!
Both serve as mana sinks, and both can serve to get more value from the same spell. Yes, that's very similar space (by which I mean, role in the set).
Here Sidekick and Kickback serve the space of giving your ally an option to sink in mana to add value to your spell. That's very similar space. The difference is that Sidekick can have a more unified feeling (as the player can improve the spell as you cast it) and also more flexibility for off-color (offcolor flashback costs like Ray of Revelation have the same restrictions as hybrid cards in terms of color pie).
The reason cycling isn't in every set is because the roles it serves are often served by other mechanics wizards wants to pursue, like scry. Sidekick and Kickback do similar things, so that's an issue. Even if you have 3 great ideas, if they serve the same space they just draw focus from each other.
Since attacking both players in 2HG is an arbitrary thing, doesn't change how you attack, I'm not sure what benefit that serves.
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As a player, I want Sidekick to say "teammate" in the reminder text. That's what this set is about. Leaving it open-ended for Commander shenanigans is pooey. If Commander players want to use it, let them play 2HG Commander. Commander gets enough attention from WotC while 2HG gets virtually zero. Why make a supplement specifically for 2HG and then discard the most unique aspect of 2HG to appease another format? Plus, when I read Sidekick as a player, I get a sneaking suspicion that somehow the mechanic could backfire on me because my opponents can pay it. It just doesn't feel safe even if it may technically be safe. It would discombubulate a significant amount of players into making poor draft decisions. With "teammate" right there in the reminder text, the path to drafting will be a clear one and the decision to draft and cast Sidekick spells will be a pleasant one. My two cents.
My view is that we already have tons of things that point towards 2HG. Allies do this explicitly as well as other cards in the set. The set is already so entrenched in 2HG because that's literally the only way you're meant to draft it. Again, if the goal is to create a separate, imaginary format that's detached from all of magic then yes there's really no reason not to use "teammate". If we're leaning on the fact that this is a fake set that'll never actually be printed then sure, it doesn't really matter. But if not then I think its incredibly silly to chop out a big section of design space that many players would find really cool in order to further emphasize what I feel is already a heavily supported theme.
EDIT: I'd like to point out that comparisons to Conspiracy are made quite often. While its true that a small subset of cards (i.e. the stamped cards) worked only in conspiracy draft, all other mechanics in the set function normally in a duel. Dethrone? Will of the Council? Parley? These are all things that work perfectly fine in a 1v1, albeit to a slightly different effect. Even most of the draft matters cards can easily be slotted into a cube or any other draft. As I've said, I've never been against creating a new card type (ala conspiracies) that encourages 2HG specifically, the only thing I'm against is creating a major keyword that does literally nothing outside of a explicit team format.
I think we've all agreed for a while that this decision matters so little to the actual design of the set that we'd table the discussion. Can we actually do that please?
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Didn't Zen have Kicker, Multikicker, and Level Up - all mana sinks?
No so with Kickback. Your teammate gets a different, color appropriate effect if it's kicked, even if it has an off color cost.
(I realize yall aren't going to use Kickback, just sayin'.)
Actually no. Zendikar had kicker, worldwake had Multikicker and Risehad Level-Up. They weren't all in the same set. Each served the mana-sink role separately for its set.
Unless I misunderstand, that just sounds like side-kick but with added tracking complexity (because you have to remember it's in your teammate's graveyard), and without the same "we work together to cast this single spell" feel. You cast one spell, and then your ally basically gets a seperate card in your graveyard they can flash back. That execution just seems like a less clean version of sidekick.
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Train is a nice mechanic.
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Fair enough, but I'm not designing for this set and yet may have something helpful to offer that has nothing to do with my ego/benefit really.
Unless the definition of team is redefined to make sense - to include a team of one or more. I mean, think about it, wrestlers don't all get out on the mat at the same time. It's 1v1 every time. Yet they compose a wrestling team. Gymnasts have extremely different tasks, most execute their tasks individually while some do theirs as groups, and yet they're all part of the same team. And then there's tag teams, etc. An individual is part of a team even when rest of the team isn't present/participating. During those times he or she represents the team and is in effect the team. Why should Magic be any different?
Thanks for your contributions Legend.
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The problem is that you can never sidekick your own cards, regardless of how a team is defined. If sidekick specifies "teammate", then it will literally never be activated outside of a team format (which includes both duels and FFAs).
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
UB: Reactive/Flash control (Parley?)
BR: Reanimator
RG: Power matters
GW: Allies ("Tribal")
WB: Auras
UR: Spells matter
BG: Cycling matters
RW: Lots of attacking creatures ("Each attacking creature" scaling)
GU: Turbofog
Trusted Shelter 1G
Sorcery (C)
Reveal the top five cards of your library. You may put an Ally card and/or a land card from among them into your hand. Put the rest into your graveyard.
Solitary Failure (G/W)(G/W)
Instant (C)
Prevent all combat damage non-Ally creatures would deal this turn.
United we stand.
Roused Marble 2W
Creature - Golem (C)
Defender, vigilance
Roused Marble can attack as though it didn't have defender as long as you control an Ally.
2/4
Jaliq Convoker 3GW
Creature - Giant Ally (R)
Jaliq Convoker and other Ally spells your team casts cost 1 less to cast for each Ally your team controls.
When Jaliq Convoker or another Ally enters the battlefield under your team's control, put a +1/+1 counter on Jaliq Convoker.
2/3
For the design challenge:
REANIMATOR
Fiery Return ( )
Sorcery (U)
Return target creature card from a graveyard to it's owner's hand. Fiery Return deals damage equal to that creature's power to target player.
DEFENDERS
Frost Nexus ( )
Creature- Elemental (U)
Defender
Whenever a creature with defender your team controls blocks, tap each creature blocked by it, those creatures don't untap during their controller's next untap steps.
0/6
TURBOFOG
Swirling Mists ( )
Enchantment (U)
Whenever a creature an opponent controls with power 3 or less attacks, tap it, it doesn't untap during it's controller's next untap step.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Trial of Order
Legendary Emblem
(Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
When your team attacks with a total of seven or more creatures during a single turn, transform Trial of Order.
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Reward of Order
Emblem
Creatures your team controls get +1/+1 and have vigilance.
At the beginning of your upkeep, put a 1/1 white Soldier creature token onto the battlefield.
Trial of Knowledge
Legendary Emblem
(Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
When your team draws a total of six or more cards during a single turn, transform Trial of Knowledge.
//
Reward of Knowledge
Emblem
Players on your team have no maximum hand size.
At the beginning of your upkeep, each player on your team draws a card.
Trial of Power
Legendary Emblem
(Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
When creatures your team controls have total power 13 or more, transform Trial of Power.
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Reward of Power
Emblem
At the beginning of your upkeep, put a 5/5 black Demon creature with flying onto the battlefield.
Trial of Destruction
Legendary Emblem
(Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
When six or more permanents are put into your team's graveyards from the battlefield during a single turn, transform Trial of Destruction.
//
Reward of Destruction
Emblem
At the beginning of your upkeep, destroy target permanent.
Trial of Growth
Legendary Emblem
(Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
When your team controls fifteen or more lands, transform Trial of Growth.
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Reward of Growth
Emblem
At the beginning of your upkeep, each player on your team may pay X. If that player does, he or she distributes X +1/+1 counters among creatures he or she controls.
Trial of Allegiance
Emblem
(Begin the game with this card in your command zone with this face up. Teams may only have one legendary emblem with the same name.)
WUBRG: Transform Trial of Allegiance. All players on your team may help pay for this activated ability.
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Reward of Allegiance
Emblem
Lands your team controls have "T: Add one mana of any color to your mana pool."