Greetings, and salutations, fellow bored people! Here I'll just be posting an assortment of random cards I make when bored! The first batch was made within the hour; which may be edited later. All cards are currently in their rough draft state, only until all 232 planned cards are written out in this thread will I be able scan over them to make any final tweaking. If you would like to submit feedback, or if you just want to give some moral support please contact me via a private message as I still uncertain on how many reserved post I will require to finish this project. Feedback concerning wording, abilities, and names are highly desired, and well appreciated. Those who submit feedback will be listed in the thread "if desired" with their contributional message. Regardless I hope you will enjoy my humble little creation, I hope you all have a blessed and wonderful day.
New Mechanics Disclaimer: Let's cut straight to the point I'm not the most knowledgeable person around, nor do I know that much about Magic as a whole, I just started playing two months ago. These abilities might already exist some wheres, no idea, not going to look. If they do I apologize, I'm still going to use them though. The second set of Mechanics can be found at the bottom of the page. Bait
(Whenever this creature becomes blocked, put a +1/+1 counter on it.) Vessel
(When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.) Meiosis
(Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze, or Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.) Equivalent T, (Tap target creature your opponent controls. Put a +1/+1 counter on target creature you control, and target tapped creature your opponent controls.) Phase 3, (If you are being blocked, or blocking a target creature you may pay this creature's phase cost to prevent all combat damage that would be dealt to this card, this creature deals its combat damage to the player or planeswalker you target unless targeted controller pays this creature's phase cost.) Suture BW, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Unequip, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.) Borrowed Mechanics Disclaimer: These are mechanics from the actual game that are in this set. Wither
(This deals damage to creatures in the form of -1/-1 counters.) Bestow
(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Story (Temp)
It was a slow... more gradual change, a way to enhance the lives of others. Alchemy was nothing more than a medical practice, a cure for diseases, a way to heal the body and possibly the mind.
Oh, how time can corrupt. What was once medicine turned into so much more. With the advent of equivalent exchange no longer were they turning resources into helpful supplies, but changing matter all together, at the cost of something else in return.
But, with enough iron I suppose anyone can create gold. No one seemed to mind. "After all equivalent exchange doesn't affect the balance of the world." said the Alchemists.
Yet, they were never satisfied... "We could do so much more!"
Soon it wasn't just objects, they found alchemy could also connect things. They called it suturing, a horrific take on a valid medical practice.
Like any newly discovered practice or invention, the intentions were not wrong... Not at first. "Can we really do that!?" They asked.
They revolutionized the lives of others, they were able to heal lost limbs, cure defects, restore lost eyes! But, they also knew they could add, not just heal. First with the animals, a lion sprouting wings might be comical to some, or perhaps a human with wings and claws? Until that subject escapes with a friend.
With the rise of Chimeras and suturing Monster Hunters were formed to contain these experiments, or to expand them by capturing more animals. "How long can we live like this!?"
It doesn't take long for years of corrupting the natural world to take its toll, an ecosystem can only handle so much before it falls, or before a new one takes its place.
They thought they could control life, but life had disagreed. Humanity was backed into a corner no longer could they control their experiments. "All we can do is, try to survive..."
Story (Temp) 2
The fascination of men to get to the same level of God has now reached a new and undeniably dark level. In their seek of power, alchemists have taken animals and plants alike to learn the secrets beneath their genes. Without other motives aside their thirst of knowledge and power, they have sent assassins and monster hunters to kill or gather as many specimens as possible from their natural state.
Taken away from their homes, these creatures had to submit inhuman experiments that split, broke, combines and fused their genes to create new creatures but as it always happens to those who try to be like gods, their own creatures rebelled against them. The nature couldn't stand this treatment anymore and so it fought back those that harmed her.
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1st Batch Inundate AnglerUG
Creature - Elemental Fish (U) Haste
Inundate Angler must be blocked if able. Bait (Whenever this creature becomes blocked, put a +1/+1 counter on it.)
1/2
Barren Basilisk2UG
Creature - Basilisk(R) Trample Vessel (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
4/3
Long-fanged Basilisk2U
Creature - Basilisk(U) Reach Vessel (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
3/1
Entomopathogenic SaviourG
Enchantment Creature - Fungus(U)
Bestow 1G (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +1/+1 and is no longer a vessel.
1/2
Loss TurbotUU
Creature - Zombie Fish(C) Vessel (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
1/3
Ingest Angler2UUU
Creature - Elemental Fish (U) 1U: Ingest Angler can block an additional creature until end of turn. Bait (Whenever this creature becomes blocked, put a +1/+1 counter on it.)
4/3
Alluring Angler2U
Creature - Merfolk Wizard(U) U,T: Target creature blocks this turn if able. Bait (Whenever this creature becomes blocked, put a +1/+1 counter on it.)
2/2
Merfolk Extravagant1BU
Creature - Merfolk Ally(R) Flash
When Merfolk Extravagant enters the battlefield you may return a target creature to its owner's hand.
1/2
Island Puffer Fish3U
Creature - Giant Fish(C) Defender Vessel (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
1/4
Drowning AspirationsU
Instant(C)
Tap an untapped creature you control, return a creature to it's owner's hand.
Astringent Roots1G
Instant(C)
Target creature gets -1/-1 and must blocks this turn if able.
---- Ship-wrecked Leviathan2UBG
Creature - Leviathan(M) Vessel (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.) 1UBG Return this card from your graveyard to the battlefield transformed.
2/5 Boneyard Leviathan0
Creature - Leviathan(M) Hexproof
When this creature transforms into Boneyard Leviathan, return all non-land permenants that don't share a colour with Boneyard Leviathan to their owners' hands.
5/3
---
Land-ahoyG Instant(C)
return a land you control to its owner's hand, You may play an additional land this turn.
Spectral Anomaly2B Enchantment(U)
Whenever a creature enters the battlefield under your control like an instant each opponent loses 1 life and you gain 1 life.
Leah of the Northwind2B
Creature - Assassin Ally (R) Flash Pathfinder
Whenever Leah of the North or another creature you control enters the battlefield during another player's turn, you may discard a card from your hand into exile: You may flash in another creature card for X or less, where X is 1 plus the exiled card's converted mana cost.
2/3
Leah's Goliath2BB
Creature - Shade Ally (U) Trample
When Leah's Goliath enters the battlefield, it gains +1/+1 for each creature on your opponents side of the field.
Flashback 1B, Pay 2 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
3/4
Gelatinous Rife2BG
Creature - Ooze (U) Meiosis, XB (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
4/4
Gunk Mountain5BB
Creature - Giant Ooze (R) Meiosis, XB (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze, or Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
6/6
Burning Blob-Monster1RR
Creature - Elemental Ooze (U) Menace Meiosis, XR (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze, or Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
3/2
It came from beneath1B
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +1/+2 and has deathtouch.
Noxious Creep2B
Creature - Assassin Ally (U) Flash Wither (This deals damage to creatures in the form of -1/-1 counters.)
3/1
Acupuncture2B
Instant (C)
Target creature gets -3/-3 until end of turn.
Hedron Star4
Artifact Creature(R) Reach Meiosis, X1 (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze, or Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
3/4
2nd Batch Harmless ButterfliesW
Creature - Insect (C) Flying
Whenever Harmless butterflies or another creature with Butterfly in it's name enters the battlefield you gain 1 life.
A deck can have any number of cards named Harmless Butterflies.
0/1
Harmful Butterfly1B
Creature - Insect (C) Flying
At the beginning of combat on your turn, if you both own and control Harmful Butterfly and a creature named Harmless Butterflies, exile them, then meld them into Butterfly swarm.
2/1
Butterfly Swarm0
Creature - Insect (C) Flying MeiosisXW (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
2/3
Fritillary Butterfly1WG
Creature - Insect (U) Flying
Fritillary Butterfly gets +0/+1 for each plant creature on the battlefield.
4/1
Fallen Butterflies1GB
Creature - Insect (R) Flying
At the beginning of your end step, if Fallen Butterflies is equipped via Suture, transform it.
Landfall — Whenever a land enters the battlefield under your control, Fallen Butterflies gets +1/+1 until end of turn.
2/2
Frank-n-flies0
Creature - Insect Horror (R) Flying
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Landfall — Whenever a land enters the battlefield under your control creatures you control get +1/+1 until end of turn.
3/3
Requiem of the Damned3W
Enchantment (U)
When Requiem of the Damned enters the battlefield, exile target creature an opponent controls until Requiem of the Damned leaves the battlefield.
Creatures you control gets +1/+1.
Endearing Monarch2WW
Creature - Insect Angel (M) Flash, Flying
When Endearing Monarch enters the battlefield, creatures you control gain indestructible until end of turn. W, Whenever you gain life put a +1/+1 counter on target creature you control.
3/2
Giant's Strength1R
Sorcery (C)
Target creature gets +2/+1 and gains trample until end of turn.
Suture 1R, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Detach from target creature, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Pollination Nation1G
Enchantment (U)
At the beginning of your upkeep put a 0/1 Plant token onto the battlefield. 1G, Sacrifice Pollination Nation: Search your library for two basic Forest card, reveal them, put them into your hand and then shuffle your library.
Crazed Alchemist1RR
Creature - Human Wizard (R)
At the beginning of your end step, if Crazed Alchemist is equipped via Suture, transform it.
2/2
Mutagen Alchemist0
Creature - Mutant Wizard (R)
Whenever another creature enters the battlefield under your control you may transform it at the beginning of your next upkeep.
Whenever a permanent you control transforms put a 2/2 Homunculus creature token onto the battlefield.
3/4
Inveigle Specialist2B
Creature - Wizard Ally (R) Bait 2 (Whenever this creature becomes blocked, put a +2/+2 counter on it.) Ut, Gain control of target creature with a +1/+1 counter on it for as long as Inveigle Specialist remains on the battlefield.
0/2
Angel of Equivalence1W
Creature - Angel Ally (C) EquivalentT, (tap target creature your opponent controls. Put a +1/+1 counter on target creature you control, and target tapped creature your opponent controls.)
2/2
Island Piranha1UU
Creature - Mutant Fish (U)
When Island Piranha enters the battlefield, put a 2/2 Carnivorous Piranha creature token onto the battlefield.
3/3
Natural Deity1W
Instant (C)
Block, and Remove all counters on target permanents until end of turn.
Suture 1W, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Detach from target creature, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Mindful Decision1R
Sorcery (R)
Target creature you control gains "Defender" Swap that target creature, with target creature your opponent controls until end of turn. Untap that creature, It gains haste. (It can attack and T this turn.)
Suture RR, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Unequip, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
If this card suture cost is paid, remove "Until end of turn".
Healing TearsW
Instant (C)
If you gained life this turn, creatures you control get +1/+1 until end of turn.
Suture W, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Detach from target creature, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Preservation of the Shell2W
Sorcery (R)
Target's vessel creatures don't get exiled this turn.
Suture GGG, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Detach from target creature, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Cocooned PrincessWR
Creature - Human Insect (M) Defender
Whenever Cocooned Princess dies, pay 1W If you do return it to the battlefield transformed under your control at the beginning of your next end step.
1/3
Appolo, Butterfly Princess0
Creature - Angel Insect (M) Flying
When this creature transforms into Appolo, Butterfly Princess it deals 2 damage to each other creature and each opponent. Vessel: (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
4/4
Begging Amalgamate2R
Creature - Human Chimera (U) 1R,T, gain control of target creature with converted mana cost 4, or less until end of turn, untap that creature, and it gains haste until end of turn.
2/2
Whisked Merfolk2UU
Creature - Merfolk Ally (M)
When whisked merfolk enters the battlefield, creatures you control gain "Until the end of turn. Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand." until the end of turn.
3/2
Mind-bending Goop1RR
Creature - Ooze (M) Haste
When Mind-bending Goop enters the battlefield, you may Gain control of a target creature until end of turn. Untap that creature. It gains haste until end of turn.
3/3
Crop CircleGG
Enchantment (C)
Whenever a non-token plant, or insect creature enters the battlefield put a 0/1 green Plant creature token onto the battlefield.
Residual Gunk2B
Creature - Ooze (R) Wither (This deals damage to creatures in the form of -1/-1 counters.)
When Residual Gunk dies, you may instead shuffle it into its owner's library.
2/2
Formidable Souls1G
Enchantment (R)
Whenever a non-token creature, or vessel dies put a 1/1 white Spirit creature token with flying onto the battlefield.
Pragmatic Alchemist1B
Creature - Wizard Ally (C)
Sacrifice a Non-token Creature: Put a +1/+1 counter on creatures you control.
3/1
Grey-scale's AltarCC
Artifact (U)
Sacrifice a creature: Add CC to your mana pool.
The Greater GoodU
Instant (R)
Sacrifice a blue permanent: Counter target spell.
Suture 2UU, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Detach from target creature, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
BurnwardRR
Instant (R)
Choose one —
Deal 3 damage to target opponent.
Deal 3 damage to target creature.
Path of Deviance1W
Instant (C)
Target creature can't be blocked this turn, you gain 2 life.
Vengeful Defiance1BB
Instant (U)
Choose one —
Sacrifice target creature an opponent controls.
Destroy target artifact or enchantment.
Pack Protection1W
Instant (U)
Choose one —
Gain 4 Life.
Prevent the next 3 damage that would be dealt to target creatures this turn.
Blessed PackW
Instant (R)
As an additional cost to cast Blessed Pack, tap target untapped creature you control.
Choose one —
Target opponent sacrifices an attacking creature.
Put two 2/2 white Soldier creature tokens onto the battlefield.
Premonition of War2W
Enchantment (U)
Whenever you shuffle your library put a 2/2 white Soldier creature tokens onto the battlefield.
Cleric's Offer1W
Sorcery (C)
Target opponent draws a card, you gain 5 life.
Misplace1U
Instant (U)
Return target spell or creature to its owner's hand.
RedirectUU
Instant (C)
Counter target creature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Barbed Starfish4UU
Creature - Fish (M) Reach Meiosis, X1 (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze, or Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
Whenever a 1/1 Ooze, or Segment token dies put a 1+/1+ counter on Barbed starfish.
6/6
End All2BB
Sorcery (R)
All Creatures get -3/-3 until end of turn.
Boiled Angler1RU
Creature - Elemental Fish (R) Bait 2 (Whenever this creature becomes blocked, put a +2/+2 counter on it.)
Whenever this creature is blocked, target blocking creatures take 1 damage.
1/2
Bear the Storm1R
Creature - Beast Horror (U)
Whenever Conduit of Storms attacks, add R to your mana pool at the beginning of your next main phase this turn.
1/3
Dismembering Wail4BB
Sorcery (M)
All Creatures opponent controls get -4/-4 until end of turn.
DisorganizedU
Sorcery (U)
Shuffle your library. Scry 2.
Human Mass2BB
Creature - Human Chimera (M)
If damage would be dealt to Human mass while it has a +1/+1 counter on it, prevent that damage and remove a +1/+1 counter from Human Mass.
Sacrifice a human creature you control: Put two +1/+1 counters on Human mass.
2/2
AnxietyR
Sorcery (C)
Prevent the next 4 damage that would be dealt to target creature or player this turn.
DefectiveBB
Instant (U)
Target creature gets -1/-1, sacrifice it at the end of turn.
Feeble Reproduction2R
Sorcery (R)
Put a token onto the battlefield that's a copy of a non-legendary creature you control. That token has haste. Sacrifice it at end of your turn.
Deciduous Flytrap2G
Creature - Legendary Plant (R)
Whenever another Plant enters the battlefield under your control, put a +1/+1 counter on Deciduous Flytrap. Meiosis, TX (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 green plant token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
1/1
Death-cap Cordyceps1BG
Creature - Legendary Fungus (R)
Deathtouch
When Death-cap Cordyceps enters the battlefield, put a +1/+1 counter on Insect creatures you control.
Whenever another insect, or vessel creature you control dies, or is exiled put a +1/+1 counter on Death-cap Cordyceps.
1/1
Tantamounting Light2W
Enchantment (U)
At the beginning of your upkeep, you gain 1 life. At the beginning of your opponents upkeep, you lose 2 life.
Asylum's Overseer1BB
Creature - Human Wizard (R)
Whenever you gain life, each opponent loses 1 life. "Everyday I can hear them screaming, crying and shouting for help. Each day, they are dragged away from their cells for tests. I hear their voice through the empty halls. I love my job."
2/3
Howling Crypt2B
Enchantment (R)
Whenever you sacrifice a non-token creature: Choose one -
Put a +1/+1 counter on each token creature you control.
Put two 2/2 white Soldier creature token onto the battlefield.
"That's where they took them. You can still hear their begging in the wind... the sound of their chains on the floor and walls... their souls haunt these halls. Watching over the next victim that will join them."
Unholy Gatewatch4
Creature - Golem Artifact (U) Defender "Always watchful, always loyal to it's duty. Like a living wall to protect those tho whom he's the servant"
0/6
Shambled Harbinger2U
Creature - Merfolk Horror (U)
When Shambled Harbinger enters the battlefield, you may search your library for a Merfolk, or fish card, reveal it, then shuffle your library and put that card on top of it.
2/2
Price of Evolution3B
Enchantment (R)
Whenever a creature you control transforms, melds, or becomes attached by a suture, each opponent loses 1 life.
Tymbal Reassurance2G
Enchantment (U)
Flash (You may cast this spell any time you could cast an instant.)
Insect, and Basilisk Creature's you control get +1/+1 and have Trample.
Drip of MadnessBU
Instant (U)
Target creature gets -4/-4 until end of turn.
Suture BB, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Goliath's Arms2R
Sorcery (U)
Target creature gets +5/-2 until end of turn.
Suture 1R, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
[size=5]New Mechanics[/size] Dormant SSS (At the beginning of each upkeep add one Energy (S) counter onto this target. When you pay this cards Energy cost, activate this cards dormant effect.)
[size=2]Banishment1WW
Enchantment (U)
Flash
When Banishment enters the battlefield, exile target creature an opponent controls until Banishment leaves the battlefield. "Heretic! They have strayed from the path of our Saviour, and instead choose the path of corruption! We must banish them from our world! "[/size]
[size=2]War Pardon2W
Sorcery (R)
Return a target creature an opponent's own from exile into their library, then that player shuffles his or her library. If you do, Draw two cards. "Blank blank blank"[/size]
[size=2]Probation Officer1W
Creature - Human (U)
When this creature enters the battlefield choose target creature an opponent controls, that creature can’t tap, or attack for as long as Probation Officer remains on the battlefield. "Blank blank blank"[/size]
2/2[/size]
[size=2]Neighborhood Watch1WW
Creature - Human Ally (U)
Whenever a Non-token Ally enters the battlefield put a +1/+1 counter on Neighborhood Watch. If damage would be dealt to Neighborhood Watch while it has a +1/+1 counter on it, prevent that damage and remove a +1/+1 counter from Neighborhood Watch.
1/1[/size]
[size=2]War of Propaganda3W
Enchantment (U)
At the beginning of each player’s upkeep, that player taps a target creature under their control, it does not untap until that player’s next untap phase. "Blank blank blank"[/size]
[size=2]Dazzling ParamourWWB
Creature - Human Wizard (M)
Vigilance
Whenever a female creature enters the battlefield under your control, Dazzling Paramour gets a +1/+1. Whenever Dazzling Paramour blocks, or is blocked by a female creature, this creature gets +2/+2 until end of turn. "Meetal"
2/3[/size]
[size=2]Blessed Samaritan2W
Creature - Human Cleric (R)
When Blessed Samaritan enters the battlefield, human creatures you control get +1/+1, if this creature is countered, target creatures you control get +1/+1.
Whenever you gain three or more life this turn, Blessed Samaritan gains +1/+1. "Blank blank blank"[/size]
[size=2]Resilient Veteran2W
Creature - Human Warrior (R)
When Resilient Veteran enters the battlefield tap target creature your opponent controls, it doesn’t untap until their next untap phase.
Whenever another creature on your field is tapped, this creature gains Hexproof, and can’t be tapped by your opponent until the end of the turn. "Blank blank blank"
3/2[/size]
[size=2]Human ChainWW
Creature - Human Ally (U)
Flash
When this creature enters the battlefield put 1 2/2 Human Warrior token onto the battlefield.
Sacrifice a human: Prevent the Next three damage that would be dealt to you. "Blank blank blank"
1/3[/size]
[size=2]Soul-Bond ClericW
Enchantment Creature - Human Cleric (R)
Bestow 1W (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +1/+1 and gains indestructible until end of turn. "Blank blank blank"[/size]
1/1
[size=2]Compressed LungsUB
Instant (U)
Tap Target untapped creature, that creature gets -3/-3 until end of turn. "Blank blank blank"[/size]
[size=2]Relentless NightmaresB
Enchantment - Aura (U)
Target creature gets -1/-1.
At the beginning of each upkeep target creature gets an additional -1/-1. "Blank blank blank"[/size]
[size=2]Uninspired Leader1W
Creature - Human Ally(R)
When Uninspired Leader enters the battlefield put a -1/-1 counter on it.
If you control seven or more creatures transform this card. "Blank blank blank"
2/2[/size]
[size=2]Inspired Leader0
Creature - Human Ally (R)
When this creature transforms creatures you control get +1/+1, and have Vigilance. "Blank blank blank"
2/2[/size]
[size=2]Shop of PeculiaritiesBBB
Enchantment (M)
At the beginning of each upkeep, creatures with even base power, or toughness get a -1 to their even section. "Blank blank blank"[/size]
[size=2]Runaway Chariot2
Enchantment (U) Haste, Trample.
Sacrifice this creature at the end of the turn. "Blank blank blank"
4/1[/size]
[size=2]Friendly Fire3
Artifact (U) 1,T Sacrifice a creature: Deal damage to target creature, equal to sacrificed creature's converted mana cost. "Blank blank blank"[/size]
~Reserved for Second set in my block, this block will contain 167 cards.
New Mechanics Disclaimer: Let's cut straight to the point I'm not the most knowledgeable person around, nor do I know that much about Magic as a whole, I just started playing two months ago. These abilities might already exist some wheres, no idea, not going to look. If they do I apologize, I'm still going to use them though. Primordial 2U (When you pay this cards Primordial cost, exile this creature, and return it to the battle flipped and attacking.) Screen 3
(Whenever this creature blocks, or is being blocked prevent the next 3 damage that would be dealt to a target player, planeswalker, or another creature.) Recruit U (When attacking, or blocking if you pay this cards recruit cost put one 1/1 trainee creature token with First strike onto the battlefield attacking with target creature, exile it after combat.) Harvest
(Whenever a creature is killed by this creature, or whenever another creature you control dies add a soul counter on this creature.) Shackled
(When this creature enters the battlefield it can only attack once, every two turns.) Dormant SSS (At the beginning of each upkeep add one Energy (S) counter onto this target. When you pay this cards Energy cost, activate this cards dormant effect.) Borrowed Mechanics Disclaimer: These are mechanics from the actual game that are in this set. Flashback BG, Pay 1 life (You may cast this card from your graveyard for its flashback cost. Then exile it.) Escalate 1, (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
Target player gains 1 life.
Target player loses 1 life.
Target creature gets -1/-1 until end of turn. Populate 3, (Put a token onto the battlefield that's a copy of a creature token you control.) Replicate U, (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
1st Batch - 2nd Set Beast Whisperer1GG
Creature - Human Warrior (U) Harvest (Whenever a creature is killed by this creature, or whenever another creature you control dies add one soul counter on this creature.)
Sacrifice [S][S][S]: Search your library for a non-humanoid creature card with converted mana cost 5 or less, reveal that card, and put it onto the battlefield. Then shuffle your library.
3/2
Headstrong Pummeler (Temp lazy name)2W
Creature - Giant (U) Shackled (When this creature enters the battlefield it can only attack once, every two turns.)
5/4
Polyhedron Assembler4
Artifact (M)
When Polyhedron Assembler enters the battlefield put a 2/2 Colorless Legendary Golem artifact creature token onto the battlefield with "Sacrifice this token: Polyhedron Assembler can't be targeted until end of turn.") DormantSSSS (At the beginning of each upkeep add one Energy (S) counter onto this target. When you pay this cards Energy cost, activate this cards dormant effect.)
When this card's Dormant cost is payed, transform it.
Dlangir, Assembly Overseer0
Planeswalker - Artificer (M)
+1: Put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.
-3: Exile target non-artifact permanent, put a 2/2 colorless Legendary Golem artifact creature token onto the battlefield.
-6: Search your library for an artifact or artifact creature card, put it onto the battlefield, then shuffle your library. It gains haste, and has seven energies on it. [4]
Okay, first things first, this should be under the Custom Set Creation and Discussion section.
Secondly, before you get ahead of yourself, as a cohesive set idea, this needs to be cohesive. It needs a clear theme of what it's about. Why the cards are connected, not just in setting or story, but in how they play. You have a bunch of mechanics, but they aren't really connected, despite connecting the set being one of the biggest things mechanics do. I recommend trying to boil down your ideas to a short paragraph about what you want to do. It's at this point you may have to ask yourself whether doing a set is what you actually want to do. Looking at what you've written, it looks like you want to do sort of mad science/steampunk theme. In which case, I recommend asking what gameplay makes you feel like your doing the alchemy, not in what it represents, but it how it plays. Then work on things that represent alchemy and tie them together. Not every theme in the set has to be a mechanic, but makes sure you have mechanics that encapsulate your major themes.
Which brings us to your mechanics. For one, eight is definitely too many set mechanics. I'd stick to 3-6, with a baseline of four. Without a clear theme for this, it's hard to evaluate mechanics, as what's uninspiring in one set can be amazing in another where it has the right connections to world, thematic feel and other mechanical elements. But I'll give you my thoughts on their general mechanical quality.
Bait- Bushido does this better I think. It has been suggested that Bushido could be brought back with a new name, so if you want a fighter keyword, I'd consider doing that.
Vessel- This is an individual card effect forced into a mechanic. Mechanics need to be simple both in text and effect, and this is neither. Overall, it is playing in the same space as Unearth and Persist, so be aware of these.
Meiosis- Even worse than Vessel in the same regard, such that I wouldn't make a single card with this effect. Possible rework-
Meiosis N (When this creature enters the battlefield, you may put N -1/-1 counters on it. If you do, put N 1/1 ooze creature tokens onto the battlefield.)
Equivalent- I don't entirely understand what this is supposed to do, but it seems to suffer similar problems to the above.
Phase- Also don't quite understand, and same problems.
Suture- This seems like a weird and even more complex Bestow.
Okay, first things first, this should be under the Custom Set Creation and Discussion section.
Secondly, before you get ahead of yourself, as a cohesive set idea, this needs to be cohesive. It needs a clear theme of what it's about. Why the cards are connected, not just in setting or story, but in how they play. You have a bunch of mechanics, but they aren't really connected, despite connecting the set being one of the biggest things mechanics do. I recommend trying to boil down your ideas to a short paragraph about what you want to do. It's at this point you may have to ask yourself whether doing a set is what you actually want to do. Looking at what you've written, it looks like you want to do sort of mad science/steampunk theme. In which case, I recommend asking what gameplay makes you feel like your doing the alchemy, not in what it represents, but it how it plays. Then work on things that represent alchemy and tie them together. Not every theme in the set has to be a mechanic, but makes sure you have mechanics that encapsulate your major themes.
Which brings us to your mechanics. For one, eight is definitely too many set mechanics. I'd stick to 3-6, with a baseline of four. Without a clear theme for this, it's hard to evaluate mechanics, as what's uninspiring in one set can be amazing in another where it has the right connections to world, thematic feel and other mechanical elements. But I'll give you my thoughts on their general mechanical quality.
Bait- Bushido does this better I think. It has been suggested that Bushido could be brought back with a new name, so if you want a fighter keyword, I'd consider doing that.
Vessel- This is an individual card effect forced into a mechanic. Mechanics need to be simple both in text and effect, and this is neither. Overall, it is playing in the same space as Unearth and Persist, so be aware of these.
Meiosis- Even worse than Vessel in the same regard, such that I wouldn't make a single card with this effect. Possible rework-
Meiosis N (When this creature enters the battlefield, you may put N -1/-1 counters on it. If you do, put N 1/1 ooze creature tokens onto the battlefield.)
Equivalent- I don't entirely understand what this is supposed to do, but it seems to suffer similar problems to the above.
Phase- Also don't quite understand, and same problems.
Suture- This seems like a weird and even more complex Bestow.
A little harsh, but I appreciate the feedback, and especially the information, I will take many of these into consideration! Though as stated on the first post I'm am still new to this game so I'm unfamiliar with many of the previous mechanics, so I do apologize for my ignorance, I should have done more research though before feeding my desire to just get started. This thread originally started out as a place for mechanics, and random cards I made, which is why several of them probably feel out of place. Unfortunately due to my OCD, I often have a hard time discarding, or removing previous things I created. But, I agree with all your points, and I need to reconsider, and a lot of these from my set. Though I'll probably make a sub-section on my thread under the tag "Abandoned mechanics" to feed my hording. =p
Bait- Interesting! I agree with you on the fact that the Bushido effect is much more superior to mine, the reason I opted out of giving bait +1/+1 counters when they themselves block, is due to the fact that mine lets you keep the counter, and I thought it would become overpowered. Though as you stated, the name "Bushido" Doesn't really go well with my set, Bait was designed for Merfolk, and fish specifically. Probably will reconsider this one adding this one. Vessel- I appreciate the information! Never knew those existed, will remove this one from my mechanic list. Meiosis N- This one actually is one of the few story related ones, the ooze creatures in my set are created from the aftermath of failed alchemic attempts, a simple amalgamation of many broken minds forced inside a singular body, they desperately want their individually back so they will often split apart from each other only to find more suffering. If allowed, will probably use your rewrite. =p Equivalent- Equivalency is a main part of alchemy to get something, you must first offer something equal in exchange, I originally thought about having it be "Sacrifice your creature, or something you own, get +1/+1 but, I figured I could do that one without a mechanic, so I went simplistic on this one. I simply had it that both players force a creature into inactivity for an equivalent power boost at the end of the turn. Phase- I'm not even sure where I was going with this one, I just thought it would be an interesting effect, didn't really think too much about it. Suture- When a player cast an instant, or sorcery, they may also pay the "Suture" cost to alchemically, or physically "Attach" it to the target creature. Though I was originally thinking about letting creatures have this effect as well, to allow a player to attach their "Power" as well to the target in question, I however never really ended up using the creature portion of it, so it just kind of got confusing. Depending on your opinion, I might just opt for a rewording, or remove the creature portion of the effect; depending on your opinion. I however would be dissapointed to remove this mechanic though, as it is probably the most in-align with my original vision.[/quote]
Okay, first things first, this should be under the Custom Set Creation and Discussion section.
Secondly, before you get ahead of yourself, as a cohesive set idea, this needs to be cohesive. It needs a clear theme of what it's about. Why the cards are connected, not just in setting or story, but in how they play. You have a bunch of mechanics, but they aren't really connected, despite connecting the set being one of the biggest things mechanics do. I recommend trying to boil down your ideas to a short paragraph about what you want to do. It's at this point you may have to ask yourself whether doing a set is what you actually want to do. Looking at what you've written, it looks like you want to do sort of mad science/steampunk theme. In which case, I recommend asking what gameplay makes you feel like your doing the alchemy, not in what it represents, but it how it plays. Then work on things that represent alchemy and tie them together. Not every theme in the set has to be a mechanic, but makes sure you have mechanics that encapsulate your major themes.
Which brings us to your mechanics. For one, eight is definitely too many set mechanics. I'd stick to 3-6, with a baseline of four. Without a clear theme for this, it's hard to evaluate mechanics, as what's uninspiring in one set can be amazing in another where it has the right connections to world, thematic feel and other mechanical elements. But I'll give you my thoughts on their general mechanical quality.
Bait- Bushido does this better I think. It has been suggested that Bushido could be brought back with a new name, so if you want a fighter keyword, I'd consider doing that.
Vessel- This is an individual card effect forced into a mechanic. Mechanics need to be simple both in text and effect, and this is neither. Overall, it is playing in the same space as Unearth and Persist, so be aware of these.
Meiosis- Even worse than Vessel in the same regard, such that I wouldn't make a single card with this effect. Possible rework-
Meiosis N (When this creature enters the battlefield, you may put N -1/-1 counters on it. If you do, put N 1/1 ooze creature tokens onto the battlefield.)
Equivalent- I don't entirely understand what this is supposed to do, but it seems to suffer similar problems to the above.
Phase- Also don't quite understand, and same problems.
Suture- This seems like a weird and even more complex Bestow.
A little harsh, but I appreciate the feedback, and especially the information, I will take many of these into consideration! Though as stated on the first post I'm am still new to this game so I'm unfamiliar with many of the previous mechanics, so I do apologize for my ignorance, I should have done more research though before feeding my desire to just get started. This thread originally started out as a place for mechanics, and random cards I made, which is why several of them probably feel out of place.
You can easily just do random individual card brainstorming, independent of any set. It can be a good way to familiarise yourself with card design. To make a typical well designed set, which I imagine is something you want to do here, requires quite a lot of meta effort about how the set will fit to together.
Unfortunately due to my OCD, I often have a hard time discarding, or removing previous things I created. But, I agree with all your points, and I need to reconsider, and a lot of these from my set.
Though I'll probably make a sub-section on my thread under the tag "Abandoned mechanics" to feed my hording. =p
I feel you. I have too many set ideas.
Meiosis N- This one actually is one of the few story related ones, the ooze creatures in my set are created from the aftermath of failed alchemic attempts, a simple amalgamation of many broken minds forced inside a singular body, they desperately want their individually back so they will often split apart from each other only to find more suffering. If allowed, will probably use your rewrite. =p
For you to use it why I suggested it, so go ahead.
Equivalent- Equivalency is a main part of alchemy to get something, you must first offer something equal in exchange, I originally thought about having it be "Sacrifice your creature, or something you own, get +1/+1 but, I figured I could do that one without a mechanic, so I went simplistic on this one. I simply had it that both players force a creature into inactivity for an equivalent power boost at the end of the turn.
Loosing something of your own I think is a much better representation of alchemy, and most likely plays better than giving your opponent something. Meiosis for instance feels much more like alchemy to me than this, which seems more like some sort of political scheming. That you could such effects without a mechanic isn't important, as allowing effects to be done is not a major reason why mechanics exist. The main reason is they unify and highlight set themes, so in a set with an alchemy theme, you want your best representations of alchemy to be mechanics.
Suture- When a player cast an instant, or sorcery, they may also pay the "Suture" cost to alchemically, or physically "Attach" it to the target creature. Though I was originally thinking about letting creatures have this effect as well, to allow a player to attach their "Power" as well to the target in question, I however never really ended up using the creature portion of it, so it just kind of got confusing. Depending on your opinion, I might just opt for a rewording, or remove the creature portion of the effect; depending on your opinion. I however would be dissapointed to remove this mechanic though, as it is probably the most in-align with my original vision.
Ok, so the goal with this mechanic is about using alchemy to connect magic to creatures? The first thing I would consider then is specifically what does this concept entail and how does that work. You want the mechanic to tell a story, tell a player something about the world it is from. The important thing is not to get the specifics of how something is supposed to work to play out in the game, but to get something that in its gameplay feels like how a player would expect the concept to feel like. For example, in Innistrad, the transform mechanic is used to make werewolf cards. As part of it, there's a big moment of suspense when it seems like a creature will transform, which is exactly the kind of gameplay that you want for something with a horror theme because that's exactly the kind of feeling the concept is associated with already.
It seems like you want to go with a Jekyll and Hyde sort of infusion concept. For this, I recommend considering +1/+1 counters as a way to enhance the creature as they are an elegant way of doing so that also has lots of space for interaction that can convey all of nuance of alchemy versus other similar notions. Alternatively, you could have the spell be exiled associated with a creature and allow that creature to recast it conditionally or somesuch.
New Mechanics
Disclaimer: Let's cut straight to the point I'm not the most knowledgeable person around, nor do I know that much about Magic as a whole, I just started playing two months ago. These abilities might already exist some wheres, no idea, not going to look. If they do I apologize, I'm still going to use them though. The second set of Mechanics can be found at the bottom of the page.
Bait
(Whenever this creature becomes blocked, put a +1/+1 counter on it.)
Vessel
(When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
Meiosis
(Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze, or Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
Equivalent
T, (Tap target creature your opponent controls. Put a +1/+1 counter on target creature you control, and target tapped creature your opponent controls.)
Phase
3, (If you are being blocked, or blocking a target creature you may pay this creature's phase cost to prevent all combat damage that would be dealt to this card, this creature deals its combat damage to the player or planeswalker you target unless targeted controller pays this creature's phase cost.)
Suture
BW, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Unequip, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Borrowed Mechanics
Disclaimer: These are mechanics from the actual game that are in this set.
Wither
(This deals damage to creatures in the form of -1/-1 counters.)
Bestow
(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
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Story (Temp)
It was a slow... more gradual change, a way to enhance the lives of others. Alchemy was nothing more than a medical practice, a cure for diseases, a way to heal the body and possibly the mind.
Oh, how time can corrupt. What was once medicine turned into so much more. With the advent of equivalent exchange no longer were they turning resources into helpful supplies, but changing matter all together, at the cost of something else in return.
But, with enough iron I suppose anyone can create gold. No one seemed to mind. "After all equivalent exchange doesn't affect the balance of the world." said the Alchemists.
Yet, they were never satisfied... "We could do so much more!"
Soon it wasn't just objects, they found alchemy could also connect things. They called it suturing, a horrific take on a valid medical practice.
Like any newly discovered practice or invention, the intentions were not wrong... Not at first. "Can we really do that!?" They asked.
They revolutionized the lives of others, they were able to heal lost limbs, cure defects, restore lost eyes! But, they also knew they could add, not just heal. First with the animals, a lion sprouting wings might be comical to some, or perhaps a human with wings and claws? Until that subject escapes with a friend.
With the rise of Chimeras and suturing Monster Hunters were formed to contain these experiments, or to expand them by capturing more animals. "How long can we live like this!?"
It doesn't take long for years of corrupting the natural world to take its toll, an ecosystem can only handle so much before it falls, or before a new one takes its place.
They thought they could control life, but life had disagreed. Humanity was backed into a corner no longer could they control their experiments.
"All we can do is, try to survive..."
Story (Temp) 2
The fascination of men to get to the same level of God has now reached a new and undeniably dark level. In their seek of power, alchemists have taken animals and plants alike to learn the secrets beneath their genes. Without other motives aside their thirst of knowledge and power, they have sent assassins and monster hunters to kill or gather as many specimens as possible from their natural state.
Taken away from their homes, these creatures had to submit inhuman experiments that split, broke, combines and fused their genes to create new creatures but as it always happens to those who try to be like gods, their own creatures rebelled against them. The nature couldn't stand this treatment anymore and so it fought back those that harmed her.
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Inundate Angler UG
Creature - Elemental Fish (U)
Haste
Inundate Angler must be blocked if able.
Bait (Whenever this creature becomes blocked, put a +1/+1 counter on it.)
1/2
Barren Basilisk 2UG
Creature - Basilisk(R)
Trample
Vessel (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
4/3
Long-fanged Basilisk 2U
Creature - Basilisk(U)
Reach
Vessel (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
3/1
Entomopathogenic Saviour G
Enchantment Creature - Fungus(U)
Bestow 1G (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +1/+1 and is no longer a vessel.
1/2
Loss Turbot UU
Creature - Zombie Fish(C)
Vessel (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
1/3
Ingest Angler 2UUU
Creature - Elemental Fish (U)
1U: Ingest Angler can block an additional creature until end of turn.
Bait (Whenever this creature becomes blocked, put a +1/+1 counter on it.)
4/3
Alluring Angler 2U
Creature - Merfolk Wizard(U)
U,T: Target creature blocks this turn if able.
Bait (Whenever this creature becomes blocked, put a +1/+1 counter on it.)
2/2
Merfolk Extravagant 1BU
Creature - Merfolk Ally(R)
Flash
When Merfolk Extravagant enters the battlefield you may return a target creature to its owner's hand.
1/2
Island Puffer Fish 3U
Creature - Giant Fish(C)
Defender
Vessel (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
1/4
Drowning Aspirations U
Instant(C)
Tap an untapped creature you control, return a creature to it's owner's hand.
Astringent Roots 1G
Instant(C)
Target creature gets -1/-1 and must blocks this turn if able.
----
Ship-wrecked Leviathan 2UBG
Creature - Leviathan(M)
Vessel (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
1UBG Return this card from your graveyard to the battlefield transformed.
2/5
Boneyard Leviathan 0
Creature - Leviathan(M)
Hexproof
When this creature transforms into Boneyard Leviathan, return all non-land permenants that don't share a colour with Boneyard Leviathan to their owners' hands.
5/3
---
Land-ahoy G
Instant (C)
return a land you control to its owner's hand, You may play an additional land this turn.
Spectral Anomaly 2B
Enchantment (U)
Whenever a creature enters the battlefield under your control like an instant each opponent loses 1 life and you gain 1 life.
Leah of the Northwind 2B
Creature - Assassin Ally (R)
Flash
Pathfinder
Whenever Leah of the North or another creature you control enters the battlefield during another player's turn, you may discard a card from your hand into exile: You may flash in another creature card for X or less, where X is 1 plus the exiled card's converted mana cost.
2/3
Leah's Goliath 2BB
Creature - Shade Ally (U)
Trample
When Leah's Goliath enters the battlefield, it gains +1/+1 for each creature on your opponents side of the field.
Flashback 1B, Pay 2 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
3/4
Gelatinous Rife 2BG
Creature - Ooze (U)
Meiosis, XB (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
4/4
Gunk Mountain 5BB
Creature - Giant Ooze (R)
Meiosis, XB (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze, or Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
6/6
Burning Blob-Monster 1RR
Creature - Elemental Ooze (U)
Menace
Meiosis, XR (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze, or Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
3/2
It came from beneath 1B
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +1/+2 and has deathtouch.
Noxious Creep 2B
Creature - Assassin Ally (U)
Flash
Wither (This deals damage to creatures in the form of -1/-1 counters.)
3/1
Acupuncture 2B
Instant (C)
Target creature gets -3/-3 until end of turn.
Hedron Star 4
Artifact Creature(R)
Reach
Meiosis, X1 (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze, or Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
3/4
Harmless Butterflies W
Creature - Insect (C)
Flying
Whenever Harmless butterflies or another creature with Butterfly in it's name enters the battlefield you gain 1 life.
A deck can have any number of cards named Harmless Butterflies.
0/1
Harmful Butterfly 1B
Creature - Insect (C)
Flying
At the beginning of combat on your turn, if you both own and control Harmful Butterfly and a creature named Harmless Butterflies, exile them, then meld them into Butterfly swarm.
2/1
Butterfly Swarm 0
Creature - Insect (C)
Flying
Meiosis XW (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
2/3
Fritillary Butterfly 1WG
Creature - Insect (U)
Flying
Fritillary Butterfly gets +0/+1 for each plant creature on the battlefield.
4/1
Fallen Butterflies 1GB
Creature - Insect (R)
Flying
At the beginning of your end step, if Fallen Butterflies is equipped via Suture, transform it.
Landfall — Whenever a land enters the battlefield under your control, Fallen Butterflies gets +1/+1 until end of turn.
2/2
Frank-n-flies 0
Creature - Insect Horror (R)
Flying
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Landfall — Whenever a land enters the battlefield under your control creatures you control get +1/+1 until end of turn.
3/3
Requiem of the Damned 3W
Enchantment (U)
When Requiem of the Damned enters the battlefield, exile target creature an opponent controls until Requiem of the Damned leaves the battlefield.
Creatures you control gets +1/+1.
Endearing Monarch 2WW
Creature - Insect Angel (M)
Flash, Flying
When Endearing Monarch enters the battlefield, creatures you control gain indestructible until end of turn.
W, Whenever you gain life put a +1/+1 counter on target creature you control.
3/2
Giant's Strength 1R
Sorcery (C)
Target creature gets +2/+1 and gains trample until end of turn.
Suture 1R, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Detach from target creature, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Pollination Nation 1G
Enchantment (U)
At the beginning of your upkeep put a 0/1 Plant token onto the battlefield.
1G, Sacrifice Pollination Nation: Search your library for two basic Forest card, reveal them, put them into your hand and then shuffle your library.
Crazed Alchemist 1RR
Creature - Human Wizard (R)
At the beginning of your end step, if Crazed Alchemist is equipped via Suture, transform it.
2/2
Mutagen Alchemist 0
Creature - Mutant Wizard (R)
Whenever another creature enters the battlefield under your control you may transform it at the beginning of your next upkeep.
Whenever a permanent you control transforms put a 2/2 Homunculus creature token onto the battlefield.
3/4
Inveigle Specialist 2B
Creature - Wizard Ally (R)
Bait 2 (Whenever this creature becomes blocked, put a +2/+2 counter on it.)
Ut, Gain control of target creature with a +1/+1 counter on it for as long as Inveigle Specialist remains on the battlefield.
0/2
Angel of Equivalence 1W
Creature - Angel Ally (C)
Equivalent T, (tap target creature your opponent controls. Put a +1/+1 counter on target creature you control, and target tapped creature your opponent controls.)
2/2
Island Piranha 1UU
Creature - Mutant Fish (U)
When Island Piranha enters the battlefield, put a 2/2 Carnivorous Piranha creature token onto the battlefield.
3/3
Natural Deity 1W
Instant (C)
Block, and Remove all counters on target permanents until end of turn.
Suture 1W, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Detach from target creature, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Mindful Decision 1R
Sorcery (R)
Target creature you control gains "Defender" Swap that target creature, with target creature your opponent controls until end of turn. Untap that creature, It gains haste. (It can attack and T this turn.)
Suture RR, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Unequip, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
If this card suture cost is paid, remove "Until end of turn".
Healing Tears W
Instant (C)
If you gained life this turn, creatures you control get +1/+1 until end of turn.
Suture W, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Detach from target creature, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Preservation of the Shell 2W
Sorcery (R)
Target's vessel creatures don't get exiled this turn.
Suture GGG, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Detach from target creature, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Cocooned Princess WR
Creature - Human Insect (M)
Defender
Whenever Cocooned Princess dies, pay 1W If you do return it to the battlefield transformed under your control at the beginning of your next end step.
1/3
Appolo, Butterfly Princess 0
Creature - Angel Insect (M)
Flying
When this creature transforms into Appolo, Butterfly Princess it deals 2 damage to each other creature and each opponent.
Vessel: (When this creature dies, you may return a copy of it to the battlefield under its owner's control without any of it's abilities, Exile both at the beginning of your next end step.)
4/4
Begging Amalgamate 2R
Creature - Human Chimera (U)
1R,T, gain control of target creature with converted mana cost 4, or less until end of turn, untap that creature, and it gains haste until end of turn.
2/2
Whisked Merfolk 2UU
Creature - Merfolk Ally (M)
When whisked merfolk enters the battlefield, creatures you control gain "Until the end of turn. Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand." until the end of turn.
3/2
Mind-bending Goop 1RR
Creature - Ooze (M)
Haste
When Mind-bending Goop enters the battlefield, you may Gain control of a target creature until end of turn. Untap that creature. It gains haste until end of turn.
3/3
Crop Circle GG
Enchantment (C)
Whenever a non-token plant, or insect creature enters the battlefield put a 0/1 green Plant creature token onto the battlefield.
Residual Gunk 2B
Creature - Ooze (R)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
When Residual Gunk dies, you may instead shuffle it into its owner's library.
2/2
Formidable Souls 1G
Enchantment (R)
Whenever a non-token creature, or vessel dies put a 1/1 white Spirit creature token with flying onto the battlefield.
Pragmatic Alchemist 1B
Creature - Wizard Ally (C)
Sacrifice a Non-token Creature: Put a +1/+1 counter on creatures you control.
3/1
Grey-scale's Altar CC
Artifact (U)
Sacrifice a creature: Add CC to your mana pool.
The Greater Good U
Instant (R)
Sacrifice a blue permanent: Counter target spell.
Suture 2UU, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. 2, Detach from target creature, discard this card if it's a spell, otherwise return it to the battlefield tapped. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Burnward RR
Instant (R)
Choose one —
Path of Deviance 1W
Instant (C)
Target creature can't be blocked this turn, you gain 2 life.
Vengeful Defiance 1BB
Instant (U)
Choose one —
Pack Protection 1W
Instant (U)
Choose one —
Blessed Pack W
Instant (R)
As an additional cost to cast Blessed Pack, tap target untapped creature you control.
Choose one —
Premonition of War 2W
Enchantment (U)
Whenever you shuffle your library put a 2/2 white Soldier creature tokens onto the battlefield.
Cleric's Offer 1W
Sorcery (C)
Target opponent draws a card, you gain 5 life.
Misplace 1U
Instant (U)
Return target spell or creature to its owner's hand.
Redirect UU
Instant (C)
Counter target creature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Barbed Starfish 4UU
Creature - Fish (M)
Reach
Meiosis, X1 (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 Ooze, or Segment token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
Whenever a 1/1 Ooze, or Segment token dies put a 1+/1+ counter on Barbed starfish.
6/6
End All 2BB
Sorcery (R)
All Creatures get -3/-3 until end of turn.
Boiled Angler 1RU
Creature - Elemental Fish (R)
Bait 2 (Whenever this creature becomes blocked, put a +2/+2 counter on it.)
Whenever this creature is blocked, target blocking creatures take 1 damage.
1/2
Bear the Storm 1R
Creature - Beast Horror (U)
Whenever Conduit of Storms attacks, add R to your mana pool at the beginning of your next main phase this turn.
1/3
Dismembering Wail 4BB
Sorcery (M)
All Creatures opponent controls get -4/-4 until end of turn.
Disorganized U
Sorcery (U)
Shuffle your library. Scry 2.
Human Mass 2BB
Creature - Human Chimera (M)
If damage would be dealt to Human mass while it has a +1/+1 counter on it, prevent that damage and remove a +1/+1 counter from Human Mass.
Sacrifice a human creature you control: Put two +1/+1 counters on Human mass.
2/2
Anxiety R
Sorcery (C)
Prevent the next 4 damage that would be dealt to target creature or player this turn.
Defective BB
Instant (U)
Target creature gets -1/-1, sacrifice it at the end of turn.
Feeble Reproduction 2R
Sorcery (R)
Put a token onto the battlefield that's a copy of a non-legendary creature you control. That token has haste. Sacrifice it at end of your turn.
Deciduous Flytrap 2G
Creature - Legendary Plant (R)
Whenever another Plant enters the battlefield under your control, put a +1/+1 counter on Deciduous Flytrap.
Meiosis, TX (Whenever you pay this cards Meiosis cost put a -X/-X counter on it, and put X 1/1 green plant token onto the battlefield with "t, remove this token from the battlefield: Return +1/+1 back to the source body, plus an additional +1/+1 for every counter on it." Where X is its cost; If original creature dies from Meiosis no tokens are placed.)
1/1
Death-cap Cordyceps 1BG
Creature - Legendary Fungus (R)
Deathtouch
When Death-cap Cordyceps enters the battlefield, put a +1/+1 counter on Insect creatures you control.
Whenever another insect, or vessel creature you control dies, or is exiled put a +1/+1 counter on Death-cap Cordyceps.
1/1
Tantamounting Light 2W
Enchantment (U)
At the beginning of your upkeep, you gain 1 life. At the beginning of your opponents upkeep, you lose 2 life.
Asylum's Overseer 1BB
Creature - Human Wizard (R)
Whenever you gain life, each opponent loses 1 life.
"Everyday I can hear them screaming, crying and shouting for help. Each day, they are dragged away from their cells for tests. I hear their voice through the empty halls. I love my job."
2/3
Howling Crypt 2B
Enchantment (R)
Whenever you sacrifice a non-token creature: Choose one -
Creature - Golem Artifact (U)
Defender
"Always watchful, always loyal to it's duty. Like a living wall to protect those tho whom he's the servant"
0/6
Shambled Harbinger 2U
Creature - Merfolk Horror (U)
When Shambled Harbinger enters the battlefield, you may search your library for a Merfolk, or fish card, reveal it, then shuffle your library and put that card on top of it.
2/2
Price of Evolution 3B
Enchantment (R)
Whenever a creature you control transforms, melds, or becomes attached by a suture, each opponent loses 1 life.
Tymbal Reassurance 2G
Enchantment (U)
Flash (You may cast this spell any time you could cast an instant.)
Insect, and Basilisk Creature's you control get +1/+1 and have Trample.
Drip of Madness BU
Instant (U)
Target creature gets -4/-4 until end of turn.
Suture BB, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Goliath's Arms 2R
Sorcery (U)
Target creature gets +5/-2 until end of turn.
Suture 1R, (When you cast this card you may also pay its Suture cost, attach it to target creature you control, add this cards power to the target creature. If you cast this card for it's suture cost, when you discard this card, discard it into exile.)
Dormant
SSS (At the beginning of each upkeep add one Energy (S) counter onto this target. When you pay this cards Energy cost, activate this cards dormant effect.)
[size=2]Banishment 1WW
Enchantment (U)
Flash
When Banishment enters the battlefield, exile target creature an opponent controls until Banishment leaves the battlefield.
"Heretic! They have strayed from the path of our Saviour, and instead choose the path of corruption! We must banish them from our world! "[/size]
[size=2]War Pardon 2W
Sorcery (R)
Return a target creature an opponent's own from exile into their library, then that player shuffles his or her library. If you do, Draw two cards.
"Blank blank blank"[/size]
[size=2]Probation Officer 1W
Creature - Human (U)
When this creature enters the battlefield choose target creature an opponent controls, that creature can’t tap, or attack for as long as Probation Officer remains on the battlefield.
"Blank blank blank"[/size]
2/2[/size]
[size=2]Neighborhood Watch 1WW
Creature - Human Ally (U)
Whenever a Non-token Ally enters the battlefield put a +1/+1 counter on Neighborhood Watch. If damage would be dealt to Neighborhood Watch while it has a +1/+1 counter on it, prevent that damage and remove a +1/+1 counter from Neighborhood Watch.
1/1[/size]
[size=2]War of Propaganda 3W
Enchantment (U)
At the beginning of each player’s upkeep, that player taps a target creature under their control, it does not untap until that player’s next untap phase.
"Blank blank blank"[/size]
[size=2]Dazzling Paramour WWB
Creature - Human Wizard (M)
Vigilance
Whenever a female creature enters the battlefield under your control, Dazzling Paramour gets a +1/+1. Whenever Dazzling Paramour blocks, or is blocked by a female creature, this creature gets +2/+2 until end of turn.
"Meetal"
2/3[/size]
[size=2]Blessed Samaritan 2W
Creature - Human Cleric (R)
When Blessed Samaritan enters the battlefield, human creatures you control get +1/+1, if this creature is countered, target creatures you control get +1/+1.
Whenever you gain three or more life this turn, Blessed Samaritan gains +1/+1.
"Blank blank blank"[/size]
[size=2]Resilient Veteran 2W
Creature - Human Warrior (R)
When Resilient Veteran enters the battlefield tap target creature your opponent controls, it doesn’t untap until their next untap phase.
Whenever another creature on your field is tapped, this creature gains Hexproof, and can’t be tapped by your opponent until the end of the turn.
"Blank blank blank"
3/2[/size]
[size=2]Human Chain WW
Creature - Human Ally (U)
Flash
When this creature enters the battlefield put 1 2/2 Human Warrior token onto the battlefield.
Sacrifice a human: Prevent the Next three damage that would be dealt to you.
"Blank blank blank"
1/3[/size]
[size=2]Soul-Bond Cleric W
Enchantment Creature - Human Cleric (R)
Bestow 1W (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +1/+1 and gains indestructible until end of turn.
"Blank blank blank"[/size]
1/1
[size=2]Compressed Lungs UB
Instant (U)
Tap Target untapped creature, that creature gets -3/-3 until end of turn.
"Blank blank blank"[/size]
[size=2]Relentless Nightmares B
Enchantment - Aura (U)
Target creature gets -1/-1.
At the beginning of each upkeep target creature gets an additional -1/-1.
"Blank blank blank"[/size]
[size=2]Uninspired Leader 1W
Creature - Human Ally(R)
When Uninspired Leader enters the battlefield put a -1/-1 counter on it.
If you control seven or more creatures transform this card.
"Blank blank blank"
2/2[/size]
[size=2]Inspired Leader 0
Creature - Human Ally (R)
When this creature transforms creatures you control get +1/+1, and have Vigilance.
"Blank blank blank"
2/2[/size]
[size=2]Shop of Peculiarities BBB
Enchantment (M)
At the beginning of each upkeep, creatures with even base power, or toughness get a -1 to their even section.
"Blank blank blank"[/size]
[size=2]Runaway Chariot 2
Enchantment (U)
Haste, Trample.
Sacrifice this creature at the end of the turn.
"Blank blank blank"
4/1[/size]
[size=2]Friendly Fire 3
Artifact (U)
1,T Sacrifice a creature: Deal damage to target creature, equal to sacrificed creature's converted mana cost.
"Blank blank blank"[/size]
Borrowed Cards
Bone Splinters 1B
Sorcery (C)
As an additional cost to cast Parting offer, sacrifice a creature.
Destroy target creature.
Negate 1U
Instant (C)
Counter target non-creature spell.
Celestial Flare WW
Instant (C)
Target player sacrifices an attacking or blocking creature.
Might of the Masses G
Instant (C)
Target creature gets 1+/1+ until end of turn for each creature you control.
Stone Rain 2R
Sorcery (C)
Destroy target land.
New Mechanics
Disclaimer: Let's cut straight to the point I'm not the most knowledgeable person around, nor do I know that much about Magic as a whole, I just started playing two months ago. These abilities might already exist some wheres, no idea, not going to look. If they do I apologize, I'm still going to use them though.
Primordial
2U (When you pay this cards Primordial cost, exile this creature, and return it to the battle flipped and attacking.)
Screen 3
(Whenever this creature blocks, or is being blocked prevent the next 3 damage that would be dealt to a target player, planeswalker, or another creature.)
Recruit
U (When attacking, or blocking if you pay this cards recruit cost put one 1/1 trainee creature token with First strike onto the battlefield attacking with target creature, exile it after combat.)
Harvest
(Whenever a creature is killed by this creature, or whenever another creature you control dies add a soul counter on this creature.)
Shackled
(When this creature enters the battlefield it can only attack once, every two turns.)
Dormant
SSS (At the beginning of each upkeep add one Energy (S) counter onto this target. When you pay this cards Energy cost, activate this cards dormant effect.)
Borrowed Mechanics
Disclaimer: These are mechanics from the actual game that are in this set.
Flashback
BG, Pay 1 life (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Escalate
1, (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
Target player gains 1 life.
Target player loses 1 life.
Target creature gets -1/-1 until end of turn.
Populate
3, (Put a token onto the battlefield that's a copy of a creature token you control.)
Replicate
U, (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Beast Whisperer 1GG
Creature - Human Warrior (U)
Harvest (Whenever a creature is killed by this creature, or whenever another creature you control dies add one soul counter on this creature.)
Sacrifice [S][S][S]: Search your library for a non-humanoid creature card with converted mana cost 5 or less, reveal that card, and put it onto the battlefield. Then shuffle your library.
3/2
Headstrong Pummeler (Temp lazy name) 2W
Creature - Giant (U)
Shackled (When this creature enters the battlefield it can only attack once, every two turns.)
5/4
Polyhedron Assembler 4
Artifact (M)
When Polyhedron Assembler enters the battlefield put a 2/2 Colorless Legendary Golem artifact creature token onto the battlefield with "Sacrifice this token: Polyhedron Assembler can't be targeted until end of turn.")
Dormant SSSS (At the beginning of each upkeep add one Energy (S) counter onto this target. When you pay this cards Energy cost, activate this cards dormant effect.)
When this card's Dormant cost is payed, transform it.
Dlangir, Assembly Overseer 0
Planeswalker - Artificer (M)
+1: Put two 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.
-3: Exile target non-artifact permanent, put a 2/2 colorless Legendary Golem artifact creature token onto the battlefield.
-6: Search your library for an artifact or artifact creature card, put it onto the battlefield, then shuffle your library. It gains haste, and has seven energies on it.
[4]
Secondly, before you get ahead of yourself, as a cohesive set idea, this needs to be cohesive. It needs a clear theme of what it's about. Why the cards are connected, not just in setting or story, but in how they play. You have a bunch of mechanics, but they aren't really connected, despite connecting the set being one of the biggest things mechanics do. I recommend trying to boil down your ideas to a short paragraph about what you want to do. It's at this point you may have to ask yourself whether doing a set is what you actually want to do. Looking at what you've written, it looks like you want to do sort of mad science/steampunk theme. In which case, I recommend asking what gameplay makes you feel like your doing the alchemy, not in what it represents, but it how it plays. Then work on things that represent alchemy and tie them together. Not every theme in the set has to be a mechanic, but makes sure you have mechanics that encapsulate your major themes.
Which brings us to your mechanics. For one, eight is definitely too many set mechanics. I'd stick to 3-6, with a baseline of four. Without a clear theme for this, it's hard to evaluate mechanics, as what's uninspiring in one set can be amazing in another where it has the right connections to world, thematic feel and other mechanical elements. But I'll give you my thoughts on their general mechanical quality.
Bait- Bushido does this better I think. It has been suggested that Bushido could be brought back with a new name, so if you want a fighter keyword, I'd consider doing that.
Vessel- This is an individual card effect forced into a mechanic. Mechanics need to be simple both in text and effect, and this is neither. Overall, it is playing in the same space as Unearth and Persist, so be aware of these.
Meiosis- Even worse than Vessel in the same regard, such that I wouldn't make a single card with this effect. Possible rework-
Meiosis N (When this creature enters the battlefield, you may put N -1/-1 counters on it. If you do, put N 1/1 ooze creature tokens onto the battlefield.)
Equivalent- I don't entirely understand what this is supposed to do, but it seems to suffer similar problems to the above.
Phase- Also don't quite understand, and same problems.
Suture- This seems like a weird and even more complex Bestow.
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
A little harsh, but I appreciate the feedback, and especially the information, I will take many of these into consideration! Though as stated on the first post I'm am still new to this game so I'm unfamiliar with many of the previous mechanics, so I do apologize for my ignorance, I should have done more research though before feeding my desire to just get started. This thread originally started out as a place for mechanics, and random cards I made, which is why several of them probably feel out of place. Unfortunately due to my OCD, I often have a hard time discarding, or removing previous things I created. But, I agree with all your points, and I need to reconsider, and a lot of these from my set.
Though I'll probably make a sub-section on my thread under the tag "Abandoned mechanics" to feed my hording. =p
Bait- Interesting! I agree with you on the fact that the Bushido effect is much more superior to mine, the reason I opted out of giving bait +1/+1 counters when they themselves block, is due to the fact that mine lets you keep the counter, and I thought it would become overpowered. Though as you stated, the name "Bushido" Doesn't really go well with my set, Bait was designed for Merfolk, and fish specifically. Probably will reconsider this one adding this one.
Vessel- I appreciate the information! Never knew those existed, will remove this one from my mechanic list.
Meiosis N- This one actually is one of the few story related ones, the ooze creatures in my set are created from the aftermath of failed alchemic attempts, a simple amalgamation of many broken minds forced inside a singular body, they desperately want their individually back so they will often split apart from each other only to find more suffering. If allowed, will probably use your rewrite. =p
Equivalent- Equivalency is a main part of alchemy to get something, you must first offer something equal in exchange, I originally thought about having it be "Sacrifice your creature, or something you own, get +1/+1 but, I figured I could do that one without a mechanic, so I went simplistic on this one. I simply had it that both players force a creature into inactivity for an equivalent power boost at the end of the turn.
Phase- I'm not even sure where I was going with this one, I just thought it would be an interesting effect, didn't really think too much about it.
Suture- When a player cast an instant, or sorcery, they may also pay the "Suture" cost to alchemically, or physically "Attach" it to the target creature. Though I was originally thinking about letting creatures have this effect as well, to allow a player to attach their "Power" as well to the target in question, I however never really ended up using the creature portion of it, so it just kind of got confusing. Depending on your opinion, I might just opt for a rewording, or remove the creature portion of the effect; depending on your opinion. I however would be dissapointed to remove this mechanic though, as it is probably the most in-align with my original vision.[/quote]
You can easily just do random individual card brainstorming, independent of any set. It can be a good way to familiarise yourself with card design. To make a typical well designed set, which I imagine is something you want to do here, requires quite a lot of meta effort about how the set will fit to together.
I feel you. I have too many set ideas.
For you to use it why I suggested it, so go ahead.
Loosing something of your own I think is a much better representation of alchemy, and most likely plays better than giving your opponent something. Meiosis for instance feels much more like alchemy to me than this, which seems more like some sort of political scheming. That you could such effects without a mechanic isn't important, as allowing effects to be done is not a major reason why mechanics exist. The main reason is they unify and highlight set themes, so in a set with an alchemy theme, you want your best representations of alchemy to be mechanics.
Ok, so the goal with this mechanic is about using alchemy to connect magic to creatures? The first thing I would consider then is specifically what does this concept entail and how does that work. You want the mechanic to tell a story, tell a player something about the world it is from. The important thing is not to get the specifics of how something is supposed to work to play out in the game, but to get something that in its gameplay feels like how a player would expect the concept to feel like. For example, in Innistrad, the transform mechanic is used to make werewolf cards. As part of it, there's a big moment of suspense when it seems like a creature will transform, which is exactly the kind of gameplay that you want for something with a horror theme because that's exactly the kind of feeling the concept is associated with already.
It seems like you want to go with a Jekyll and Hyde sort of infusion concept. For this, I recommend considering +1/+1 counters as a way to enhance the creature as they are an elegant way of doing so that also has lots of space for interaction that can convey all of nuance of alchemy versus other similar notions. Alternatively, you could have the spell be exiled associated with a creature and allow that creature to recast it conditionally or somesuch.
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