The idea behind the cycle is to have spells that don't actually target but have the same effect. This was to take care of or help out cards with Shroud.
White - search for and attach an aura to creature
Blue - Bounce a permanent
Black - Destroy a creature in play
Green - make a token of creature // or the classic +x/+x
I, however, cannot think of the red card to save my life..
don't worry about the wording, those were mockups and I'll refine them in a bit.
The solution I can think of for red would be artifact or land destruction. Most likely wrapped into one card, but there isn't too many things with shroud in those categories. Especially in my set.
A threaten effect maybe? Though that treads kind of close to green... (which feels like a bit of a new ability for green) And the cost on the blue and black ones feels like its 1 high... though for what it lets you do that might be fine...
Interesting idea.
Undeniable Favor — This could just be:
Search your library for an aura card that could enchant a creature in play and put it into play attached to a creature. Then shuffle your library.
Undeniable Evolution — This is just a green Clone that interacts with Doubling Season.
Undeniable Returns/Undeniable Failure — Has Simic Sky Swallower been bothering you or something? Are these part of a set with a lot of permanents with shroud or something?
For red, continuing on the Threaten idea, how about some sort of Donate/theft card? I am thinking of something like this:
Flip a coin. If you win the flip, gain control of a permanent an opponent controls. If you lose the flip, an opponent gains control of a permanent of his or her choice that you control. (This effect doesn't end at end of turn.)
3RRR
Sorcery (R)
For each opponent, flip a coin. If you win the flip, gain control of a permanent that player controls. If you lose the flip, that player gains control of a permanent of his or her choice that you control. (This effect doesn't end at end of turn.)
The choice of a permanent is implicit in the wording "[do something] [to] a(n) [permanent type]."
There's no point in explicitly indicating choice, as the people who would think the spell targets are the people who think everything targets.
Undeniable Favor
Search your library for an Aura card and attach it to a creature. Then shuffle your library.
(If it can't be attached to a creature, it stays in your library and is shuffled away)
Undeniable Returns
Return a permanent to its owner's hand.
Undeniable Failure
Destroy a creature. It can't be regenerated.
Undeniable Evolution
Put a creature token into play that's a copy of a creature of your choice.
In this case, you do want to enforce who chooses the creature.
As for a Red one... Maybe you want to destroy a land or artifact. "The battle never ends." or some such nonsense.
Also, I'm pretty sure you're overcosting many of these, especially since they're sorcery. The only reason the Blue one isn't weak is because it stops Green's stupid Trolls.
Undeniable Failure could be four mana for sure; Dark Banishing itself is pretty weak as a three mana instant.
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Ok, so I am working hard on my set again. I think I will move the blue control over to a red threaten like effect.
Undeniable Favor 2WW
Sorcery (uncommon)
Search your library for an Aura card and attach it to a creature. Then shuffle your library. (If it can't be attached to a creature, it stays in your library and is shuffled away)
however, I think it should read - "put it into play attached to a creature"
Undeniable Returns 2UU
Instant (uncommon ?)
Return a permanent to its owner's hand.
seems fair.
Undeniable Failure 3B
Sorcery (common ?)
Destroy a creature. It can't be regenerated.
Simple, I like it. Made it more splashable.
Undeniable Evolution 3GG
Sorcery (Uncommon)
Put a creature token into play that's a copy of a creature of your choice.
Still might lessen the cost. how cheap can we make this?
2 choices:
Undeniable Gains 3R
Instant (uncommon?)
Gain control of a creature until end of turn. It gains Haste until end of turn.
Undeniable Ruin 2RR
Sorcery (??)
Destroy an artifact or land. It can't be regenerated.
It seems sort of silly to ridicule a company for marketing efforts. Of course they are going to hype upcoming products, every company on the face of the planet does it, and it works, thats why they do it. There isn't really any sense complaining about it. If you don't like the marketing, ignore it.
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White - search for and attach an aura to creature
Blue - Bounce a permanent
Black - Destroy a creature in play
Green - make a token of creature // or the classic +x/+x
I, however, cannot think of the red card to save my life..
don't worry about the wording, those were mockups and I'll refine them in a bit.
The solution I can think of for red would be artifact or land destruction. Most likely wrapped into one card, but there isn't too many things with shroud in those categories. Especially in my set.
any ideas??
Interesting idea.
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| [R&D] |
Search your library for an aura card that could enchant a creature in play and put it into play attached to a creature. Then shuffle your library.
Undeniable Evolution — This is just a green Clone that interacts with Doubling Season.
Undeniable Returns/Undeniable Failure — Has Simic Sky Swallower been bothering you or something? Are these part of a set with a lot of permanents with shroud or something?
For red, continuing on the Threaten idea, how about some sort of Donate/theft card? I am thinking of something like this:
Flip a coin. If you win the flip, gain control of a permanent an opponent controls. If you lose the flip, an opponent gains control of a permanent of his or her choice that you control. (This effect doesn't end at end of turn.)
... actually, that would be nice for red Blatant Thievery:
3RRR
Sorcery (R)
For each opponent, flip a coin. If you win the flip, gain control of a permanent that player controls. If you lose the flip, that player gains control of a permanent of his or her choice that you control. (This effect doesn't end at end of turn.)
The choice of a permanent is implicit in the wording "[do something] [to] a(n) [permanent type]."
There's no point in explicitly indicating choice, as the people who would think the spell targets are the people who think everything targets.
Undeniable Favor
Search your library for an Aura card and attach it to a creature. Then shuffle your library.
(If it can't be attached to a creature, it stays in your library and is shuffled away)
Auratouched Mage.
Undeniable Returns
Return a permanent to its owner's hand.
Undeniable Failure
Destroy a creature. It can't be regenerated.
Undeniable Evolution
Put a creature token into play that's a copy of a creature of your choice.
In this case, you do want to enforce who chooses the creature.
As for a Red one... Maybe you want to destroy a land or artifact.
"The battle never ends." or some such nonsense.
Also, I'm pretty sure you're overcosting many of these, especially since they're sorcery. The only reason the Blue one isn't weak is because it stops Green's stupid Trolls.
Undeniable Failure could be four mana for sure; Dark Banishing itself is pretty weak as a three mana instant.
Awesome avatar provided by Krashbot @ [Epic Graphics].
Undeniable Favor 2WW
Sorcery (uncommon)
Search your library for an Aura card and attach it to a creature. Then shuffle your library. (If it can't be attached to a creature, it stays in your library and is shuffled away)
however, I think it should read - "put it into play attached to a creature"
Undeniable Returns 2UU
Instant (uncommon ?)
Return a permanent to its owner's hand.
seems fair.
Undeniable Failure 3B
Sorcery (common ?)
Destroy a creature. It can't be regenerated.
Simple, I like it. Made it more splashable.
Undeniable Evolution 3GG
Sorcery (Uncommon)
Put a creature token into play that's a copy of a creature of your choice.
Still might lessen the cost. how cheap can we make this?
2 choices:
Undeniable Gains 3R
Instant (uncommon?)
Gain control of a creature until end of turn. It gains Haste until end of turn.
Undeniable Ruin 2RR
Sorcery (??)
Destroy an artifact or land. It can't be regenerated.
comments?
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Sorcery
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~ is colorless.
~Deals 4 Damage to each creature and player.
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"Chaos has no beginning or end."
:symb::symbg::symg:<<Sacrificial Golgari>>:symb::symbg::symg:
High~Light Studios
Sorcery
Deal 3 damage to a creature or player. Damage dealt by this cannot be prevented.
Just random passerby with random idea.