Immortal (This creature cannot be destroy by spells or abilities.)
A creature with this ability cannot be killed by Wraith of God, Terror, and etc. It can still die to damage. The ability is a half-way point to indestructable. Just like how some creatures can all prevent damage is halfway.
Target color: Any color can use this.
Bound (This permanent cannot be removed from the game or returned to the hand, by spells or abilities.)
Bound means the permanent can't be sent to another dimension because it has been locked into the current plane aka can't be removed from the game or bounced.
Color: Blue, White, and maybe Green.
Loyal (Your opponent(s) cannot gain control of this creature.)
Certain creatures are very loyal that even in death, they will never betray their master.
Color: Any color but mostly White.
Immune (The power and toughness of this creature cannot be reduced.)
Some creatures with this ability have a super strong immune system to prevent dieseases from killing them or making them vulnerable.
Color: Green and White.
Limit (The power and toughness of this creature cannot be increased.)
The opposite of Immune. This ability is means that the creature can't grow any bigger or become stronger.
Color: Blue and Black
Sacred (This permanent cannot be sacrificed.)
Sacred are any kind of permenant that is to important to give up. People would rather die then give up their land.
While I applaud your effort to make some new abilities, most of these are too limited and do not need to be keyworded. You could use ability words for a few. To explain:
Immortal - This one perhaps could find some use, however I have serious flavor issues: something that is immortal dies to damage? That makes no sense. Change the name.
Target color - No clue what you mean here.
Bound - Returned to hand? Use Protection from blue instead. Removed from game? Removing is actually pretty rare, limiting this mechanic... use Protection from white instead.
Loyal - Too limited. Only red now and blue in yesteryear can do this. Use protection instead. What do you mean "in death?" Creatures only go to their owner's graveyard... no one else controls that.
Immune - Soooo, black can't reduce it? I'd rather have protection from black. It would avoid global -X/-X effects... use it on a few cards, maybe.
Limit - Wizards generally does not keyword drawbacks, b/c it isn't much fun. Besides, this is the most limited of the bunch... it's outdated by protection: Protection from spells you control.
Sacred - I've seen this on a few cards. Don't keyword it. It slightly hoses black.
Loyal (Control of this permanent can't be changed by effects)
You may have a bit of problems with clarity. You *HAVE* to allow an effect like Bribery or Beacon of Unrest to work. What you're doing is saying that continuous effects that change control of this permanent don't work. Bribery and Beacon just put the permanent into play under that player's control - so it defaults to their control, no effect to "reverse".
Immune & Limit, I'm rather certain, are impossible. What if it would be turned face-down? What if it is is Ovinized? Or Serendib Sorcerer'd? What about Strange Inversion?
Sacred (You can't sacrifice this)
Note that, if you are told to sacrifice something, you can't choose something Sacred. You must sacrifice something if possible, and Sacred things just aren't legal choices. Example: You control a Grizzly Bears and a Sacred creature. Someone uses a Cruel Edict. You must sacrifice the Grizzly Bears. If you have only a Sacred creature, you do nothing because to sacrifice a sacred permanent is an impossible action.
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Survival ("Destroy" effects don't destroy this creature.)
Non creature permanents can keep indestructable.
Loyal (Control of this permanent can't be changed by effects while in play. When this permanent comes into play under the control of any other player except the owner, control of it is switched to the owner.)
Whats the point in key wording these? Most of them are so narrow that you would be hard struck to find a card to put them on, let alone make them worthy of key wording. If you are really bent on naming these abilities, then make them ability words (e.g. Loyal - Control of this permanent can't be changed by effects.)
I think Survival's reminder text should be (This creature can't be destroyed except by lethal damage.) This makes it clear that a burn spell can kill it, and "'destroy' effects" is a pretty icky turn of phrase in a card's text.
Survival is the only one of these abilities that might be worth keywording. The rest are very narrow hoser abilities that would appear on one or two cards, not something that would be pervasive in any set. Even Survival is kinda narrow, but it's the best of the bunch.
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A creature with this ability cannot be killed by Wraith of God, Terror, and etc. It can still die to damage. The ability is a half-way point to indestructable. Just like how some creatures can all prevent damage is halfway.
Target color: Any color can use this.
Bound (This permanent cannot be removed from the game or returned to the hand, by spells or abilities.)
Bound means the permanent can't be sent to another dimension because it has been locked into the current plane aka can't be removed from the game or bounced.
Color: Blue, White, and maybe Green.
Loyal (Your opponent(s) cannot gain control of this creature.)
Certain creatures are very loyal that even in death, they will never betray their master.
Color: Any color but mostly White.
Immune (The power and toughness of this creature cannot be reduced.)
Some creatures with this ability have a super strong immune system to prevent dieseases from killing them or making them vulnerable.
Color: Green and White.
Limit (The power and toughness of this creature cannot be increased.)
The opposite of Immune. This ability is means that the creature can't grow any bigger or become stronger.
Color: Blue and Black
Sacred (This permanent cannot be sacrificed.)
Sacred are any kind of permenant that is to important to give up. People would rather die then give up their land.
Color: White and Green
Immortal - This one perhaps could find some use, however I have serious flavor issues: something that is immortal dies to damage? That makes no sense. Change the name.
Target color - No clue what you mean here.
Bound - Returned to hand? Use Protection from blue instead. Removed from game? Removing is actually pretty rare, limiting this mechanic... use Protection from white instead.
Loyal - Too limited. Only red now and blue in yesteryear can do this. Use protection instead. What do you mean "in death?" Creatures only go to their owner's graveyard... no one else controls that.
Immune - Soooo, black can't reduce it? I'd rather have protection from black. It would avoid global -X/-X effects... use it on a few cards, maybe.
Limit - Wizards generally does not keyword drawbacks, b/c it isn't much fun. Besides, this is the most limited of the bunch... it's outdated by protection: Protection from spells you control.
Sacred - I've seen this on a few cards. Don't keyword it. It slightly hoses black.
Keep trying though.
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Darksteel Colossus.
Bound (If a spell or ability would cause this permanent to be removed from the game or put into its owner's hand, instead it isn't.)
Sacred Ground is closest.
Loyal (Control of this permanent can't be changed by effects)
You may have a bit of problems with clarity. You *HAVE* to allow an effect like Bribery or Beacon of Unrest to work. What you're doing is saying that continuous effects that change control of this permanent don't work. Bribery and Beacon just put the permanent into play under that player's control - so it defaults to their control, no effect to "reverse".
Immune & Limit, I'm rather certain, are impossible. What if it would be turned face-down? What if it is is Ovinized? Or Serendib Sorcerer'd? What about Strange Inversion?
Sacred (You can't sacrifice this)
Note that, if you are told to sacrifice something, you can't choose something Sacred. You must sacrifice something if possible, and Sacred things just aren't legal choices.
Example: You control a Grizzly Bears and a Sacred creature. Someone uses a Cruel Edict. You must sacrifice the Grizzly Bears. If you have only a Sacred creature, you do nothing because to sacrifice a sacred permanent is an impossible action.
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Non creature permanents can keep indestructable.
Loyal (Control of this permanent can't be changed by effects while in play. When this permanent comes into play under the control of any other player except the owner, control of it is switched to the owner.)
Immune (This creature cannot get -X/-X.)
Limit (This creature cannot get +X/+X.)
Fixed.
There are indestructible creatures - Darksteel Colossus, Lord Konda of Eiganjo, Myojin of Night's Reach
Survival is the only one of these abilities that might be worth keywording. The rest are very narrow hoser abilities that would appear on one or two cards, not something that would be pervasive in any set. Even Survival is kinda narrow, but it's the best of the bunch.
About Nykthos, Shrine to Nyx:
The reason I keyworded the names is to give the ability a name when refering to it.
The abilities might not sound really big except Survival which is effective against black and white mostly.
They are some new effects/abilities that can be added to creatures to give them something more against other cards.
Limit can be used against players that pump up their creatures.
Limiter Bonds
1U
Enchantment - Aura
Enchant target creature.
Enchanted creature cannot get +X/+X
When Limiter Bonds comes into play, draw a card.