Meandering Vineyards 1GG
Enchantment
At the beginning of each player's upkeep, that player taps an untapped creature he or she controls and puts a +1/+1 counter on it.
Sulfuric Tides 1R
Enchantment
1R: Sulfuric Tides deals 1 damage to target creature that has already been dealt damage this turn.
Debunk 1WW
Sorcery
Destroy all enchantments controlled by target player. That player can't play enchantments during his or her next turn.
Ritual of Writhing B
Enchantment
0: Choose two target creatures you control. If both are still in play, the first gets +1/+1 until end of turn and the second gets -1/-1 until end of turn.
Shapeshifter's Guile 2UU
Enchantment - Aura
Enchant Creature
When enchanted creature is put into a graveyard from play, remove it from the game and attach Shapeshifter's Guile to target creature.
0: Choose a creature card removed from the game by Shapeshifter's Guile. Enchanted creature becomes a copy of that creature.
I like the lack of choice for Meandering Vineyards. It's funny because if you tap your biggest chump all the time he's going to get to the point where you want to use him, and if you tap your big fattie well obviously you can't attack with it.
Debunk reminds me of Primeval Light, only lower cost and meaner. Raise the cost at least 1.
Ritual of Withering seems highly breakable, especially at one cost. If you have some high toughness creature you can attack with whatever creature you like and give it +9/+9. The activation needs to cost mana.
Shapeshifter's Guile is interesting, but consider what would happen if I would put one down on some 0/0 and then start putting it on my opponent's creatures, turning them into 0/0's. There definitely needs to be protection gainst that.
Shapeshifter's Guile is interesting, but consider what would happen if I would put one down on some 0/0 and then start putting it on my opponent's creatures, turning them into 0/0's. There definitely needs to be protection gainst that.
Agreed; You'd be wiping their board and sitting there with the ability to sac a creature to destroy all creatures they control; If you make the ability triggered, rather than activated by 0, the worst it could be is a wrath, which would be okay.
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I love ritual of writhing. I think it might be more interesting if it was +1/+0 and -0/-1, so that the process wouldn't be reversible.
That might as well be the flowstone ability. Even if it has to to target different creatures there's always a way to juggle it around. The end result might as well be this:
Flowstone Mania B
Enchantment 0: Target creature you control gets +1/-1 until end of turn.
This would let you some things that Droan the Siege Tower lets you do, only more so in some cases because a 5/5 can be come a 9/1 if need be heaven forbid Darksteel Colossus become a 21/1 indestructible trampler. In more limied envrionments the effect would be like giving all your creatures Frenzy X, where X is their toughness minus one.
This kind of thing is interesting, but without an activation cost it can't cost just one mana.
Shapeshifter's Guile could probably be UU or 2U and I don't think anybody would really bat an eye. Sulfuric Tides definitely works. Don't change a thing. No need to go overboard and reduce the activation cost. Debunk may be a bit too good, and I'd like to direct your attention back to Primeval Light. Yes, Debunk is WW, but unless you want to remove that extra oomph, which I don't suggest that you do, retool it, slightly. You know what would be wicked:
Debunk 3WW or 1WWW
Sorcery (R)
Destroy all enchantments and all enchanted permanents target player controls.
Just a suggestion.
I think you should do one of two things for shapeshifter's guile.
1) Give it enchant creature you control.
or
2) add Enchanted creature gets +1/+1.
These simple thigns can turn it away from something it was never meant to be, a wrath.
Otherwise I absolutely love the card!
Ritual of writhing should probably have an activation cost of 1 or even 1/2 (1: put two caharge counters on ~. Remove a charge counter from ~: ability) But other wise seems pretty good.
Debunk needs to go up a mana or two. or give it WWW cost and a kicker for the secondary (I think that would be fair).
Good point regarding Shapeshifter's Guile. It seems to have Cytoshape syndrome. I guess I'll have to make it "enchant creature you control," though it's not as fun then. :{
2WW sound okay for Debunk? Originally, I had it as a Demystify with the additional effect for 1W, but that seemed kinda crappy.
I really like all of your cards, especially shapeshifter's guile and ritual of writhing.
Ritual of Writhing seems like it could be fairly abusable, especially at no cost. Like if you were to attack and opponent with 3 3/3 guys. You could easily start mixing up p/t totals in a way that could really mess up your opponent's creatures in the same way that morphling did. I really like the flavor of ritual or writhing, but I agree with everyone that it needs some kind of activation cost.
Shapeshifter's guile is one of the coolest cards I've seen in a while mechanicly and flavorwise.
I'm not entirely certain Shapeshifter's Guile even works.
1) Start with Creature A enchanted by SG.
2) Creature A dies.
3) SG triggers.
4) State based effects are checked and SG is put into the graveyard.
5) Trigger resolves (does game recognize SG in graveyard as the one that triggered it?)
6) Assuming SG returns, it goes attached to a creature.
7) Creature A was removed by the original SG that was in play. The one is definitely not the same object by this point.
8) No creatures have been removed by the current SG, so it doesn't do much.
Unless I'm missing something.
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Enchantment
At the beginning of each player's upkeep, that player taps an untapped creature he or she controls and puts a +1/+1 counter on it.
Sulfuric Tides 1R
Enchantment
1R: Sulfuric Tides deals 1 damage to target creature that has already been dealt damage this turn.
Debunk 1WW
Sorcery
Destroy all enchantments controlled by target player. That player can't play enchantments during his or her next turn.
Ritual of Writhing B
Enchantment
0: Choose two target creatures you control. If both are still in play, the first gets +1/+1 until end of turn and the second gets -1/-1 until end of turn.
Shapeshifter's Guile 2UU
Enchantment - Aura
Enchant Creature
When enchanted creature is put into a graveyard from play, remove it from the game and attach Shapeshifter's Guile to target creature.
0: Choose a creature card removed from the game by Shapeshifter's Guile. Enchanted creature becomes a copy of that creature.
• Recent Card Ideas • My Drawings at DeviantArt
Debunk reminds me of Primeval Light, only lower cost and meaner. Raise the cost at least 1.
Ritual of Withering seems highly breakable, especially at one cost. If you have some high toughness creature you can attack with whatever creature you like and give it +9/+9. The activation needs to cost mana.
Shapeshifter's Guile is interesting, but consider what would happen if I would put one down on some 0/0 and then start putting it on my opponent's creatures, turning them into 0/0's. There definitely needs to be protection gainst that.
There is an imposter among us...
I think Tides could cost 1 less to activate.
I love ritual of writhing. I think it might be more interesting if it was +1/+0 and -0/-1, so that the process wouldn't be reversible.
The Guile is unique. I don't know how useful it would be.
-Pharmalade.
Banner by Topher!
Agreed; You'd be wiping their board and sitting there with the ability to sac a creature to destroy all creatures they control; If you make the ability triggered, rather than activated by 0, the worst it could be is a wrath, which would be okay.
That might as well be the flowstone ability. Even if it has to to target different creatures there's always a way to juggle it around. The end result might as well be this:
Flowstone Mania B
Enchantment
0: Target creature you control gets +1/-1 until end of turn.
This would let you some things that Droan the Siege Tower lets you do, only more so in some cases because a 5/5 can be come a 9/1 if need be heaven forbid Darksteel Colossus become a 21/1 indestructible trampler. In more limied envrionments the effect would be like giving all your creatures Frenzy X, where X is their toughness minus one.
This kind of thing is interesting, but without an activation cost it can't cost just one mana.
Sulfuric Tides definitely works. Don't change a thing. No need to go overboard and reduce the activation cost.
Debunk may be a bit too good, and I'd like to direct your attention back to Primeval Light. Yes, Debunk is WW, but unless you want to remove that extra oomph, which I don't suggest that you do, retool it, slightly. You know what would be wicked:
Debunk 3WW or 1WWW
Sorcery (R)
Destroy all enchantments and all enchanted permanents target player controls.
Just a suggestion.
1) Give it enchant creature you control.
or
2) add Enchanted creature gets +1/+1.
These simple thigns can turn it away from something it was never meant to be, a wrath.
Otherwise I absolutely love the card!
Ritual of writhing should probably have an activation cost of 1 or even 1/2 (1: put two caharge counters on ~. Remove a charge counter from ~: ability) But other wise seems pretty good.
Debunk needs to go up a mana or two. or give it WWW cost and a kicker for the secondary (I think that would be fair).
2WW sound okay for Debunk? Originally, I had it as a Demystify with the additional effect for 1W, but that seemed kinda crappy.
@ chronoplasm: Go for it. Glad you like it.
Thanks, everyone!
• Recent Card Ideas • My Drawings at DeviantArt
Ritual of Writhing seems like it could be fairly abusable, especially at no cost. Like if you were to attack and opponent with 3 3/3 guys. You could easily start mixing up p/t totals in a way that could really mess up your opponent's creatures in the same way that morphling did. I really like the flavor of ritual or writhing, but I agree with everyone that it needs some kind of activation cost.
Shapeshifter's guile is one of the coolest cards I've seen in a while mechanicly and flavorwise.
1) Start with Creature A enchanted by SG.
2) Creature A dies.
3) SG triggers.
4) State based effects are checked and SG is put into the graveyard.
5) Trigger resolves (does game recognize SG in graveyard as the one that triggered it?)
6) Assuming SG returns, it goes attached to a creature.
7) Creature A was removed by the original SG that was in play. The one is definitely not the same object by this point.
8) No creatures have been removed by the current SG, so it doesn't do much.
Unless I'm missing something.