How about echant land the tribal way? Probably broken buttah, I give it a try..
Kithkin Memorials W
Enchantment - Aura
Enchant Plains 1: Enchanted Plains becomes a 2/2 white Kithkin Spirit Soldier creature with first strike until end of turn. It's still a land.
1W for a 2/2 first strike, i'd say balanced.
Merfolk Memorials U
Enchantment - Aura
Enchant Island 1: Enchanted Island becomes a 1/2 blue Merfolk Spirit Wizard creature with flying until end of turn. It's still a land.
1U and 1/1 was my first intension. 1/2 is maybe more fair though.
Zombie Memorials B
Enchantment - Aura
Enchant Swamp 1: Enchanted Swamp becomes a 1/1 black Zombie Spirit creature with fear until end of turn. It's still a land.
1B for a 1/1 with fear
Goblin Memorials R
Enchantment - Aura
Enchant Mountain 1: Enchanted Mountain becomes a 2/1 red Goblin Spirit creature with haste until end of turn. It's still a land.
1R for our hasty friend 2/1
Elvish Memorials G
Enchantment - Aura
Enchant Forest 1: Enchanted Forest becomes a 3/1 green Elf Spirit creature with trample until end of turn. It's still a land.
1G for 3/1 by which you will feel the trample, but white won't because they play first strike. Who's the best weenie color after all?
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hey i have managed to evolve my axolotls by feeding them thyroid glands the thyroxine contained in these gland is enough to change these water dwelling creatures into land based creatures
Posted by: Tay Collins | January 20, 2010 6:45 AM
Tay, that's not evolution. It's metamorphosis. Evolution means descent with heritable modification – individuals cannot evolve, unless they're Pokemon.
Posted by: David Marjanović | January 20, 2010 8:55 AM
Can be easily compared to the Genju cycle, except if these die you don't regain them, so they all can actually use some improvement to make up for it. Considering how much card and tempo advantage you lose if these things die, I think the changes are appropriate.
Kithkin Memorials W
Enchantment - Aura
Enchant Plains 1: Enchanted Plains becomes a 2/2 white Kithkin Spirit Soldier creature with first strike until end of turn. It's still a land.
1W for a 2/2 first strike, i'd say balanced.
Yeah, it's fine, but not really exciting enough to make me want to play it... *shrug* Perhaps 2/3?
Merfolk Memorials U
Enchantment - Aura
Enchant Island 1: Enchanted Island becomes a 1/2 blue Merfolk Spirit Wizard creature with flying until end of turn. It's still a land.
1U and 1/1 was my first intension. 1/2 is maybe more fair though.
This is way too weak. Not only does Blue not want to play with little pingers, this one can't even block well. And why Merfolk for a creature type and not something like faerie? Well, my suggestion would be making it a 1/3 to make it more useful for blocking. That wouldn't be over the curve at all, in my opinion.
Zombie Memorials B
Enchantment - Aura
Enchant Swamp 1: Enchanted Swamp becomes a 1/1 black Zombie Spirit creature with fear until end of turn. It's still a land.
1B for a 1/1 with fear
Again, very weak. A 2/2 with fear and 1B: Regenerate would be about right. Maybe 2B to Regenerate.
Goblin Memorials R
Enchantment - Aura
Enchant Mountain 1: Enchanted Mountain becomes a 2/1 red Goblin Spirit creature with haste until end of turn. It's still a land.
1R for our hasty friend 2/1
You don't need haste on a land. This just says "You can play it on the mountain that just came out" when instead you can so easily play it on a mountain that came out earlier in the game, and tap the mountain that just came out to play this card. I want to say 3/1 with frenzy 1, or maybe you can break out of the box and have a more innovative ability like "Enchanted Mountain and target Mountain becomes a 2/1 red Goblin Spirit creature until end of turn. It's still a land." If you like this idea, make sure to template it right.
Elvish Memorials G
Enchantment - Aura
Enchant Forest 1: Enchanted Forest becomes a 3/1 green Elf Spirit creature with trample until end of turn. It's still a land.
1G for 3/1 by which you will feel the trample, but white won't because they play first strike. Who's the best weenie color after all?
3/3 Trample would be much better (dunno if Elf would be an appropriate type then, though).
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Getting the last word does not mean that you win the argument.
Perhaps to set them apart from the Genju cycle, you could make them all cantrips or give them all CITP abilities like the Ravnica auras? Also, I think the auras themselves should be tribal enchantments.
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GENERATION 3.78: The first time you see this, add it into your sig and add 1 to the number after generation
Perhaps to set them apart from the Genju cycle, you could make them all cantrips or give them all CITP abilities like the Ravnica auras? Also, I think the auras themselves should be tribal enchantments.
Sort of CITP abilities. What do you say?
Kithkin Memorials W
Enchantment - Aura
Enchant Plains 1W: Enchanted Plains becomes a 2/2 white Kithkin Spirit Soldier creature with first strike until end of turn. You gain 2 life. It's still a land.
Merfolk Memorials U
Enchantment - Aura
Enchant Island 1U: Enchanted Island becomes a 1/3 blue Merfolk Spirit Wizard creature with flying until end of turn. It's still a land. Draw a card.
Zombie Memorials B
Enchantment - Aura
Enchant Swamp 1B: Enchanted Swamp becomes a 1/2 black Zombie Spirit creature with "1B:regenerate this creature" until end of turn. It's still a land. Target creature gets -1/-1
Goblin Memorials R
Enchantment - Aura
Enchant Mountain 1R: Enchanted Mountain becomes a 2/1 red Goblin Spirit creature with haste until end of turn. It's still a land. Deal 1 damage to target creature or player.
Elvish Memorials G
Enchantment - Aura
Enchant Forest 1: Enchanted Forest becomes a 3/1 green Elf Spirit creature with trample until end of turn. It's still a land. Target creature gets +1/+1 until end of turn.
I really like the Merfolk with Reejerey and all.
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hey i have managed to evolve my axolotls by feeding them thyroid glands the thyroxine contained in these gland is enough to change these water dwelling creatures into land based creatures
Posted by: Tay Collins | January 20, 2010 6:45 AM
Tay, that's not evolution. It's metamorphosis. Evolution means descent with heritable modification – individuals cannot evolve, unless they're Pokemon.
Posted by: David Marjanović | January 20, 2010 8:55 AM
I don't think that helps terribly much, because now the majority of these are completely broken. You've basically made "1U: Draw a card," and "1: Target creature gets +1/+1 until end of turn," on one cost enchantments.
The effects trigger each time you decide to make the lands creatures, which you can do as much as you like as long as you have mana. Which means you get the effect each time, even if its already a creature. Really not so fair. If you want this, you're going to have to figure out a way to limit its use, and you can't just say "Play this ability only if enchanted land isn't a creature," because you can still play it several time before the first one resolves and makes it a creature.
Could stipulate "play this ability only once per turn."
Or they could trigger when the creature deals damage.
Merfolk Memorials- U
Tribal Enchantment- Merfolk Aura
Enchant Island 1U: Enchanted land becomes a 1/1 blue merfolk creature with flying. It's still a land.
Whenever enchanted land deals damage to a player, draw a card.
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GENERATION 3.78: The first time you see this, add it into your sig and add 1 to the number after generation
Kithkin Memorials W
Enchantment - Aura
Enchant Plains
1: Enchanted Plains becomes a 2/2 white Kithkin Spirit Soldier creature with first strike until end of turn. It's still a land.
1W for a 2/2 first strike, i'd say balanced.
Merfolk Memorials U
Enchantment - Aura
Enchant Island
1: Enchanted Island becomes a 1/2 blue Merfolk Spirit Wizard creature with flying until end of turn. It's still a land.
1U and 1/1 was my first intension. 1/2 is maybe more fair though.
Zombie Memorials B
Enchantment - Aura
Enchant Swamp
1: Enchanted Swamp becomes a 1/1 black Zombie Spirit creature with fear until end of turn. It's still a land.
1B for a 1/1 with fear
Goblin Memorials R
Enchantment - Aura
Enchant Mountain
1: Enchanted Mountain becomes a 2/1 red Goblin Spirit creature with haste until end of turn. It's still a land.
1R for our hasty friend 2/1
Elvish Memorials G
Enchantment - Aura
Enchant Forest
1: Enchanted Forest becomes a 3/1 green Elf Spirit creature with trample until end of turn. It's still a land.
1G for 3/1 by which you will feel the trample, but white won't because they play first strike. Who's the best weenie color after all?
Posted by: Tay Collins | January 20, 2010 6:45 AM
Tay, that's not evolution. It's metamorphosis. Evolution means descent with heritable modification – individuals cannot evolve, unless they're Pokemon.
Posted by: David Marjanović | January 20, 2010 8:55 AM
Yeah, it's fine, but not really exciting enough to make me want to play it... *shrug* Perhaps 2/3?
This is way too weak. Not only does Blue not want to play with little pingers, this one can't even block well. And why Merfolk for a creature type and not something like faerie? Well, my suggestion would be making it a 1/3 to make it more useful for blocking. That wouldn't be over the curve at all, in my opinion.
Again, very weak. A 2/2 with fear and 1B: Regenerate would be about right. Maybe 2B to Regenerate.
You don't need haste on a land. This just says "You can play it on the mountain that just came out" when instead you can so easily play it on a mountain that came out earlier in the game, and tap the mountain that just came out to play this card. I want to say 3/1 with frenzy 1, or maybe you can break out of the box and have a more innovative ability like "Enchanted Mountain and target Mountain becomes a 2/1 red Goblin Spirit creature until end of turn. It's still a land." If you like this idea, make sure to template it right.
3/3 Trample would be much better (dunno if Elf would be an appropriate type then, though).
There is an imposter among us...
Sort of CITP abilities. What do you say?
Kithkin Memorials W
Enchantment - Aura
Enchant Plains
1W: Enchanted Plains becomes a 2/2 white Kithkin Spirit Soldier creature with first strike until end of turn. You gain 2 life. It's still a land.
Merfolk Memorials U
Enchantment - Aura
Enchant Island
1U: Enchanted Island becomes a 1/3 blue Merfolk Spirit Wizard creature with flying until end of turn. It's still a land. Draw a card.
Zombie Memorials B
Enchantment - Aura
Enchant Swamp
1B: Enchanted Swamp becomes a 1/2 black Zombie Spirit creature with "1B:regenerate this creature" until end of turn. It's still a land. Target creature gets -1/-1
Goblin Memorials R
Enchantment - Aura
Enchant Mountain
1R: Enchanted Mountain becomes a 2/1 red Goblin Spirit creature with haste until end of turn. It's still a land. Deal 1 damage to target creature or player.
Elvish Memorials G
Enchantment - Aura
Enchant Forest
1: Enchanted Forest becomes a 3/1 green Elf Spirit creature with trample until end of turn. It's still a land. Target creature gets +1/+1 until end of turn.
I really like the Merfolk with Reejerey and all.
Posted by: Tay Collins | January 20, 2010 6:45 AM
Tay, that's not evolution. It's metamorphosis. Evolution means descent with heritable modification – individuals cannot evolve, unless they're Pokemon.
Posted by: David Marjanović | January 20, 2010 8:55 AM
Cards like Jayemdae Tome and Ursapine are feeling rather embarrassed right now.
The effects trigger each time you decide to make the lands creatures, which you can do as much as you like as long as you have mana. Which means you get the effect each time, even if its already a creature. Really not so fair. If you want this, you're going to have to figure out a way to limit its use, and you can't just say "Play this ability only if enchanted land isn't a creature," because you can still play it several time before the first one resolves and makes it a creature.
Or they could trigger when the creature deals damage.
Merfolk Memorials- U
Tribal Enchantment- Merfolk Aura
Enchant Island
1U: Enchanted land becomes a 1/1 blue merfolk creature with flying. It's still a land.
Whenever enchanted land deals damage to a player, draw a card.
There is an imposter among us...
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