Yes, some of them break the game. Tell me what you think though.
Cultivation1GG
Enchantment - Aura
Enchant creature
Enchanted creature can’t be returned to its owner’s hand or library.
Enchanted creature has “At the beginning of your upkeep, add G to your mana pool.”
Discipline1WW
Enchantment - Aura
Enchant creature
Triggered abilities of enchanted creature are countered. W: Tap enchanted creature. W: Untap enchanted creature.
Fascination 1UU
Enchantment - Aura
Enchant creature
When Fascination comes into play, tap enchanted creature.
Enchanted creature can’t be untapped.
At the beginning of your upkeep, if you control no other nonland permanents, sacrifice Fascination.
Rebellion 1RR
Enchantment - Aura
Enchant creature
Enchanted creature’s activated abilities can’t be played.
Enchanted creature attacks each turn if able and can only attack its controller. (It’s controller may declare blockers to block this creature during his or her combat phase.)
Sorrow 1BBB
Enchantment - Aura
Enchant creature
Enchanted creature can’t be sacrificed.
At the end of enchanted creature’s controller’s turn, that player may sacrifice a creature. If he or she does not, sacrifice Sorrow and that player discards his or her hand.
These are all pretty cool, some of them are to good at times or in the right decks but you basically already stated that.
Cultivation is really cool, and can make some cards really good.
Discipline is kinda weird, is it a lock down card or a card that is useful for yourself? It kinda does both.
Fascination is a cool lockdown, but its last ability is kind of a let down on the card. I mean its kinda cool flavor wise, but not so cool gameplay wise.
I think rebellion is the strongest of all of them. Its just mean. Maybe to good.
Sorrow is also really strong, I mean its a 1 turn discard there hand, or clear the board. It is the oponents decision though, so that balances it.
All in all, good ideas. Very interesting.
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Cultivation 1GG
Enchantment - Aura
Enchant creature
Enchanted creature can’t be returned to its owner’s hand or library.
Enchanted creature has “At the beginning of your upkeep, add G to your mana pool.”
Discipline 1WW
Enchantment - Aura
Enchant creature
Triggered abilities of enchanted creature are countered.
W: Tap enchanted creature.
W: Untap enchanted creature.
Fascination 1UU
Enchantment - Aura
Enchant creature
When Fascination comes into play, tap enchanted creature.
Enchanted creature can’t be untapped.
At the beginning of your upkeep, if you control no other nonland permanents, sacrifice Fascination.
Rebellion 1RR
Enchantment - Aura
Enchant creature
Enchanted creature’s activated abilities can’t be played.
Enchanted creature attacks each turn if able and can only attack its controller. (It’s controller may declare blockers to block this creature during his or her combat phase.)
Sorrow 1BBB
Enchantment - Aura
Enchant creature
Enchanted creature can’t be sacrificed.
At the end of enchanted creature’s controller’s turn, that player may sacrifice a creature. If he or she does not, sacrifice Sorrow and that player discards his or her hand.
Cultivation is really cool, and can make some cards really good.
Discipline is kinda weird, is it a lock down card or a card that is useful for yourself? It kinda does both.
Fascination is a cool lockdown, but its last ability is kind of a let down on the card. I mean its kinda cool flavor wise, but not so cool gameplay wise.
I think rebellion is the strongest of all of them. Its just mean. Maybe to good.
Sorrow is also really strong, I mean its a 1 turn discard there hand, or clear the board. It is the oponents decision though, so that balances it.
All in all, good ideas. Very interesting.