Hazy Apparition2(W/B)
Creature - Spirit (C)
Flying 1U: Hazy Apparition gains shroud until end of turn.
2/1
Frostshaper1(W/B)
Creature - Human Wizard (U)
Whenever you cast a blue spell, you may tap target creature.
1/1
Crackling Shell1(U/R)
Creature - Elemental (C)
When Crackling Shell attacks or blocks, destroy it at the beginning of the next end step. 1B: Regenerate Crackling Shell.
3/3
Forbidden Arcana(U/R)
Sorcery (U)
Return target black instant or sorcery card in your graveyard to your hand.
Lashtail Scorpion2(B/G)
Creature - Scorpion (C)
Deathtouch 1R: Lashtail Scorpion gains first strike until end of turn.
1/2
Pyre Gazer(B/G)
Creature - Human Shaman (U)
Whenever a red creature is put into your graveyard from the battlefield, you may gain 2 life.
1/1
Desert Rootwalla1(R/W)
Creature - Lizard (C)
First strike 1G: Desert Rootwalla gets +2/+2 until end of turn. Activate this ability only once each turn.
1/1
Horns of the Ox1(R/W)
Instant (U)
Target green creature gets +1/+0 and gains double strike until end of turn.
Limestone Wall2(G/U)
Creature - Wall (C)
Defender 1W: Limestone Wall gets +0/+2 until end of turn.
0/4
Still the Wind(G/U)
Instant (U)
Counter target spell or activated ability that targets a white permanent you control.
Hazy Apparition :2mana::symwb:
Creature - Spirit (C)
Flying
:symu:: Hazy Apparition gains shroud until end of turn.
2/1
Might be better to reduce the shroud cost, keeping 1U open all the time is just bad.
But looks pretty standard as a 2/1 flyer for black and white,
Frostshaper :1mana::symwb:
Creature - Human Wizard (U)
Whenever you cast a blue spell, you may tap target creature.
1/1
Sounds ok, with a big enough number of hybrid this might turn out to tap a lot of stuff, as uncommon thats fair.
Maybe the size could be bigger, like 2/1 or something just that it makes sence to have this card without blue spells.
Crackling Shell :1mana::symur:
Creature - Elemental (C)
When Crackling Shell attacks or blocks, destroy it at the beginning of the next end step.
:1mana::symb:: Regenerate Crackling Shell.
4/1
This card needs black so much, and the cost is quite high to pay 1B over and over.
Maybe it can be 4/1 to hit harder and potentially get destroyed 2 times (so you need to spend multiple mana).
Forbidden Arcana
Sorcery (U)
Return target black instant or sorcery card in your graveyard to your hand.
Well that sounds like it could easily be broken. For just 1 mana it can be "regrowth" in the storm colors.
For me this is just to cheap.
Lashtail Scorpion :2mana::symgb:
Creature - Scorpion (C)
Deathtouch
:1mana::symr:: Lashtail Scorpion gains first strike until end of turn.
1/2
Well this card can be a deadly blocker, if you have read, anything on the ground has a hard time, so this might need to be "uncommon" to avoid the problem in Limited that this can simply render anything bad on the ground (its also similiar to an existing uncommon from Conflux).
Pyre Gazer
Creature - Human Shaman (U)
Whenever a red creature is put into a graveyard from the battlefield, each opponent loses 1 life and you gain that much life.
1/1
Could easily be not just your grave, and maybe you extend the card that it "drains" life instead.
With the drain it gets attractive to play this card with all the red burn creatures yourself.
Desert Rootwalla
Creature - Lizard (C)
First strike
:1mana::symg:: Desert Rootwalla gets +2/+2 until end of turn. Activate this ability only once each turn.
1/1
Well theirs the double striker in Alara which was quite usefull, this might be worser but its still a 3/3 first striker , while you don't play a 2 mana 1/1 first striker without the green.
Horns of the Ox
Instant (U)
Target creature gets +1/+0 and gains first strike until end of turn.
If that creature is green, it gets +2/+0 and gains double strike until end of turn instead.
Pretty narrow trick as you just need a green target to play it.
Might be better if you give it an effect, and just kicker if its green.
Limestone Wall
Creature - Wall (C)
Defender
:1mana::symw:: Limestone Wall can block an additional creature and gets +0/+2 until end of turn.
0/4
Well i disliked this type of defender so much, as a 0/4 defender is just playable at a singel blue mana, and even that was not "wow" in a set thats as aggressive as Zendikar, were you could use it as its best.
This card might work better if you give it an extra block in addition to reducing its cost.
Doing this the card gets usefull, you can block a lot of creatures for a turn or it stops the early beatdown.
Just keep in mind that nobody likes to play "defender" creatures in normal situations.
Still the Wind
Instant (U)
Counter target spell or activated ability that targets a white card.
Here the upgrade is simpel, it wants to be "card" instead of permanent, so you can use it as a pseudo counterspell against counterspells, and protect other stuff aswell (graveyard cards or such).
And it also works better if its not "your own" , so potentially hitting the enemies white stuff with the counter is nice aswell.
I love this cycle -- it's cool to be able to give an "allied color" card to both of a color's allies at once! Crackling Shell is my favorite. Limestone Wall could probably cost less, but it might look worse on paper than it plays.
Of course, your next mission is clear: do the same thing for allied color combinations and their common enemy.
shouldn't the title of this thread be "the friend of my friend is my friend"? after the anemone fiasco, you need to put more work into your thread naming skills.
shouldn't the title of this thread be "the friend of my friend is my friend"? after the anemone fiasco, you need to put more work into your thread naming skills.
Or it could be "the friend of my enemy is my friend," if by "the friend" you're referring to the activated ability and by "my enemy" you're referring to the other half of the hybrid mana. Thread naming is hard!
I like all of these, but agree that limestone wall should cost 1 less to cast. And maybe 1 less to activate too. It's pretty weak I think.
you're right, it should be the friend of my enemy is my friend. which actually doesn't make sense at all.
anyways i think these are all designed well, althought a r/w rootwalla feels incredibly weird. i think you could make it a different animal, once a turn pumps aren't restricted to rootwallas.
For the fact that the mana costs are enemy hybrid with this between-color activation schema, none of these can be 100% okay with flavour.
I'll argue it's for the reason that, if the card in one sense / one half is actually correct with Pie, then the other half is a transgression.
Rather than create even CE cards with a D activation, you've made a series of cards which can be viewed as either of a C card with a D activation, or an E card with a D activation.
As it happens, for every allied pair of colors CD, that pair's relationship to D is entirely dissimilar to D's relationship to DE. But of course, since C shares mostly D's properties which skew toward C and opposite E, and vice versa.
That is, your :1mana::symrw: card, in how it can be cast and played, can be a white card with a green activation, or a red card with a green activation, but the way white combines with green is so different from the way red combines with green, at least one half of your card has to be dissonant with Pie. Since if it really does work as a Green-White card, then that same part of Green shouldn't work on the card viewed as a Red cost. Or, in this case, the other way.
There would be less trouble if you made these true gold with an off-activation.
Even, there would be less trouble if you made them like this:
Lashtail Scorpion :2mana::symbg:
Creature - Scorpion (C)
Deathtouch 1U: Lashtail Scorpion gains shroud until end of turn.
1/2
Now it's either a deadly, unsolvable early skirmisher for Green-Blue, or it's a deadly, untouchable sneaky bug for Blue-Black to assault a stabilized (or unstabilized) position with.
The relation Black has to Blue is most like the relation Blue has to Green. I didn't have to think to come up with the above card, or the preceding description after-the-fact, because this fact did that work for me.
Alternately, you could put a white activation in there, but you would probably have to substitute something for deathtouch.
*~*~*~
And, this is all beside how considering CE to mostly be friendly with D oversimplifies the Pie in a bad way. CE in fact isn't D for a reason. Aside from not wanting similar things out of the world at all, CE is generally afraid of D, since D is a lot better at doing many of the things CE considers its strongest abilities, generally because of D's focus (i.e., the fact it's not a split color).
D may often like to keep CE around, since it is very effective at beating the other two colors, who, if united (in gold), are stronger than monocolor D, but CE's methods detract so much from the benefits of D's ideal way of life, D can't put up with CE unconditionally.
The point here being, cards on this angle should not become the standard or expected. They shouldn't be what's common (within multicolor); they should be an exception, if that.
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Creature - Spirit (C)
Flying
1U: Hazy Apparition gains shroud until end of turn.
2/1
Frostshaper 1(W/B)
Creature - Human Wizard (U)
Whenever you cast a blue spell, you may tap target creature.
1/1
Crackling Shell 1(U/R)
Creature - Elemental (C)
When Crackling Shell attacks or blocks, destroy it at the beginning of the next end step.
1B: Regenerate Crackling Shell.
3/3
Forbidden Arcana (U/R)
Sorcery (U)
Return target black instant or sorcery card in your graveyard to your hand.
Lashtail Scorpion 2(B/G)
Creature - Scorpion (C)
Deathtouch
1R: Lashtail Scorpion gains first strike until end of turn.
1/2
Pyre Gazer (B/G)
Creature - Human Shaman (U)
Whenever a red creature is put into your graveyard from the battlefield, you may gain 2 life.
1/1
Desert Rootwalla 1(R/W)
Creature - Lizard (C)
First strike
1G: Desert Rootwalla gets +2/+2 until end of turn. Activate this ability only once each turn.
1/1
Horns of the Ox 1(R/W)
Instant (U)
Target green creature gets +1/+0 and gains double strike until end of turn.
Limestone Wall 2(G/U)
Creature - Wall (C)
Defender
1W: Limestone Wall gets +0/+2 until end of turn.
0/4
Still the Wind (G/U)
Instant (U)
Counter target spell or activated ability that targets a white permanent you control.
R Citizen Cane (Feldon of the Third Path)
Creature - Spirit (C)
Flying
:symu:: Hazy Apparition gains shroud until end of turn.
2/1
Might be better to reduce the shroud cost, keeping 1U open all the time is just bad.
But looks pretty standard as a 2/1 flyer for black and white,
Frostshaper :1mana::symwb:
Creature - Human Wizard (U)
Whenever you cast a blue spell, you may tap target creature.
1/1
Sounds ok, with a big enough number of hybrid this might turn out to tap a lot of stuff, as uncommon thats fair.
Maybe the size could be bigger, like 2/1 or something just that it makes sence to have this card without blue spells.
Crackling Shell :1mana::symur:
Creature - Elemental (C)
When Crackling Shell attacks or blocks, destroy it at the beginning of the next end step.
:1mana::symb:: Regenerate Crackling Shell.
4/1
This card needs black so much, and the cost is quite high to pay 1B over and over.
Maybe it can be 4/1 to hit harder and potentially get destroyed 2 times (so you need to spend multiple mana).
Forbidden Arcana
Sorcery (U)
Return target black instant or sorcery card in your graveyard to your hand.
Well that sounds like it could easily be broken. For just 1 mana it can be "regrowth" in the storm colors.
For me this is just to cheap.
Lashtail Scorpion :2mana::symgb:
Creature - Scorpion (C)
Deathtouch
:1mana::symr:: Lashtail Scorpion gains first strike until end of turn.
1/2
Well this card can be a deadly blocker, if you have read, anything on the ground has a hard time, so this might need to be "uncommon" to avoid the problem in Limited that this can simply render anything bad on the ground (its also similiar to an existing uncommon from Conflux).
Pyre Gazer
Creature - Human Shaman (U)
Whenever a red creature is put into a graveyard from the battlefield, each opponent loses 1 life and you gain that much life.
1/1
Could easily be not just your grave, and maybe you extend the card that it "drains" life instead.
With the drain it gets attractive to play this card with all the red burn creatures yourself.
Desert Rootwalla
Creature - Lizard (C)
First strike
:1mana::symg:: Desert Rootwalla gets +2/+2 until end of turn. Activate this ability only once each turn.
1/1
Well theirs the double striker in Alara which was quite usefull, this might be worser but its still a 3/3 first striker , while you don't play a 2 mana 1/1 first striker without the green.
Horns of the Ox
Instant (U)
Target creature gets +1/+0 and gains first strike until end of turn.
If that creature is green, it gets +2/+0 and gains double strike until end of turn instead.
Pretty narrow trick as you just need a green target to play it.
Might be better if you give it an effect, and just kicker if its green.
Limestone Wall
Creature - Wall (C)
Defender
:1mana::symw:: Limestone Wall can block an additional creature and gets +0/+2 until end of turn.
0/4
Well i disliked this type of defender so much, as a 0/4 defender is just playable at a singel blue mana, and even that was not "wow" in a set thats as aggressive as Zendikar, were you could use it as its best.
This card might work better if you give it an extra block in addition to reducing its cost.
Doing this the card gets usefull, you can block a lot of creatures for a turn or it stops the early beatdown.
Just keep in mind that nobody likes to play "defender" creatures in normal situations.
Still the Wind
Instant (U)
Counter target spell or activated ability that targets a white card.
Here the upgrade is simpel, it wants to be "card" instead of permanent, so you can use it as a pseudo counterspell against counterspells, and protect other stuff aswell (graveyard cards or such).
And it also works better if its not "your own" , so potentially hitting the enemies white stuff with the counter is nice aswell.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Of course, your next mission is clear: do the same thing for allied color combinations and their common enemy.
Nice job. These seem balanced and fun.
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Or it could be "the friend of my enemy is my friend," if by "the friend" you're referring to the activated ability and by "my enemy" you're referring to the other half of the hybrid mana. Thread naming is hard!
I like all of these, but agree that limestone wall should cost 1 less to cast. And maybe 1 less to activate too. It's pretty weak I think.
anyways i think these are all designed well, althought a r/w rootwalla feels incredibly weird. i think you could make it a different animal, once a turn pumps aren't restricted to rootwallas.
I'll argue it's for the reason that, if the card in one sense / one half is actually correct with Pie, then the other half is a transgression.
Rather than create even CE cards with a D activation, you've made a series of cards which can be viewed as either of a C card with a D activation, or an E card with a D activation.
As it happens, for every allied pair of colors CD, that pair's relationship to D is entirely dissimilar to D's relationship to DE. But of course, since C shares mostly D's properties which skew toward C and opposite E, and vice versa.
That is, your :1mana::symrw: card, in how it can be cast and played, can be a white card with a green activation, or a red card with a green activation, but the way white combines with green is so different from the way red combines with green, at least one half of your card has to be dissonant with Pie. Since if it really does work as a Green-White card, then that same part of Green shouldn't work on the card viewed as a Red cost. Or, in this case, the other way.
There would be less trouble if you made these true gold with an off-activation.
Even, there would be less trouble if you made them like this:
Lashtail Scorpion :2mana::symbg:
Creature - Scorpion (C)
Deathtouch
1U: Lashtail Scorpion gains shroud until end of turn.
1/2
Now it's either a deadly, unsolvable early skirmisher for Green-Blue, or it's a deadly, untouchable sneaky bug for Blue-Black to assault a stabilized (or unstabilized) position with.
The relation Black has to Blue is most like the relation Blue has to Green. I didn't have to think to come up with the above card, or the preceding description after-the-fact, because this fact did that work for me.
Alternately, you could put a white activation in there, but you would probably have to substitute something for deathtouch.
*~*~*~
And, this is all beside how considering CE to mostly be friendly with D oversimplifies the Pie in a bad way. CE in fact isn't D for a reason. Aside from not wanting similar things out of the world at all, CE is generally afraid of D, since D is a lot better at doing many of the things CE considers its strongest abilities, generally because of D's focus (i.e., the fact it's not a split color).
D may often like to keep CE around, since it is very effective at beating the other two colors, who, if united (in gold), are stronger than monocolor D, but CE's methods detract so much from the benefits of D's ideal way of life, D can't put up with CE unconditionally.
The point here being, cards on this angle should not become the standard or expected. They shouldn't be what's common (within multicolor); they should be an exception, if that.
Awesome avatar provided by Krashbot @ [Epic Graphics].