So this isnt really a red ability but it could be if wotc is willing to be imaginative again about the color wheel. (like that time when they said "gee - even though white has always had disenchant it seems like green is a better fit". Yeah it would have to be something like that.) So Ive always thought of red in terms of energy and that got me thinking about auras i was thinking that maybe it would be cool if red got auras as a subtheme.
Now auras have traditionally been mostly crappy but i think ive got a wicked idea for an aura creature that would fit in nicely with all four of the other broken ones. (In all fairness goblin recruiter was better than any of them but banned.)
So:
Firestorm Mystic
1R - summon shaman, 2/1
When ~ enters play you may search your library for an aura and place it in your hand.
1R and tap: return target aura from your graveyard to your hand.
Inspired by stoneforge obviously. Would be pretty awesome. Would give people a reason to use red other than just burn.
Green and white are already enchanment colors. The only card that red has that even mentions auras (Besides licids turning into them) is Aura Barbs. It's completely out of red's pie.
Firestorm Mystic
1R - summon shaman, 1/2
When ~ enters play you may search your library for a card and place it in your hand, then discard a card at random. Shuffle your library.
1R and tap: return a instant or sorcery from your graveyard to your hand at random.
S So Ive always thought of red in terms of energy and that got me thinking about auras i was thinking that maybe it would be cool if red got auras as a subtheme.
Red is energy. Unstructured, chaotic, natural energy.
Auras are anything but.
Red is lightning bolt, lava flows, and earthquakes, not iPads.
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I thought when i said "fixing the color pie for red" that it might head off complaints that the card is outside of the existing color pie. I'm not saying that red is too weak or anything but i do think it's unnecessarily narrow in focus. Auras are an existing mechanic that have always been weak but dont need to be. Granting red the use of more auras would not violate a vital part of any other color's identity either. There are lots of white auras but it's not exactly integral is it? As a matter of fact rancor is the only one that sees regular play that i can think of. The best aura in the original set was arguably giant strength as well. A red card.
Lore wise i think that mondu's contention that auras are not a fit for red is off-base. In my opinion auras are energy that has been given some sort of a structure. I do not feel that any color is more logical for auras than red.
Firestorm Mystic
1R - summon shaman, 1/2
When ~ enters play you may search your library for a card and place it in your hand, then discard a card at random. Shuffle your library.
1R and tap: return a instant or sorcery from your graveyard to your hand at random.
Seems more color pie friendly.
Great card idea, great fit for the pie but you probably broke the whole game of magic cause it ties in too well with red deck wins and burn. I really was aiming for something that doesnt coordinate in any way with burn.
As far as the graveyard goes - my idea is that red is about shaping energy and that auras are at the most fundamental level a form of shaped energy.
Then much like a fire that goes out is still hot and the embers still glow i think that restoring auras from the graveyard fits right in with the theme.
Excellent point about the 2 for 1 as well. Very red.
Auras usually suck but they dont have to suck. Rancor for example most definitely does not suck.
A red aura that went "1R - enchanted creature has haste, return this aura to hand if... (Etc)" A cantripped aura could replace itself. For example "1R - enchanted creature has haste, draw a card" what about firebreathing? What about ping for damage? Those are some existing red auras.
What about an aura that goes
1R - enchant creature. Tap and sac enchanted creature to put R equal to sacrificed creatures power in your mana pool.
Or something like that?
What about an aura that goes
1R - enchant creature. Tap and sac enchanted creature to put R equal to sacrificed creatures power in your mana pool.
Or something like that?
Because that's an instant or sorcery. Why would that ever be on an aura when it's just a variation on Infernal Plunge and every other red instant/sorcery ritua?
As for the idea of auras being more like Rancor, doesn't that defeat the purpose of them being auras? There's little advantage to Rancor vs a Bonesplitter that has trample, especially when all then aura is trying to do is to emulate what equipment already do perfectly well.
Finally, cantripping auras in red is awfully no-no. That's positive card advantage, something even Bant colors don't get very often on auras, and something red almost never has and for good reason.
I like your argument of red's right to auras for the rage and all-in nature, but if it's going to be done, do it in a way that isn't just a rehash of equipment, aren't just instants/sorceries that sit on creatures for no reason, and doesn't give red more card draw than it's supposed to have.
In short, if you want to make red pro-auras, make the auras red and make them auras. And when you do, it will be awesome.
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I think giving red auras is a pretty cool idea and it matches the direction red is headed. Red isn't interested in extra card advantage though - it is much more interested in "virtual card advantage" or getting extra damage from its cards. Either giving red ways to sacrifice auras or ways to get extra value out of auras I feel is more in line with red's philosophy. For example:
Firestorm Mystic1R
Creature - Goblin Shaman (R)
When Firestorm Mystic enters the battlefield, you may search your library for an aura card, reveal it and put it into your hand, then shuffle your library. 1R, Sacrifice an Aura: Firestorm Mystic deals damage to target creature or player equal to the sacrificed aura's converted mana cost.
2/1
In my opinion auras are energy that has been given some sort of a structure. I do not feel that any color is more logical for auras than red.
And that is exactly why they aren't red. Red is all about now; do something and get something now. That's why it's the colour of burn and, uh, burn. That's why it focuses on instants and sorceries; it's a 'gratification now' kinda thing. It's about the philosophy, not just the mechanics. Recently, looting was bled into red and while that hasn't had much precedence, it fit philosophically, like how green smashing unnatural artifacts and enchantments also fits. Auras don't fit so much in red.
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I can understand giving red better Auras, but tutoring, cantrips, and recycling Auras back to hand would not be red. Tutoring for Auras is a bit too much planning and organizing. Cantrips and recycling back to hand is removing all of the card disadvantage that would allow making powerful Auras be appropriate in red.
An Aura mechanic that could work well more often in red could just be the use of flash. More cards like Flaming Sword and Uncontrollable Anger once or twice a year would allow for red to have combat tricks that permanently enrage a creature.
If the Rancor mechanic is really your thing, returning the Aura to the field like Infectious Rage or Breath of Fury with some drawback might work so that you have to keep a creature alive in order to keep the rage going.
Mechanically though, auras are also about "gratification now." They can go on a creature and immediately swing, rather than waiting a turn to attack. They cause immediate harm at the risk of losing cards. So the mechanics behind auras fit red's philosophy. For a long time, red has had cheap auras as part of its common pools, but hasn't really supported them at all. See Giant Strength, Volcanic Strength, Claws of Valakut, Furor of the Bitten, Goblin War Paint, Maniacal Rage, Talons of Falkenrath, etc etc. Flash is a good way to make red auras more interesting, and I think sacrificing auras could easily be put into red's slice since it fits and isn't really used anywhere else.
If we are pushing for more auras in red and the like how about creating cheap auras that don't stay around long ala
<...> Sudden Rage1R
Enchantment - Aura (?)
Enchanted creature gets +4/+0 and first strike
Sacrifice ~ at the begging of your draw step
the idea here is that red gets emotional and then when next he has to think (draw step) he stops focusing on the enchantment.
That sounds like instant to me.
Thanks for headsup about Infectous Rage, couldn't think of better red Rancor.
Speaking of Mystics, if red had negative auras like Stab Wound (something in spirit of "Burning Wound R, enchant creature, at the beginning of the upkeep of the enchanted creature's controller, Burning Wound deals 1 damage to enchanted creature"), then someone who tutors auras (possibly red auras only) and deals some damage to enchanted creatures would sound plausible.
Firestorm Mystic RR
Creature - Dragon
Flying
When ~ enters the battlefield search your library for a card with converted mana cost 3 or more, then shuffle your library. Put that card on the top of your library
Discard a card: ~ gets +1/+1 and becomes the color of your choice until end of turn
1/1
WOW. I had actually been playing around with aura love as a possible avenue for expanding Red's slice of the pie - not on the basis of "auras are energy," but, rather, based on the concept of auras as magical manifestations of a creature's emotions.
I'll second the objections to aura recursion, cantrip auras, and aura tutoring, for all the reasons already mentioned. Auras put you at risk of card disadvantage, something Red already puts you at risk for, so aura love could be a great fit in Red, if done right. Some ideas:
Invoke Passion potentially allows you to put a powerful aura on your 1-drop, but at the risk of being THREE-for-one'ed if your opponent has effective removal.
Invoke Passion 1R
Sorcery
Put an aura card from your hand onto the battlefield.
And here's a Red way of compensating for the innate card disadvantage of auras.
Bursting Fury 1R
Enchantment
Whenever a creature you control dies, ~ deals 2 damage to target creature or player for each aura attached to it.
Invoke Passion potentially allows you to put a powerful aura on your 1-drop, but at the risk of being THREE-for-one'ed if your opponent has effective removal.
Invoke Passion 1R
Sorcery
Put an aura card from your hand onto the battlefield.
So 2 mana, throw down Eldrazi Conscription? They better have mana to deal with your 1 drop that probably didn't have anything that special about it. If they kill it in response to the spell, you don't lose your aura, if they let it resolve they better have something like Go for the Throat (Which most likely won't be happening if they're on the draw and you do this T2) or Swords/Path to deal with it, otherwise they're losing their lands.
So 2 mana, throw down Eldrazi Conscription? They better have mana to deal with your 1 drop that probably didn't have anything that special about it. If they kill it in response to the spell, you don't lose your aura, if they let it resolve they better have something like Go for the Throat (Which most likely won't be happening if they're on the draw and you do this T2) or Swords/Path to deal with it, otherwise they're losing their lands.
If you ask me, Red's aura pie is fine. The majority of red auras power up a creature to make it beat face faster and better. Nothing wrong with that. BUT I think Red could do with some more crazy red style cards. Splinter Twin was the last red card that I really thought captured SOME of the craziness. Why not try red wacky control?
Formshifting - 2R
Enchantment - Aura
Enchant creature
The enchanted creature gains haste.
At the beginning of the upkeep of owner of the enchanted creature, that player looks at the top card of their library. If that card is a creature, they may reveal it, put it onto the battlefield and attach Formshifting onto it. Then sacrifice the previous enchanted creature that was enchanted by Formshifting.
Its control, its crazy, its got high combo potential and relatively random.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
So 2 mana, throw down Eldrazi Conscription? They better have mana to deal with your 1 drop that probably didn't have anything that special about it. If they kill it in response to the spell, you don't lose your aura, if they let it resolve they better have something like Go for the Throat (Which most likely won't be happening if they're on the draw and you do this T2) or Swords/Path to deal with it, otherwise they're losing their lands.
Sounds like a much worse version of show and tell worse because you can't put an emrakul or griselbrand into play with it and it's red. Just being red makes it way worse than show and tell. I think if the best thing this card does is cheats a conscription into play it is completely fine. Decent in modern. Jank everywhere else.
Sounds like a much worse version of show and tell worse because you can't put an emrakul or griselbrand into play with it and it's red. Just being red makes it way worse than show and tell. I think if the best thing this card does is cheats a conscription into play it is completely fine. Decent in modern. Jank everywhere else.
I'm not sure Show and Tell should be the benchmark for power comparisons.
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Now auras have traditionally been mostly crappy but i think ive got a wicked idea for an aura creature that would fit in nicely with all four of the other broken ones. (In all fairness goblin recruiter was better than any of them but banned.)
So:
Firestorm Mystic
1R - summon shaman, 2/1
When ~ enters play you may search your library for an aura and place it in your hand.
1R and tap: return target aura from your graveyard to your hand.
Inspired by stoneforge obviously. Would be pretty awesome. Would give people a reason to use red other than just burn.
It's an okay creature, but like you said, aura's aren't great. I don't see this really being all that good in constructed play.
1R - summon shaman, 1/2
When ~ enters play you may search your library for a card and place it in your hand, then discard a card at random. Shuffle your library.
1R and tap: return a instant or sorcery from your graveyard to your hand at random.
Seems more color pie friendly.
Red is energy. Unstructured, chaotic, natural energy.
Auras are anything but.
Red is lightning bolt, lava flows, and earthquakes, not iPads.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Lore wise i think that mondu's contention that auras are not a fit for red is off-base. In my opinion auras are energy that has been given some sort of a structure. I do not feel that any color is more logical for auras than red.
But i do appreciate everyone's feedback.
Great card idea, great fit for the pie but you probably broke the whole game of magic cause it ties in too well with red deck wins and burn. I really was aiming for something that doesnt coordinate in any way with burn.
Then much like a fire that goes out is still hot and the embers still glow i think that restoring auras from the graveyard fits right in with the theme.
Excellent point about the 2 for 1 as well. Very red.
Auras usually suck but they dont have to suck. Rancor for example most definitely does not suck.
A red aura that went "1R - enchanted creature has haste, return this aura to hand if... (Etc)" A cantripped aura could replace itself. For example "1R - enchanted creature has haste, draw a card" what about firebreathing? What about ping for damage? Those are some existing red auras.
What about an aura that goes
1R - enchant creature. Tap and sac enchanted creature to put R equal to sacrificed creatures power in your mana pool.
Or something like that?
Because that's an instant or sorcery. Why would that ever be on an aura when it's just a variation on Infernal Plunge and every other red instant/sorcery ritua?
As for the idea of auras being more like Rancor, doesn't that defeat the purpose of them being auras? There's little advantage to Rancor vs a Bonesplitter that has trample, especially when all then aura is trying to do is to emulate what equipment already do perfectly well.
Finally, cantripping auras in red is awfully no-no. That's positive card advantage, something even Bant colors don't get very often on auras, and something red almost never has and for good reason.
I like your argument of red's right to auras for the rage and all-in nature, but if it's going to be done, do it in a way that isn't just a rehash of equipment, aren't just instants/sorceries that sit on creatures for no reason, and doesn't give red more card draw than it's supposed to have.
In short, if you want to make red pro-auras, make the auras red and make them auras. And when you do, it will be awesome.
Firestorm Mystic 1R
Creature - Goblin Shaman (R)
When Firestorm Mystic enters the battlefield, you may search your library for an aura card, reveal it and put it into your hand, then shuffle your library.
1R, Sacrifice an Aura: Firestorm Mystic deals damage to target creature or player equal to the sacrificed aura's converted mana cost.
2/1
And that is exactly why they aren't red. Red is all about now; do something and get something now. That's why it's the colour of burn and, uh, burn. That's why it focuses on instants and sorceries; it's a 'gratification now' kinda thing. It's about the philosophy, not just the mechanics. Recently, looting was bled into red and while that hasn't had much precedence, it fit philosophically, like how green smashing unnatural artifacts and enchantments also fits. Auras don't fit so much in red.
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An Aura mechanic that could work well more often in red could just be the use of flash. More cards like Flaming Sword and Uncontrollable Anger once or twice a year would allow for red to have combat tricks that permanently enrage a creature.
If the Rancor mechanic is really your thing, returning the Aura to the field like Infectious Rage or Breath of Fury with some drawback might work so that you have to keep a creature alive in order to keep the rage going.
Waning Rage 1R
Enchantment - aura (?)
Vanishing 4
Enchanted creature gets +X/+0 and first strike where X is the number of vanishing counters on ~.
I know that some thing like that would need the use of time counters again in a set but it gets the point across.
or
Sudden Rage 1R
Enchantment - Aura (?)
Enchanted creature gets +4/+0 and first strike
Sacrifice ~ at the begging of your draw step
the idea here is that red gets emotional and then when next he has to think (draw step) he stops focusing on the enchantment.
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That sounds like instant to me.
Thanks for headsup about Infectous Rage, couldn't think of better red Rancor.
Speaking of Mystics, if red had negative auras like Stab Wound (something in spirit of "Burning Wound R, enchant creature, at the beginning of the upkeep of the enchanted creature's controller, Burning Wound deals 1 damage to enchanted creature"), then someone who tutors auras (possibly red auras only) and deals some damage to enchanted creatures would sound plausible.
Creature - Dragon
Flying
When ~ enters the battlefield search your library for a card with converted mana cost 3 or more, then shuffle your library. Put that card on the top of your library
Discard a card: ~ gets +1/+1 and becomes the color of your choice until end of turn
1/1
Artwork: an awesome shiny Charizard artwork
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I'll second the objections to aura recursion, cantrip auras, and aura tutoring, for all the reasons already mentioned. Auras put you at risk of card disadvantage, something Red already puts you at risk for, so aura love could be a great fit in Red, if done right. Some ideas:
Invoke Passion potentially allows you to put a powerful aura on your 1-drop, but at the risk of being THREE-for-one'ed if your opponent has effective removal.
Invoke Passion 1R
Sorcery
Put an aura card from your hand onto the battlefield.
And here's a Red way of compensating for the innate card disadvantage of auras.
Bursting Fury 1R
Enchantment
Whenever a creature you control dies, ~ deals 2 damage to target creature or player for each aura attached to it.
RWU
GUB
WBR
URG
BGW
So 2 mana, throw down Eldrazi Conscription? They better have mana to deal with your 1 drop that probably didn't have anything that special about it. If they kill it in response to the spell, you don't lose your aura, if they let it resolve they better have something like Go for the Throat (Which most likely won't be happening if they're on the draw and you do this T2) or Swords/Path to deal with it, otherwise they're losing their lands.
It's a rough sketch, not a fully-developed card.
RWU
GUB
WBR
URG
BGW
Formshifting - 2R
Enchantment - Aura
Enchant creature
The enchanted creature gains haste.
At the beginning of the upkeep of owner of the enchanted creature, that player looks at the top card of their library. If that card is a creature, they may reveal it, put it onto the battlefield and attach Formshifting onto it. Then sacrifice the previous enchanted creature that was enchanted by Formshifting.
Its control, its crazy, its got high combo potential and relatively random.
Pretty much sums up why I like green so much
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Sounds like a much worse version of show and tell worse because you can't put an emrakul or griselbrand into play with it and it's red. Just being red makes it way worse than show and tell. I think if the best thing this card does is cheats a conscription into play it is completely fine. Decent in modern. Jank everywhere else.
I'm not sure Show and Tell should be the benchmark for power comparisons.
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