Incarnate {Cost} (You may cast this spell for it's Incarnate cost without choosing a target. If you do, as it enters the battlefield create a 1/1 colorless Incarnation creature token. It enters the battlefield attached to that token.)
Bant seems the most natural fit, but it could really go anywhere, like Bestow.
Was supposed to be called Manifest, but Wizards used that one.
Three basic commons, three odd rares.
Dream of Flight1U
Enchantment - Aura [C]
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Incarnate 2U
Seize Will4UU
Enchantment - Aura [R]
Enchant creature
You control enchanted creature.
Incarnate U
Dream of LightW
Enchantment - Aura [C]
Enchant creature
Enchanted creature has lifelink.
Incarnate W
Beacon of Glory1WW
Enchantment - Aura
Enchant permanent
Creatures you control get +1/+1.
Incarnate 2WW
Love these! Elegant, easy to grasp, and makes Aura's playable. The only complaint is that it plays VERY similarly to how Bestow plays. I don't know if there is a reason you would prefer to Bestow but still, very cool.
Incarnate {Cost} (You may cast this spell for it's Incarnate cost without choosing a target. If you do, as it enters the battlefield create a 1/1 colorless Incarnation creature token. It enters the battlefield attached to that token.)
I guess its cool that a 1/1 is left behind if you get naturalized. Becausee inlike artifacts and Living Weapon, there is an inherit 2-for-1 when playing auras.
Dream of Flight1U
Enchantment - Aura [C]
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Incarnate 2U
This feels like a theros dryad bestower somehow.
Seize Will4UU
Enchantment - Aura [R]
Enchant creature
You control enchanted creature.
Incarnate U Hypnotic Siren thinks this can has flying, but then again Hypno Siren is also vulnurable to doom blade.
Dream of LightW
Enchantment - Aura [C]
Enchant creature
Enchanted creature has lifelink.
Incarnate W
I love it.
Beacon of Glory1WW
Enchantment - Aura
Enchant permanent
Creatures you control get +1/+1.
Incarnate 2WW
Anthem + . Love it.
Love these! Elegant, easy to grasp, and makes Aura's playable. The only complaint is that it plays VERY similarly to how Bestow plays. I don't know if there is a reason you would prefer to Bestow but still, very cool.
When you bestow a card, you get the aura effect, and then also the creature when it detaches for any reason. That means that the bestow cost has to account for that potential double-use. This simply makes it a choice, either play it as an aura or play it by itself, you never get both, so the costs can be more competitive.
Also, the inception of this concept predated Theros by a few months, I just kinda gave up on it for a while when Theros rolled out.
I guess its cool that a 1/1 is left behind if you get naturalized. Because unlike artifacts and Living Weapon, there is an inherit 2-for-1 when playing auras.
The concern with auras is seldom that they will be destroyed themselves. It's typically that they die along with the permanent they're attached to, and thus invite 2-for-1 removal. Using the incarnate eliminates the 2-for-1, since it's bringing its own body to the party.
Nice I guess, but feels like old power level card.
Great keyword!
I'm not sure you want the tokens to be colorless though; Germ tokens are black for flavor reasons. I would imagine Incarnation tokens could be white.
In fact, if white spirit tokens didn't normally have flying, I'd suggest making them just 1/1 white spirits. Giving them a useful creature type might actually be a benefit. Here are the three best options:
[color, type] Incarnate {Cost} (You may cast this spell for it's Incarnate cost without choosing a target. If you do, as it enters the battlefield create a 1/1 [color, type] creature token. It enters the battlefield attached to that token.)
Benefits: Open-ended.
Drawbacks: Extra text.
Incarnate [cost] (You may cast this spell for it's Incarnate cost without choosing a target. If you do, as it enters the battlefield create a 1/1 red elemental creature token. It enters the battlefield attached to that token.)
Benefits: Elemental feels like it would occupy a similar conceptual position to spirits and "incarnations", and has some existing tribal strategies.
Cons: The ability doesn't feel red.
Incarnate [cost] (You may cast this spell for it's Incarnate cost without choosing a target. If you do, as it enters the battlefield create a 1/1 blue illusion creature token. It enters the battlefield attached to that token.)
Benefits: The ability feels primarily UW and while W spirits would work, U illusions would too.
Cons: Sparse Tribal synergies. Onslaught's illusions tried a lot not to be illusions, for example.
Despite the sparse tribal synergies, I think making them blue illusions makes a lot of sense. It's not a big color-pie violation, and has the added benefit of letting mono-color decks get some color-diversity. Also, colorless tokens are boring.
This feels like a joy to design around. Here's my proposal for a common and uncommon cycle:
Common C Incarnate C 2-keyword cycle:
White Cost W Incarnate W Enchanted creature has First Strike and Vigilance. Blue Cost U Incarnate U Enchanted creature has Prowess and [block keyword]. Black Cost B Incarnate B Enchanted creature has Menace and Lifelink. Red Cost R Incarnate R Enchanted creature has Haste and Trample. Green Cost G Incarnate G Enchanted creature has Hexproof and Reach.
Notes: Blue's lack of cheap, evergreen keywords really hurts it here. I refuse to print a 1/1 flyer with a second keyword (save maybe flash) and the ability to be an aura. Black is similarly problematic. Green might be a rules issue if you enchant you opponent's creature, but it doesn't target so it'd be okay.
Uncommon 1C Incarnate 3C "Hill Giant" Cycle: White Cost 1W Incarnate 3W Enchanted creature is a giant in addition to its other types and gets +2/+2 and has Lifelink. Blue Cost 1U Incarnate 3U Enchanted creature is a giant in addition to its other types and gets +2/+2 and has Flying. Black Cost 1B Incarnate 3B Enchanted creature is a giant in addition to its other types and gets +2/+2 and has Deathtouch. Red Cost 1R Incarnate 3R Enchanted creature is a giant in addition to its other types and gets +2/+2 and has Haste. Green Cost 1G Incarnate 3G Enchanted creature is a giant in addition to its other types and gets +2/+2 and has Trample.
Note: " is a giant in addition to its other types and" can be removed if too complex, there for flavor reasons only.
Notes: Green's enchantment here is probably the weakest here, and blue's the strongest... which, arguably, is a big problem as green is supposed to have the better creatures. Still, the homage to existing creatures here is strong, so I think it'd be okay.
Regarding your cards:
Dream of Flight - Great Drake variant.
Seize Will - Hilarious.
Probably good enough to cost 5UU, similar to Lay Claim, but probably fine as-is. Still, it feels really terrible when you incarnate it.
Dream of Light - Sure, but I think it could be a bit stronger w/o being too strong (see above).
Beacon - I'd rather this be an Enchant Creature that gives the enchanted creature "Other creatures you control get +1/+1." And it could cost 2W and WW or vice versa. Enchant Permanent works and has some clear benefits, but it's subtle enough not to be worth doing. Remember, on your version the incarnated creature is 2/2.
Dream of Might - This is probably fine.
Cage of Boughs - I see what you've done here. Still, with this being a new mechanic and all, I really thing the "enchant Permanent" space should be saved for future sets.
Consider the following: White Beacon1W
Enchantment - Aura (R)
Incarnate 1W
Enchant creature you control.
Enchanted creature and creatures you control that share a creature type with it get +1/+1 and vigilance.
Note that by making it tribal, it plays differently than a global pump, as you can run this in an illusion/elemental/whatever deck to get it's full effect either way, but in a soldier deck it only really helps your soldiers if you play it as an aura.
@entombed, that is an awesome name such such awesome. Although I do not agree that the spirit or illusion token needs to have flying, as there is so much that can tweaked if they do not have innate evasion. A +3/+3 buff can be common but seems to powerful if token auto have flying.
Anyway back to that awesome awesome name. Also Angel Incarnate sounds cool but White Angel Incarnate does noes not.
Heritage of Duty2W
Enchantment - Aura
Enchant creature
Enchanted creature has vigilance and first strike.
Soldier Incarnate 1W
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MtG is where you can hate white players or black players, and still not be racist.
Interesting implementation of typed Incarnate. Conceivably, we could just define the ability so that the token in always the color of the aura that produces it, and the type is defined by the ability. This all feels like it's trending too complex though, I'd really prefer that the tokens were all uniform in type and color.
I chose to go with colorless Incarnations for neutrality reasons. With the retirement of Intimidate, color is not relevant to any evergreen mechanics, and so can be ignored. Additionally, if the Incarnation tokens are the only colorless creatures in the set, that would be an easy and neat way to affect the tokens without affecting other creatures, and vice versa. The same is true for the Incarnation creature type.
The original concept used a unique creature type for the tokens: Dream. The idea wass that the Auras are dreams, and that they are coming to life without a dreamer.
I'm with Lucan; I think this has to be a uniform color token. Original creature type is fine; but the added design space of making it an elemental is very interesting, I think. It's been a while since "elemental" has seen much tribal support, and "elemental" is - for better or worse - a rather open-ended tribe. Illusion is probably flavorful enough, and captures your idea of a "dream" (as well as any existing creature type does), and blue seems like a better color for the base 1/1 token than red.
I see your point about interacting with only the tokens, but I think that could be achieved through creature type (or tokenness itself), so making the creature colorless really feels like a lack of flavor.
Ultiamtely, it's your keyword - pick your poison. But I think the top two are R elemental and U illusion. Both have their benefits and drawbacks, but the tribal synergies of the former make it rather interesting. There are already 5-color elemental decks (See Horde of Notions... ugh...), so it wouldn't be too strange to see elementals wearing auras of each color.
Consider a possible elemental lord to include in the set: Icarnation Sage2R
Creature - Elemental Shaman (R)
Whenever an enchanted non-token creature you control dies, you may create a 1/1 red elemental creature token. If you do, move all auras from that creature to the token.
Elementals you control get +1/+1 and haste.
2/2
The fact this gives haste is quite interesting, as it helps to close the gap between playing the aura on an existing guy (who can attack) to go big, or incarnating it (to go wide).
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Bant seems the most natural fit, but it could really go anywhere, like Bestow.
Was supposed to be called Manifest, but Wizards used that one.
Three basic commons, three odd rares.
Dream of Flight 1U
Enchantment - Aura [C]
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Incarnate 2U
Seize Will 4UU
Enchantment - Aura [R]
Enchant creature
You control enchanted creature.
Incarnate U
Dream of Light W
Enchantment - Aura [C]
Enchant creature
Enchanted creature has lifelink.
Incarnate W
Beacon of Glory 1WW
Enchantment - Aura
Enchant permanent
Creatures you control get +1/+1.
Incarnate 2WW
Dream of Might 2G
Enchantment - Aura [C]
Enchant creature
Enchanted creature gets +3/+3
Incarnate 2GG
Cage of Boughs 2GG
Enchantment - Aura [R]
Enchant permanent
Enchanted permanent is a colorless Forest land.
Incarnate 1G
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Nice I guess, but feels like old power level card.
Also, the inception of this concept predated Theros by a few months, I just kinda gave up on it for a while when Theros rolled out. The concern with auras is seldom that they will be destroyed themselves. It's typically that they die along with the permanent they're attached to, and thus invite 2-for-1 removal. Using the incarnate eliminates the 2-for-1, since it's bringing its own body to the party. What do you mean by that?
I'm not sure you want the tokens to be colorless though; Germ tokens are black for flavor reasons. I would imagine Incarnation tokens could be white.
In fact, if white spirit tokens didn't normally have flying, I'd suggest making them just 1/1 white spirits. Giving them a useful creature type might actually be a benefit. Here are the three best options:
[color, type] Incarnate {Cost} (You may cast this spell for it's Incarnate cost without choosing a target. If you do, as it enters the battlefield create a 1/1 [color, type] creature token. It enters the battlefield attached to that token.)
Benefits: Open-ended.
Drawbacks: Extra text.
Incarnate [cost] (You may cast this spell for it's Incarnate cost without choosing a target. If you do, as it enters the battlefield create a 1/1 red elemental creature token. It enters the battlefield attached to that token.)
Benefits: Elemental feels like it would occupy a similar conceptual position to spirits and "incarnations", and has some existing tribal strategies.
Cons: The ability doesn't feel red.
Incarnate [cost] (You may cast this spell for it's Incarnate cost without choosing a target. If you do, as it enters the battlefield create a 1/1 blue illusion creature token. It enters the battlefield attached to that token.)
Benefits: The ability feels primarily UW and while W spirits would work, U illusions would too.
Cons: Sparse Tribal synergies. Onslaught's illusions tried a lot not to be illusions, for example.
Despite the sparse tribal synergies, I think making them blue illusions makes a lot of sense. It's not a big color-pie violation, and has the added benefit of letting mono-color decks get some color-diversity. Also, colorless tokens are boring.
This feels like a joy to design around. Here's my proposal for a common and uncommon cycle:
Common C Incarnate C 2-keyword cycle:
White Cost W Incarnate W Enchanted creature has First Strike and Vigilance.
Blue Cost U Incarnate U Enchanted creature has Prowess and [block keyword].
Black Cost B Incarnate B Enchanted creature has Menace and Lifelink.
Red Cost R Incarnate R Enchanted creature has Haste and Trample.
Green Cost G Incarnate G Enchanted creature has Hexproof and Reach.
Notes: Blue's lack of cheap, evergreen keywords really hurts it here. I refuse to print a 1/1 flyer with a second keyword (save maybe flash) and the ability to be an aura. Black is similarly problematic. Green might be a rules issue if you enchant you opponent's creature, but it doesn't target so it'd be okay.
Uncommon 1C Incarnate 3C "Hill Giant" Cycle:
White Cost 1W Incarnate 3W Enchanted creature is a giant in addition to its other types and gets +2/+2 and has Lifelink.
Blue Cost 1U Incarnate 3U Enchanted creature is a giant in addition to its other types and gets +2/+2 and has Flying.
Black Cost 1B Incarnate 3B Enchanted creature is a giant in addition to its other types and gets +2/+2 and has Deathtouch.
Red Cost 1R Incarnate 3R Enchanted creature is a giant in addition to its other types and gets +2/+2 and has Haste.
Green Cost 1G Incarnate 3G Enchanted creature is a giant in addition to its other types and gets +2/+2 and has Trample.
Note: " is a giant in addition to its other types and" can be removed if too complex, there for flavor reasons only.
Notes: Green's enchantment here is probably the weakest here, and blue's the strongest... which, arguably, is a big problem as green is supposed to have the better creatures. Still, the homage to existing creatures here is strong, so I think it'd be okay.
Regarding your cards:
Dream of Flight - Great Drake variant.
Seize Will - Hilarious.
Probably good enough to cost 5UU, similar to Lay Claim, but probably fine as-is. Still, it feels really terrible when you incarnate it.
Dream of Light - Sure, but I think it could be a bit stronger w/o being too strong (see above).
Beacon - I'd rather this be an Enchant Creature that gives the enchanted creature "Other creatures you control get +1/+1." And it could cost 2W and WW or vice versa. Enchant Permanent works and has some clear benefits, but it's subtle enough not to be worth doing. Remember, on your version the incarnated creature is 2/2.
Dream of Might - This is probably fine.
Cage of Boughs - I see what you've done here. Still, with this being a new mechanic and all, I really thing the "enchant Permanent" space should be saved for future sets.
Consider the following:
White Beacon1W
Enchantment - Aura (R)
Incarnate 1W
Enchant creature you control.
Enchanted creature and creatures you control that share a creature type with it get +1/+1 and vigilance.
Note that by making it tribal, it plays differently than a global pump, as you can run this in an illusion/elemental/whatever deck to get it's full effect either way, but in a soldier deck it only really helps your soldiers if you play it as an aura.
Anyway back to that awesome awesome name. Also Angel Incarnate sounds cool but White Angel Incarnate does noes not.
Heritage of Duty 2W
Enchantment - Aura
Enchant creature
Enchanted creature has vigilance and first strike.
Soldier Incarnate 1W
I chose to go with colorless Incarnations for neutrality reasons. With the retirement of Intimidate, color is not relevant to any evergreen mechanics, and so can be ignored. Additionally, if the Incarnation tokens are the only colorless creatures in the set, that would be an easy and neat way to affect the tokens without affecting other creatures, and vice versa. The same is true for the Incarnation creature type.
The original concept used a unique creature type for the tokens: Dream. The idea wass that the Auras are dreams, and that they are coming to life without a dreamer.
I see your point about interacting with only the tokens, but I think that could be achieved through creature type (or tokenness itself), so making the creature colorless really feels like a lack of flavor.
Ultiamtely, it's your keyword - pick your poison. But I think the top two are R elemental and U illusion. Both have their benefits and drawbacks, but the tribal synergies of the former make it rather interesting. There are already 5-color elemental decks (See Horde of Notions... ugh...), so it wouldn't be too strange to see elementals wearing auras of each color.
Consider a possible elemental lord to include in the set:
Icarnation Sage 2R
Creature - Elemental Shaman (R)
Whenever an enchanted non-token creature you control dies, you may create a 1/1 red elemental creature token. If you do, move all auras from that creature to the token.
Elementals you control get +1/+1 and haste.
2/2
The fact this gives haste is quite interesting, as it helps to close the gap between playing the aura on an existing guy (who can attack) to go big, or incarnating it (to go wide).