Road Wrecker1R
Creature - Goblin [Common]
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
2/1
Bone Stomper3B
Creature - Skeleton Giant [Common]
Menace
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.) Each of it's bony feet are bigger than a bull.
3/3
Emberwing Dragon2RR
Creature - Dragon [Common]
Flying
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
3/3
Touch of Ruin(B/R)
Enchantment - Aura [Common]
Enchant creature
Enchanted creature has attrition. (Whenever it deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
Fists of CorrosionBR
Enchantment - Aura [Uncommon]
Enchant creature
Enchanted creature gets +1/+0 for each artifact card in your opponent's graveyards.
Enchanted creature has attrition. (Whenever it deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
Blackspire WarlockBR
Creature [Uncommon]
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.) 1BR, T, Exile X cards from a single graveyard: Blackspire Warlock deals X damage to any target.
2/2
Wasteland Connoisseurs2BB
Creature - Zombie Wizard [Rare]
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.) 4B, T: Put target creature card from a graveyard onto the battlefield under your control.
4/4
Doomcorpse6(B/R)
Creature - Zombie Avatar [Rare]
First strike
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
Other creatures you control have attrition. (Each instance of attrition triggers separately.)
6/5
Fallen Empires3RB
Enchantment [Rare]
All creatures have attrition. (Whenever a creature with attrition deals combat damage to a player, that player sacrifices a nonland permanent unless they pay 1.)
Whenever a player sacrifices a permanent, you draw a card.
I like it. Feels like a nice punisher mechanic where you can cut down people spending all their mana or eventually overrun them with dudes. I do think its pretty weak against control decks running almost zero nonland permanents though.
This feels weird. Unless noncreature permanents play a very important role in the environment the ability can be safely ignored outside of creature mirrors where it functions more like "this creature must be blocked unless you pay 1". Overall it just doesn't seem exciting but looks scary enough that I would be worried about it being too good if it was good at all.
Blackspire Warlock, this can be way to strong. As an uncommon I would add X to the cost to activate. Either way it can be devastating in limited as an uncommon. Also a damage dealing ability with an ability that triggers on damage, but not the kind of dealt by the ability is worrisome and I would push to rare or higher just so people don't see it often or quickly.
Doomcorpse, this is a poor choice for hybrid. Black has access to first strike on knights as a foil to whites knights. If you really wanted this to stay then I would suggest to make it a knight and have a white counter part.
Fallen Empires, I have no idea how the first ability should be costed, but the second ability alone makes it worlds better than Dragon Appeasement, while your card doesn't have to be nor should it be as bad as DRaGonAPPEaSEmEnt, a quick look at similar cards reveals that your card is undercosted by a minimum of 1. Though because you have a second effect possibly 3 or more. There is a simple way to get the cost down to where you have it or lower if the first effect proves exceptionally weak; Simply add the good old black staple "and you lose 1 life." to the draw effect.
This keyword is a trap. It shouldn't be called attrition, but oppression. Attrition would be something like afflict or extort: A mechanic that gets things done even though you might not be able to get attacks through blockers. This mechanic though only gets strong once you have the advantage of getting blockers through.
The reason it is a trap though is because it pretends to be innocuous with its option to boy yourself out of harm for a single mana. The hidden ugliness is that through this option the mechanic encourages the worst of gameplay: Not playing spells to keep mana open. This is especially problematic, when you are behind, because you'd need to tap out to catch up.
On the other hand a player playing things right, but tapping out in a secure position, or not expecting haste/evasion will suddenly be conronted with being possibly blown out of the game, because the two options attrition provides are not only really unequal, but also not both available at all times, which is the secret to making the mechanic miserable.
There is axtually a really similar recent mechanic that shows you how to do things right. It has been printed as an unnamed mechaniic in Hour of Devastation, bu the cardnames remind you that it's called torment: Torment of Venom, Torment of Scarabs, Torment of Hailfire & as plus-ability on Nicol Bolas, the Deceiver. What does torment d than attrition? It actually wears down a player on the least and most valuable resource: life. Life is not usually "tapped out" at an inopportune moment though you could easily pay after untapping next turn - your ability or willingness to pay it to prevent true loss of card advantage/board presence is directly tied to the progress the game has made - since a player at a lower life is equal to another player close to winning.
Torment won't catch you with your shields down - that's what allows it to be fair. It also takes care to make life loss its main option, so it isn't useless against decks that are not playing creatures/nonland permanents or go easily hellbent. There is a singular axis it works on against every player in every game and uses the potentially harsher card disadvantage as the fallback options.
Now, I don't say you should use torment exactly instead of attrition, but you should understand the differences.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
If I were you, I wouldn't put this on hasty creatures, to avoid feelbad. This also counts as conditional enchantment removal in red and black, which is maybe a problem.
I'd support using a Torment-type life payment rather than mana.
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“Tell me who you walk with, and I'll tell you who you are.” Esmeralda Santiago Art is life itself.
The weird precedent is in blue as ETB on Rishadan Cutpurse and friends. I guess it was like a late Force Spike or something in that case. Anyway, as a repeated ability, yeah it's a bit too much griefer to me.
To take what Secret Infiltrator, says, maybe an ability like "whenever this attacks, it gets +2/+0 until end of turn unless any player sacrifices a permanent" would work well with extra damage or sacrifice. Also plays well with power-dependent abilities like lifelink or first strike.
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<3 Sally 4eva
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Creature - Goblin [Common]
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
2/1
Bone Stomper 3B
Creature - Skeleton Giant [Common]
Menace
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
Each of it's bony feet are bigger than a bull.
3/3
Emberwing Dragon 2RR
Creature - Dragon [Common]
Flying
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
3/3
Touch of Ruin (B/R)
Enchantment - Aura [Common]
Enchant creature
Enchanted creature has attrition. (Whenever it deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
Fists of Corrosion BR
Enchantment - Aura [Uncommon]
Enchant creature
Enchanted creature gets +1/+0 for each artifact card in your opponent's graveyards.
Enchanted creature has attrition. (Whenever it deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
Blackspire Warlock BR
Creature [Uncommon]
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
1BR, T, Exile X cards from a single graveyard: Blackspire Warlock deals X damage to any target.
2/2
Wasteland Connoisseurs 2BB
Creature - Zombie Wizard [Rare]
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
4B, T: Put target creature card from a graveyard onto the battlefield under your control.
4/4
Doomcorpse 6(B/R)
Creature - Zombie Avatar [Rare]
First strike
Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
Other creatures you control have attrition. (Each instance of attrition triggers separately.)
6/5
Fallen Empires 3RB
Enchantment [Rare]
All creatures have attrition. (Whenever a creature with attrition deals combat damage to a player, that player sacrifices a nonland permanent unless they pay 1.)
Whenever a player sacrifices a permanent, you draw a card.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Blackspire Warlock, this can be way to strong. As an uncommon I would add X to the cost to activate. Either way it can be devastating in limited as an uncommon. Also a damage dealing ability with an ability that triggers on damage, but not the kind of dealt by the ability is worrisome and I would push to rare or higher just so people don't see it often or quickly.
Doomcorpse, this is a poor choice for hybrid. Black has access to first strike on knights as a foil to whites knights. If you really wanted this to stay then I would suggest to make it a knight and have a white counter part.
Fallen Empires, I have no idea how the first ability should be costed, but the second ability alone makes it worlds better than Dragon Appeasement, while your card doesn't have to be nor should it be as bad as DRaGonAPPEaSEmEnt, a quick look at similar cards reveals that your card is undercosted by a minimum of 1. Though because you have a second effect possibly 3 or more. There is a simple way to get the cost down to where you have it or lower if the first effect proves exceptionally weak; Simply add the good old black staple "and you lose 1 life." to the draw effect.
The reason it is a trap though is because it pretends to be innocuous with its option to boy yourself out of harm for a single mana. The hidden ugliness is that through this option the mechanic encourages the worst of gameplay: Not playing spells to keep mana open. This is especially problematic, when you are behind, because you'd need to tap out to catch up.
On the other hand a player playing things right, but tapping out in a secure position, or not expecting haste/evasion will suddenly be conronted with being possibly blown out of the game, because the two options attrition provides are not only really unequal, but also not both available at all times, which is the secret to making the mechanic miserable.
There is axtually a really similar recent mechanic that shows you how to do things right. It has been printed as an unnamed mechaniic in Hour of Devastation, bu the cardnames remind you that it's called torment: Torment of Venom, Torment of Scarabs, Torment of Hailfire & as plus-ability on Nicol Bolas, the Deceiver. What does torment d than attrition? It actually wears down a player on the least and most valuable resource: life. Life is not usually "tapped out" at an inopportune moment though you could easily pay after untapping next turn - your ability or willingness to pay it to prevent true loss of card advantage/board presence is directly tied to the progress the game has made - since a player at a lower life is equal to another player close to winning.
Torment won't catch you with your shields down - that's what allows it to be fair. It also takes care to make life loss its main option, so it isn't useless against decks that are not playing creatures/nonland permanents or go easily hellbent. There is a singular axis it works on against every player in every game and uses the potentially harsher card disadvantage as the fallback options.
Now, I don't say you should use torment exactly instead of attrition, but you should understand the differences.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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Read up on Red Flags & NWO
I'd support using a Torment-type life payment rather than mana.
Art is life itself.
To take what Secret Infiltrator, says, maybe an ability like "whenever this attacks, it gets +2/+0 until end of turn unless any player sacrifices a permanent" would work well with extra damage or sacrifice. Also plays well with power-dependent abilities like lifelink or first strike.