Glory in Defiance1WW
Enchantment (R)
Whenever a creature attacks you, it's controller may pay 2. If they don't, creatures you control get +1/+1 until end of turn.
UprisingR
Enchantment (R) R: Target creature you control gains haste until end of turn.
At the beginning of your end step, if you attacked with 5 or more creatures this turn, Uprising deals 5 damage to each opponent.
Unhallowed GroundsBB
Enchantment (R)
Whenever a creature enters the battlefield under your control, you lose 1 life. Then put a +1/+1 counter on that creature.
Recompose1G
Enchantment (R)
Whenever you discard a permanent card, if it shares a type with a card in your graveyard, you may exile it. If you do, return target permanent card that shares a type with it from your graveyard to your hand.
Fractal Aurora3UU
Enchantment (R)
Whenever you cast a spell from your hand, you may exile it. If you do, at the beginning of your next upkeep, you may cast that card from exile without paying its mana cost and copy it. You may choose new targets for the copy.
Glory in Defiance - Ghostly Prison costs a bit less than this, is uncommon, and is generally better. This could be WW.
Uprising - This definitely needs to cost more - it's too easy to just kill everyone with this.
Unhallowed Grounds - Hard to evaluate. Not the most efficient anthem but would be OP at one mana. Could be 1B to splash with +1/+1 counters matter effects in other colors though.
Recompose - Interesting madness combo piece. I think it could be monogreen in multiple contexts.
Fractal Aurora - Neat Cast Through Time variant; it's a bit cheap to copy every spell but at the same time, it does have the delay...
V.2 Glory in Defiance1WW
Enchantment (R)
Whenever a creature attacks you, it's controller may pay 2. If they don't, put a +1/+1 counter on target creature you control.
V.2 UprisingR
Enchantment (R) R: Target creature you control gains haste until end of turn.
At the beginning of your end step, if you attacked with 5 or more creatures this turn, you may sacrifice Uprising. If you do, it deals 3 damage to each opponent.
V.2 Unhallowed Grounds1B
Enchantment (R)
Whenever a creature enters the battlefield under your control, you lose 1 life. Then put a +1/+1 counter on that creature.
V.2 Fractal Aurora4UU
Enchantment (R)
Whenever you cast a spell from your hand, you may exile it. If you do, at the beginning of your next upkeep, you may cast that card from exile without paying its mana cost and copy it. You may choose new targets for the copy.
Its weird that I didn't even notice that Fractal Aurora copies any spell not just instants and sorcerys. Casting copies of permanent spells is a oddity that I'm not sure the rules want to solve. Its possible that a simple "608.3b If a permanent spell resolves but it is not represented by a physical magic card, its controller creates a token copy of the permanent." would solve the problem but it would require far more time than I would want to invest into figuring out. Its a safer route to just copy instants and sorcerys.
Its weird that I didn't even notice that Fractal Aurora copies any spell not just instants and sorcerys. Casting copies of permanent spells is a oddity that I'm not sure the rules want to solve. Its possible that a simple "608.3b If a permanent spell resolves but it is not represented by a physical magic card, its controller creates a token copy of the permanent." would solve the problem but it would require far more time than I would want to invest into figuring out. Its a safer route to just copy instants and sorcerys.
Good Catch. I didn't mean for it to be a permanent affecting card, but changed the wording a few times before posting and accidentally dropped the line.
V.3 Fractal Aurora4UU
Enchantment (R)
Whenever you cast an instant or sorcery spell from your hand, you may exile it. If you do, at the beginning of your next upkeep, you may cast that card from exile without paying its mana cost and copy it. You may choose new targets for the copy.
It's a good Cast Through Time Variant with notable trade offs. You don't get a copy of the spell the turn you play it, but getting two copies of the same spell the next turn can be more powerful that splitting it between turns in some cases.
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Enchantment (R)
Whenever a creature attacks you, it's controller may pay 2. If they don't, creatures you control get +1/+1 until end of turn.
Uprising R
Enchantment (R)
R: Target creature you control gains haste until end of turn.
At the beginning of your end step, if you attacked with 5 or more creatures this turn, Uprising deals 5 damage to each opponent.
Unhallowed Grounds BB
Enchantment (R)
Whenever a creature enters the battlefield under your control, you lose 1 life. Then put a +1/+1 counter on that creature.
Recompose 1G
Enchantment (R)
Whenever you discard a permanent card, if it shares a type with a card in your graveyard, you may exile it. If you do, return target permanent card that shares a type with it from your graveyard to your hand.
Fractal Aurora 3UU
Enchantment (R)
Whenever you cast a spell from your hand, you may exile it. If you do, at the beginning of your next upkeep, you may cast that card from exile without paying its mana cost and copy it. You may choose new targets for the copy.
Uprising should sacrifice itself when it deals 5 or needs to cost more.
Unhallowed Grounds is strange. It's not your typical black card but it's very reasonable.
Recompose feels green black rather than mono green. On the right world, such as amonkhet, where discarding is a major theme it could be mono green.
Fractal Aurora is very cool. It's not quite Cast through Time and the difference might actually be worth the drop in cost.
Uprising - This definitely needs to cost more - it's too easy to just kill everyone with this.
Unhallowed Grounds - Hard to evaluate. Not the most efficient anthem but would be OP at one mana. Could be 1B to splash with +1/+1 counters matter effects in other colors though.
Recompose - Interesting madness combo piece. I think it could be monogreen in multiple contexts.
Fractal Aurora - Neat Cast Through Time variant; it's a bit cheap to copy every spell but at the same time, it does have the delay...
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
V.2 Glory in Defiance 1WW
Enchantment (R)
Whenever a creature attacks you, it's controller may pay 2. If they don't, put a +1/+1 counter on target creature you control.
V.2 Uprising R
Enchantment (R)
R: Target creature you control gains haste until end of turn.
At the beginning of your end step, if you attacked with 5 or more creatures this turn, you may sacrifice Uprising. If you do, it deals 3 damage to each opponent.
V.2 Unhallowed Grounds 1B
Enchantment (R)
Whenever a creature enters the battlefield under your control, you lose 1 life. Then put a +1/+1 counter on that creature.
V.2 Fractal Aurora 4UU
Enchantment (R)
Whenever you cast a spell from your hand, you may exile it. If you do, at the beginning of your next upkeep, you may cast that card from exile without paying its mana cost and copy it. You may choose new targets for the copy.
V.3 Fractal Aurora 4UU
Enchantment (R)
Whenever you cast an instant or sorcery spell from your hand, you may exile it. If you do, at the beginning of your next upkeep, you may cast that card from exile without paying its mana cost and copy it. You may choose new targets for the copy.
It's a good Cast Through Time Variant with notable trade offs. You don't get a copy of the spell the turn you play it, but getting two copies of the same spell the next turn can be more powerful that splitting it between turns in some cases.