Creeping Blight 2GG
Enchantment (R)
At the beginning of your end step, for each land you control with a creeping counter on it, you may put a creeping counter on a land you control. If you control no permanents with creeping counters, you may put a creeping counter on a land you control.
Lands you control with creeping counters are X/X green creatures with haste, where X is the number of lands you control with creeping counters.
I'm iffy on the cost here: not sure if it should be less or more since the ability is a little risky in face of removal but gets big fast.
What it wants/needs is something that allows it to tap out, especially in the face of counter magic/removal/etc.
At the end of your turn, if you control no untapped lands, you may put a X/X green elemental creature token onto the battlefield, where X is the number of tapped lands you control.
The way this is worded, you just Armageddon yourself. It doesn't actually add any counters, and then the static ability turns all of your lands into 0/0's. It wouldn't even work as an ETB trigger, it needs to be a cast or "As this enters the battlefield" so there's a counter before the enchantment actually enters and makes all of your lands creatures. And then all of your lands initially hinge on a single counter (which is now on a 1/1 creature) which if removed kills all your lands. Risky is a bit of an understatement.
If its going to animate all of your lands, then it should probably give some base P/T so they don't just die. Or maybe only have the creeping counter lands be animated?
Also flavor-wise, Blight is kinda the opposite of what's happening here. The lands are becoming alive, not dying.
Is this: "Lands you control are X/X green creatures with haste, where X is the number of lands you control with creeping counters." supposed to be part of the EOT trigger or its own paragraph/ability?
Current convention is to give the lands indestructible which might be right here. It would feel pretty bad to do this, and then have the one land with a counter on it blown up, and you lose all your lands. At least indestructible sort of helps with that.
You could also just add a counter to a land as a replacement effect so you have a land right away though, that does mean you get an additional in the end step right away. Maybe that is fine though.
4 mana seems fine to me. It scales pretty well but it is also an enchantment that is easy to blow up. I guess if it ends up being too powerful as an exponential ability, you could add a counter when it enters and then just add another each upkeep to sort of keep it in check.
The way this is worded, you just Armageddon yourself. It doesn't actually add any counters, and then the static ability turns all of your lands into 0/0's. It wouldn't even work as an ETB trigger, it needs to be a cast or "As this enters the battlefield" so there's a counter before the enchantment actually enters and makes all of your lands creatures. And then all of your lands initially hinge on a single counter (which is now on a 1/1 creature) which if removed kills all your lands. Risky is a bit of an understatement.
If its going to animate all of your lands, then it should probably give some base P/T so they don't just die. Or maybe only have the creeping counter lands be animated?
Also flavor-wise, Blight is kinda the opposite of what's happening here. The lands are becoming alive, not dying.
Oops, yup, It should be "Lands you control with creeping counters" are animated. Not self armageddon.
I did think about the indestructible thing, but having and indestructible army is just as unfun for the other player as lands dying is for you, and I like that it creates a risk/reward proposition for the player of how many lands to animate.
I also thought about the animation being a cheap activatible, something like
Creeping Blight 2GG
Enchantment (R)
At the beginning of your end step, for each land you control with a creeping counter on it, you may put a creeping counter on a land you control. If you control no permanents with creeping counters, you may put a creeping counter on a land you control.
1G: Lands you control with creeping counters are X/X green creatures with haste, where X is the number of lands you control with creeping counters until the end of turn.
Also maybe trigger at the beginning of your combat step?
I was already thinking about an activation on the enchantment in the first post there, so maybe it's a solid idea. And maybe they could check P/T based on "creeping counters among lands you control" so that lands with multiple counters add more value.
Unfortunately this is already text heavy - wording barely fits without the activated, so that may make the decision for me I'm changing the name of the counters so I can fit text better.
I had another thought, though, if the lands only animate after a certain number of lands have counters.
Creeping Blight 2GG
Enchantment (R)
At the beginning of combat on your turn, for each land you control with a creep counter on it, you may put a creep counter on a land you control. If you control no lands with creep counters, you may put a creep counter on a land you control.
If you control three or more lands with creep counters, lands you control with creep counters are X/X green creatures with haste, where X is the number of lands you control with creep counters.
So on turn three after casting you can swing with 4 4/4s, but you don't have to worry about a 1/1 being picked off. I'm not sure which play pattern I like better.
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Enchantment (R)
At the beginning of your end step, for each land you control with a creeping counter on it, you may put a creeping counter on a land you control. If you control no permanents with creeping counters, you may put a creeping counter on a land you control.
Lands you control with creeping counters are X/X green creatures with haste, where X is the number of lands you control with creeping counters.
I'm iffy on the cost here: not sure if it should be less or more since the ability is a little risky in face of removal but gets big fast.
Edit: added rule text correction
What it wants/needs is something that allows it to tap out, especially in the face of counter magic/removal/etc.
At the end of your turn, if you control no untapped lands, you may put a X/X green elemental creature token onto the battlefield, where X is the number of tapped lands you control.
If its going to animate all of your lands, then it should probably give some base P/T so they don't just die. Or maybe only have the creeping counter lands be animated?
Also flavor-wise, Blight is kinda the opposite of what's happening here. The lands are becoming alive, not dying.
Current convention is to give the lands indestructible which might be right here. It would feel pretty bad to do this, and then have the one land with a counter on it blown up, and you lose all your lands. At least indestructible sort of helps with that.
You could also just add a counter to a land as a replacement effect so you have a land right away though, that does mean you get an additional in the end step right away. Maybe that is fine though.
4 mana seems fine to me. It scales pretty well but it is also an enchantment that is easy to blow up. I guess if it ends up being too powerful as an exponential ability, you could add a counter when it enters and then just add another each upkeep to sort of keep it in check.
Oops, yup, It should be "Lands you control with creeping counters" are animated. Not self armageddon.
I did think about the indestructible thing, but having and indestructible army is just as unfun for the other player as lands dying is for you, and I like that it creates a risk/reward proposition for the player of how many lands to animate.
I also thought about the animation being a cheap activatible, something like
Creeping Blight 2GG
Enchantment (R)
At the beginning of your end step, for each land you control with a creeping counter on it, you may put a creeping counter on a land you control. If you control no permanents with creeping counters, you may put a creeping counter on a land you control.
1G: Lands you control with creeping counters are X/X green creatures with haste, where X is the number of lands you control with creeping counters until the end of turn.
Also maybe trigger at the beginning of your combat step?
I had another thought, though, if the lands only animate after a certain number of lands have counters.
Creeping Blight 2GG
Enchantment (R)
At the beginning of combat on your turn, for each land you control with a creep counter on it, you may put a creep counter on a land you control. If you control no lands with creep counters, you may put a creep counter on a land you control.
If you control three or more lands with creep counters, lands you control with creep counters are X/X green creatures with haste, where X is the number of lands you control with creep counters.
So on turn three after casting you can swing with 4 4/4s, but you don't have to worry about a 1/1 being picked off. I'm not sure which play pattern I like better.