Rune of Grief and Acceptance 1WB
Enchantment - Aura Rune
Enchant permanent
When this enters the battefield exile target card from a graveyard and you gain 3 lifes.
As long as enchanted permanent is a creature, it has protection from black and white. This does not remove this card.
As long as enchanted permanent is an Equipment, it has "Equipped creature has protection from black and white".
Rune of Sense and Sensibity UR
Enchantment - Aura Rune
Enchant permanent
When this enters the battefield draw two cards, then discard two cards.
As long as enchanted permanent is a creature, it has protection from blue and red. This does not remove this card.
As long as enchanted permanent is an Equipment, it has "Equipped creature has protection from blue and red".
Rune of Strength and Weakness 2BG
Enchantment - Aura Rune
Enchant permanent
When this enters the battefield target creature gets +2/+2 until the end of turn and another creature gets -2/-2 until the end of turn.
As long as enchanted permanent is a creature, it has protection from black and green. This does not remove this card.
As long as enchanted permanent is an Equipment, it has "Equipped creature has protection from black and green".
Rune of Summer and Winter UG
Enchantment - Aura Rune
Enchant permanent
When this enters the battefield tap target permanent, then untap another target permanent.
As long as enchanted permanent is a creature, it has protection from blue and green. This does not remove this card.
As long as enchanted permanent is an Equipment, it has "Equipped creature has protection from blue and green".
Rune of Justice and Vengeance RW
Enchantment - Aura Rune
Enchant permanent
When this enters the battefield target creature gets vigilance and haste until the end of turn.
As long as enchanted permanent is a creature, it has protection from white and red. This does not remove this card.
As long as enchanted permanent is an Equipment, it has "Equipped creature has protection from white and red".
That is a lot of text. I'm not certain it's too much text but it probably is.
As you are making a new noncreature subtype this is the rare instance where you can tweak the rules to make your cards read better.
"Enchanted creature has or enchanted equipment gives...."
Noncreature subtypes can carry mechanical baggage and is usually required to be relevant. Because of this you can reasonably write out how exactly they work in the comp rules.
Since the runes are based on the new cards in Kaldheim, the templating is right, but these are way to word dense to effectively fit on cards. Also, as a note, the "This effect doesn't remove" text can't be parenthetical, since reminder text doesn't have any game effect.
I had not seen the new runes yet. Looking at them its obvious you can't have long abilities on them as it gets very wordy very fast. Under this light my main comment becomes these are far too wordy and far to powerful.
A WG that grants protection from both colors is already at the highest end of the power curve. Adding anything beyond that other than a minor p/t boost is well beyond reasonable.
The new ones are better template-wise. Power level-wise these are kinda all over the place. Black/Green is the only one that can giver direct cards advantage since it can kill and X/2. Somehow, though, these feel like uncommons rather than rares.
The use of protection makes some weird corner cases two, like how putting Rune of Justice and Vengeance on an Embercleave means it will fall off anything you attach it to.
Honestly, I think your original effects were better as just Enchant Creatures without the equipment interactions than these are now.
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Rune of Grief and Acceptance 1WB
Enchantment - Aura Rune
Enchant permanent
When this enters the battefield exile target card from a graveyard and you gain 3 lifes.
As long as enchanted permanent is a creature, it has protection from black and white. This does not remove this card.
As long as enchanted permanent is an Equipment, it has "Equipped creature has protection from black and white".
Rune of Sense and Sensibity UR
Enchantment - Aura Rune
Enchant permanent
When this enters the battefield draw two cards, then discard two cards.
As long as enchanted permanent is a creature, it has protection from blue and red. This does not remove this card.
As long as enchanted permanent is an Equipment, it has "Equipped creature has protection from blue and red".
Rune of Strength and Weakness 2BG
Enchantment - Aura Rune
Enchant permanent
When this enters the battefield target creature gets +2/+2 until the end of turn and another creature gets -2/-2 until the end of turn.
As long as enchanted permanent is a creature, it has protection from black and green. This does not remove this card.
As long as enchanted permanent is an Equipment, it has "Equipped creature has protection from black and green".
Rune of Summer and Winter UG
Enchantment - Aura Rune
Enchant permanent
When this enters the battefield tap target permanent, then untap another target permanent.
As long as enchanted permanent is a creature, it has protection from blue and green. This does not remove this card.
As long as enchanted permanent is an Equipment, it has "Equipped creature has protection from blue and green".
Rune of Justice and Vengeance RW
Enchantment - Aura Rune
Enchant permanent
When this enters the battefield target creature gets vigilance and haste until the end of turn.
As long as enchanted permanent is a creature, it has protection from white and red. This does not remove this card.
As long as enchanted permanent is an Equipment, it has "Equipped creature has protection from white and red".
As you are making a new noncreature subtype this is the rare instance where you can tweak the rules to make your cards read better.
"Enchanted creature has or enchanted equipment gives...."
Noncreature subtypes can carry mechanical baggage and is usually required to be relevant. Because of this you can reasonably write out how exactly they work in the comp rules.
A WG that grants protection from both colors is already at the highest end of the power curve. Adding anything beyond that other than a minor p/t boost is well beyond reasonable.
At first I thought they were kinda weak so I tried to make them more like the Swords which made them super wordy.
I toned them down and make them work more like the one leaked so far which includes an ETB along his attached/equipped effect.
The use of protection makes some weird corner cases two, like how putting Rune of Justice and Vengeance on an Embercleave means it will fall off anything you attach it to.
Honestly, I think your original effects were better as just Enchant Creatures without the equipment interactions than these are now.