I was suddenly compelled to make Charity. Will post more as they come to me or if anyone has suggestions.
Curse of Charity 2UU
Enchantment - Aura Curse
Enchant Player
Enchanted player has "At the beginning of your upkeep, target opponent gains control of a permanent of your choice that you control. Then if that player controls more permanents than you, attach Curse of Charity to that player."
Curse of Temperance 2WW
Enchantment - Aura Curse
Enchant Player
Enchanted Player can't cast more than one spell each turn.
Enchanted Player can't draw more than one card each turn.
Curse of Chastity 1G
Enchantment - Aura Curse
Enchant Player
Creatures attacking Enchanted player have "This creature must be blocked if able."
Curse of Diligence 1RR
Enchantment - Aura Curse
Enchant Player
Whenever Enchanted player taps a land for mana, tap all lands that player controls.
If a creature enchanted player controls attacks, all creatures that player controls attack if able.
Curse of Patience 2WU
Enchantment - Aura Curse
Enchant Player
Whenever Enchanted player would cast their first spell each turn, counter it if it would destory a permanent you control. (Damage doesn't destory creatures or planeswalkers)
This one is weird. It leans on the precedent set by Equinox.
Curse of Kindness WW
Enchantment - Aura Curse
Enchant Player
Whenever a creature attacks Enchanted player that creature gains flying until end of turn if Enchanted player controls a creature with flying. The same is true for protection, ward, firststrike, doublestrike, trample, deathtouch, indestructible, hexproof, menace, lifelink and infect.
Curse of Humility 4WW
Enchantment - Aura Curse
Enchant Player
Enchanted player can't win the game.
Pay 5 life, Sacrifice five permanents: Exile Curse of Humility. Any player may activate this ability but only during their turn.
I think this is a viable representation of humility. The cost to get rid of is meant to be significant enough that the opponents can stop them from being able to pay it but not so significant that if they quickly win they can't pay it to just win the game.
Most of these are an odd combination of very undercosted yet useless in multiples. Chastity basically locks the player out of any small creatures because you'll just make them block with them. It's a repeatable combat trick every turn. Diligence is a better War's Toll for half the cost.
Patience needs reminder text that it does not counter spells that deal damage.
Recall that with Bitterheart Witch players have a repeatable (if they can get the Witch back) way to play Curses out of their deck for free, so it is hard to cost them.
The goal was to flavorfully capture the virtues as detriments.
Chastity may need to cost more but its overall a fairly weak effect. While it allows you to kill small creatures in combat. You still have to get to combat and then survive to keep doing it. It definitely has use but it shouldn't be devastating.
War's Toll was the idea for diligence. Looking back it shouldn't be better. WT wasn't very powerful and it doesn't effect all opponents so half cost might be fine.
Added reminder text to patience.
Bitterheat witch is more a concern with large powerful curses like Overwhelming Splendor smaller effects, really anything cheaper than the witch, aren't really concerned about it. Though that is why I'm heaving trouble with humility. It honestly should just be Overwhelming Splendor, but thst exists already.
I think a lot of these effects should keep in mind that enchantments are often not removed. The Narset effect, for example, has only been on creatures and planeswalkers, which are easier permanents to interact with than enchantments, artifacts, and lands. War's Toll really shouldn't cost two mana, but I could be convinced if the effect was placed onto a 2/2 creature body.
As for Curse of Chastity, my problem with it is that it evokes the opposite of what you'd expect from creatures acting in a chaste manner. Maybe "Creatures enchanted player controls can't block alone?" They want to avoid contact with others, it's hard to come up with something.
As for Curse of Chastity, my problem with it is that it evokes the opposite of what you'd expect from creatures acting in a chaste manner. Maybe "Creatures enchanted player controls can't block alone?" They want to avoid contact with others, it's hard to come up with something.
The creatures aren't the one Enchanted. Chastity and Charity are the only ones that feel 100% on flavor. "You can have this" and "OMG don't touch me"
As for enchantments being harder to get rid of. Current magic is actually constantly destroying enchantments so if this trend continues this stigma won't exist anymore.
I do believe so. It's a stronger version of Mana Web; any upkeep costs (think The Tabernacle at Pendrell Vale among many others) will pretty much lock the player out of the game. The forced attack is additional benefit. If you're hacking the cost in two, why not the abilities as well?
In addition, this kind of trigger doesn't play well with digital magic, since every time you tap a land it triggers, and you can't auto-yield to this trigger obviously or you lose the game from doing so. So you have to click OK for every trigger after you float your mana. You can ignore this aspect of the card as far as custom card creation goes, but I imagine WOTC has to think about this stuff.
I do believe so. It's a stronger version of Mana Web; any upkeep costs (think The Tabernacle at Pendrell Vale among many others) will pretty much lock the player out of the game. The forced attack is additional benefit. If you're hacking the cost in two, why not the abilities as well?
In addition, this kind of trigger doesn't play well with digital magic, since every time you tap a land it triggers, and you can't auto-yield to this trigger obviously or you lose the game from doing so. So you have to click OK for every trigger after you float your mana. You can ignore this aspect of the card as far as custom card creation goes, but I imagine WOTC has to think about this stuff.
I'll admit I reduced the cost by one because it only effected one opponent instead of all of them, then reduced another because War's Toll never seemed good. If you guys really think its that strong then 1RR should be reasonable.
As for digital, it doesn't play well with MODO, but is fine with arena's auto tapper. If you're playing without the auto tapper you're already expecting to spend a tedious amount of time tapping your lands.
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Curse of Charity 2UU
Enchantment - Aura Curse
Enchant Player
Enchanted player has "At the beginning of your upkeep, target opponent gains control of a permanent of your choice that you control. Then if that player controls more permanents than you, attach Curse of Charity to that player."
Curse of Temperance 2WW
Enchantment - Aura Curse
Enchant Player
Enchanted Player can't cast more than one spell each turn.
Enchanted Player can't draw more than one card each turn.
Curse of Chastity 1G
Enchantment - Aura Curse
Enchant Player
Creatures attacking Enchanted player have "This creature must be blocked if able."
Curse of Diligence 1RR
Enchantment - Aura Curse
Enchant Player
Whenever Enchanted player taps a land for mana, tap all lands that player controls.
If a creature enchanted player controls attacks, all creatures that player controls attack if able.
Curse of Patience 2WU
Enchantment - Aura Curse
Enchant Player
Whenever Enchanted player would cast their first spell each turn, counter it if it would destory a permanent you control. (Damage doesn't destory creatures or planeswalkers)
This one is weird. It leans on the precedent set by Equinox.
Curse of Kindness WW
Enchantment - Aura Curse
Enchant Player
Whenever a creature attacks Enchanted player that creature gains flying until end of turn if Enchanted player controls a creature with flying. The same is true for protection, ward, firststrike, doublestrike, trample, deathtouch, indestructible, hexproof, menace, lifelink and infect.
Curse of Humility 4WW
Enchantment - Aura Curse
Enchant Player
Enchanted player can't win the game.
Pay 5 life, Sacrifice five permanents: Exile Curse of Humility. Any player may activate this ability but only during their turn.
I think this is a viable representation of humility. The cost to get rid of is meant to be significant enough that the opponents can stop them from being able to pay it but not so significant that if they quickly win they can't pay it to just win the game.
Patience needs reminder text that it does not counter spells that deal damage.
Recall that with Bitterheart Witch players have a repeatable (if they can get the Witch back) way to play Curses out of their deck for free, so it is hard to cost them.
Chastity may need to cost more but its overall a fairly weak effect. While it allows you to kill small creatures in combat. You still have to get to combat and then survive to keep doing it. It definitely has use but it shouldn't be devastating.
War's Toll was the idea for diligence. Looking back it shouldn't be better. WT wasn't very powerful and it doesn't effect all opponents so half cost might be fine.
Added reminder text to patience.
Bitterheat witch is more a concern with large powerful curses like Overwhelming Splendor smaller effects, really anything cheaper than the witch, aren't really concerned about it. Though that is why I'm heaving trouble with humility. It honestly should just be Overwhelming Splendor, but thst exists already.
As for Curse of Chastity, my problem with it is that it evokes the opposite of what you'd expect from creatures acting in a chaste manner. Maybe "Creatures enchanted player controls can't block alone?" They want to avoid contact with others, it's hard to come up with something.
As for enchantments being harder to get rid of. Current magic is actually constantly destroying enchantments so if this trend continues this stigma won't exist anymore.
Is war's toll effect really that strong?
I do believe so. It's a stronger version of Mana Web; any upkeep costs (think The Tabernacle at Pendrell Vale among many others) will pretty much lock the player out of the game. The forced attack is additional benefit. If you're hacking the cost in two, why not the abilities as well?
In addition, this kind of trigger doesn't play well with digital magic, since every time you tap a land it triggers, and you can't auto-yield to this trigger obviously or you lose the game from doing so. So you have to click OK for every trigger after you float your mana. You can ignore this aspect of the card as far as custom card creation goes, but I imagine WOTC has to think about this stuff.
As for digital, it doesn't play well with MODO, but is fine with arena's auto tapper. If you're playing without the auto tapper you're already expecting to spend a tedious amount of time tapping your lands.