I agree with dark...no bounce. I like black mana accel, but don't think we should do LD.
If green had control magic style cards, the flavor would have to be opposite of brainwashing, as that's how blue does it. Green is about the wild and untamed, so there's plenty of flavor room for your opponents losing control over their creatures. I think we will eventually see the day when Magic's rules support uncontrolled permanents; this might not be the best time to break out that idea, but it would fall under green. Functionally, an uncontrolled permanent is not much different from one that is under Arrest, so we could give green that kind of spot removal. It did already get Utopia Vow, though, so we might need to do something more radically different.
What about unblockability? It already has cards like Rhox and Thorn Elemental.
White definitely needs to get something involving black or red style drawbacks. When white gets very big creatures now, they are usually at the very top of the curve....cards like Wooly Razorback, Stoic Ephemera and Sunweb all have very white drawbacks and are still pretty unusual. But white can share in black's monomania if it is in the service of some higher ideal and not personal ambition. How about:
Vengeful God - 2W
Creature - Spirit
Trample
Whenever Vengeful God is dealt damage, sacrifice a permanent for each 1 damage dealt to it. Be careful what you pray for.
5/5
and
Quetzalcoatl - W
Legendary Creature - Spirit
Flying
When Quetzalcoatl comes into play, you can't play spells this turn. Add WWWWWWWWWWWWWWW to your mana pool.
6/6
Ok, here is the sum of the result from my thought process, my head is exploding.
No matter it might look like, this assigment is essentially flavor bleeding and an extension for that bleed. And for this whole flavor bleeding to click, there are several factors involve.
1. The flavor must make sense with the bleeding. (See Terraformer, that's mana-fixing. And mana-fixing is green. But it makes great sense for blue.)
2. The bleeding should be elegant. (See Evangelize, you gain control of the creature through evangelizing. Very few words, lots of stories told.)
3. The bleeding should be iconic. (Bleeding for stealing should be ok because stealing is iconic for blue, bleeding for a style of creature removal wouldn't be as iconic since every color has it one way or another.)
4. The bleeding should allow extension, based on the same flavor. (No good example so far.)
For example, I proposed to give green stealing, so the colorshifted card should be something simple, iconic and elegant.
Nature's Reclamation 2GG
Enchantment - Aura
Enchant creature
You control enchanted creature. "Every living being is my beloved child. Those who have averted from me, it's time to come back to my hand."
But not like this, since it's too complicated and inelegant as the base card for the flavor bleeding.
Nature's Reclamation 3GG
Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library. "Every living being is my beloved child. Those who have averted from me, it's time to come back to my hand."
Since that has gone to far for the first step of bleeding. Now for the extension, it could go far away, but with a link with the flavor for the first card to make them coherent. Such as,
Back to Nature 3G
Instant
Gain control of target token creature. "Poor artificial being. You have been deluded by your false creator for so long. It's now the time to come back to the true mother Gaea."
So Nature's Reclamation uses a card and effect that's simple and iconic to represent the flavor bleeding, and Back to Nature developes more on that.
That's the way I think each color should go, it gives coherence, consistency, sensible flvor and makes sure that the extension card doesn't feel too far-fetched.
For more example, these are the cards I thought of.
Expatriation 1W
Instant
Counter target creature spell. "In the name of the Grand Arbiter, your presence is not allowed."
Overwhelming Authority 2W
Instant
Play Overwhelming Authority only during your turn.
Counter target spell, activated ability, or triggered ability. "I don't care who your are! But under the authority of the Azorius Senate, don't dare to challenge!"
Terraforming 1U
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Transitory Insanity 2B
Sorcery
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
That's all for now. Those are just general concepts on how the direction of the design should go, not the details. Any comments?
Back to Nature seems really, really good. The only problem I see is with flavor text; it seems a little clunky. The card itself seems well-done, though- it incorporates creature-theft in a way that is very green.
I like the idea of white mana accel, simply because almost every other color has gotten it. (Re: Dark Ritual, Seething Song, High Tide (to an extent))
I also like the idea of a black disenchant effect- but maybe that's just me hoping for one?:D
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
I think we're good with White: Tutor or p/t lowring, Blue: LD, Black: Mana accel and Green: Control. But Im not so sure about red. Here's a list of white effects it could take:
-Life gaining (the most outrageous but also the harder to make coherent)
-Damage prevention (dunno..that's already kind of a "meh" effect)
-winny army and cheap efficient fliers (not really much of a stress here, almost all colors get them from time to time)
-Mass destruction (this one kind of rings a bell, but maybe wildfire and obliterate are already proven spells of that kind)
-Enchantment hate (nice but a bit too narrow)
-Taxing (this one sounds interesting enough)
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
The above examples haven't been molded into the final version yet. And since the flavor texts were made up only to represent the ideas, it will surprise me if they will be accepted the way they are now.
I'm not against it, but I'm still curious about how white mana accel could be justified.
White tutor doesn't click for me due to the rule number 3 in my above post.
Is there anyone that would like to see white steps into the world of hard counter? Look at Overwhelming Authority!!
I'm not sure about blue LD. It's a little too unblue and I personally think that blue land search could be extended quite a lot and would pay of very well.
Black mana accel feels more like a throwback than a colorshifting.
Red is the most difficult since it has so few things to do. But I'm thinking about red card drawing. Something like;
Fruitless Enlightment RR
Sorcery
Draw three cards. Discard three cards at end of turn. "I was going to reach it, then, then, it.. faded.. away.." -- Keej, Goblin Bonehead
I know it could be broken in burn decks, but think about the idea. Again, comments are welcomed.
White tutors sounds good. I think these could work.
Divine Inspiration 2WW
Sorcery
Search your library for a card, reveal it, and put it into your hand. Shuffle your library afterward.
(planeshifted Diabolic Tutor) A flash in the back of his mind brought new light to a bleak outlook.
Rally to the Cause 1WW
Search your library for up to two creature cards with power 2 or less and put them into play. Shuffle your library afterward. Never underestimate the little guy. Anger enough of them and you have an army on your hands.
Getting a bunch of little guys together for a common cause. Sounds pretty White to me!
Green
Green seems like it would prefer to take hold of lands rather than creatures...
Call to the Stones 2GG
Enchantment-Aura
Enchant land
You control enchanted land. "I have spent my life listening to the land. It will do me the same favor should I ask."
Whereas a blue mage might simply bubble a land or use guile to purchase it or whatever, a green mage's bond with the land simply overpowers anyone else's. Green is closer to nature and the earth than other colors, after all.
If green did take control of a creature, it would probably do it like this...
Overtaking Instinct
Enchantment-Aura
If you control [#] or more forests, you control enchanted creature and that creature becomes green. Deep in the heart of each living thing, there lies something of the wild.
Green wouldn't necessarily "steal" a creature. It would likely just bring out it's inner wild nature, knowing that the first place a wild thing wants to go is home to the woods. The aura actually doesn't even work if there's not a big enough forest nearby to "call" to them. I don't know how much green would pay for such a spell, though, so I didn't put a mana cost. We can hammer that out later. Imagine a white or blue noble under this enchantment. He is at a fancy dinner party when he looks out the window and sees a large forest nearby. He tries to look away but can't. He sweats as tribal drums get louder and louder in his ears. Eventually, he can't take it anymore! He tears off his expensive outerwear, and in only tattered breeches, he lopes on all fours out the door howling like a beast. He is inexorably drawn to the forest, where he will now live out his days talking to (or eating) squirrels, until civilization catches up and cuts down the forest looking for him, breaking it's hold. He goes back to his life, but can't seem to shake that pounding in his ears...almost like drumbeats......
Red
We know that red CAN pump toughness if need be (see Granite Gargoyle and Basalt Gargoyle), usually through the power of stone. So, that's not all that strange to see. We need to do something really unusual for red...red has already seen every possible combat ability. I think red damage prevention might not be a bad idea. I can even imagine the flavor behind it.
Raise Rocks R
Prevent all combat damage that would be dealt this turn. "If someone starts throwing rocks at you, find a bigger rock. If it's too big to throw, hide behind it." -from Goblin Tactics Manual, by Ib Halfheart
Classic cowardly goblin maneuver, hide behind a big rock! You might not be able to hurt anyone from back there, but they can't hurt you either!
On another tangent...
Graphite Armor 1R
Enchantment-Aura
Enchant creature
Graphite Armor comes into play with three stone counters on it. If enchanted creature would be dealt damage, prevent that damage and remove a stone counter from Graphite Armor. If there are no stone counters on Graphite Armor, sacrifice it. "It's so lightweight you forget it's there! Although, it's also pretty easy to forget it isn't there..."
Basically it's armor made from an easily breakable stone. It chips away, and eventually it's gone, leaving the poor schmuck who was wearing it defenseless.
Black
Hrm...tough one...Land grab sounds good...
Rot Spreader 2B
Creature-Zombie
When Rot Spreader comes into play, search your library for a Swamp card and put that card into play. Shuffle your library afterward.
1/1 Where it walks, springs of filth and seeds of disease follow. (shifted Wood Elves)Grip of Blight 1B
Sorcery
Target player sacrifices a land. That player then searches his or her library for a swamp card, reveals it, and puts it into play. "Didn't there used to be a big white tower here? All I see is that creepy-looking decrepit one...oh..."
Black's monomania would spread it's domain as far as it could. We see this kind of thing in Urborg, Tomb of Yawgmoth and Nightcreep changing things into swamps, these cards just take it one step futher.
Just blue left!
Maybe....destruction! That seems to be the general consensus.
I still like my blue Terror from before, but maybe a shifted Stone Rain could work too.
As for the "new card", i say make a creature that destroys artifacts and enchantments by carefully tweaking them to backfire.
Glitch Engineer 2U
Creature-Human Wizard 2U,:symtap:: destroy target artifact or enchantment.
1/2 It takes a lot of planning to create an accident.
Whoo, I let my Cavotta flag fly on some o' these, didn't I?
So, what do you think?
EDIT: Shiny may have something with red card draw...maybe...
Momentary Distraction
Instant
1R
Discard your hand, then draw that many cards. "Uh, what were we doin' again? Oh right, war...gotcha!" -Ib Halfheart (shifted Tolarian Winds)
Explosive Ideas
XR
Sorcery
Draw X cards and Explosive Ideas deals X damage to you. "I told him not to think that hard, but who'd-a-thought his head would actually explode?"
I think Arcadeus has nailed the black shift. I really, really like the flavor, and it works with a lot of black's iconic mechanics, (the Shade ability, Nightmare/Korlash, drain life, Tendrils of Corruption).
I realize that black gets the most tutoring, but without major additional costs/drawbacks, it seems too generic. I think that whatever we end up doing for White, it should involve paying life or saccing creatures, something white never does (but could be in the flavor of religious zealotry).
Red is hard, but I think it's the right idea to go back to its Wall of Stone days and do something defensive. Might damage redirection be better than just prevention? It fits in with the trickster theme with cards like Shunt, and often ends up looking like direct damage. In honor of the late Mr. Wizard, here's a magnetism-flavored Zealous Inquisitor
Polarity Elemental - 2R
Creature - Elemental (u) 1R: The next 1 damage that would be dealt to Polarity Elemental this turn is dealt to target creature instead. Unless that sword's made out of wood, I wouldn't recommend swinging it right now.
2/2
and the new card
EDIT: I accidently made Stuffy Doll....new idea on its way.
EDIT2: Here we go
Homing Beacon - 1RR
Enchantment - Aura (r)
Enchant Creature
Flash
Whenever a creature you control would be dealt damage, that damage is dealt to enchanted creature instead.
I think the shifted card for white SHOULD be Diabolic Tutor, just to show it off and as a nice contrast, but maybe edit my Rally to the Cause card to include an " Only play this if your opponent controls more creatures than you" clause. Thoughts?
As for red, trickster-like damage redirect sounds like an excellent plan. Red Zealous Inquisitor works marvelously. Homing Beacon too. I think this is definitely the way to go.
I think most of us agree on black land-grab, green Control Magic, and Blue destruction. Are we at the stage to start actually making cards?
Since flavor is so important, I think we should start looking for some kick-ass art now that fits with the methodologies of the shifts. But that means we need to start hashing out what those are going to be.
Black's "swampification" is pretty straightforward...spreading trail of corruption, etc.
Green's idea is also pretty straightforward...going wild, devolving...but it might be harder to find art that is really evocative of that.
Red's damage redirection could be done with magnetism, like in my examples. But it could also be done via steampunky contraptions ala Goblin Flectomancer. I'm open to suggestions.
There are a lot of ideas on the table for blue's destruction...from tsunami, to brain-explosions to mind control over the permanent's controller. I would definitely rather have a non-physical flavor, but at this point we should start concepting the actual planeshifted cards...they are only going to come across if we nail the name, art and flavortext.
I'm still not sold on white getting tutoring...it already tutors for lands and enchantments pretty regularly, and...I think we need something that is more obviously a departure from its usual strategies.
White just can't be counters, because that's exactly what Wizards did with white in Planar Chaos. We need something that's a departure. Plains-ifying things could be neat (like False Dawn, except for target player, a-la Nightcreep), or giving white creatures Plainswalk again a-la Bog Wraith having swampwalk.
White mana acceleration also has been done lightly (Land Tax, Gift of Estates), but never in a ritual form. We could shift Bubbling Muck/High Tide to white, and figure out flavor.
I still think White tutors could be done in a cool way.
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You may be right on the tutoring deal, Rowsdower...White can also land grab, but as I said, I think we're looking more for Dark Ritual type stuff...however, that seems too narrow. Perhaps.....aha! Double Strike!!!! Only THREE MONO-WHITE CARDS in all Magic's history have had double strike. Two of those cards are legendary and only have it part of the time. Red gets it much more often, and I think White needs a couple more good Double-strikers. What do you say, pplz? Planeshift up some Tyrant Dragon or Ridgetop Raptor and make a new Double-striker that pwns? Waitwait! Perhaps haste is better! Only ONE mono-white creature in magic's history has haste, and we all know who she is...Trample and firebreathing effects are all but unheard of as well ...WAIT!!!
I have it! Not necessarily a mechanic, but an idea. White has rarely had the kind of relentless, facebusting combat style that red embodies...a style that could easily be translated into battle prowess. What of this:
Coronal Incarnation 8WW
Creature-Angel Spirit
Flying, trample, double strike
At the beginning of your upkeep, pay WWWWor sacrifice Coronal Incarnation. W: Coronal Incarnation gets +1/+0 until end of turn.
6/6 How can one defeat the Sun itself? (shifted Dragon Tyrant)
As for the new card...we can make it a singular example of combat powers rare in white.
Peerless Battle Master 3WW
Creature-Human Knight
Haste, trample, double strike
3/3 Only Death will ever best him.
I like this proposal:
Each color takes the ability of the color two to the right of it on the color wheel.
White uses a black ability (Tutoring is the only workable choice that comes to mind that still fits and is relatively original)
Blue uses a red ability (destruction sounds OK)
Black uses a green ability (Good, but keep Evil Presence in mind...)
Red uses a white ability (I don't like damage prevention here. Damage prevention just isn't very spectacular in any way)
Green uses a blue ability (Control sounds the awesome: best idea so far)
I will comment more soon, (and put up my own ideas) as soon as I have a spare moment.
I think we just go with this (and tweak it a lot, of course) just so we have a nice framework to build from.
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I think the "Tag you are it!" game is childish, and therefore I refuse to participate. Games I play.
Other people's decks!
(I'm too cheap to actually BUY the cards, so I just playtest for others.)
Wait, could we give white discard and/or lobotomies? We could flavor it under White's lawful side..."banning" a card in your opponent's hand from being played.
Preemptive Justice
2W
Sorcery
Target opponent reveals his or her hand. Choose a card from it. That player discards that card. I know what you're thinking, and I think not!
Prohibitory Notice
Sorcery
Name a nonland card. Target opponent reveals his or her hand. If the named card is there, remove it from the game.
Cards with the same name as the removed card can't be played. Activated abilities of cards with the same name as the removed card can't be played. "No littering, by order of Vilheim the Great."
I thought we were going damage redirection for red, not prevention. Think Zealous Inquisitor. And, just an odd observation, but if we do white discard, then all the proposed shifted cards (Zealous Inquisitor, Stone Rain, Coercion, Wood Elves) are 3cc (2 and a color mana). If we shift Threaten to green, they'll be symmetrical...nutty...IT'S A SIGN!!!! FROM THE DESIGN POWERS THAT BE!!!! OMGWTFLOLFTW!!!!!! It would tie our shifted cards together rather nicely...eh?...eh?.....
I still don't think white should take the 'unconditional tutoring' from black. As I said before, tutoring is everywhere, it just manifests itself in various forms.
I propose white Soul Feast. Make it as a way of taxing.
Seize the Resource 3WW
Sorcery
Target player loses 4 life and you gain 4 life. "With this confiscation, their progress is crippled and we are closer to our victory."
Or white could take mass damage
Azorius March 1W
Sorcery
Azorius March deals 2 damage to each creature without flying. No enemy could withstand the force of the Senate.
Or white could take the sacrifice nature of black and translate it as sacrificing for greater good.
Ruin and Rebuild 2UU
Sorcery
Destroy target land. Search its controller's library for a land card with the same name as that land and put it into play under your control. Then that player shuffles his or her library.
And lastly, I still encourage red to go for card draw.
Edit
Ok, on more thought, maybe white might go for Eradicate.
Expatriation 2WW
Remove target nonwhite creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.
And about making all of our colorshifted cards 3-cc, I don't think that's necessary. The benefit wouldn't worth the design space lost.
Ok, on more thought, maybe white might go for Eradicate.
Expatriation 2WW
Remove target nonwhite creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.
This is by far my favorite suggestion for white, though I would call it Genocide to play up white's fascistic tendencies. I think black's gotten enough of "all copies" and the cards have been high-profile enough (Cranial Extraction, Extirpate, even Cabal Therapy), that shifting that ability to white would be grokable. And the flavor of white enforcing order by eradicating all traces of something it considers dangerous is awesome.
Plus the Blue cards are doing fine
lastly,
red redirection is... okay... Its just Whenever it works with white it already does that... I think we need a better idea..
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This is by far my favorite suggestion for white, though I would call it Genocide to play up white's fascistic tendencies. I think black's gotten enough of "all copies" and the cards have been high-profile enough (Cranial Extraction, Extirpate, even Cabal Therapy), that shifting that ability to white would be grokable. And the flavor of white enforcing order by eradicating all traces of something it considers dangerous is awesome.
I'm not sure that genocide would be very white. It doesn't seem to have a lot to do with laws and order, it sounds more like a revenge or a grudge, which I don't think is white. That's why I chose the current name.
And as Rowsdower said, we could easily take black's remove all copies from the game and give it to white as some means of exile or banning.
I still want to sell the idea of blue terrraforming-land search. Apart from the blue Rampant Growth, this is a possible extension.
Terrain Generation 4UU
Sorcery
For each basic land you control, search you library for a land card with the same name and put it into play tapped. Shuffle your library afterward.
Fruitless Enlightment RR
Sorcery
Draw three cards. Discard three cards at end of turn. "I was going to reach it, then, then, it.. faded.. away.." -- Keej, Goblin Bonehead
I know it could be broken in burn decks, but think about the idea. Again, comments are welcomed.
Red already has had card drawing: Wheel of fate, browbeat, goblin lore, etc. The color with the least card drawing on its story is white. On second though we could go that road: pair colors with iconic other color abilities they have had the least in the past.
White:
Life gaining. Color that has seen it the least: Red
Protection. Color that has seen it the least: Blue
Mass Removal. Color that has seen it the least: Green
Taxing. Color that has seen it the least: Green Blue:
Card Drawing. Color that has seen it the least: White
Counters. Color that has seen it the least: Red
Boomerang. Color that has seen it the least: Black Black:
Creature removal. Color that has seen it the least: Blue
Discard. Color that has seen it the least: Green
Zombify. Color that has seen it the least: Blue Red:
Direct damage. Color that has seen it the least: Green
Land Destruction. Color that has seen it the least: Blue
Artifact hate. Color that has seen it the least: Black Green:
Pumping. Color that has seen it the least: Blue
Mana accel. Color that has seen it the least: Blue
Enchantment hate. Color that has seen it the least: Red
Shroud. Color that has seen it the least: Black
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
If we're really going to do black disenchant, I think it might be better if we do it as RFG rather than just destroy. Since it would feel more like total destruction of the artifact or enchantment, therefore feels more black. And simply giving Disenchant to black would be dreadful, by removing the target from the game we could up the cost a bit.
Pull to the Void 2BB
Instant
Remove target artifact or enchantment from the game.
Black mana accel should go in the form that is as different from Dark Ritual as possible.
Bog Infusion 2B
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds BB to his or her mana pool.
That's all I could think of tonight, see you guys again tomorrow.
Shifting Extirpate into White actually seems to make a whole lot of sense if we refer to it as a "ban" or a law that restricts them from doing it again.
I think we should only give black Enchantment destruction. Since white was supposed to only have enchantment destruction, but now seems to be going back to artifact with the reprint of Disenchant, green's ability to deal with both, and red's inability to deal with enchantments, because it only has artifact hate, it seems to me that giving black a way to deal with only enchantments would make sense (as well as allowing BR decks to deal with both artifacts AND enchantments).
We also need to make a final decision on what each color is getting, so we can get to making actual cards.
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I'm not in favor of doing black enchantment destruction. It is one of things that black has never, ever been able to do, but there isn't a consistent flavor to it in either white or green that a black version could really differentiate from. If someone can come up with up with a compelling planeshift+new card, I'm all ears, but right now I'm struggling to think of anything interesting.
Flavor-wise, I think these are the strongest suggestions so far.
White
Removing/nullifying all copies of a card - excommunication, exile, banishment, (ethnic) cleansing, rule of law at all costs.
White is very interested in order, purity and control. All of the major fictional dystopias show societies that are super-white and maintain order by banning the existence of troublesome elements: 1984, Fahrenheit 451, Brave New World, V for Vendetta, Harrison Bergeron, The Giver, etc.
I think this is a slam dunk. Black physically extracts ideas from crania, white sends in the Thought Police.
Blue
Destroy effects - Mental attack (brain explodes), natural forces (water), manipulation/mind control (forced sacrifice)
I think we should go with a non-physical form of destruction...telepathy, telekensis, etc. We also need to find a great/weird destroy spell to planeshift, one that already feels a little blue. If someone can concept that flavorfully, we can go from there.
Black
Terraforming - Spread of corruption, pestilence
The mirror-image of green...instead of life flourishing in the creature/spell's wake, it's consumed and perverted (see the end of Princess Mononoke). Black already gets a little of this with things like Nightcreep, but next to white, I think this is the strongest we have, flavor wise.
Red
Damage Redirection - Magnetism, machinery
This was my suggestion, so I obviously think it has potential. I think it works well with red's target-changing (look at the art for Reroute, as well as it's me-first mentality (we could make it more about the strongest redirecting damage to the sacrificial runt if people think this is too much like direct damage).
Green
Control Magic - Primitivism, devolution
This is also very strong, but it might be harder to find the appropriate art. a Jekyl->Hyde thing might be good. Were-creatures often got thrown into black because of their classic-horror connotations, but I think that's something that could work here (and we do have Werebear ). Think Lord of the Flies, Circe from The Odyssey, or The Incredible Hulk.
Strict Ban (white Extirpate) Consuming Muck (black Mwonvuli Acid-Moss, searching for a Swamp instead of a Forest, of course.) Magnetic Field (red Aegis of Honor) Natural Reclamation (green Dominate)
These seem like cards that would work well in other colors with the new flavor.
For blue's shift from black, what if we do reanimation instead? Blue already "relearns" spells with cards like, well, Relearn, as well as Scrivener. Maybe it can do so with creature cards as well?
With clever flavor text and a good picture, we can figure out a way to make it seem like it's a Polymorph, except you trade creatures still in your hand for other cards.
These sound good for the colorshifts?
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Time to channel me some Vorthos....ohhhhmmmmmm......aha!
If our white shift is Extirpate, The name and flavatext should bring to mind the white law-mage seeing something that has already been done that he doesn't like and reacting in emergency fashion (hence the split second speed). Perhaps like this...
Emergency Prohibition "To see such a thing again would spell disaster. We must ensure it remains lost, and we must do so immediately."
As for our new card...
Ban Notice Enchantment
When Ban Notice comes into play, name a card and search target player's hand, library, and graveyard for all copies of the named card and remove them from the game.
Activated abilities of permanents with the same name as cards removed from the game with Ban Notice can't be played.
Naturally, there wouldn't be enough space for flavatext here, but the general idea is still strong. Perhaps taxing on the second ability? Originally, I thought of shuffling the banned cards back into their library if Ban Notice was destroyed (tear the magic poster down and you can litter again), but not only would that take up too much space but also plaster an even bigger target on it's head. Although, that would also add some Johnny-liciousness to it...imagine banning a playset of cards in your graveyard only to tear down the poster and effectively Gaea's Blessing those same cards...thoughts, anyone?
In green's camp, our timeshift, as I said before, should be Annex. Green, being more closely connected to land than any other color, should be able to muscle out another mage's bond to his/her land and take that land for it's own. I've already given an extensive Vorthosian lecture on how green would "control" a creature...the subtle but irresistible call of the wild. See Overwhelming Instinct in one of my earlier posts...for the lazier among you, it went something like this...
Overwhelming Instinct
Enchantment-Aura
Enchant creature
As long as you control three or more forests, you control enchanted creature. Deep in the heart of each living thing lies something of the wild. To call to it is to bring that creature home.
Although for flavor purposes, I think I'll change the name to Voice of the Wilderness.
For Black, I think shifting Mwonvuli Acid-Moss is actually a pretty good idea. The fun part is that you can even use it on yourself. As for the new card, perhaps something that uses the decomposing flesh of dead to "make" (search for) a swamp. Perhaps a bit gruesome, but definitely a black mage tactic. Perhaps.......
Filthseeding
Sorcery B
As an additional cost to play Filthseeding, remove a creature card in your graveyard from the game. Search your library for a swamp card and put it into play tapped.
Idea: maybe make it more powerful the more creatures you remove?
Filthseeding 4BB
Search your library for up to three swamp cards and put them into play tapped.
Fleshdelve (like Delve, but you can only remove creatures with it. Just made that one up!)
To destroy things in blue, one might shift Terror. Basically only things with strong enough minds (other blue things) or clockwork (therefore effectively nonexistent) ones (artifact creatures) could survive it. Another option lies in Cruel Edict-like effects that manipulate the opponent into offing their own creature. This seems more blue to me. Blue would do that. Cold, indirect, and manipulative...but those are both in an ally color. We want enemy color craziness. And, since green is already occupied by black (I think), we look to red. Red kills land and artifacts. Blue would kill land probably by flooding it through some sort of development, like damming a river to flood out a wilderness area. Destroying artifacts would also be all too easy for brainy blue guys. Just take it apart! (don't smash it...far too red. Carefully dismantle the thing and "draw" some knowledge >cough<...cards... >cough< from it.) Or,you program an inconvenient "glitch" into the gears. That would probably result in a delayed destruction.
As for red...magical magnetism...ok. But, perhaps instead of calling a shifted Aegis of Honor "Magnetic Field", call it.....
Lodestone Pulse <Basically, flavorwise it's the innate mystical repulsion of an enchanted stone.>
"The only reason those goblins even know lodestones can repel as well as attract is because one of them put the blasted thing in his shield upside-down!"
I can imagine some frustrated blue-aligned wizard fuming over the fact that the goblins figured out by accident what probably took him/her hours of study to learn...lol...
Our new card could be an example of what lodestones are supposed to do.
Lodestone Armor
Enchantment-Aura
Enchant creature
Damage that would be dealt to creatures you control is instead dealt to enchanted creature. "Hey, look at my new armor, Quog! It's so shiny! And so are those weird...flyin'...swords...RUN!"
Yup, let one guy run from the enemy's redirected attacks all day while your other guys get through scot-free. Or, slap it on an opponent's creature and let them sort it out. To make it better, perhaps add Flash and an "if this would be put into a graveyard from play, return it to your hand" clause? eh?
While I agree that white should go for 'remove-all-copies'. I'm totally against white Extirpate. The reason is, you need the target card in the graveyard. Now, we want to make white ban/exile things, but what flavor is there in ban/exile that needs a target card in a graveyard to function? White Cranial Extraction would works better than white Extirpate.
And I don't think green stealing should come in the form of Dominate. The flavor behind green's stealing is the return to nature. And forcing something back to nature (Spending enough mana to overcome a certain creature) just doesn't click for green. It stand firm on green Control Magic.
I don't think we have to make haste to reach the concensus. After we finish discussing about which ability to be shifted, we'd get the 'basic shifted' cards already. And since the 'advance shifted' cards would base on the former, it wouldn't take so much time.
Since the most important step is to figure out the way that each coloring is going to, I think we could give this step a lot of time. It will still be ok if we get to an agreement on basic shifted cards on Sunday morning. We'll have two days to develope more on the advance shifted cards. And finding carts wouldn't be that difficult, since we'll have an idea what we're working on and have 3 spare days to find the arts.
If green had control magic style cards, the flavor would have to be opposite of brainwashing, as that's how blue does it. Green is about the wild and untamed, so there's plenty of flavor room for your opponents losing control over their creatures. I think we will eventually see the day when Magic's rules support uncontrolled permanents; this might not be the best time to break out that idea, but it would fall under green. Functionally, an uncontrolled permanent is not much different from one that is under Arrest, so we could give green that kind of spot removal. It did already get Utopia Vow, though, so we might need to do something more radically different.
What about unblockability? It already has cards like Rhox and Thorn Elemental.
White definitely needs to get something involving black or red style drawbacks. When white gets very big creatures now, they are usually at the very top of the curve....cards like Wooly Razorback, Stoic Ephemera and Sunweb all have very white drawbacks and are still pretty unusual. But white can share in black's monomania if it is in the service of some higher ideal and not personal ambition. How about:
Vengeful God - 2W
Creature - Spirit
Trample
Whenever Vengeful God is dealt damage, sacrifice a permanent for each 1 damage dealt to it.
Be careful what you pray for.
5/5
and
Quetzalcoatl - W
Legendary Creature - Spirit
Flying
When Quetzalcoatl comes into play, you can't play spells this turn. Add WWWWWWWWWWWWWWW to your mana pool.
6/6
No matter it might look like, this assigment is essentially flavor bleeding and an extension for that bleed. And for this whole flavor bleeding to click, there are several factors involve.
1. The flavor must make sense with the bleeding. (See Terraformer, that's mana-fixing. And mana-fixing is green. But it makes great sense for blue.)
2. The bleeding should be elegant. (See Evangelize, you gain control of the creature through evangelizing. Very few words, lots of stories told.)
3. The bleeding should be iconic. (Bleeding for stealing should be ok because stealing is iconic for blue, bleeding for a style of creature removal wouldn't be as iconic since every color has it one way or another.)
4. The bleeding should allow extension, based on the same flavor. (No good example so far.)
For example, I proposed to give green stealing, so the colorshifted card should be something simple, iconic and elegant.
Nature's Reclamation
2GG
Enchantment - Aura
Enchant creature
You control enchanted creature.
"Every living being is my beloved child. Those who have averted from me, it's time to come back to my hand."
But not like this, since it's too complicated and inelegant as the base card for the flavor bleeding.
Nature's Reclamation
3GG
Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library.
"Every living being is my beloved child. Those who have averted from me, it's time to come back to my hand."
Since that has gone to far for the first step of bleeding. Now for the extension, it could go far away, but with a link with the flavor for the first card to make them coherent. Such as,
Back to Nature
3G
Instant
Gain control of target token creature.
"Poor artificial being. You have been deluded by your false creator for so long. It's now the time to come back to the true mother Gaea."
So Nature's Reclamation uses a card and effect that's simple and iconic to represent the flavor bleeding, and Back to Nature developes more on that.
That's the way I think each color should go, it gives coherence, consistency, sensible flvor and makes sure that the extension card doesn't feel too far-fetched.
For more example, these are the cards I thought of.
Expatriation
1W
Instant
Counter target creature spell.
"In the name of the Grand Arbiter, your presence is not allowed."
Overwhelming Authority
2W
Instant
Play Overwhelming Authority only during your turn.
Counter target spell, activated ability, or triggered ability.
"I don't care who your are! But under the authority of the Azorius Senate, don't dare to challenge!"
Terraforming
1U
Sorcery
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Transitory Insanity
2B
Sorcery
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
That's all for now. Those are just general concepts on how the direction of the design should go, not the details. Any comments?
I like the idea of white mana accel, simply because almost every other color has gotten it. (Re: Dark Ritual, Seething Song, High Tide (to an extent))
I also like the idea of a black disenchant effect- but maybe that's just me hoping for one?:D
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
-Life gaining (the most outrageous but also the harder to make coherent)
-Damage prevention (dunno..that's already kind of a "meh" effect)
-winny army and cheap efficient fliers (not really much of a stress here, almost all colors get them from time to time)
-Mass destruction (this one kind of rings a bell, but maybe wildfire and obliterate are already proven spells of that kind)
-Enchantment hate (nice but a bit too narrow)
-Taxing (this one sounds interesting enough)
I'm not against it, but I'm still curious about how white mana accel could be justified.
White tutor doesn't click for me due to the rule number 3 in my above post.
Is there anyone that would like to see white steps into the world of hard counter? Look at Overwhelming Authority!!
I'm not sure about blue LD. It's a little too unblue and I personally think that blue land search could be extended quite a lot and would pay of very well.
Black mana accel feels more like a throwback than a colorshifting.
Red is the most difficult since it has so few things to do. But I'm thinking about red card drawing. Something like;
Fruitless Enlightment
RR
Sorcery
Draw three cards. Discard three cards at end of turn.
"I was going to reach it, then, then, it.. faded.. away.." -- Keej, Goblin Bonehead
I know it could be broken in burn decks, but think about the idea. Again, comments are welcomed.
White:
Divine Inspiration
2WW
Sorcery
Search your library for a card, reveal it, and put it into your hand. Shuffle your library afterward.
(planeshifted Diabolic Tutor)
A flash in the back of his mind brought new light to a bleak outlook.
Rally to the Cause
1WW
Search your library for up to two creature cards with power 2 or less and put them into play. Shuffle your library afterward.
Never underestimate the little guy. Anger enough of them and you have an army on your hands.
Getting a bunch of little guys together for a common cause. Sounds pretty White to me!
Green
Call to the Stones
2GG
Enchantment-Aura
Enchant land
You control enchanted land.
"I have spent my life listening to the land. It will do me the same favor should I ask."
Whereas a blue mage might simply bubble a land or use guile to purchase it or whatever, a green mage's bond with the land simply overpowers anyone else's. Green is closer to nature and the earth than other colors, after all.
If green did take control of a creature, it would probably do it like this...
Overtaking Instinct
Enchantment-Aura
If you control [#] or more forests, you control enchanted creature and that creature becomes green.
Deep in the heart of each living thing, there lies something of the wild.
Green wouldn't necessarily "steal" a creature. It would likely just bring out it's inner wild nature, knowing that the first place a wild thing wants to go is home to the woods. The aura actually doesn't even work if there's not a big enough forest nearby to "call" to them. I don't know how much green would pay for such a spell, though, so I didn't put a mana cost. We can hammer that out later. Imagine a white or blue noble under this enchantment. He is at a fancy dinner party when he looks out the window and sees a large forest nearby. He tries to look away but can't. He sweats as tribal drums get louder and louder in his ears. Eventually, he can't take it anymore! He tears off his expensive outerwear, and in only tattered breeches, he lopes on all fours out the door howling like a beast. He is inexorably drawn to the forest, where he will now live out his days talking to (or eating) squirrels, until civilization catches up and cuts down the forest looking for him, breaking it's hold. He goes back to his life, but can't seem to shake that pounding in his ears...almost like drumbeats......
Red
Raise Rocks
R
Prevent all combat damage that would be dealt this turn.
"If someone starts throwing rocks at you, find a bigger rock. If it's too big to throw, hide behind it." -from Goblin Tactics Manual, by Ib Halfheart
Classic cowardly goblin maneuver, hide behind a big rock! You might not be able to hurt anyone from back there, but they can't hurt you either!
On another tangent...
Graphite Armor
1R
Enchantment-Aura
Enchant creature
Graphite Armor comes into play with three stone counters on it. If enchanted creature would be dealt damage, prevent that damage and remove a stone counter from Graphite Armor. If there are no stone counters on Graphite Armor, sacrifice it.
"It's so lightweight you forget it's there! Although, it's also pretty easy to forget it isn't there..."
Basically it's armor made from an easily breakable stone. It chips away, and eventually it's gone, leaving the poor schmuck who was wearing it defenseless.
Black
Rot Spreader
2B
Creature-Zombie
When Rot Spreader comes into play, search your library for a Swamp card and put that card into play. Shuffle your library afterward.
1/1
Where it walks, springs of filth and seeds of disease follow.
(shifted Wood Elves)Grip of Blight
1B
Sorcery
Target player sacrifices a land. That player then searches his or her library for a swamp card, reveals it, and puts it into play.
"Didn't there used to be a big white tower here? All I see is that creepy-looking decrepit one...oh..."
Black's monomania would spread it's domain as far as it could. We see this kind of thing in Urborg, Tomb of Yawgmoth and Nightcreep changing things into swamps, these cards just take it one step futher.
Just blue left!
I still like my blue Terror from before, but maybe a shifted Stone Rain could work too.
As for the "new card", i say make a creature that destroys artifacts and enchantments by carefully tweaking them to backfire.
Glitch Engineer
2U
Creature-Human Wizard
2U,:symtap:: destroy target artifact or enchantment.
1/2
It takes a lot of planning to create an accident.
Whoo, I let my Cavotta flag fly on some o' these, didn't I?
So, what do you think?
EDIT: Shiny may have something with red card draw...maybe...
Momentary Distraction
Instant
1R
Discard your hand, then draw that many cards.
"Uh, what were we doin' again? Oh right, war...gotcha!" -Ib Halfheart
(shifted Tolarian Winds)
Explosive Ideas
XR
Sorcery
Draw X cards and Explosive Ideas deals X damage to you.
"I told him not to think that hard, but who'd-a-thought his head would actually explode?"
Sig and Avatar by Rivenor of Miraculous Recovery Shop!
Red, Prevention sounds good
Black, Disenchanting effects would be great.
White looks good with Mana Accel
Blue, Enchantment or Land Destruction Good
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I realize that black gets the most tutoring, but without major additional costs/drawbacks, it seems too generic. I think that whatever we end up doing for White, it should involve paying life or saccing creatures, something white never does (but could be in the flavor of religious zealotry).
Red is hard, but I think it's the right idea to go back to its Wall of Stone days and do something defensive. Might damage redirection be better than just prevention? It fits in with the trickster theme with cards like Shunt, and often ends up looking like direct damage. In honor of the late Mr. Wizard, here's a magnetism-flavored Zealous Inquisitor
Polarity Elemental - 2R
Creature - Elemental (u)
1R: The next 1 damage that would be dealt to Polarity Elemental this turn is dealt to target creature instead.
Unless that sword's made out of wood, I wouldn't recommend swinging it right now.
2/2
and the new card
EDIT: I accidently made Stuffy Doll....new idea on its way.
EDIT2: Here we go
Homing Beacon - 1RR
Enchantment - Aura (r)
Enchant Creature
Flash
Whenever a creature you control would be dealt damage, that damage is dealt to enchanted creature instead.
As for red, trickster-like damage redirect sounds like an excellent plan. Red Zealous Inquisitor works marvelously. Homing Beacon too. I think this is definitely the way to go.
I think most of us agree on black land-grab, green Control Magic, and Blue destruction. Are we at the stage to start actually making cards?
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Black's "swampification" is pretty straightforward...spreading trail of corruption, etc.
Green's idea is also pretty straightforward...going wild, devolving...but it might be harder to find art that is really evocative of that.
Red's damage redirection could be done with magnetism, like in my examples. But it could also be done via steampunky contraptions ala Goblin Flectomancer. I'm open to suggestions.
There are a lot of ideas on the table for blue's destruction...from tsunami, to brain-explosions to mind control over the permanent's controller. I would definitely rather have a non-physical flavor, but at this point we should start concepting the actual planeshifted cards...they are only going to come across if we nail the name, art and flavortext.
I'm still not sold on white getting tutoring...it already tutors for lands and enchantments pretty regularly, and...I think we need something that is more obviously a departure from its usual strategies.
White mana acceleration also has been done lightly (Land Tax, Gift of Estates), but never in a ritual form. We could shift Bubbling Muck/High Tide to white, and figure out flavor.
I still think White tutors could be done in a cool way.
Thanks to blurrycloud, who by the way, is a redonculous artist.
My other card is a Honden.
Winner of the May 2007 Card Creation League with Colossi Rusting Grounds
I can't believe it's not butter!
I have it! Not necessarily a mechanic, but an idea. White has rarely had the kind of relentless, facebusting combat style that red embodies...a style that could easily be translated into battle prowess. What of this:
Coronal Incarnation
8WW
Creature-Angel Spirit
Flying, trample, double strike
At the beginning of your upkeep, pay WWWWor sacrifice Coronal Incarnation.
W: Coronal Incarnation gets +1/+0 until end of turn.
6/6
How can one defeat the Sun itself?
(shifted Dragon Tyrant)
As for the new card...we can make it a singular example of combat powers rare in white.
Peerless Battle Master
3WW
Creature-Human Knight
Haste, trample, double strike
3/3
Only Death will ever best him.
Well...how's that sound?
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Each color takes the ability of the color two to the right of it on the color wheel.
White uses a black ability (Tutoring is the only workable choice that comes to mind that still fits and is relatively original)
Blue uses a red ability (destruction sounds OK)
Black uses a green ability (Good, but keep Evil Presence in mind...)
Red uses a white ability (I don't like damage prevention here. Damage prevention just isn't very spectacular in any way)
Green uses a blue ability (Control sounds the awesome: best idea so far)
I will comment more soon, (and put up my own ideas) as soon as I have a spare moment.
I think we just go with this (and tweak it a lot, of course) just so we have a nice framework to build from.
I think the "Tag you are it!" game is childish, and therefore I refuse to participate.
Games I play.
(I'm too cheap to actually BUY the cards, so I just playtest for others.)
Preemptive Justice
2W
Sorcery
Target opponent reveals his or her hand. Choose a card from it. That player discards that card.
I know what you're thinking, and I think not!
Prohibitory Notice
Sorcery
Name a nonland card. Target opponent reveals his or her hand. If the named card is there, remove it from the game.
Cards with the same name as the removed card can't be played. Activated abilities of cards with the same name as the removed card can't be played.
"No littering, by order of Vilheim the Great."
I thought we were going damage redirection for red, not prevention. Think Zealous Inquisitor. And, just an odd observation, but if we do white discard, then all the proposed shifted cards (Zealous Inquisitor, Stone Rain, Coercion, Wood Elves) are 3cc (2 and a color mana). If we shift Threaten to green, they'll be symmetrical...nutty...IT'S A SIGN!!!! FROM THE DESIGN POWERS THAT BE!!!! OMGWTFLOLFTW!!!!!! It would tie our shifted cards together rather nicely...eh?...eh?.....
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I propose white Soul Feast. Make it as a way of taxing.
Seize the Resource
3WW
Sorcery
Target player loses 4 life and you gain 4 life.
"With this confiscation, their progress is crippled and we are closer to our victory."
Or white could take mass damage
Azorius March
1W
Sorcery
Azorius March deals 2 damage to each creature without flying.
No enemy could withstand the force of the Senate.
Or white could take the sacrifice nature of black and translate it as sacrificing for greater good.
What if black takes gambling from red?
And if we would set blue as LD, I propose this.
Tidal Wave
2U
Sorcery
Destroy target land.
Ruin and Rebuild
2UU
Sorcery
Destroy target land. Search its controller's library for a land card with the same name as that land and put it into play under your control. Then that player shuffles his or her library.
And lastly, I still encourage red to go for card draw.
Edit
Ok, on more thought, maybe white might go for Eradicate.
Expatriation
2WW
Remove target nonwhite creature from the game. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.
And about making all of our colorshifted cards 3-cc, I don't think that's necessary. The benefit wouldn't worth the design space lost.
This is by far my favorite suggestion for white, though I would call it Genocide to play up white's fascistic tendencies. I think black's gotten enough of "all copies" and the cards have been high-profile enough (Cranial Extraction, Extirpate, even Cabal Therapy), that shifting that ability to white would be grokable. And the flavor of white enforcing order by eradicating all traces of something it considers dangerous is awesome.
Great Idea!
Plus the Blue cards are doing fine
lastly,
red redirection is... okay... Its just Whenever it works with white it already does that... I think we need a better idea..
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I'm not sure that genocide would be very white. It doesn't seem to have a lot to do with laws and order, it sounds more like a revenge or a grudge, which I don't think is white. That's why I chose the current name.
And as Rowsdower said, we could easily take black's remove all copies from the game and give it to white as some means of exile or banning.
I still want to sell the idea of blue terrraforming-land search. Apart from the blue Rampant Growth, this is a possible extension.
Terrain Generation
4UU
Sorcery
For each basic land you control, search you library for a land card with the same name and put it into play tapped. Shuffle your library afterward.
Red already has had card drawing: Wheel of fate, browbeat, goblin lore, etc. The color with the least card drawing on its story is white. On second though we could go that road: pair colors with iconic other color abilities they have had the least in the past.
White:
Life gaining. Color that has seen it the least: Red
Protection. Color that has seen it the least: Blue
Mass Removal. Color that has seen it the least: Green
Taxing. Color that has seen it the least: Green
Blue:
Card Drawing. Color that has seen it the least: White
Counters. Color that has seen it the least: Red
Boomerang. Color that has seen it the least: Black
Black:
Creature removal. Color that has seen it the least: Blue
Discard. Color that has seen it the least: Green
Zombify. Color that has seen it the least: Blue
Red:
Direct damage. Color that has seen it the least: Green
Land Destruction. Color that has seen it the least: Blue
Artifact hate. Color that has seen it the least: Black
Green:
Pumping. Color that has seen it the least: Blue
Mana accel. Color that has seen it the least: Blue
Enchantment hate. Color that has seen it the least: Red
Shroud. Color that has seen it the least: Black
If we're really going to do black disenchant, I think it might be better if we do it as RFG rather than just destroy. Since it would feel more like total destruction of the artifact or enchantment, therefore feels more black. And simply giving Disenchant to black would be dreadful, by removing the target from the game we could up the cost a bit.
Pull to the Void
2BB
Instant
Remove target artifact or enchantment from the game.
Black mana accel should go in the form that is as different from Dark Ritual as possible.
Bog Infusion
2B
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds BB to his or her mana pool.
That's all I could think of tonight, see you guys again tomorrow.
I think we should only give black Enchantment destruction. Since white was supposed to only have enchantment destruction, but now seems to be going back to artifact with the reprint of Disenchant, green's ability to deal with both, and red's inability to deal with enchantments, because it only has artifact hate, it seems to me that giving black a way to deal with only enchantments would make sense (as well as allowing BR decks to deal with both artifacts AND enchantments).
We also need to make a final decision on what each color is getting, so we can get to making actual cards.
Thanks to blurrycloud, who by the way, is a redonculous artist.
My other card is a Honden.
Winner of the May 2007 Card Creation League with Colossi Rusting Grounds
I can't believe it's not butter!
Flavor-wise, I think these are the strongest suggestions so far.
White
Removing/nullifying all copies of a card - excommunication, exile, banishment, (ethnic) cleansing, rule of law at all costs.
White is very interested in order, purity and control. All of the major fictional dystopias show societies that are super-white and maintain order by banning the existence of troublesome elements: 1984, Fahrenheit 451, Brave New World, V for Vendetta, Harrison Bergeron, The Giver, etc.
I think this is a slam dunk. Black physically extracts ideas from crania, white sends in the Thought Police.
Blue
Destroy effects - Mental attack (brain explodes), natural forces (water), manipulation/mind control (forced sacrifice)
I think we should go with a non-physical form of destruction...telepathy, telekensis, etc. We also need to find a great/weird destroy spell to planeshift, one that already feels a little blue. If someone can concept that flavorfully, we can go from there.
Black
Terraforming - Spread of corruption, pestilence
The mirror-image of green...instead of life flourishing in the creature/spell's wake, it's consumed and perverted (see the end of Princess Mononoke). Black already gets a little of this with things like Nightcreep, but next to white, I think this is the strongest we have, flavor wise.
Red
Damage Redirection - Magnetism, machinery
This was my suggestion, so I obviously think it has potential. I think it works well with red's target-changing (look at the art for Reroute, as well as it's me-first mentality (we could make it more about the strongest redirecting damage to the sacrificial runt if people think this is too much like direct damage).
Green
Control Magic - Primitivism, devolution
This is also very strong, but it might be harder to find the appropriate art. a Jekyl->Hyde thing might be good. Were-creatures often got thrown into black because of their classic-horror connotations, but I think that's something that could work here (and we do have Werebear ). Think Lord of the Flies, Circe from The Odyssey, or The Incredible Hulk.
Consuming Muck (black Mwonvuli Acid-Moss, searching for a Swamp instead of a Forest, of course.)
Magnetic Field (red Aegis of Honor)
Natural Reclamation (green Dominate)
These seem like cards that would work well in other colors with the new flavor.
For blue's shift from black, what if we do reanimation instead? Blue already "relearns" spells with cards like, well, Relearn, as well as Scrivener. Maybe it can do so with creature cards as well?
On that note:
Cerebral Sluice (blue Tortured Existence)
With clever flavor text and a good picture, we can figure out a way to make it seem like it's a Polymorph, except you trade creatures still in your hand for other cards.
These sound good for the colorshifts?
Thanks to blurrycloud, who by the way, is a redonculous artist.
My other card is a Honden.
Winner of the May 2007 Card Creation League with Colossi Rusting Grounds
I can't believe it's not butter!
If our white shift is Extirpate, The name and flavatext should bring to mind the white law-mage seeing something that has already been done that he doesn't like and reacting in emergency fashion (hence the split second speed). Perhaps like this...
Emergency Prohibition
"To see such a thing again would spell disaster. We must ensure it remains lost, and we must do so immediately."
As for our new card...
Ban Notice
Enchantment
When Ban Notice comes into play, name a card and search target player's hand, library, and graveyard for all copies of the named card and remove them from the game.
Activated abilities of permanents with the same name as cards removed from the game with Ban Notice can't be played.
Naturally, there wouldn't be enough space for flavatext here, but the general idea is still strong. Perhaps taxing on the second ability? Originally, I thought of shuffling the banned cards back into their library if Ban Notice was destroyed (tear the magic poster down and you can litter again), but not only would that take up too much space but also plaster an even bigger target on it's head. Although, that would also add some Johnny-liciousness to it...imagine banning a playset of cards in your graveyard only to tear down the poster and effectively Gaea's Blessing those same cards...thoughts, anyone?
In green's camp, our timeshift, as I said before, should be Annex. Green, being more closely connected to land than any other color, should be able to muscle out another mage's bond to his/her land and take that land for it's own. I've already given an extensive Vorthosian lecture on how green would "control" a creature...the subtle but irresistible call of the wild. See Overwhelming Instinct in one of my earlier posts...for the lazier among you, it went something like this...
Overwhelming Instinct
Enchantment-Aura
Enchant creature
As long as you control three or more forests, you control enchanted creature.
Deep in the heart of each living thing lies something of the wild. To call to it is to bring that creature home.
Although for flavor purposes, I think I'll change the name to Voice of the Wilderness.
For Black, I think shifting Mwonvuli Acid-Moss is actually a pretty good idea. The fun part is that you can even use it on yourself. As for the new card, perhaps something that uses the decomposing flesh of dead to "make" (search for) a swamp. Perhaps a bit gruesome, but definitely a black mage tactic. Perhaps.......
Filthseeding
Sorcery
B
As an additional cost to play Filthseeding, remove a creature card in your graveyard from the game. Search your library for a swamp card and put it into play tapped.
Idea: maybe make it more powerful the more creatures you remove?
Filthseeding
4BB
Search your library for up to three swamp cards and put them into play tapped.
Fleshdelve (like Delve, but you can only remove creatures with it. Just made that one up!)
To destroy things in blue, one might shift Terror. Basically only things with strong enough minds (other blue things) or clockwork (therefore effectively nonexistent) ones (artifact creatures) could survive it. Another option lies in Cruel Edict-like effects that manipulate the opponent into offing their own creature. This seems more blue to me. Blue would do that. Cold, indirect, and manipulative...but those are both in an ally color. We want enemy color craziness. And, since green is already occupied by black (I think), we look to red. Red kills land and artifacts. Blue would kill land probably by flooding it through some sort of development, like damming a river to flood out a wilderness area. Destroying artifacts would also be all too easy for brainy blue guys. Just take it apart! (don't smash it...far too red. Carefully dismantle the thing and "draw" some knowledge >cough<...cards... >cough< from it.) Or,you program an inconvenient "glitch" into the gears. That would probably result in a delayed destruction.
As for red...magical magnetism...ok. But, perhaps instead of calling a shifted Aegis of Honor "Magnetic Field", call it.....
Lodestone Pulse <Basically, flavorwise it's the innate mystical repulsion of an enchanted stone.>
"The only reason those goblins even know lodestones can repel as well as attract is because one of them put the blasted thing in his shield upside-down!"
I can imagine some frustrated blue-aligned wizard fuming over the fact that the goblins figured out by accident what probably took him/her hours of study to learn...lol...
Our new card could be an example of what lodestones are supposed to do.
Lodestone Armor
Enchantment-Aura
Enchant creature
Damage that would be dealt to creatures you control is instead dealt to enchanted creature.
"Hey, look at my new armor, Quog! It's so shiny! And so are those weird...flyin'...swords...RUN!"
Yup, let one guy run from the enemy's redirected attacks all day while your other guys get through scot-free. Or, slap it on an opponent's creature and let them sort it out. To make it better, perhaps add Flash and an "if this would be put into a graveyard from play, return it to your hand" clause? eh?
As is our customary style, I am open to comments
Sig and Avatar by Rivenor of Miraculous Recovery Shop!
And I don't think green stealing should come in the form of Dominate. The flavor behind green's stealing is the return to nature. And forcing something back to nature (Spending enough mana to overcome a certain creature) just doesn't click for green. It stand firm on green Control Magic.
Black Mwonvuli Acid-Moss is a pretty neat idea.
So far, I would prefer,
White - Cranial Extraction
Blue - Rampant Growth or Stone Rain
Black - Mwonvuli Acid-Moss
Red - Some damage redirection
Green - Control Magic
Edit
I don't think we have to make haste to reach the concensus. After we finish discussing about which ability to be shifted, we'd get the 'basic shifted' cards already. And since the 'advance shifted' cards would base on the former, it wouldn't take so much time.
Since the most important step is to figure out the way that each coloring is going to, I think we could give this step a lot of time. It will still be ok if we get to an agreement on basic shifted cards on Sunday morning. We'll have two days to develope more on the advance shifted cards. And finding carts wouldn't be that difficult, since we'll have an idea what we're working on and have 3 spare days to find the arts.