I wouldn't mind an extension, but I may not need it, for once. I'll actually be able to work on it this weekend. If we were to get until, say, Tuesday, though...well, I wouldn't complain.
My aim isn't to deny people a shot at the title due to time, and we're still within the time limit I had for the event (remembering that we started 10 days late), so I am not averse.
Let me know!
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
I might as well request an extension, too. All this week was spent worrying about finals for my summer courses, but with those out of the way I can really devote some time to working on something good for Back-of-a-Giant-Animal-World.
To the denizens of tiny Segovia, their normal lives (complete with normal jobs and normal hobbies) are anything but exciting. Most are content with their daily routine, never questioning that silent, unconscious push towards mediocrity. But, without that magical whisper, maybe... just maybe, the Segovian mages would of studied a bit harder, practiced a bit longer, and become the very thing Nicol Bolas foresaw when he hexed their plane, freezing Segovia (and everything on it) in docile infancy.
Nicol Bolas’s fears may yet be realized though. Ryndor, a wandering Planeswalker, has stumbled onto the plane… literally. His entrance leveled an entire city, leaving Ryndor in quite a predicament. His role, an observer cataloguing the various civilizations across the Multiverse, has been compromised. He’s left with few options now: leave before the natives begin asking questions, or stay and risk his existence destroying the natives innocence.
It may be too late though. His gateway to Segovia has caused Nicol Bolas’s spell to begin slowly unraveling, removing the subconscious block and causing various citizens and landmarks to grow exponentially. As time catches up with the once microscopic plane, some do all in their power to return things to the way they were, while others marvel at their newfound size and urge others to follow suite. As tensions rise between the Tiny Segovians and the Giant Gnomads, one things is for certain: Life on Segovia will never be the same.
Diminish X(Whenever this creature attacks or blocks, you may have target creature get -X/-0 until end of turn.)
Diminish represents the attempt on Segovia to revert the changes to their plane and return it to what it once was.
Sync - [effect..] as long as you only control creatures with power 2 or less.
This mechanic is meant to represent the Segovians that are holding onto the old ways and favor others that try as well. It also plays well with Diminish. I initially thought the mechanic would work well as a spell amplifier, but the way its worded means it will amplify spells even if the player has no creatures out, since it meets the criteria. That makes control decks a bit too strong in my opinion.
At the beginning of your upkeep, put a +1/+1 counter on this creature.
This mechanic attempts to represent the steady growth affecting some of the Segovians and provides a nice foil to Diminish.
Hippodrome Triad4W
Creature - Gnome Soldier {C}
Vigilance, Diminish 1 (Whenever this creature attacks or blocks, you may have target creature get -1/-0 until end of turn.) "The perfect combination of offense, defense, and style." - Hippodrome Announcer
3/3
Segovian Physician 2W
Creature - Gnome Soldier {U} W,t: Tap target creature and remove a +1/+1 counter from it. "This won't hurt a bit. You'll feel better in the morning... I hope."
2/2
Battle Commandant 1WW
Creature - Gnome Soldier {R}
Diminish 1 (Whenever this creature attacks or blocks, you may have target creature get -1/-0 until end of turn.) Sync - Whenever Battle Commandant attacks, if you only control creatures with power 2 or less, put a 1/1 white Gnome Soldier creature token onto the battlefield tapped and attacking.
2/2
Segovian Stature1U
Enchantment – Aura {C}
Enchant creature
Enchanted creature is a 1/1.
Pigmy Illusionist 2U
Creature - Faerie Wizard {U}
Flash, flying
When Pigmy Illusionist enters the battlefield, switch target creature's power and toughness for as long as Pigmy Illusionist is on the battlefield.
1/2
Will of the Meek 1UU
Instant {U} Sync - Counter target spell. Then, if you only control creatures with power 2 or less, draw a card at the beginning of your next upkeep. "It was nieve to think size was all that mattered." - Caldoran, Segovian Archmage
Segovian Mistcloaker3UU
Creature - Gnome Wizard {R} Sync - Creatures you control are unblockable as long as you only control creatures with power 2 or less.
2/2
Bone Gatherer 1B
Creature - Skeleton {C}
At the beginning of your upkeep, put a +1/+1 counter on Bone Gatherer. 1, Remove a +1/+1 counter from Bone Gatherer: Regenerate Bone Gatherer.
0/1
Soulgaze Shaman 3BB
Creature - Gnome Wizard {U}
When Soulgaze Shaman enters the battlefield, you may look at target opponent's hand. If you do, you may put a creature card with power 2 or less from that player's hand onto the battlefield under your control.
2/2
Abomignome BB
Creature - Gnome Zombie {R}
Intimidate
Whenever a creature with power 2 or less enters the battlefield under an opponent's control, you may return Abomignome from your graveyard to the battlefield.
2/1
Gnomad Backbreaker 3R
Creature - Gnome Warrior {C}
At the beginning of your upkeep, put a +1/+1 counter on Gnomad Backbreaker.
Gnomad Backbreaker has first strike as long as its power is 4 or greater.
2/2
Da'lei Bladesmith1R
Creature - Gnome Warrior {C} 2R: Da'lei Bladesmith gets +1/+0 and gains first strike until end of turn. Activate this ability only once each turn. Once we understood what caused the growth, it was only a matter of time before it became weaponized.
2/1
Giant Cleave2RR
Sorcery {U}
Giant Cleave deals X damage divided as you choose among any number of target creatures and/or players, where X is equal to the highest number of +1/+1 counters on a single creature among creatures you control.
Unstable Arsonist 1R
Creature - Goblin {R}
Unstable Arsonist enters the battlefield with a +1/+1 counter on it.
At the beginning of your end step, double the number of counters on Unstable Arsonist. Then, roll a 10 sided dice. If you roll a number less than the number of counters on Unstable Arsonist, sacrifice it and deal 1 damage to each creature and player.
0/0
Spontaneous Growth 3G
Instant {C}
Put a +1/+1 counter on up to two target creatures.
Draw a card.
Silverclaw Howler 1G
Creature - Wolf {C}
Diminish 1 (Whenever this creature attacks or blocks, you may have target creature get -1/-0 until end of turn.) Their howls beckon for a time long forgotten.
2/2
Necrobotanist 1G
Creature - Gnome Druid Wizard {U}
At the beginning of your first main phase, you may exile a creature card in a graveyard. If you do, add one mana of any color to your mana pool. The dead make excellent fertilizer.
2/2
Tara, Nature's Emissary 2GG
Legendary Creature - Dryad {R}
Diminish 2 (Whenever this creature attacks or blocks, you may have target creature get -2/-0 until end of turn.)
At the beginning of your end step, you may have target creature with power 0 or less become a Forest land. (This effect last indefinitely.)
2/3
My steampunk concept takes place on the plane of Capera, and expands on the story of Ral Zarek hinted at in Duels of the Planeswalkers. Several centuries ago, Capera was a fairly well-developed feudal plane, with a number of strong giant lords vying for control in the region covered by this block. Caperan history changed greatly when Ral Zarek succeeded in a planar portal experiment on Ravnica. The experiment triggered his spark and brought most of a large Izzet research facility intact to Capera, where it landed near the castle of a shrewd young giant chief. After attempting a short, failed siege of the facility, this chief recognized the value of their magic and technology, and made peace, commissioning the curious wizards to build him a moving castle and pledging the strength and resources of his tribe. This proved a wide move, as the combination of giant-scaled technology and dedicated research resulted in the completion of Kellair, the Silver Citadel, a fortress contained within a gyroscopic frame equipped with steam-charged legs that can crush forests in a single step. Over time, the technology forged from the giants' metallurgy and the Izzet laboratories spread across the land, spawning a powerful school of charged magic and superior artifice. Humans, aven, vampires, and merfolk all adapted the technology to their own purposes, many serving the giant lords, others pursuing their own ends. Large cities grew in several locations, becoming stratified into the ruling classes that enjoyed the full benefits of technology, and the working masses that perpetually labored to produce engineered works on huge scales. Seeds of rebellion are growing now in the urban slums and the wild domains of the elves and goblins, but the giant chieftain, now aged and known as Oberon, the Silver King, still reigns from Kellair, always roaming the lands to keep them in tight control.
Like the steam power that drives many machines in Caperan, its mages have developed a method of charging spells over time to release them with greater power. "Charge" spells have no normal mana cost. Instead the player can exile them from his or her hand, then pay the Charge cost to add charge counters, over any number of turns. The spell can then be played at any time it normally could (without paying the nonexistent mana cost), and has an increased effect for the number of charge counters built up. The mechanic can be thought of as a type of level up for spells, or a combination of multikicker and suspend.
Charge counters also appear on the many artifacts in this set, with a wider variety of conditions for adding them and benefits for using them. Fortifications appear with Equipment and traditional artifacts, and Gnomes are a supported tribe of artifact creatures.
The major returning mechanic is the Rebel mechanic, which appears in red, green, and white, focusing on Goblins and Elves. Rebels in this set come from the poor and underprivileged, and thus center around a CMC 3 or less theme. In opposition to this, elites from blue, black and white oppress creatures with CMC 3 or less or favor those with CMC 4 or greater.
Valve Blast
(Red) Instant (C)
Charge 1R(You may exile this card from your hand. While it is exiled, it has "1R: Put a charge counter on this," and you may cast it as though it were in your hand, but without paying its mana cost.)
Valve Blast deals 1 damage to target creature or player for each charge counter on it.
Sewer Surge
(Black) Sorcery (R)
Charge 2B
All creatures get -X/-X until end of turn, where X is the number of charge counters on Sewer Surge. Then return target creature card with converted mana cost X or less from your graveyard to the battlefield.
Animation Algorithm (Blue) Sorcery (R)
Charge U
Noncreature artifacts you control become X/X artifact creatures until end of turn, where X is the number of charge counters on Animation Algorithm.
Vitteran Supercharger4
Artifact (R)
At the beginning of your upkeep, put two additional charge counters on each permanent you control with a charge counter on it and each exiled card you own with charge. Vitteran's academies have yielded many great advances, but their knowledge is dangerous in the wrong hands. Oberon keeps the academy grounds under strict military guard.
Overflow Vents1
Artifact - Fortification (U)
Fortified land has "T: Put a charge counter on Overflow Vents" and "T, Remove X charge counters from Overflow Vents: Add X mana of any color or colors the fortified land could produce to your mana pool."
Fortify 2
Discharge Daggers2
Artifact - Equipment (U)
Whenever equipped creature attacks, put a charge counter on Discharge Daggers.
Equipped creature has "T, Remove X charge counters from Discharge Daggers: Discharge Daggers deals X damage to target creature."
Equip 2
Subterranean Tunnels2
Artifact - Fortification (C)
Fortified land has "T: Target creature gains landwalk of each of the fortified land's types until end of turn."
Fortify 2(2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Kellair Enforcers3WW
Creature - Giant Soldier (U)
Vigilance
Whenever Kellair Enforcers attacks, tap all creatures defending player controls with converted mana cost 3 or less.
3/4
Arrogant Assassin2BB
Creature - Vampire Assassin (R) B,T: Destroy target creature with converted mana cost 3 or less. The Shadow Baron's retainers pass the time by hunting peasants for sport in the slums of Pistontown.
2/2
Haderak Heights Barker2R
Creature - Goblin Rebel (U) T, Discard a card: Reveal cards from the top of your library until you reveal a Rebel card with converted mana cost 3 or less. Put that card into your hand and the rest on the bottom of your library in a random order.
2/1
Karris Saboteurs1G
Creature - Elf Rebel (C)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever Karris Saboteurs deals combat damage to a player, you may sacrifice it. If you do, destroy target artifact or enchantment.
2/1
Rebel Weaponsmith1W
Creature - Human Rebel Artificer (R)
Equipment cards you own that aren't on the battlefield are Tribal - Rebel cards in addition to their other types. T: Attach target Equipment you control to target Rebel creature you control.
2/2
Helper Gnomes2
Artifact Creature - Gnome (C) T: Add 2 to your mana pool. Spend this mana only to activate equip, fortify, or charge abilities.
1/2
Vitteran Survey Ship2UU
Creature - Ship (U)
Flying
At the beginning of combat each turn, up to two target creatures you control gain flying until end of turn.
0/4
Spring Snake2
Artifact Creature - Snake (C)
As an additional cost to cast Spring Snake, remove a charge counter from a card you own.
Flash (You may cast this spell any time you could cast an instant.)
3/1
Harness the Heat 1R
Instant (C)
Add R to your mana pool for each charge counter on permanents you control and exiled cards you own with charge. Goblin engineers in Kellair's underbelly have become adept at shunting heat through the system until it finds a place to be used, or blows up an engineer or two.
Canal Machinist2U
Creature - Merfolk Artificer (R) 2U,T: Exchange control of two target artifacts. Caperan's extensive canal network makes the merfolk valuable as couriers, spies, and thieves.
2/2
Arcanometric Armor3
Artifact - Equipment (C)
Whenever you cast an instant or sorcery spell, put a charge counter on Arcanometric Armor.
Equipped creature gets +1/+1 for each charge counter on Arcanometric Armor.
Equip 2(2: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
MDenham: Great uncommon and a perfect card for NPH.
Altaurus321: A bit too powerful, I think, as it gives colorless artifact decks like Affinity a way to counter essentially any spell for if they've been making regular drops. I would've preferred this as a 0/2 or even 0/1. Also missing a creature type.
Socrates: Cool effect connecting to the Metamorph, but a bit undercosted (compare to Cytoshape) and similarly feels more rare than uncommon.
luminum can: I can't tell whether this only searches for blue Phyrexian mana or any color from the quote, and if so, what symbol would be used for the latter. Good card for the set though. Also missing a creature type.
Ugh. I need to get things together really quick for this.
Dwelde:
+1/+1 counters for spells cast
Gravestorm
Storm
Manastorm
Thyxal:
distinct types/subtypes
Domain
multicolor
+1/+1 counters from abilities
This is the story of the War of the Magi, between Dwelde and Thyxal, on the plane of Arvenia.
Dwelde's forces are firm believers in quantity over quality; Thyxal's forces in variety over conformity. This is mostly a war over territory - neither faction is native to Arvenia, but the two groups were led here by the machinations of (surprise, surprise) Nicol Bolas. What he actually wants from this... who knows?
Other example cards: Uncontrolled Plague 3BB
Sorcery (U)
Destroy target creature.
Storm (watermark: Dwelde)
Flechette Rain4RR
Instant (R)
Flechette Rain deals 1 damage to target creature or player and 1 damage to another target creature or player.
Manastorm (When you cast this spell, copy it for each mana in your mana pool.) (watermark: Dwelde)
Variegated Guard4W
••••• Creature - Human Soldier (R)
As long as there are three or more basic land types among lands you control, permanents you control are indestructible.
At the beginning of your upkeep, if there are three or more permanent types among permanents you control, put a +1/+1 counter on each permanent you control. (watermark: Thyxal) 3/3
Gather Supplies7GG
Instant (U)
Gather Supplies costs 1 less to cast for each permanent type beyond the first among permanents you control.
Choose target creature you control. Move any number of +1/+1 counters from noncreature permanents you control onto that creature. (watermark: Thyxal)
And now, for a little bit of the afterlife (because the Hall of Thrones sounds nothing like a permanent destination): Hall of Thrones
Plane - Arvenia
Whenever a creature you control dies, you may put it on top of its owner's library instead of into that player's graveyard.
Whenever you roll :chaos:, creatures you control are indestructible until end of turn.
Welcome to Amadicia, the plane of the haves and have-nots. Well, sort of, but we'll get to that later.
Geography: Amadicia is a small round-ish plane, with three continents surrounded by ocean. There isn't much else to explore, because a few days' sail from any port town wil get you to the Netherfall, the supermassive waterfall that surrounds the plane. The world is thought to end past the Netherfall, as none have ever returned from the chasm. No one knows why the oceans do not run dry. The three continents in Amadicia are somewhat close to each other, though it takes some sailing to travel between the two. Angara, the largest continent, has fairly temperate weather, and contains a large mountain chain down it's middle. Indra, the second largest continent, has a tropical climate, and has many surrounding island. The smallest and northermost continent, Tundaria, is alpine in climate, and it's northern reaches are mostly frozen wastes.
Civilization: Amadicia's continents are dotted with small towns and large cities. The wilds are undomesticated, so most cities are walled, but a sort of balance has been struck: beasts and society do not interfere with each other. This ubspoken pact is sometimes broken, so there is need for an army, but all three continents are overseen by the same set of rulers, and so no wars have been fought for years. The High Council, a branch of the Arcane Council commands the army, and has great influence in economics and trade.
In Amadicia, the general population is split into two castes: normal folk, and the Arcane Society. Members of the Arcane Society look down on most commoners, and many comoners dream that they or their relatives will discover the innate talents necesary to move up in life.
Society: The Arcane Society are considered the "haves" of the plane, for its members were either born with or developed that capacity to channel mana, and use magic. Most wizards are rather well off, which breeds snobby-ness towards commoners. The Arcane Society sets strict laws regarding interaction with commoners, such as charging hefty prices for their feats. Rulebreakers, regardless of ability, are exiled from the cities.
The commoners are the "have nots," for thy lack any magical prowess. While they compose the majority of the population, they Arcane Society still rules because frankly, we all know who wins in a fight between pitchforks and lightning. The lives of commoners are typocally quite hard, and they must work every day to make end's meat. However, a small sect of undiscovered sages, exiled wizards, and their Society cohorts provides the regular folk with help when the Arcane Society is not looking. Too small to make a move against the Society, the Forsaken, as they're known, run hidden charities and spellcraft networks to ease the lives of the commoners.
The Arcane Society is, unsurprisingly, composed of Magic's spellcasting colors: Blue and Red. The proletariat make up the rest of the color pie.
Themes: Enchantments and Activated Abilites
Blessed with magical powers, Blue and Red will focus mostly on spells and activated abilities. They will still have some enchantmets though.
Cursed with simplicity, White, Black and Green require boons (read: Enchantments) to get more powerful.
Color Breakdown:
White's primary focus will be trying to keep enchantments around with protection and recursion because they strengthen the weak. White creatures will function similar to the Auriok tribe, and it's removal will be things like Arrest, which stop Blue and Red's activated abilities.
Blue's primary focus will be in manipulating the opponent's enchantments, since elitists like to screw with the poor. Blue creatures will typicall have activated abilites and evasion, and blue will be bouncing guys left and right to kill off enchantments.
Black's primary focus will be on curses and debuffs, because who better than Black to get revenge on the wealthy? Black's creatures will get buffs based on how many bad effects ou stacked on the opponent, and black removal will be more effective on cursed/debuffed things.
Red's primary focus will be on punishment effects like Aura Barbs, falter/forced attacks, and random crap since blue can't enforce it's superiority well, and it's fun to mess with the weak. Red creatures will have activated abilities and punish removal, and it's direct damage will be stronger against enchanted creatures/players.
Green's primary focus will be on Enchantress type effects that reward you have many enchantments in play, such as magemarks, because it wants to share magic with everyone. Green creatures will function similar to Aura Gnarlid, while Green's removal will be things like Prey Upon and Lure to screw with Blue and Red's abilities and weak creatures.
Keywords: While not exactly keywords, Curses (modified to Enchant opponent in this block) and Shrines will be making a comeback, and there will be associated cards. Totem Armor will also be making a return (duh, enchantment set). The set's new keyword will be as follows:
Burst [COST] - Effect.
Burst represents sacrificing an enchantment to receive a burst of the associated magic. Something like a buffing enchantment could be sac'd to double up the buff until EOT or something. Like a reverse Forecast in that the effect is bigger, it can only be used once, and must be activated from the battlefield.
Etherial Miasma1B
Enchantment - Aura {C}
Enchant creature
Enchanted creature gets -2/-2 for each Aura attached to it. In Amadicia, acquiring a lot of mana can have its downsides.
Greatheart Channeler2GG
Creature - Rhino Shaman {R}
Trample
Other reatures you control get +1/+1 for each Aura attached to Greatheart Channeler. "Ancient lore speaks of a time when all were blessed with arcane prowess. Though I cannot restore that, I can share what I do have." 4/3
Viashino Pyreweaver1RR
Creature - Viashino Shaman {U}
Haste
:symr:, :symtap:: Viashino Pyreweaver deals 2 damage to target creature. If that creature is enchanted, Viashino Pyreweaver deals 5 damage to it instead. 2/1
Will add more in-depth analyses if I have time (probably not).
MDenham- I'm not certain if the double Phyrexian mana is necessary, since milling isn't generally a huge advantage to tack onto a spell. Still, this is interesting and I love how it works in a milling deck- get closer to victory while stalling the opponent. Nice job.
Altaurus321- Interesting, though it seems like it could be overpowered in the right deck. Just as the card your hole-filling for, this seems a bit rough as a counter in any color.
Socrates- Cute, and could have useful applications. Copy a Darksteel Relic to fog a creature? Funny.
luminum can- I'm really not sure how to feel about this. It is a very unique tutor, sort of like green's ability to find green creatures, except it cares about the actual mana symbol. Still, this seems incredibly narrow and I don't really think I'd want this tutor any more than one that searches for a card.
1. MDenham
2. Socrates
3. luminum can
4. Altaurus321
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Let me know!
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
R Citizen Cane (Feldon of the Third Path)
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Nicol Bolas’s fears may yet be realized though. Ryndor, a wandering Planeswalker, has stumbled onto the plane… literally. His entrance leveled an entire city, leaving Ryndor in quite a predicament. His role, an observer cataloguing the various civilizations across the Multiverse, has been compromised. He’s left with few options now: leave before the natives begin asking questions, or stay and risk his existence destroying the natives innocence.
It may be too late though. His gateway to Segovia has caused Nicol Bolas’s spell to begin slowly unraveling, removing the subconscious block and causing various citizens and landmarks to grow exponentially. As time catches up with the once microscopic plane, some do all in their power to return things to the way they were, while others marvel at their newfound size and urge others to follow suite. As tensions rise between the Tiny Segovians and the Giant Gnomads, one things is for certain: Life on Segovia will never be the same.
Diminish represents the attempt on Segovia to revert the changes to their plane and return it to what it once was.
This mechanic is meant to represent the Segovians that are holding onto the old ways and favor others that try as well. It also plays well with Diminish. I initially thought the mechanic would work well as a spell amplifier, but the way its worded means it will amplify spells even if the player has no creatures out, since it meets the criteria. That makes control decks a bit too strong in my opinion.
This mechanic attempts to represent the steady growth affecting some of the Segovians and provides a nice foil to Diminish.
Creature - Gnome Soldier {C}
Vigilance, Diminish 1 (Whenever this creature attacks or blocks, you may have target creature get -1/-0 until end of turn.)
"The perfect combination of offense, defense, and style." - Hippodrome Announcer
3/3
Segovian Physician 2W
Creature - Gnome Soldier {U}
W,t: Tap target creature and remove a +1/+1 counter from it.
"This won't hurt a bit. You'll feel better in the morning... I hope."
2/2
Battle Commandant 1WW
Creature - Gnome Soldier {R}
Diminish 1 (Whenever this creature attacks or blocks, you may have target creature get -1/-0 until end of turn.)
Sync - Whenever Battle Commandant attacks, if you only control creatures with power 2 or less, put a 1/1 white Gnome Soldier creature token onto the battlefield tapped and attacking.
2/2
Segovian Stature 1U
Enchantment – Aura {C}
Enchant creature
Enchanted creature is a 1/1.
Pigmy Illusionist 2U
Creature - Faerie Wizard {U}
Flash, flying
When Pigmy Illusionist enters the battlefield, switch target creature's power and toughness for as long as Pigmy Illusionist is on the battlefield.
1/2
Will of the Meek 1UU
Instant {U}
Sync - Counter target spell. Then, if you only control creatures with power 2 or less, draw a card at the beginning of your next upkeep.
"It was nieve to think size was all that mattered." - Caldoran, Segovian Archmage
Segovian Mistcloaker 3UU
Creature - Gnome Wizard {R}
Sync - Creatures you control are unblockable as long as you only control creatures with power 2 or less.
2/2
Bone Gatherer 1B
Creature - Skeleton {C}
At the beginning of your upkeep, put a +1/+1 counter on Bone Gatherer.
1, Remove a +1/+1 counter from Bone Gatherer: Regenerate Bone Gatherer.
0/1
Soulgaze Shaman 3BB
Creature - Gnome Wizard {U}
When Soulgaze Shaman enters the battlefield, you may look at target opponent's hand. If you do, you may put a creature card with power 2 or less from that player's hand onto the battlefield under your control.
2/2
Abomignome BB
Creature - Gnome Zombie {R}
Intimidate
Whenever a creature with power 2 or less enters the battlefield under an opponent's control, you may return Abomignome from your graveyard to the battlefield.
2/1
Gnomad Backbreaker 3R
Creature - Gnome Warrior {C}
At the beginning of your upkeep, put a +1/+1 counter on Gnomad Backbreaker.
Gnomad Backbreaker has first strike as long as its power is 4 or greater.
2/2
Da'lei Bladesmith 1R
Creature - Gnome Warrior {C}
2R: Da'lei Bladesmith gets +1/+0 and gains first strike until end of turn. Activate this ability only once each turn.
Once we understood what caused the growth, it was only a matter of time before it became weaponized.
2/1
Giant Cleave 2RR
Sorcery {U}
Giant Cleave deals X damage divided as you choose among any number of target creatures and/or players, where X is equal to the highest number of +1/+1 counters on a single creature among creatures you control.
Unstable Arsonist 1R
Creature - Goblin {R}
Unstable Arsonist enters the battlefield with a +1/+1 counter on it.
At the beginning of your end step, double the number of counters on Unstable Arsonist. Then, roll a 10 sided dice. If you roll a number less than the number of counters on Unstable Arsonist, sacrifice it and deal 1 damage to each creature and player.
0/0
Spontaneous Growth 3G
Instant {C}
Put a +1/+1 counter on up to two target creatures.
Draw a card.
Silverclaw Howler 1G
Creature - Wolf {C}
Diminish 1 (Whenever this creature attacks or blocks, you may have target creature get -1/-0 until end of turn.)
Their howls beckon for a time long forgotten.
2/2
Necrobotanist 1G
Creature - Gnome Druid Wizard {U}
At the beginning of your first main phase, you may exile a creature card in a graveyard. If you do, add one mana of any color to your mana pool.
The dead make excellent fertilizer.
2/2
Tara, Nature's Emissary 2GG
Legendary Creature - Dryad {R}
Diminish 2 (Whenever this creature attacks or blocks, you may have target creature get -2/-0 until end of turn.)
At the beginning of your end step, you may have target creature with power 0 or less become a Forest land. (This effect last indefinitely.)
2/3
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Charge counters also appear on the many artifacts in this set, with a wider variety of conditions for adding them and benefits for using them. Fortifications appear with Equipment and traditional artifacts, and Gnomes are a supported tribe of artifact creatures.
The major returning mechanic is the Rebel mechanic, which appears in red, green, and white, focusing on Goblins and Elves. Rebels in this set come from the poor and underprivileged, and thus center around a CMC 3 or less theme. In opposition to this, elites from blue, black and white oppress creatures with CMC 3 or less or favor those with CMC 4 or greater.
(Red) Instant (C)
Charge 1R (You may exile this card from your hand. While it is exiled, it has "1R: Put a charge counter on this," and you may cast it as though it were in your hand, but without paying its mana cost.)
Valve Blast deals 1 damage to target creature or player for each charge counter on it.
Sewer Surge
(Black) Sorcery (R)
Charge 2B
All creatures get -X/-X until end of turn, where X is the number of charge counters on Sewer Surge. Then return target creature card with converted mana cost X or less from your graveyard to the battlefield.
Animation Algorithm
(Blue) Sorcery (R)
Charge U
Noncreature artifacts you control become X/X artifact creatures until end of turn, where X is the number of charge counters on Animation Algorithm.
Vitteran Supercharger 4
Artifact (R)
At the beginning of your upkeep, put two additional charge counters on each permanent you control with a charge counter on it and each exiled card you own with charge.
Vitteran's academies have yielded many great advances, but their knowledge is dangerous in the wrong hands. Oberon keeps the academy grounds under strict military guard.
Overflow Vents 1
Artifact - Fortification (U)
Fortified land has "T: Put a charge counter on Overflow Vents" and "T, Remove X charge counters from Overflow Vents: Add X mana of any color or colors the fortified land could produce to your mana pool."
Fortify 2
Discharge Daggers 2
Artifact - Equipment (U)
Whenever equipped creature attacks, put a charge counter on Discharge Daggers.
Equipped creature has "T, Remove X charge counters from Discharge Daggers: Discharge Daggers deals X damage to target creature."
Equip 2
Subterranean Tunnels 2
Artifact - Fortification (C)
Fortified land has "T: Target creature gains landwalk of each of the fortified land's types until end of turn."
Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Kellair Enforcers 3WW
Creature - Giant Soldier (U)
Vigilance
Whenever Kellair Enforcers attacks, tap all creatures defending player controls with converted mana cost 3 or less.
3/4
Arrogant Assassin 2BB
Creature - Vampire Assassin (R)
B,T: Destroy target creature with converted mana cost 3 or less.
The Shadow Baron's retainers pass the time by hunting peasants for sport in the slums of Pistontown.
2/2
Haderak Heights Barker 2R
Creature - Goblin Rebel (U)
T, Discard a card: Reveal cards from the top of your library until you reveal a Rebel card with converted mana cost 3 or less. Put that card into your hand and the rest on the bottom of your library in a random order.
2/1
Karris Saboteurs 1G
Creature - Elf Rebel (C)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever Karris Saboteurs deals combat damage to a player, you may sacrifice it. If you do, destroy target artifact or enchantment.
2/1
Rebel Weaponsmith 1W
Creature - Human Rebel Artificer (R)
Equipment cards you own that aren't on the battlefield are Tribal - Rebel cards in addition to their other types.
T: Attach target Equipment you control to target Rebel creature you control.
2/2
Helper Gnomes 2
Artifact Creature - Gnome (C)
T: Add 2 to your mana pool. Spend this mana only to activate equip, fortify, or charge abilities.
1/2
Vitteran Survey Ship 2UU
Creature - Ship (U)
Flying
At the beginning of combat each turn, up to two target creatures you control gain flying until end of turn.
0/4
Spring Snake 2
Artifact Creature - Snake (C)
As an additional cost to cast Spring Snake, remove a charge counter from a card you own.
Flash (You may cast this spell any time you could cast an instant.)
3/1
Harness the Heat 1R
Instant (C)
Add R to your mana pool for each charge counter on permanents you control and exiled cards you own with charge.
Goblin engineers in Kellair's underbelly have become adept at shunting heat through the system until it finds a place to be used, or blows up an engineer or two.
Canal Machinist 2U
Creature - Merfolk Artificer (R)
2U,T: Exchange control of two target artifacts.
Caperan's extensive canal network makes the merfolk valuable as couriers, spies, and thieves.
2/2
Arcanometric Armor 3
Artifact - Equipment (C)
Whenever you cast an instant or sorcery spell, put a charge counter on Arcanometric Armor.
Equipped creature gets +1/+1 for each charge counter on Arcanometric Armor.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)
1. MirrorEntity
2. Gerrard's Mom
3. Rudyard
Altaurus321: A bit too powerful, I think, as it gives colorless artifact decks like Affinity a way to counter essentially any spell for if they've been making regular drops. I would've preferred this as a 0/2 or even 0/1. Also missing a creature type.
Socrates: Cool effect connecting to the Metamorph, but a bit undercosted (compare to Cytoshape) and similarly feels more rare than uncommon.
luminum can: I can't tell whether this only searches for blue Phyrexian mana or any color from the quote, and if so, what symbol would be used for the latter. Good card for the set though. Also missing a creature type.
Ranking:
1. MDenham
2. Socrates
3. luminum can
U Twinsanity
WUBRG Reaper King
UBG Dredge
UR Howling Owl
GBU Thief of Time
+1/+1 counters for spells cast
Gravestorm
Storm
Manastorm
Thyxal:
distinct types/subtypes
Domain
multicolor
+1/+1 counters from abilities
Dwelde's forces are firm believers in quantity over quality; Thyxal's forces in variety over conformity. This is mostly a war over territory - neither faction is native to Arvenia, but the two groups were led here by the machinations of (surprise, surprise) Nicol Bolas. What he actually wants from this... who knows?
Reprinted: Bitter Ordeal - Dwelde watermark
Storm Entity - Dwelde watermark
Tarmogoyf - Thyxal watermark
Fertile Imagination - Thyxal watermark
Other example cards:
Uncontrolled Plague 3BB
Sorcery (U)
Destroy target creature.
Storm
(watermark: Dwelde)
Flechette Rain 4RR
Instant (R)
Flechette Rain deals 1 damage to target creature or player and 1 damage to another target creature or player.
Manastorm (When you cast this spell, copy it for each mana in your mana pool.)
(watermark: Dwelde)
Variegated Guard 4W
••••• Creature - Human Soldier (R)
As long as there are three or more basic land types among lands you control, permanents you control are indestructible.
At the beginning of your upkeep, if there are three or more permanent types among permanents you control, put a +1/+1 counter on each permanent you control.
(watermark: Thyxal)
3/3
Gather Supplies 7GG
Instant (U)
Gather Supplies costs 1 less to cast for each permanent type beyond the first among permanents you control.
Choose target creature you control. Move any number of +1/+1 counters from noncreature permanents you control onto that creature.
(watermark: Thyxal)
And now, for a little bit of the afterlife (because the Hall of Thrones sounds nothing like a permanent destination):
Hall of Thrones
Plane - Arvenia
Whenever a creature you control dies, you may put it on top of its owner's library instead of into that player's graveyard.
Whenever you roll :chaos:, creatures you control are indestructible until end of turn.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
2. Luminum Can'
3. Socrates
4. MDenham
Geography: Amadicia is a small round-ish plane, with three continents surrounded by ocean. There isn't much else to explore, because a few days' sail from any port town wil get you to the Netherfall, the supermassive waterfall that surrounds the plane. The world is thought to end past the Netherfall, as none have ever returned from the chasm. No one knows why the oceans do not run dry. The three continents in Amadicia are somewhat close to each other, though it takes some sailing to travel between the two. Angara, the largest continent, has fairly temperate weather, and contains a large mountain chain down it's middle. Indra, the second largest continent, has a tropical climate, and has many surrounding island. The smallest and northermost continent, Tundaria, is alpine in climate, and it's northern reaches are mostly frozen wastes.
Civilization: Amadicia's continents are dotted with small towns and large cities. The wilds are undomesticated, so most cities are walled, but a sort of balance has been struck: beasts and society do not interfere with each other. This ubspoken pact is sometimes broken, so there is need for an army, but all three continents are overseen by the same set of rulers, and so no wars have been fought for years. The High Council, a branch of the Arcane Council commands the army, and has great influence in economics and trade.
In Amadicia, the general population is split into two castes: normal folk, and the Arcane Society. Members of the Arcane Society look down on most commoners, and many comoners dream that they or their relatives will discover the innate talents necesary to move up in life.
Society: The Arcane Society are considered the "haves" of the plane, for its members were either born with or developed that capacity to channel mana, and use magic. Most wizards are rather well off, which breeds snobby-ness towards commoners. The Arcane Society sets strict laws regarding interaction with commoners, such as charging hefty prices for their feats. Rulebreakers, regardless of ability, are exiled from the cities.
The commoners are the "have nots," for thy lack any magical prowess. While they compose the majority of the population, they Arcane Society still rules because frankly, we all know who wins in a fight between pitchforks and lightning. The lives of commoners are typocally quite hard, and they must work every day to make end's meat. However, a small sect of undiscovered sages, exiled wizards, and their Society cohorts provides the regular folk with help when the Arcane Society is not looking. Too small to make a move against the Society, the Forsaken, as they're known, run hidden charities and spellcraft networks to ease the lives of the commoners.
The Arcane Society is, unsurprisingly, composed of Magic's spellcasting colors: Blue and Red. The proletariat make up the rest of the color pie.
Color Breakdown:
Keywords: While not exactly keywords, Curses (modified to Enchant opponent in this block) and Shrines will be making a comeback, and there will be associated cards. Totem Armor will also be making a return (duh, enchantment set). The set's new keyword will be as follows:
Burst [COST] - Effect.
Burst represents sacrificing an enchantment to receive a burst of the associated magic. Something like a buffing enchantment could be sac'd to double up the buff until EOT or something. Like a reverse Forecast in that the effect is bigger, it can only be used once, and must be activated from the battlefield.
Enchantment - Aura {C}
Enchant creature
Enchanted creature gets -2/-2 for each Aura attached to it.
In Amadicia, acquiring a lot of mana can have its downsides.
Greatheart Channeler 2GG
Creature - Rhino Shaman {R}
Trample
Other reatures you control get +1/+1 for each Aura attached to Greatheart Channeler.
"Ancient lore speaks of a time when all were blessed with arcane prowess. Though I cannot restore that, I can share what I do have."
4/3
Viashino Pyreweaver 1RR
Creature - Viashino Shaman {U}
Haste
:symr:, :symtap:: Viashino Pyreweaver deals 2 damage to target creature. If that creature is enchanted, Viashino Pyreweaver deals 5 damage to it instead.
2/1
MDenham- I'm not certain if the double Phyrexian mana is necessary, since milling isn't generally a huge advantage to tack onto a spell. Still, this is interesting and I love how it works in a milling deck- get closer to victory while stalling the opponent. Nice job.
Altaurus321- Interesting, though it seems like it could be overpowered in the right deck. Just as the card your hole-filling for, this seems a bit rough as a counter in any color.
Socrates- Cute, and could have useful applications. Copy a Darksteel Relic to fog a creature? Funny.
luminum can- I'm really not sure how to feel about this. It is a very unique tutor, sort of like green's ability to find green creatures, except it cares about the actual mana symbol. Still, this seems incredibly narrow and I don't really think I'd want this tutor any more than one that searches for a card.
1. MDenham
2. Socrates
3. luminum can
4. Altaurus321
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
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