I'm trying to build a set. I've designed a few keywords that I want to use in the set, and I was wondering if they are viable enough to be mechanics.
Corrupt - When this creature deals damage to another creature, put a corruption counter on that creature. As long as that creature has a corruption counter on it, you may activate that creature's activated abilities as if you controlled that creature.
Infiltrate <Number>: <Cost> - Look at <Number> card(s) at random in your opponents hand. You may pay <Cost>. If you do, play a copy of one of those cards without paying its mana cost.
Rally <Cost> - <Cost>, T : Search your library for a creature with the same name as this creature and put it onto the field tapped. This ability can only be used when this creature is attacking.
Advanced - Doubles the effect of anything that changes this creature's power or toughness.
Loot <Number>: <Cost> - <Cost>: When this creature deals damage to a player, you may return an artifact card from your graveyard with converted mana cost <Number> or lower into your hand.
Bondsman - Copy any spell or effect that targets this creature if the source also has Bondsman.
Impervious - Anytime a counter is placed on this card, remove that counter.
Inner Peace <Number>: This card can't be the target of spells with converted mana cost <Number> or greater.
Corrupt - Just NO. A good majority of the time, you won't be able to activate those abilities as you can't generate the mana to activate, and free tap your dude is just broken. No.
Infiltrate - This at very least needs a nonland clause. You should probably also switch it to "pay X, where X is that card's chosen mana cost." I don't want to see people summoning things like Ulamog, the Infinite Gyre or whatever bombs your set would have for a measly 1 or 2 life.
Rally: Every single Rally creature will have to have vigilance then, because you can't tap after you've attacked. Also, the Rebels from Mercadian Masques sort of broke their format. This is better because you can't get any card, but this might have similiar issues.
Advanced: "Whenever a spell that targets this creature would affect its power and/or toughness, you may copy that spell and have that copy target this creature." Advanced is probably not a good name for it, but it works as a mechanic.
Loot: "When this creature deals damage to a player, you may pay <cost>. If you do, you may return target artifact card in your graveyard with converted mana cost <number> or less to your hand." This one is weird. It sort of fits in the Zendikar Adventure theme, but its too specific to feel right.
Bondsman: Ah, the Precursor Golem ability. This is good for when you have a buff spell and bad when your opponent has a kill spell. Wouldn't put this on anything lower than uncommon. Also feels very Kithkin-ish.
Impervious: Just use Tatterkite's ability. Much cleaner.
Inner Peace: Very bad protection. Just use Protection.
Infiltrate <Number>: <Cost> - <Cost>: Look at Number card(s) at random in your opponents hand. You may pay X to play a nonland card from the chosen cards, where X is that creature’s chosen mana cost.
Advanced - Whenever a spell or ability that targets this creature would effect its power and/or toughness, copy that spell and have that spell target this creature.
Loot <Number>: <Cost> - <Cost>: When this creature deals damage to a player, you may return an artifact or enchantment card from your graveyard with converted mana cost <Number> or lower into your hand.
Bondsman - Copy any spell or effect that targets this creature if the source also has Bondsman.
Impervious - This creature can’t have counters placed on it.
Took your advice. For Loot, added enchantment for things you can get, and made Advanced not a may ability. (BTW its advanced because the faction that uses this ability is technologically advanced.)
Rally <Cost> - <Cost>, T : Search your library for a creature with the same name as this creature and put it onto the field tapped. This ability can only be used when this creature is attacking.
Creatures with this ability will all be white, so I have no problem giving them vigilance. Thanks for pointing that out, though.
Inner Peace <Number>: Counter the first <Number> spell(s) that target this creature every turn.
Reinvented this ability.
And new keyword:
Intoxicate <Cost> - When this creature deals combat damage to a player, until the end of that player’s next turn, that player must pay an extra <Cost> to cast their next spell.
Also, I will be putting these mechanics on artifact cards (one for each mechanic). Here's an example of one:
Each artifact will be the same except for the activated ability, which will be a different one of these mechanics.
Corrupt - When this creature deals damage to another creature, put a corruption counter on that creature. As long as that creature has a corruption counter on it, you may activate that creature's activated abilities as if you controlled that creature.
Infiltrate <Number>: <Cost> - Look at <Number> card(s) at random in your opponents hand. You may pay <Cost>. If you do, play a copy of one of those cards without paying its mana cost.
Rally <Cost> - <Cost>, T : Search your library for a creature with the same name as this creature and put it onto the field tapped. This ability can only be used when this creature is attacking.
Advanced - Doubles the effect of anything that changes this creature's power or toughness.
Loot <Number>: <Cost> - <Cost>: When this creature deals damage to a player, you may return an artifact card from your graveyard with converted mana cost <Number> or lower into your hand.
Bondsman - Copy any spell or effect that targets this creature if the source also has Bondsman.
Impervious - Anytime a counter is placed on this card, remove that counter.
Inner Peace <Number>: This card can't be the target of spells with converted mana cost <Number> or greater.
Infiltrate - This at very least needs a nonland clause. You should probably also switch it to "pay X, where X is that card's chosen mana cost." I don't want to see people summoning things like Ulamog, the Infinite Gyre or whatever bombs your set would have for a measly 1 or 2 life.
Rally: Every single Rally creature will have to have vigilance then, because you can't tap after you've attacked. Also, the Rebels from Mercadian Masques sort of broke their format. This is better because you can't get any card, but this might have similiar issues.
Advanced: "Whenever a spell that targets this creature would affect its power and/or toughness, you may copy that spell and have that copy target this creature." Advanced is probably not a good name for it, but it works as a mechanic.
Loot: "When this creature deals damage to a player, you may pay <cost>. If you do, you may return target artifact card in your graveyard with converted mana cost <number> or less to your hand." This one is weird. It sort of fits in the Zendikar Adventure theme, but its too specific to feel right.
Bondsman: Ah, the Precursor Golem ability. This is good for when you have a buff spell and bad when your opponent has a kill spell. Wouldn't put this on anything lower than uncommon. Also feels very Kithkin-ish.
Impervious: Just use Tatterkite's ability. Much cleaner.
Inner Peace: Very bad protection. Just use Protection.
So In conclusion:
BAD: Corrupt
MEH: Rally, Loot, Inner Peace, Infiltrate
GOOD: Advanced, Bondsman, Impervious
Took your advice. For Loot, added enchantment for things you can get, and made Advanced not a may ability. (BTW its advanced because the faction that uses this ability is technologically advanced.)
Creatures with this ability will all be white, so I have no problem giving them vigilance. Thanks for pointing that out, though.
Reinvented this ability.
And new keyword:
Intoxicate <Cost> - When this creature deals combat damage to a player, until the end of that player’s next turn, that player must pay an extra <Cost> to cast their next spell.
Also, I will be putting these mechanics on artifact cards (one for each mechanic). Here's an example of one:
Each artifact will be the same except for the activated ability, which will be a different one of these mechanics.