Still working on a set no real theme (maybe cards that are functionally more than what they look like)
Mechanics
Corrupt - -1/-1 counters give +1/+1 instead of -1/-1 on this creature.
Then 2 types of DFC
Lands that are invested in and flip revealing a card that can grind out value. These I am not sure about the the power level and have flip flopped back and forth on an implementation.
Spell Elementals Either Energy that forms a physical manifestation or creatures that die releasing their energy in the form of spells. I feel like I have been a bit stubborn on this both in implementation and whether it is worth having at all. Currently Spells can have a Reform cost that when spent transforms the spell after resolution into a creature. Creatures can have breakdown that when the creature dies it is exiled and transformed and can be cast without paying it's mana cost until end of turn.
Reasons to have this form instead of something like evoke include but are not limited to, type matters cards. (Whenever you cast a non-creature spell do etc., counting types in the graveyard)
I'll just be listing the commons and uncommons I have for black at the moment. Themes for Black are both corrupt and develop.
CB01 Tiny Corrupt B
Creature
Corrupt
1/1
CB02 Aggro Deathtouch 1B
Creature
Put a -1/-1 counter on ~: ~ gains deathtouch until end of turn.
2/2
CB03 Develop Enable 1B
Creature
Whenever you play a double-faced land put a development counter on it.
1/3
CB04 Sac Outlet 2B
Creature
Sacrifice a creature: Put a -1/-1 counter on target creature. Activate only as a sorcery.
2/2
CB06 Corrupt Enable 2B
Creature
When ~ enters play put a -1/-1 counter on target creature you control and target creature you don't control.
3/2
CB07 Dev/Corrupt Enable 3B
Creature
When ~ enters the battlefield or dies for each kind of counter on target permanent you control, give that permanent another counter of that kind.
2/4
CB08 Development Defender 3B
Creature
Defender
If you control a development ~ can attack as though it didn't have defender.
5/5
CB09 Self -1/-1 Counter 4B
Creature
~ enters play with 2 -1/-1 counters.
6/6
CB10 Big Corrupt 4B
Creature
Lifelink, Corrupt
3/6
CB11 Develop Enable B
Enchantment Aura
Enchant Double faced Land
When ~ enters the battlefield draw a card.
At the beginning of your end step put a development counter on enchanted land.
CB12 Corrupt Rem/Trick 1B
Instant
Target Creature gets +1/+1 until end of turn,
Put a -1/-1 counter on target creature.
(This should be able to target 2 different creatures or the same creature)
CB13 Expensive Removal 3BB
Instant
Destroy target creature. Gain 2 life for each development you control.
CB14 Random SpellFlip B
Sorcery
Remove target card in a graveyard from the game.
Reform 1B [i](When you cast this spell from your hand if you paid the reform cost transform it instead of putting it into the graveyard.[i]
////
CB14 Backside
Creature
Lifelink, Breakdown [i]When this creature dies, exile it transformed, until end of turn you may cast it without paying it's mana cost whenever you could cast an instant.[/i]
CB15 Neg Draw Develop 2B
Sorcery
Draw 2 cards, Lose 2 life and you may put a development counter on a land you control
CB16 Discard 2 1BB
Target player discards a card at random then discards another card.
CB17 Removal Big 3B
Sorcery
Put 3 -1/-1 counters on target creature.
CB18 Grave recursion 2B
Creature
Breakdown[i]When ~ dies instead exile it transformed until end of turn you may cast it without paying its mana cost whenever you could cast an instant.[/i]
2/2
//
CB18 backside
Sorcery
Return target creature from your graveyard to your hand.
UB01 Night Prowler 2BB
Creature-Thief
Menace, Deathtouch, Lifelink
2/3
UB02 Corrupt Pump/Removal 1B
Instant
Choose one:
Target creature gets -2/-2 until end of turn.
Put 2 -1/-1 counters on target creature.
UB03 Miasma 1BB
Sorcery
Put a -1/-1 counter on all creatures.
UB04 Grave Skinrender 2BB
Creature
1B:Exile ~ from your graveyard: put 2 -1/-1 counters on target creature. Activate only as a sorcery.
3/3
UB05 Aggro Corrupt B
Creature
Corrupt, Can't Block 2: Regenerate
Whenever ~ becomes blocked put a -1/-1 counter on ~.
1/1
UB06 Blowfly Infestation 2B
Enchantment
Whenever a creature with a -1/-1 counter on it dies you may put a -1/-1 counter on target creature.
UB07 Dev Creature Cycle Black 1B
Creature-Soldier
Developments you control have "T: Create a 1/1 black soldier creature token."
UB08 Develop 1B
Creature
Put -1/-1 counter on ~, T: Put a development counter on target land.
1/3
UB09 Efficient Removal 1BB
Sorcery
Destroy target creature or development.
UB10 Efficient Discard B
Sorcery
Target player reveals his or her hand. You may choose a double-faced card, instant or sorcery from it. That player discards that card.
3 examples of developments
Fetid Pool
Land-Forest Swamp (Rare)
[i]T: Add B or Gto your mana pool[/i]
~ enters play tapped
At the beginning of your upkeep if ~ has 3 development counters on it transform it. GBT: Put a development counter on ~
////
Witch's Hut
Land-Development
T: Add B or Gto your mana pool.
T: Put a -1/-1 counter on target creature, it gains corrupt until end of turn.
Caverns
Land-Mountain Plains (Rare)
[i]T: Add R or Wto your mana pool[/i]
~ enters play tapped
At the beginning of your upkeep if ~ has 3 development counters on it transform it. RWT: Put a development counter on ~
////
Hidden Passage
Land-Development
T: Add R or Wto your mana pool.
T: Remove target attacking creature from combat. If it has 2 or less power it deals damage equal to it's power to defending player as though it weren't blocked.
Derelict District
Land-Development
T: Add 1 to your mana pool
Posting Current Blue
Themes slight Development, Flip spell/creatures, The balance here is the trick need enough cards that flip so that payoffs are good. By making these be creatures that can turn into spells or vice-versa it allows a couple different ways to take advantage. If the spell is good on the front side you can bounce the creature to get the spell part again. Same for bouncing a spell if the creature is good on the frontside(but a little weirder) prowess and spells matters cards fit here as well. Sac Outlets allow instead speed use of breakdown spells. Hopefully a creature with Breakdown and not much of a spell will be good enough to run in a theme draft deck.
This is just my first round/current state. I am thinking more payoffs would be nice.
CU01 Aggro Elementals U
Creature-
Prowess
1/1
CU02 Defensive Flyer 1U
Flying
1/3
CU03 Creature Anticipate 1U
Creature
Breakdown(Flips into spell on death)
1/1
/////
CU03 Backside
Instant
Look at the top 2 cards of your library. Put one into your hand and the other on the bottom of your library.
CU04 Mill/Breakdown1U
Creature
Breakdown
2/2
////
Backside
Instant
Target player puts the top 4 cards of their library into their graveyard.
CU05 Cloud Elemental 2U
Creature
Flying
CU05 Cloud Elemental can only block creatures with Flying.
2/3
CU06 Development Flying 3U
Creature
As long as you control a development, ~ has flying.
3/4
CU07 Elemental Enabler
Creature
Whenever you cast an instant or sorcery spell scry 1.
1/4
CU08 Big Flyer
Creature
Flying Flash
3/3
CU09 Sac Outlet
Creature
Sacrifice a creature you control: Scry 2.
3/4
Gotta go do stuff I'll finish this upload later
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Mechanics
Corrupt - -1/-1 counters give +1/+1 instead of -1/-1 on this creature.
Then 2 types of DFC
Lands that are invested in and flip revealing a card that can grind out value. These I am not sure about the the power level and have flip flopped back and forth on an implementation.
Spell Elementals Either Energy that forms a physical manifestation or creatures that die releasing their energy in the form of spells. I feel like I have been a bit stubborn on this both in implementation and whether it is worth having at all. Currently Spells can have a Reform cost that when spent transforms the spell after resolution into a creature. Creatures can have breakdown that when the creature dies it is exiled and transformed and can be cast without paying it's mana cost until end of turn.
Reasons to have this form instead of something like evoke include but are not limited to, type matters cards. (Whenever you cast a non-creature spell do etc., counting types in the graveyard)
I'll just be listing the commons and uncommons I have for black at the moment. Themes for Black are both corrupt and develop.
Creature
Corrupt
1/1
CB02 Aggro Deathtouch 1B
Creature
Put a -1/-1 counter on ~: ~ gains deathtouch until end of turn.
2/2
CB03 Develop Enable 1B
Creature
Whenever you play a double-faced land put a development counter on it.
1/3
CB04 Sac Outlet 2B
Creature
Sacrifice a creature: Put a -1/-1 counter on target creature. Activate only as a sorcery.
2/2
CB05 Flying Corrupt2B
Creature
Flying, Corrupt
2/1
CB06 Corrupt Enable 2B
Creature
When ~ enters play put a -1/-1 counter on target creature you control and target creature you don't control.
3/2
CB07 Dev/Corrupt Enable 3B
Creature
When ~ enters the battlefield or dies for each kind of counter on target permanent you control, give that permanent another counter of that kind.
2/4
CB08 Development Defender 3B
Creature
Defender
If you control a development ~ can attack as though it didn't have defender.
5/5
CB09 Self -1/-1 Counter 4B
Creature
~ enters play with 2 -1/-1 counters.
6/6
CB10 Big Corrupt 4B
Creature
Lifelink, Corrupt
3/6
CB11 Develop Enable B
Enchantment Aura
Enchant Double faced Land
When ~ enters the battlefield draw a card.
At the beginning of your end step put a development counter on enchanted land.
CB12 Corrupt Rem/Trick 1B
Instant
Target Creature gets +1/+1 until end of turn,
Put a -1/-1 counter on target creature.
(This should be able to target 2 different creatures or the same creature)
CB13 Expensive Removal 3BB
Instant
Destroy target creature. Gain 2 life for each development you control.
CB14 Random SpellFlip B
Sorcery
Remove target card in a graveyard from the game.
Reform 1B [i](When you cast this spell from your hand if you paid the reform cost transform it instead of putting it into the graveyard.[i]
////
CB14 Backside
Creature
Lifelink, Breakdown [i]When this creature dies, exile it transformed, until end of turn you may cast it without paying it's mana cost whenever you could cast an instant.[/i]
CB15 Neg Draw Develop 2B
Sorcery
Draw 2 cards, Lose 2 life and you may put a development counter on a land you control
CB16 Discard 2 1BB
Target player discards a card at random then discards another card.
CB17 Removal Big 3B
Sorcery
Put 3 -1/-1 counters on target creature.
CB18 Grave recursion 2B
Creature
Breakdown[i]When ~ dies instead exile it transformed until end of turn you may cast it without paying its mana cost whenever you could cast an instant.[/i]
2/2
//
CB18 backside
Sorcery
Return target creature from your graveyard to your hand.
UB01 Night Prowler 2BB
Creature-Thief
Menace, Deathtouch, Lifelink
2/3
UB02 Corrupt Pump/Removal 1B
Instant
Choose one:
Target creature gets -2/-2 until end of turn.
Put 2 -1/-1 counters on target creature.
UB03 Miasma 1BB
Sorcery
Put a -1/-1 counter on all creatures.
UB04 Grave Skinrender 2BB
Creature
1B:Exile ~ from your graveyard: put 2 -1/-1 counters on target creature. Activate only as a sorcery.
3/3
UB05 Aggro Corrupt B
Creature
Corrupt, Can't Block
2: Regenerate
Whenever ~ becomes blocked put a -1/-1 counter on ~.
1/1
UB06 Blowfly Infestation 2B
Enchantment
Whenever a creature with a -1/-1 counter on it dies you may put a -1/-1 counter on target creature.
UB07 Dev Creature Cycle Black 1B
Creature-Soldier
Developments you control have "T: Create a 1/1 black soldier creature token."
UB08 Develop 1B
Creature
Put -1/-1 counter on ~, T: Put a development counter on target land.
1/3
UB09 Efficient Removal 1BB
Sorcery
Destroy target creature or development.
UB10 Efficient Discard B
Sorcery
Target player reveals his or her hand. You may choose a double-faced card, instant or sorcery from it. That player discards that card.
3 examples of developments
Fetid Pool
Land-Forest Swamp (Rare)
[i]T: Add B or Gto your mana pool[/i]
~ enters play tapped
At the beginning of your upkeep if ~ has 3 development counters on it transform it.
GBT: Put a development counter on ~
////
Witch's Hut
Land-Development
T: Add B or Gto your mana pool.
T: Put a -1/-1 counter on target creature, it gains corrupt until end of turn.
Caverns
Land-Mountain Plains (Rare)
[i]T: Add R or Wto your mana pool[/i]
~ enters play tapped
At the beginning of your upkeep if ~ has 3 development counters on it transform it.
RWT: Put a development counter on ~
////
Hidden Passage
Land-Development
T: Add R or Wto your mana pool.
T: Remove target attacking creature from combat. If it has 2 or less power it deals damage equal to it's power to defending player as though it weren't blocked.
Derelict District
Land-Development
T: Add 1 to your mana pool
Themes slight Development, Flip spell/creatures, The balance here is the trick need enough cards that flip so that payoffs are good. By making these be creatures that can turn into spells or vice-versa it allows a couple different ways to take advantage. If the spell is good on the front side you can bounce the creature to get the spell part again. Same for bouncing a spell if the creature is good on the frontside(but a little weirder) prowess and spells matters cards fit here as well. Sac Outlets allow instead speed use of breakdown spells. Hopefully a creature with Breakdown and not much of a spell will be good enough to run in a theme draft deck.
This is just my first round/current state. I am thinking more payoffs would be nice.
CU01 Aggro Elementals U
Creature-
Prowess
1/1
CU02 Defensive Flyer 1U
Flying
1/3
CU03 Creature Anticipate 1U
Creature
Breakdown(Flips into spell on death)
1/1
/////
CU03 Backside
Instant
Look at the top 2 cards of your library. Put one into your hand and the other on the bottom of your library.
CU04 Mill/Breakdown1U
Creature
Breakdown
2/2
////
Backside
Instant
Target player puts the top 4 cards of their library into their graveyard.
CU05 Cloud Elemental 2U
Creature
Flying
CU05 Cloud Elemental can only block creatures with Flying.
2/3
CU06 Development Flying 3U
Creature
As long as you control a development, ~ has flying.
3/4
CU07 Elemental Enabler
Creature
Whenever you cast an instant or sorcery spell scry 1.
1/4
CU08 Big Flyer
Creature
Flying Flash
3/3
CU09 Sac Outlet
Creature
Sacrifice a creature you control: Scry 2.
3/4