Desolation 2B
Legendary Enchantment
When Desolation Enters the battlefield, choose a creature type. All creatures of chosen type are destroyed.
Whenever a creature would enter the battlefield of chosen type it is put into the graveyard instead.
Desolation 2B
Legendary Enchantment
When Desolation Enters the battlefield, choose a creature type. All creatures of chosen type are destroyed.
Whenever a creature would enter the battlefield of chosen type it is put into the graveyard instead.
What makes this Legendary?
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[box][box][size=3][b]CARDNAME[/b][/size] [float=right][mana]MANACOST[/mana][/float][/box]
[box][b]TYPE — SUBTYPE [float=right][color="RARITYCOLOUR"]{RARITY}[/color][/b][/float][/box][box]RULES TEXT
[i]FLAVOUR TEXT[/i][/box][float=right][box=50][b][SIZE="3"]P/T[/SIZE][/b][/box][/float][/box]
Unequal Rights (placeholder name came up with after submitting)
Whenever an opponent gains life, you gain that much life.
Whenever you lose life, each opponent loses that much life.
Very black-y. Clean and simple. You may think this has been done before but you're wrong! The closest we have are Exquisite Blood and Sanguine Bond, which change the life total in the opposite ways. No cards have ever changed the life total in the same way before.
At the beginning of your upkeep, any opponent may lose 3 life and you gain 3 life. If no one does, you may return a creature from your graveyard to the battlefield.
The wording on that first part is a little... unclear when reading. Essentially though, a recurring Browbeat with a really (too?) strong effect if no one takes the hit. Played with the idea of having the creature come into play tapped (a la Reassembling Skeleton), but considering this is supposed to be a Rare card... might be okay? Thoughts?
I noticed the "no multiple submissions" rule, which seems weird considering the form finishes with "have any other ideas?" but I guess I'll just leave this one as a mental exercise at the moment.
Whenever a creature enters the battlefield, put a decay counter on [cardname]. Creatures get -x/-x where x is the number of decay counters on [cardname].
Creeping Death
Swamps you control gain: "tap this land, target creature gets -1/-1 until end of turn and you lose one life.
and:
Demonic Library
At the beginning of your upkeep you may search your library for a nonland card, reveal it, and put it into your hand. If you do, put a number of counters on ~ equal to that card's converted mana cost, you then lose life equal to the number of counters on ~.
Black likes to pay life to get good stuff and both cards play into that theme.
Haunting Memories
2BB
Whenever a creature dies its controller loses life equal to the number of creature cards in his or her graveyard. When you're the last one left, you envy the dead
Three ideas need some help deciding on one. I'll leave it to a vote.
Idea one:
Playtest name: The machines that wished to be men.
Rules Text: Sacrifice an artifact creature: Exile target creature from a graveyard. Then put a creature token in to play that has the combined power, toughness, abilities, and creature types of the sacrificed and exiled creature.
Black gets to alter itself to accomplish it's goal, but in this case it only gets one chance to be what it wants to be.
Idea two:
Playtest name: Achieve Godhood.
Rules text: Cost: Put a divinity counter on ~.
When ~ has ten or more divinity counters on it you are hexproof, indestructible, and may cast spells from your graveyard.
I think the flavor explains it's self on this one. If indestructible works the way I think it does the player should be protected from losing the game at 0 life.
Idea three:
Playtest name: Those who do not conform.
Rules text: Creatures you own cannot be controlled by other players. If creatures you control do not share any creature types, creatures you control get +1/+1 for each creature you control.
Black is the color that sets the wants of the individual as it's highest goal, so why not have a card that both shows black's love of the individual and it's ability to be the hero.
Indestructible players may not work the way I think they do. I thought an indestructible player would not die at zero life.
Indestructible is just a word, not really a keyword with a definition. It just means "can't be destroyed". Players don't get destroyed, they lose the game to State-Based Actions upon having 0 life (or to effects that say they do, a la Door to Nothingness, but these still don't "destroy" the player).
I would just make it "You can't lose the game".
Private Mod Note
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Rollback Post to RevisionRollBack
Official DCI Rules Advisor
Level 1 Judge
[box][box][size=3][b]CARDNAME[/b][/size] [float=right][mana]MANACOST[/mana][/float][/box]
[box][b]TYPE — SUBTYPE [float=right][color="RARITYCOLOUR"]{RARITY}[/color][/b][/float][/box][box]RULES TEXT
[i]FLAVOUR TEXT[/i][/box][float=right][box=50][b][SIZE="3"]P/T[/SIZE][/b][/box][/float][/box]
Indestructible is just a word, not really a keyword with a definition. It just means "can't be destroyed". Players don't get destroyed, they lose the game to State-Based Actions upon having 0 life (or to effects that say they do, a la Door to Nothingness, but these still don't "destroy" the player).
I would just make it "You can't lose the game".
If a permanent is indestructible, rules and effects can’t destroy it. (See rule 701.6, “Destroy.”) Such permanents are not destroyed by lethal damage, and they ignore the lethal-damage state-based action
Now I realize that players aren't permanents, but the bold line is what made me think indestructible players would work. I wanted there to be a narrow path to victory even it your opponent achieved godhood, but I definitely see your point about just making it "You can't lose the game". I shall ponder this. pun indented.)
Signalling is like farting: it's a natural thing that helps people avoid being where you are, and if you try to do it deliberately, things turn to crap fast.
Quote from Hardened »
I hereby found the American Chapter of the Zealots of Semantics. All glory to The Curmudgeon.
Rites of Undeath
The graveyard becomes a replacement hand for the controller of the enchantment.
When ~ enters the battlefield, discard your hand.
If you would draw a card, instead put the top card of your library into your graveyard
You may castplay cards from your graveyard as if they were in your hand, if a spell cast in this way would be put into the graveyard from the stack exile it instead.
edit: It wasn't till after I posted and submitted this I realized I should have made the change above, otherwise you're stuck with the lands you have unless you search them up with Farseeks and Rampant Growths...
If a permanent is indestructible, rules and effects can’t destroy it. (See rule 701.6, “Destroy.”) Such permanents are not destroyed by lethal damage, and they ignore the lethal-damage state-based action
Now I realize that players aren't permanents, but the bold line is what made me think indestructible players would work. I wanted there to be a narrow path to victory even it your opponent achieved godhood, but I definitely see your point about just making it "You can't lose the game". I shall ponder this. pun indented.)
The lethal-damage state-based action is 704.5g, and the 'you lose at 0 life' state-based action is 704.5a. They are not the same action, and indestructibility specifically calls out the first action only.
And, while nobody cares but me, here's what I submitted:
Caustic Environment
Enchantment
Each land is a Swamp in addition to its other land types.
At the end of each player's turn, that player loses 1 life for every two Swamps they control, rounded down.
Alrightly, so I surveyed the thread since the last time I posted here. My intention in continuously revisiting here, by the way, is my hopes that I'll have some influence over you folks when it comes time to voting, so we don't end up with some new way to kill creatures, or Necro Variant No. 89.
Creatures, creature spells and creature cards that aren't on the battlefield are 2/2 black Zombies with no abilities.
Seriously, everything's a zombie.
That's not terrible, but seems like it's very high in power level. It does what Humility does, which means you have to know all about the Layer rules. (Hooray Judgecast!) It also does something like what Painter's Servant does. I wouldn't mind this seeing print, if only because suddenly Lifeforce is a good card. Which would be rad. I suspect, however, this would be priced right out of competitive play.
Desolation 2B
Legendary Enchantment
When Desolation Enters the battlefield, choose a creature type. All creatures of chosen type are destroyed.
Whenever a creature would enter the battlefield of chosen type it is put into the graveyard instead.
Unequal Rights (placeholder name came up with after submitting)
Whenever an opponent gains life, you gain that much life.
Whenever you lose life, each opponent loses that much life.
This is, as you say, very similar to Exquisite Blood and Sanguine Bond. It differs from them in being more abusable and problematic for tournaments.
You deploy this, and suddenly the game is very likely to draw. Against a Red deck, you drop this at equal or greater life and you just plain win. Against anyone else, drop this with any one of a multitide of ways to kill yourself in black, say, Wall of Blood, and you can draw the game. That's not fun.
Devil's Choice
At the beginning of your upkeep, any opponent may lose 3 life and you gain 3 life. If no one does, you may return a creature from your graveyard to the battlefield.
This one seems fine and all, but do we REALLY want another Punisher mechanic? How many of those are actually good?
Since the submission time is over, here's what I submitted:
Didn't give it a name or a cost.
Enchantment
At the beginning of your upkeep, each player sacrifices a permanent and draws two cards.
Discard a card: ~'s controller skips his or her next upkeep. Any player may play this ability.
I don't know of anything overtly wrong with this design. It has two different abilities, but they sort of make sense together. I think my bigger problem is that Black has plenty of ways to draw cards, including by saccing permanents. Is this REALLY what we want out of this contest? Another necro-variant?
My entry, but might be too powerful in certain circumstances.
Contract with higher evil 2BB
when Contract with higher evil enters play, target oppenent sacrifices a creature and discards a card. At the beginning of any endstep, if there are no creatures in play, sacrifice Contract with higher evil and return target creature from a graveyard to play, you lose life equal to the creature's converted mana cost.
This is kind of boring. It's an expensive Edict sometimes, and an expensive Renimate at other times. Thing is, you don't get to control what mode it works under. Pretty much the only time I could see this being worthwhile would be if your opponent had a single Blightsteel Collossus, becuase casting this basically becomes Control Magic. I don't like it.
I gave this a whirl, submitting just a mechanic, no name or desired cost:
Whenever a card is exiled from anywhere, you may draw a card.
This is definetly the way to think about the contest! Simple, unique, and has a profound impact on the game. I like it! The problem, I think, is the power level. Force of Will now cantrips. Bottled Cloister, Forgotten City, Gustha's Scepter, Hollistic Wisdom, all get ridiculous. Cadaverous Bloom wins the game immediately (which isn't too bad, really). The real danger here is what this does to Dredge decks in Vintage and Legacy. For that reason, I feel like this would be priced way too high to be actually playable. Which is a shame.
If you would draw a card, instead exile a creature card from a graveyard. If you do, you lose 1 life and put a 2/2 black Zombie creature token onto the battlefield.
When there are no creature cards in any graveyards, sacrifice Necromastery.
@MTG-Fan: That's a fine, printable card. It isn't actually very powerful, though. You'd think it would have niche applications in Dredge, but since it costs BBB to get out onto the field, probably not even there. I hope it doesn't win for that reason.
@MTG-Fan: That's a fine, printable card. It isn't actually very powerful, though. You'd think it would have niche applications in Dredge, but since it costs BBB to get out onto the field, probably not even there. I hope it doesn't win for that reason.
I didn't want to make it obviously broken.
The thing is, in formats with stuff like Brainstorm, you can actually do alot of damage with this, but you basically need to be playing lots of removal spells.
Also, in Limited or Standard, this could be a decent "win condition" enchantment for control decks or aggro decks that dont' want to top deck lands or unnecessary stuff later in the game.
I also think that the cost is negotiable by Wizards... they would probably make this 1BB or 2B.
"Grandma's full of flies"
Whenever a creature you control dies, put a 1/1 black Insect creature token with flying onto the battlefield for each creature card in your graveyard.
At the beginning of your upkeep, exile a card from your graveyard for each Insect you control.
Whenever a creature you control dies, draw 2 cards
Just curious of peoples thoughts on this.
Legendary Enchantment
When Desolation Enters the battlefield, choose a creature type. All creatures of chosen type are destroyed.
Whenever a creature would enter the battlefield of chosen type it is put into the graveyard instead.
What makes this Legendary?
Level 1 Judge
Unequal Rights (placeholder name came up with after submitting)
Whenever an opponent gains life, you gain that much life.
Whenever you lose life, each opponent loses that much life.
Very black-y. Clean and simple. You may think this has been done before but you're wrong! The closest we have are Exquisite Blood and Sanguine Bond, which change the life total in the opposite ways. No cards have ever changed the life total in the same way before.
At the beginning of your upkeep, any opponent may lose 3 life and you gain 3 life. If no one does, you may return a creature from your graveyard to the battlefield.
The wording on that first part is a little... unclear when reading. Essentially though, a recurring Browbeat with a really (too?) strong effect if no one takes the hit. Played with the idea of having the creature come into play tapped (a la Reassembling Skeleton), but considering this is supposed to be a Rare card... might be okay? Thoughts?
I noticed the "no multiple submissions" rule, which seems weird considering the form finishes with "have any other ideas?" but I guess I'll just leave this one as a mental exercise at the moment.
Archenemy: Nicol Bolas Upgrades
Didn't give it a name or a cost.
Enchantment
At the beginning of your upkeep, each player sacrifices a permanent and draws two cards.
Discard a card: ~'s controller skips his or her next upkeep. Any player may play this ability.
Submission time isn't over yet.
Mana Rift
When ever a player casts a spell, counter it unless they pay an additional 1.
4:Remove Mana Rift from the Game. Activate this ability only at a time you could activate a sorcery. Any player may activate this ability.
I love Nether Void, they didn't ask for a casting cost but I'd say a colorless and a black would be good, maybe double black.
Creeping Death
Swamps you control gain: "tap this land, target creature gets -1/-1 until end of turn and you lose one life.
and:
Demonic Library
At the beginning of your upkeep you may search your library for a nonland card, reveal it, and put it into your hand. If you do, put a number of counters on ~ equal to that card's converted mana cost, you then lose life equal to the number of counters on ~.
Black likes to pay life to get good stuff and both cards play into that theme.
2BB
Whenever a creature dies its controller loses life equal to the number of creature cards in his or her graveyard.
When you're the last one left, you envy the dead
Idea one:
Rules Text: Sacrifice an artifact creature: Exile target creature from a graveyard. Then put a creature token in to play that has the combined power, toughness, abilities, and creature types of the sacrificed and exiled creature.
Black gets to alter itself to accomplish it's goal, but in this case it only gets one chance to be what it wants to be.
Idea two:
Rules text: Cost: Put a divinity counter on ~.
When ~ has ten or more divinity counters on it you are hexproof, indestructible, and may cast spells from your graveyard.
I think the flavor explains it's self on this one. If indestructible works the way I think it does the player should be protected from losing the game at 0 life.
Idea three:
Rules text: Creatures you own cannot be controlled by other players. If creatures you control do not share any creature types, creatures you control get +1/+1 for each creature you control.
Black is the color that sets the wants of the individual as it's highest goal, so why not have a card that both shows black's love of the individual and it's ability to be the hero.
Indestructible players may not work the way I think they do. I thought an indestructible player would not die at zero life.
Indestructible is just a word, not really a keyword with a definition. It just means "can't be destroyed". Players don't get destroyed, they lose the game to State-Based Actions upon having 0 life (or to effects that say they do, a la Door to Nothingness, but these still don't "destroy" the player).
I would just make it "You can't lose the game".
Level 1 Judge
If a permanent is indestructible, rules and effects can’t destroy it. (See rule 701.6, “Destroy.”)
Such permanents are not destroyed by lethal damage, and they ignore the lethal-damage state-based action
Now I realize that players aren't permanents, but the bold line is what made me think indestructible players would work. I wanted there to be a narrow path to victory even it your opponent achieved godhood, but I definitely see your point about just making it "You can't lose the game". I shall ponder this. pun indented.)
Whenever a card is exiled from anywhere, you may draw a card.
:dance:Fact or Fiction of the [Limited] Clan:dance:
The graveyard becomes a replacement hand for the controller of the enchantment.
When ~ enters the battlefield, discard your hand.
If you would draw a card, instead put the top card of your library into your graveyard
You may
castplay cards from your graveyard as if they were in your hand, if a spell cast in this way would be put into the graveyard from the stack exile it instead.edit: It wasn't till after I posted and submitted this I realized I should have made the change above, otherwise you're stuck with the lands you have unless you search them up with Farseeks and Rampant Growths...
[c=Black Lotus]Lotus[/c]=Lotus
[c=Black Lotus|Alpha]Lotus[/c]=Lotus
[mana]WUBRGS-TQ-1-2-12-XY[/mana]=WUBRGS-TQ----XY
[mana]{WU}{UB}{BR}{RG}{GW}{WB}{BG}{GU}{UR}{RW}{2W}{2U}{2B}{2R}{2G}[/mana]=(W/U)(U/B)(B/R)(R/G)(G/W)(W/B)(B/G)(G/U)(U/R)(R/W)(2/W)(2/U)(2/B)(2/R)(2/G)
Triggered Ability-Whenever/When/At ..., (effect)
Replacement Effect-If/As ..., (effect)
You can play creature cards from your graveyard.
If you would lose life, lose twice that much life instead.
The lethal-damage state-based action is 704.5g, and the 'you lose at 0 life' state-based action is 704.5a. They are not the same action, and indestructibility specifically calls out the first action only.
And, while nobody cares but me, here's what I submitted:
Caustic Environment
Enchantment
Each land is a Swamp in addition to its other land types.
At the end of each player's turn, that player loses 1 life for every two Swamps they control, rounded down.
That's not terrible, but seems like it's very high in power level. It does what Humility does, which means you have to know all about the Layer rules. (Hooray Judgecast!) It also does something like what Painter's Servant does. I wouldn't mind this seeing print, if only because suddenly Lifeforce is a good card. Which would be rad. I suspect, however, this would be priced right out of competitive play.
Why do we need anotherFecundity?
Why do we need another Basilisk Collar?
Why do we need a more powerful version of Engineererd Plague?
This is, as you say, very similar to Exquisite Blood and Sanguine Bond. It differs from them in being more abusable and problematic for tournaments.
You deploy this, and suddenly the game is very likely to draw. Against a Red deck, you drop this at equal or greater life and you just plain win. Against anyone else, drop this with any one of a multitide of ways to kill yourself in black, say, Wall of Blood, and you can draw the game. That's not fun.
This one seems fine and all, but do we REALLY want another Punisher mechanic? How many of those are actually good?
I don't know of anything overtly wrong with this design. It has two different abilities, but they sort of make sense together. I think my bigger problem is that Black has plenty of ways to draw cards, including by saccing permanents. Is this REALLY what we want out of this contest? Another necro-variant?
This is kind of boring. It's an expensive Edict sometimes, and an expensive Renimate at other times. Thing is, you don't get to control what mode it works under. Pretty much the only time I could see this being worthwhile would be if your opponent had a single Blightsteel Collossus, becuase casting this basically becomes Control Magic. I don't like it.
This is definetly the way to think about the contest! Simple, unique, and has a profound impact on the game. I like it! The problem, I think, is the power level. Force of Will now cantrips. Bottled Cloister, Forgotten City, Gustha's Scepter, Hollistic Wisdom, all get ridiculous. Cadaverous Bloom wins the game immediately (which isn't too bad, really). The real danger here is what this does to Dredge decks in Vintage and Legacy. For that reason, I feel like this would be priced way too high to be actually playable. Which is a shame.
Why does Black need a new burn spell?
Necromastery BBB
Enchantment
If you would draw a card, instead exile a creature card from a graveyard. If you do, you lose 1 life and put a 2/2 black Zombie creature token onto the battlefield.
When there are no creature cards in any graveyards, sacrifice Necromastery.
I didn't want to make it obviously broken.
The thing is, in formats with stuff like Brainstorm, you can actually do alot of damage with this, but you basically need to be playing lots of removal spells.
Also, in Limited or Standard, this could be a decent "win condition" enchantment for control decks or aggro decks that dont' want to top deck lands or unnecessary stuff later in the game.
I also think that the cost is negotiable by Wizards... they would probably make this 1BB or 2B.
"Grandma's full of flies"
Whenever a creature you control dies, put a 1/1 black Insect creature token with flying onto the battlefield for each creature card in your graveyard.
At the beginning of your upkeep, exile a card from your graveyard for each Insect you control.