This is probably better done as an ability word ala metalcraft. And I would threshhold at 4 or more creature types total, so you know that all of your teamwork is on at the same time.
Golem Worker 4
Artifact Creature - Golem (Unc)
Teamwork - As long as there are 4 or more creature types among creatures you control, Golem Worker gets +5/+0.
0/3
Elvish Sniper G
Creature - Elf Archer
Reach
Teamwork - As long as there are 4 or more creature types among creatures you control, Elvish Sniper gains Deathtouch.
1/2
Izzet Staticaster Seems like a card I'd try against Lingering souls. This also allows Lightning Bolt and Izzet Charm which seems like critical mass for a full draw-go deck (I leave the implementation details to the board to figure out).
I hope it's intended that the tokens made by Dispatch the Volunteers can't be targetted by the +1/+1 counters. as is, you'd have to declare targets for the counters efore the tokens are on the battlefield.
I'd say just put 4 1/1's instead for merciless, feels much more white, even though I'd say merciless as a concept doesn't feel merciless at all (see Angel's Mercy).
For Diverting Ruse, there is no default action for making a creature unblocked, meaning that you either need to rewrite the rules to include one, or actually reverse the locations of your wording:
Untap all creatures blocking target creature and remove them from combat (The target is now unblocked).
The card is new and cool! but better than granting unblockability because it distracts blockers that could block other things, so then 1U for a cantrip granting unblockability is about par (flashback unblockability is Artful Dodge which is as close to cantrip as we get). Then I'd actually cost this at 2U, unless you're pushing it for constructed, but its fair cost is probably 2U.
I'm not commenting on the last two, indicating that the 3rd one is damn near perfect and TurboJustice's version of the land seems pretty good too.
reckless ambition seems off, drawing extra cards as a cost is at odds with most cards. A better design would just add the text "Draw four cards instead if you paid this card's miracle cost."
Portcullis is my second favorite card of all time (behind Zephyr Falcon). Things it does:
1. Shuts down token decks in their tracks.
2. Doubles the effect of all my EtB abilities.
3. Turns the game into a war between those who want the portculis to stay and those who want to kill it.
4. Makes for an "interesting" stack interaction once the entire thing pops (often with 5-10 creatures under it).
5. Triggers on leaving play, making for a much better result (as it can be bounced and then put back into play once all my creatures I stuck under the portcullis come back).
What about the ninja makes it so you can chain ninjitsu? I thought it was a once and your done kinda thing?
I love the new ninja, however his spoiler is wrong, he is a 0/0, not a 2/2. He dies if there is nothing to clone.
Also, no the Annihilator will not trigger. It triggers upon deceleration of attack, and the ninja skips that part. It can however, attack a player who activated Gideon, since that is also decided upon declaration of attack. Not that that will ever happen, since Gideon is pretty much a type 2 only card.
Ninjitsu is an activated ability that reads:
"[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner's hand: Put this card onto the battlefield from your hand tapped and attacking." (Comp Rules 702.47a)
The card is never declared as an attacker, so abilities such as annihilator will not trigger, and you will not have to pay 2 for Propaganda.
Fortunately for ninjas, this card will always come into play unblocked. (702.47c) so with say, 2 copies of Sakashima's Student, one could play the ninjutsu ability with 2 of them, repeatedly copying another creature in play, and getting its enters the battlefield ability multiple times, at the cost of 1U
I actually like the idea of having it last past this turn though. Maybe something that deal with counters:
Put 3 shield counters on you and each creature you control. Put a victim counter on target player. You gain an emblem with "Whenever damage would be dealt to an object with one or more shield counters on it, prevent that damage and remove that many counters from that object. This deals damage to each player with a victim counter on it equal to the damage prevented".
out of curiousity, what would you think about an ambush card that causes two creatures to fight if one is attacking i.e:
Ambush Tactics 1W
Instant (c)
Target creature you control fights target attacking creature.
Seems like green gets fighting for predators, red gets brawls, and white would get combat tactics and skirmishes. Black might even get assassination-like fights, or a fight where it has the upper hand. something like this:
Assassinate the Sickly BB
Sorcery (U)
Put two -1/-1 counters on target tapped creature. Another target creature you control fights it.
Fighting is a good way to focus removal on creatures. Green, with efficently costed big creatures for limited, will naturally play well with this mechanic. Other colors should enjoy using the green cards, but I would love seeing amazing green control cards coming out of creature centered green decks. think cool mass creatue based kill like:
Predators Selection 2GG
Sorcery
Choose a creature you control and target player chooses a creature he or she controls. The chosen creatures fight. You may repeat this process. No creature may be chosen more than once for this effect by its controller.
Right now, the game is fun to play. There are cool mechanics, and a variety of playstyles to choose from. Even though Blue may seem like it has a lot of abilities right now (and white recently), those abilities only truely shine in completely different decks, providing for a variety of gameplay options, which is ultimately even more of a defining factor in the enjoyment of a game than actual variety of colors being played. Do I wish that blue didn't have some capabilities, yes. do I expect wizards to be perfect? no. Is Magic in its current state fun? ABSOLUTELY.
Is Channel that powerfull? I don't know if I'm underestimating the card, but It needs at least 3 mana to cast it (2 of them must be green and you need to have an ''opened'' mana source). Show and Tell's mana cost is much easier to pay (Ancient Tomb) Channel also cost you between 12-15 lifes!! Show and Tell may give some advantage to the oponent (Goblin Ringleader, Tombstalker) but it won't make you so vulnerable to aggro decks...
Imagine a deck with both Channel and Show and tell available for turn 2 emrakul. Why have any other plan? That seems like a dominating deck, considering it could play the normal blue control shell, and have its wincon be 2 mana. Additionally, the opponent has no opportunity to drop anything into play to counter the show and tell (i.e. Karakas) this is just from the interaction with one card.
I still run it in my Rasputin Dreamweaver deck. I find it useful for controlling the game while storing up creatures until I can unleash them end of turn using a bounce spell. then all my creatures ome back and I relock the board.
You can manually modify the address bar number to get specific cards, I've been messing around a little, someone with better scripting skills might want to try to find a pattern.
Rocky tower is the default for when you go out of bounds on the generator. This includes going too high, or too low or inputting 0 (you can input negative values for the id of the card).
"&insane" added to the address generates a card with the same name as the normal card and same colors but completely different abilities.
The mentioned "draw skipper"s all say "skip your draw step". So you can only skip draw steps of Karn-controlling player. either way, it's only 5 possibilities.
EDIT: Except Fatespinner. sorry, I take it back. 6 possibilities.
fatespinner requires an upkeep to happen, and then you'd die during the upkeep. so 5 possibilities again.
The best poison decks are not aggro but control in my belief. Playing U/B poison with 4 inkmoth nexus, Skytherix and lots of proliferation seems like the best version.
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Golem Worker 4
Artifact Creature - Golem (Unc)
Teamwork - As long as there are 4 or more creature types among creatures you control, Golem Worker gets +5/+0.
0/3
Elvish Sniper G
Creature - Elf Archer
Reach
Teamwork - As long as there are 4 or more creature types among creatures you control, Elvish Sniper gains Deathtouch.
1/2
I'd say just put 4 1/1's instead for merciless, feels much more white, even though I'd say merciless as a concept doesn't feel merciless at all (see Angel's Mercy).
For Diverting Ruse, there is no default action for making a creature unblocked, meaning that you either need to rewrite the rules to include one, or actually reverse the locations of your wording:
Untap all creatures blocking target creature and remove them from combat (The target is now unblocked).
The card is new and cool! but better than granting unblockability because it distracts blockers that could block other things, so then 1U for a cantrip granting unblockability is about par (flashback unblockability is Artful Dodge which is as close to cantrip as we get). Then I'd actually cost this at 2U, unless you're pushing it for constructed, but its fair cost is probably 2U.
I'm not commenting on the last two, indicating that the 3rd one is damn near perfect and TurboJustice's version of the land seems pretty good too.
1. Shuts down token decks in their tracks.
2. Doubles the effect of all my EtB abilities.
3. Turns the game into a war between those who want the portculis to stay and those who want to kill it.
4. Makes for an "interesting" stack interaction once the entire thing pops (often with 5-10 creatures under it).
5. Triggers on leaving play, making for a much better result (as it can be bounced and then put back into play once all my creatures I stuck under the portcullis come back).
Ninjitsu is an activated ability that reads:
"[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner's hand: Put this card onto the battlefield from your hand tapped and attacking." (Comp Rules 702.47a)
The card is never declared as an attacker, so abilities such as annihilator will not trigger, and you will not have to pay 2 for Propaganda.
Fortunately for ninjas, this card will always come into play unblocked. (702.47c) so with say, 2 copies of Sakashima's Student, one could play the ninjutsu ability with 2 of them, repeatedly copying another creature in play, and getting its enters the battlefield ability multiple times, at the cost of 1U
Put 3 shield counters on you and each creature you control. Put a victim counter on target player. You gain an emblem with "Whenever damage would be dealt to an object with one or more shield counters on it, prevent that damage and remove that many counters from that object. This deals damage to each player with a victim counter on it equal to the damage prevented".
Too crazy?
Ambush Tactics 1W
Instant (c)
Target creature you control fights target attacking creature.
Seems like green gets fighting for predators, red gets brawls, and white would get combat tactics and skirmishes. Black might even get assassination-like fights, or a fight where it has the upper hand. something like this:
Assassinate the Sickly BB
Sorcery (U)
Put two -1/-1 counters on target tapped creature. Another target creature you control fights it.
Fighting is a good way to focus removal on creatures. Green, with efficently costed big creatures for limited, will naturally play well with this mechanic. Other colors should enjoy using the green cards, but I would love seeing amazing green control cards coming out of creature centered green decks. think cool mass creatue based kill like:
Predators Selection 2GG
Sorcery
Choose a creature you control and target player chooses a creature he or she controls. The chosen creatures fight. You may repeat this process. No creature may be chosen more than once for this effect by its controller.
Right now, the game is fun to play. There are cool mechanics, and a variety of playstyles to choose from. Even though Blue may seem like it has a lot of abilities right now (and white recently), those abilities only truely shine in completely different decks, providing for a variety of gameplay options, which is ultimately even more of a defining factor in the enjoyment of a game than actual variety of colors being played. Do I wish that blue didn't have some capabilities, yes. do I expect wizards to be perfect? no. Is Magic in its current state fun? ABSOLUTELY.
Imagine a deck with both Channel and Show and tell available for turn 2 emrakul. Why have any other plan? That seems like a dominating deck, considering it could play the normal blue control shell, and have its wincon be 2 mana. Additionally, the opponent has no opportunity to drop anything into play to counter the show and tell (i.e. Karakas) this is just from the interaction with one card.
tl;dr no.
You can manually modify the address bar number to get specific cards, I've been messing around a little, someone with better scripting skills might want to try to find a pattern.
Rocky tower is the default for when you go out of bounds on the generator. This includes going too high, or too low or inputting 0 (you can input negative values for the id of the card).
"&insane" added to the address generates a card with the same name as the normal card and same colors but completely different abilities.
fatespinner requires an upkeep to happen, and then you'd die during the upkeep. so 5 possibilities again.