Sorry if this has been done before but I think this card would be really cool:
Sacrificial Lamb
B
Sorcery
As an additional cost to cast ~ sacrifice a creature
Name a card. Target opponent reveals their hand and discards all cards with that name.
Maybe tack draw a card on there but otherwise that is what I would like to see.
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Decks:
Standard: Pure Jank:p
Modern: UB Control:cool2:
Legacy: Death & Taxes
Vintage: UWR Geist Fish
EDH: Thassa,Obzedat
The only thing I'd like to see in Modern is JtMS. Is it too powerful? Maybe...we don't know since it's been on the ban list since day 1. They could unban BBE at the same time which would help Jund. I think it'd be a healthy meta between Control, Rock and grindy Jund decks, Pod, Twin variants, Storm, Aggro decks like Fish and Affinity, and disruptive decks like Hate-bears. Either that, or unban Ancestral Visions.
Warning for ban discussion outside of official thread
-ktkenshinx-
Limitless Hydra GG
Creature-Hydra R
trample
~ enters the battlefield with 2 +1/+1 counters on it.
If ~ would be destroyed, instead remove a +1/+1 counter from it.
At the beginning of each end step, put 2 +1/+1 counters on ~ for each counter removed from it this turn.
0/0
Limitless Hydra GG
Creature-Hydra R
trample
~ enters the battlefield with 2 +1/+1 counters on it.
If ~ would be destroyed, instead remove a +1/+1 counter from it.
At the beginning of each end step, put 2 +1/+1 counters on ~ for each counter removed from it this turn.
0/0
Amazing, but so broken.
Random thoughts: Could be used a finisher for control-ish decks. Immune to red / black removal. Immune to abrupt decay / maelstrom. A worth Path to Exile target. Liliana still kills it outright. BGx uses this and blows up again.
Note: R + Black removal can kill it, it just takes 2 goes in a single turn. Or 1 unfavorable combat and a removal spell. So resilient, yes, but not unkillable. Unless I worded it wrong, which might be.
I just want something to combo with Porphyry Nodes..... thoughts on how to tone it down slightly?
Maybe instead
Limitless Hydra
GG
Creature-Hydra R
trample
~ enters the battlefield with 2 +1/+1 counters on it.
If ~ would be destroyed, instead remove a +1/+1 counter from it and regenerate it.
At the beginning of each end step, put 2 +1/+1 counters on ~ for each counter removed from it this turn.
0/0
Now it can also be killed by 'can't be regenerated' things.
The problem is that at 3CMC it is probably unplayable (see predator ooze). ...
Note: R + Black removal can kill it, it just takes 2 goes in a single turn. Or 1 unfavorable combat and a removal spell. So resilient, yes, but not unkillable. Unless I worded it wrong, which might be.
I just want something to combo with Porphyry Nodes..... thoughts on how to tone it down slightly?
Maybe instead
Limitless Hydra
GG
Creature-Hydra R
trample
~ enters the battlefield with 2 +1/+1 counters on it.
If ~ would be destroyed, instead remove a +1/+1 counter from it and regenerate it.
At the beginning of each end step, put 2 +1/+1 counters on ~ for each counter removed from it this turn.
0/0
Now it can also be killed by 'can't be regenerated' things.
The problem is that at 3CMC it is probably unplayable (see predator ooze). ...
Actually I believe you would still need to take out the word "instead". As it is, being destroyed gets prevented, and it gets a +1/+1 counter removed and gains a regenerate shield, since it has already been not destroyed. See Mossbridge Troll for comparison. Your wording has it as a replacement effect, meaning the destroy gets replaced with removing a counter and regenerate, so it never actually gets destroyed and thus doesn't have to regenerate.
Anyone got any suggestions besides shaving off a pip or two of colorless from the cost?
In designing the new card, I considered both Caltrops and Lightmine Field. Neither of them are strong enough but they give some sense of how Wizards values the effect's power level (incidentally, I think that Field is underrated, but that's a discussion for another thread).
Powerstone MinesX(R/W) Enchantment Artifact
Spend only red or white mana on X.
Powerstone Mines enters the battlefield with X charge counters on it.
Remove a charge counter from Powerstone Mines: Powerstone Mines deals 2 damage to each attacking creature.
When the last charge counter is removed from Powestone Mines, sacrifice it.
It's basically the mines that make up the minefield. But unlike the minefield, which was uniformly laid out to deal 2 damage all the time, you can control how you want to set up your mines. So you can throw 2 charge counters one phase and 1 on another turn. Or save them all for one defense.
If this feels too strong with something like proliferate, you could also have the damage reduce to 1 instead of 2, but that might make it too weak.
Anyone got any suggestions besides shaving off a pip or two of colorless from the cost?
In designing the new card, I considered both Caltrops and Lightmine Field. Neither of them are strong enough but they give some sense of how Wizards values the effect's power level (incidentally, I think that Field is underrated, but that's a discussion for another thread).
Powerstone MinesX(R/W) Enchantment Artifact
Spend only red or white mana on X.
Powerstone Mines enters the battlefield with X charge counters on it.
Remove a charge counter from Powerstone Mines: Powerstone Mines deals 2 damage to each attacking creature.
When the last charge counter is removed from Powestone Mines, sacrifice it.
It's basically the mines that make up the minefield. But unlike the minefield, which was uniformly laid out to deal 2 damage all the time, you can control how you want to set up your mines. So you can throw 2 charge counters one phase and 1 on another turn. Or save them all for one defense.
If this feels too strong with something like proliferate, you could also have the damage reduce to 1 instead of 2, but that might make it too weak.
The last line should probably read "if Powerstone Mines has no charge counters on it, sacrifice it."
Unless there's some actual ruling that says X=0 violates paying mana of a specified variety.
I mean, if setting X to zero doesn't cause the rules to blow up, it'll instead leave you with Mines that do nothing but don't leave the field because that's only checked when you remove the final counter.
I'm not sure if adding reach to it would be too powerful, but reach would make it green's removal spell.
Reach would be acceptable, but hexproof is a little much for 2 mana.
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Luminous Aviary
Legendary Land T: Add W to your mana pool.
Aven, Bird, and Griffin spells cost 1 less to cast and have First Strike.
When I started Magic, I really want to make a griffin deck, but they are all so ridiculously overpriced.
Private Mod Note
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
I think it might a bit too good, though. Basically scapeshift is the only matchup that you wouldn't want it - maybe storm, though what it hits are two of the most important cards in the storm deck.
I think it might a bit too good, though. Basically scapeshift is the only matchup that you wouldn't want it - maybe storm, though what it hits are two of the most important cards in the storm deck.
Since I want Counterspell to be Modern legal, I like this design.
Instead of first strike, how about 'Protection from Creatures that don't have flying'?
Private Mod Note
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Luminous Aviary
Legendary Land T: Add W to your mana pool.
Aven, Bird, and Griffin spells cost 1 less to cast and have First Strike.
When I started Magic, I really want to make a griffin deck, but they are all so ridiculously overpriced.
I like birds a lot, so anything like this makes my happy. Not too sure about first strike though; I feel like the winged tribe can have more identity than that.
Here's another bird, coincidentally.
Nest Invader1WW
Creature-Bird
Flying
Whenever another Nontoken Bird creature enters the battlefield under your control, you may put an egg counter on Nest Invader.
When Nest Invader dies, put a 0/0 Egg creature token onto the battlefield for each egg counter on Nest Invader.
2/2
It's a really cool design, but there's a big problem. Aside from Adaptive Automaton, there are no Egg lords in Modern, so the tokens would just die. Most of the time, it's just a Wind Drake that's harder to cast.
Side note: There's already a card called Nest Invader.
Luminous Aviary
Legendary Land T: Add W to your mana pool.
Aven, Bird, and Griffin spells cost 1 less to cast and have First Strike.
When I started Magic, I really want to make a griffin deck, but they are all so ridiculously overpriced.
I like birds a lot, so anything like this makes my happy. Not too sure about first strike though; I feel like the winged tribe can have more identity than that.
Here's another bird, coincidentally.
Nest Invader1WW
Creature-Bird
Flying
Whenever another Nontoken Bird creature enters the battlefield under your control, you may put an egg counter on Nest Invader.
When Nest Invader dies, put a 0/0 Egg creature token onto the battlefield for each egg counter on Nest Invader.
2/2
It's a really cool design, but there's a big problem. Aside from Adaptive Automaton, there are no Egg lords in Modern, so the tokens would just die. Most of the time, it's just a Wind Drake that's harder to cast.
Side note: There's already a card called Nest Invader.
Glorius Anthem and similar effects would also work with it.
Fiery look R
- Instant
reveal a card from your hand, Fiery look deals 3 damage to target creature or player.
it also is fine at sorcery speed or target player only
it is just supposed to be one red, not sure what the other symbols are or how to remove them
A sorcery-speed bolt wouldn't be that good in Modern. The instant speed matters even more than the 3 damage. And if it targets a player only it isn't much better than Lava Spike.
Yea but the only deck that would play this card is burn and it doesn't really care about the downside of revealing cards from hand. It's essentially a functional reprint of lightning bolt to buff burn. Personally I think the deck needs something else other than bolts 5-8. Then again though i don't have any love for it in the first place so to each their own.
Crystal SeedW Creature - Angel
Defender
Each time you gain life, put an incubation counter on Crystal Seed. If Crystal Seed has at least 3 incubation counters, you may sacrifice it and put a 4/4 flying Angel token onto the battlefield. 0/3
Sphinx CubU Creature - Sphinx
Flying
Any time you scry, put a mystery counter on Sphinx Cub. If Sphinx Cub has 4 mystery counters on it, it gets +2/+2 and hexproof. 1/1
Dark TomeB Creature - Demon
At the start of your upkeep, you may pay 1 life, if you do, put a curse counter on Dark Tome.
Dark Tome gains flying, +4/+2, lifelink, and deathtouch if it has 4 curse counters on it. 0/2
Hydra HatchlingG Creature - Hydra
Vigilance
Hydra Hatchling can't attack unless it has at least 2 +1/+1 counters on it.
Each time a creature with at least 3 power enters the battlefield under your control, you may put a +1/+1 counter on Hydra Hatchling. 1/1
These are sorta meant to be part of a 'cycle' with Slumbering Dragon.
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Creature - Ape
Kird Chimpanzee gets +1/+2 as long as you control a Mountain.
1/1
A green version of Kird Ape. Not bad, eh?
Sacrificial Lamb
B
Sorcery
As an additional cost to cast ~ sacrifice a creature
Name a card. Target opponent reveals their hand and discards all cards with that name.
Maybe tack draw a card on there but otherwise that is what I would like to see.
Standard: Pure Jank:p
Modern: UB Control:cool2:
Legacy: Death & Taxes
Vintage: UWR Geist Fish
EDH: Thassa,Obzedat
Warning for ban discussion outside of official thread
-ktkenshinx-
GG
Creature-Hydra R
trample
~ enters the battlefield with 2 +1/+1 counters on it.
If ~ would be destroyed, instead remove a +1/+1 counter from it.
At the beginning of each end step, put 2 +1/+1 counters on ~ for each counter removed from it this turn.
0/0
Amazing, but so broken.
Random thoughts: Could be used a finisher for control-ish decks. Immune to red / black removal. Immune to abrupt decay / maelstrom. A worth Path to Exile target. Liliana still kills it outright. BGx uses this and blows up again.
I just want something to combo with Porphyry Nodes..... thoughts on how to tone it down slightly?
Maybe instead
Limitless Hydra
GG
Creature-Hydra R
trample
~ enters the battlefield with 2 +1/+1 counters on it.
If ~ would be destroyed, instead remove a +1/+1 counter from it and regenerate it.
At the beginning of each end step, put 2 +1/+1 counters on ~ for each counter removed from it this turn.
0/0
Now it can also be killed by 'can't be regenerated' things.
The problem is that at 3CMC it is probably unplayable (see predator ooze). ...
Actually I believe you would still need to take out the word "instead". As it is, being destroyed gets prevented, and it gets a +1/+1 counter removed and gains a regenerate shield, since it has already been not destroyed. See Mossbridge Troll for comparison. Your wording has it as a replacement effect, meaning the destroy gets replaced with removing a counter and regenerate, so it never actually gets destroyed and thus doesn't have to regenerate.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Anyone got any suggestions besides shaving off a pip or two of colorless from the cost?
In designing the new card, I considered both Caltrops and Lightmine Field. Neither of them are strong enough but they give some sense of how Wizards values the effect's power level (incidentally, I think that Field is underrated, but that's a discussion for another thread).
Powerstone Mines X(R/W)
Enchantment Artifact
Spend only red or white mana on X.
Powerstone Mines enters the battlefield with X charge counters on it.
Remove a charge counter from Powerstone Mines: Powerstone Mines deals 2 damage to each attacking creature.
When the last charge counter is removed from Powestone Mines, sacrifice it.
It's basically the mines that make up the minefield. But unlike the minefield, which was uniformly laid out to deal 2 damage all the time, you can control how you want to set up your mines. So you can throw 2 charge counters one phase and 1 on another turn. Or save them all for one defense.
If this feels too strong with something like proliferate, you could also have the damage reduce to 1 instead of 2, but that might make it too weak.
The last line should probably read "if Powerstone Mines has no charge counters on it, sacrifice it."
Unless there's some actual ruling that says X=0 violates paying mana of a specified variety.
I mean, if setting X to zero doesn't cause the rules to blow up, it'll instead leave you with Mines that do nothing but don't leave the field because that's only checked when you remove the final counter.
Snake 1G
Creature Snake
Flash, Hexproof, Deathtouch
2/1
I'm not sure if adding reach to it would be too powerful, but reach would make it green's removal spell.
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
Or is that just dangerous by a different keyword?
Reach would be acceptable, but hexproof is a little much for 2 mana.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Still, there's reason to worry about something that is difficult to kill and -will- trade with anything mortal.
Legendary Land
T: Add W to your mana pool.
Aven, Bird, and Griffin spells cost 1 less to cast and have First Strike.
When I started Magic, I really want to make a griffin deck, but they are all so ridiculously overpriced.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
I think it might a bit too good, though. Basically scapeshift is the only matchup that you wouldn't want it - maybe storm, though what it hits are two of the most important cards in the storm deck.
My decks:
-Modern UWR gifts control
-Modern Mono-G aggro elves
-Azami, Lady of Scrolls EDH
-Glissa the Traitor EDH
-Modern UWR Counterbalance Control
-Modern UW enchantment control: primer, on tapped out
-Modern regular UWR control
Since I want Counterspell to be Modern legal, I like this design.
Storm Crow is strictly worse than Seacoast Drake.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
It's a really cool design, but there's a big problem. Aside from Adaptive Automaton, there are no Egg lords in Modern, so the tokens would just die. Most of the time, it's just a Wind Drake that's harder to cast.
Side note: There's already a card called Nest Invader.
Credit to DolZero for this awesome sig!
Glorius Anthem and similar effects would also work with it.
Storm Crow is strictly worse than Seacoast Drake.
- Instant
reveal a card from your hand, Fiery look deals 3 damage to target creature or player.
it also is fine at sorcery speed or target player only
it is just supposed to be one red, not sure what the other symbols are or how to remove them
A sorcery-speed bolt wouldn't be that good in Modern. The instant speed matters even more than the 3 damage. And if it targets a player only it isn't much better than Lava Spike.
Storm Crow is strictly worse than Seacoast Drake.
Creature - Angel
Defender
Each time you gain life, put an incubation counter on Crystal Seed. If Crystal Seed has at least 3 incubation counters, you may sacrifice it and put a 4/4 flying Angel token onto the battlefield.
0/3
Sphinx Cub U
Creature - Sphinx
Flying
Any time you scry, put a mystery counter on Sphinx Cub. If Sphinx Cub has 4 mystery counters on it, it gets +2/+2 and hexproof.
1/1
Dark Tome B
Creature - Demon
At the start of your upkeep, you may pay 1 life, if you do, put a curse counter on Dark Tome.
Dark Tome gains flying, +4/+2, lifelink, and deathtouch if it has 4 curse counters on it.
0/2
Hydra Hatchling G
Creature - Hydra
Vigilance
Hydra Hatchling can't attack unless it has at least 2 +1/+1 counters on it.
Each time a creature with at least 3 power enters the battlefield under your control, you may put a +1/+1 counter on Hydra Hatchling.
1/1
These are sorta meant to be part of a 'cycle' with Slumbering Dragon.