Why not make this similar to poison counters but kind of like Sun Droplet? With a little work, the wording could also be adapted to affecting creatures in this manner.
Imaginary - Whenever this creature does damage to a player, give that player an equivalent amount of imaginary counters. If a player has an imaginary counter, at the beginning of their upkeep, they remove a counter and gain one life.
This would also allow imaginary creatures to play better together and to make them more relevant throughout a game.
Originally Posted by mini.dude_22
well because if you topdeck it, and use it, then you've removed 2 cards from your deck, thinning it out a little bit more. And, you get to shuffle your library.
Correct, there are few land in the deck (on purpose), but this ensures that you still get them, and it accelerates you for free.
Note that the deck doesn't really benefit from shuffle effects, though.
DRum
The thinning is next to irrelevant mathematically, the shuffle effect does nothing for you, and it doesn't accelerate you because it just puts it into your hand. It does everything a basic forest does but worse. There's no reason to be running land grant (unless you're playing a goblin charbelcher deck). Land Grant has no place in your deck beyond the minimal benefit it gives you for upping your green card count for bounty of the hunt which is already exorbitantly high.
Other than Bounty of the Hunt, what's the point of running land grant instead of just 4 forests? Seems like a worse topdeck than a basic forest most of the time.
Second wind doesn't give the creature the ability to tap to untap itself. The actual enchantment becomes tapped. It was part of the future sight motif, enchantments that could tap instead of just granting tap abilities.
I've just recently listened to Slanted and Enchanted and I really don't see what the hubbub is about. It's not bad but nothing has really struck me yet. Could someone enlighten me? Maybe I just need to give it a couple more play throughs to properly absorb it.
I just picked that up two nights ago. I liked it on my initial play through on the ride home, but I haven't had much time to digest it. Seems to have more in common with their later work than their psych folk stuff. A lot darker than I was expecting and the second song started to drag on after 14 or so minutes, no where near as interesting as the 4 part song on Hypnotic Underworld.
Arctic Monkeys had some catchy songs, but they kind of sold out as soon as that started to get noticed and their music suffered for it.
My Jeebus, are the Liars good. I have to remember to listen to Yorke more often.
Liars are godly as is Yorke's solo stuff. What is this correlation between Yorke and Liars though?
Eh, I don't get Sonic Youth. I liked their cover of the Delaney and Bonnie song "Superstar", on the Juno soundtrack, but I don't actually like their use of sonic distortion. I need to get into them, I guess.
Daydream Nation is probably their most accessible, listen to that.
Some other random deserving bands worth mentioning that I didn't see.....
Fleet Foxes? They may have been massively hyped up but their album was pretty deserving of it.
Deerhunter
Boris
Black Mountain
The Microphones
The Sunshine Fix
Mountain Goats
No Age
OCS aka Thee Oh Sees
Acid Mothers Temple
Animal Collective
Sigur Ros
Spiritualized
Thinking Fellers Union Local 282
Wolves in the throne room
Joanna Newsom
Devendra Banhart
The Beta Band
Elbow
The Magnetic Fields
Mansun
No mention of ManMan? Best live show I've seen in ages.
Also, anyone here listen to the pure awesomeness that is Ghost and have any of their albums besides their S/T, Snuffbox Immanence, and Hypnotic Underworld? I've been dying to hear something new from those guys.
That card seems pretty awesome, but it really is just a couple of diabolic tutors with a heavy drawback. Pay 10 life to get the card you need plus discarding a card seems excessive, you wouldn't want to use this more than once or twice because one counter spell could pretty much paralyze you since you can't draw anymore.
I'm not seeing the infinite combo with goblin bombardment. How would that trigger it's return to play ability? Seems pretty fair to me, a really fun looking card. Still, you'd need to comb through gatherer to make sure their aren't any infinite combos, but it doesn't seem like there would be.
The tap was included in the activation cost to simulate summoning sickness. I wanted to give the opponent atleast a turn to somehow deal with it. Since it could be activated end of turn anyway, I can see how it seems a little superfluous.
Here's a land cycle I was working on. They seem really overpowered at the moment. What I'm trying to do is create lands that can spellshape into iconic creatures. The problem is they seem a little cluttered, and seem too good in a control deck, freeing up spaces in a deck list. Here's what I have so far.
If you're going to add renders, you MUST include artist credit. Please read the rules for this subforum.
M_E
Angelic Borderland
Land - Plains
Angelic Borderland comes into play tapped. 3WW, T, Discard two cards: Angelic Borderland becomes a 4/4 white Angel creature with flying and vigilance. It’s still a land. (This effect doesn’t end at end of turn.)
Cloudy Skies
Land - Island
Cloudy Skies comes into play tapped. 4UU, T, Discard two cards: Cloudy Skies becomes a 5/6 blue Djinn creature with flying. It’s still a land. (This effect doesn’t end at end of turn.)
Bat Cave
Land - Swamp
Bat Cave comes into play tapped. 3BB, T, Discard two cards: Bat Cave becomes a 4/4 black Vampire creature with flying and “Whenever a creature dealt damage by Bat Cave this turn is put into a graveyard, put a +1/+1 counter on Bat Cave.” It’s still a land. (This effect doesn’t end at end of turn.)
Fiery Peak
Land - Mountain
Fiery Peak comes into play tapped. 4RR, T, Discard two cards: Fiery Peak becomes a 4/4 red Dragon creature with flying and “R: Fiery Peak gets +1/+0 until end of turn”. It’s still a land. (This effect doesn’t end at end of turn.)
Verdant Woodland
Land - Forest
Verdant Woodland comes into play tapped. 5GGG, T, Discard two cards: Verdant Woodland becomes a 7/7 green Elemental creature with “At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control”. It’s still a land. (This effect doesn’t end at end of turn.)
Large Quarry
Land
Large Quarry comes into play tapped. T: Add1 to your mana pool. 6, T, Discard two cards: Large Quarry becomes a */* Golem Artifact creature with “Large Quarry’s power and toughness are each equal to the number of creatures in play”. It’s still a land. (This effect doesn’t end at end of turn.)
Prosperous Kingdom
Land
Prosperous Kingdom comes into play tapped. T: Add one mana of any color to your mana pool. Prosperous Kingdom deals 1 damage to you. WUBRG, T, Discard two cards: Prosperous Kingdom becomes a 6/6 Elemental creature with flying, vigilance, trample, and shroud. It’s still a land. (This effect doesn’t end at end of turn.)
The landtypes are there to free up space on the text, however the additional line "T: Add _ to your mana pool" does not impact the text too much. Seems too cluttered though. Also, names and art need a change. What could be done to improve and balance these while maintaining the original intent?
Battlegrowth was really bad and obsoleting it isn't that big of a deal. This card is functionally Discard a card: Put a +1/+1 counter on a creature and that is in no way powerful. I see no problem with this.
Imaginary - Whenever this creature does damage to a player, give that player an equivalent amount of imaginary counters. If a player has an imaginary counter, at the beginning of their upkeep, they remove a counter and gain one life.
This would also allow imaginary creatures to play better together and to make them more relevant throughout a game.
The thinning is next to irrelevant mathematically, the shuffle effect does nothing for you, and it doesn't accelerate you because it just puts it into your hand. It does everything a basic forest does but worse. There's no reason to be running land grant (unless you're playing a goblin charbelcher deck). Land Grant has no place in your deck beyond the minimal benefit it gives you for upping your green card count for bounty of the hunt which is already exorbitantly high.
I just picked that up two nights ago. I liked it on my initial play through on the ride home, but I haven't had much time to digest it. Seems to have more in common with their later work than their psych folk stuff. A lot darker than I was expecting and the second song started to drag on after 14 or so minutes, no where near as interesting as the 4 part song on Hypnotic Underworld.
Arctic Monkeys had some catchy songs, but they kind of sold out as soon as that started to get noticed and their music suffered for it.
Never heard of the Apes, I'll need to check that out. Thanks for the link to the Ghost albums.
Also, Pure Reason Revolution is pretty good. You should check out some Mansun or Mew. I love the epic flowing albums.
Why have I not heard of said tribute album? That sounds ridiculous. Where could said rare album be procured?
Liars are godly as is Yorke's solo stuff. What is this correlation between Yorke and Liars though?
Daydream Nation is probably their most accessible, listen to that.
Some other random deserving bands worth mentioning that I didn't see.....
Fleet Foxes? They may have been massively hyped up but their album was pretty deserving of it.
Deerhunter
Boris
Black Mountain
The Microphones
The Sunshine Fix
Mountain Goats
No Age
OCS aka Thee Oh Sees
Acid Mothers Temple
Animal Collective
Sigur Ros
Spiritualized
Thinking Fellers Union Local 282
Wolves in the throne room
Joanna Newsom
Devendra Banhart
The Beta Band
Elbow
The Magnetic Fields
Mansun
No mention of ManMan? Best live show I've seen in ages.
Also, anyone here listen to the pure awesomeness that is Ghost and have any of their albums besides their S/T, Snuffbox Immanence, and Hypnotic Underworld? I've been dying to hear something new from those guys.
If you're going to add renders, you MUST include artist credit. Please read the rules for this subforum.
M_E
Angelic Borderland
Land - Plains
Angelic Borderland comes into play tapped.
3WW, T, Discard two cards: Angelic Borderland becomes a 4/4 white Angel creature with flying and vigilance. It’s still a land. (This effect doesn’t end at end of turn.)
Cloudy Skies
Land - Island
Cloudy Skies comes into play tapped.
4UU, T, Discard two cards: Cloudy Skies becomes a 5/6 blue Djinn creature with flying. It’s still a land. (This effect doesn’t end at end of turn.)
Bat Cave
Land - Swamp
Bat Cave comes into play tapped.
3BB, T, Discard two cards: Bat Cave becomes a 4/4 black Vampire creature with flying and “Whenever a creature dealt damage by Bat Cave this turn is put into a graveyard, put a +1/+1 counter on Bat Cave.” It’s still a land. (This effect doesn’t end at end of turn.)
Fiery Peak
Land - Mountain
Fiery Peak comes into play tapped.
4RR, T, Discard two cards: Fiery Peak becomes a 4/4 red Dragon creature with flying and “R: Fiery Peak gets +1/+0 until end of turn”. It’s still a land. (This effect doesn’t end at end of turn.)
Verdant Woodland
Land - Forest
Verdant Woodland comes into play tapped.
5GGG, T, Discard two cards: Verdant Woodland becomes a 7/7 green Elemental creature with “At the beginning of each upkeep, put a 1/1 green Saproling creature token into play under your control”. It’s still a land. (This effect doesn’t end at end of turn.)
Large Quarry
Land
Large Quarry comes into play tapped.
T: Add1 to your mana pool.
6, T, Discard two cards: Large Quarry becomes a */* Golem Artifact creature with “Large Quarry’s power and toughness are each equal to the number of creatures in play”. It’s still a land. (This effect doesn’t end at end of turn.)
Prosperous Kingdom
Land
Prosperous Kingdom comes into play tapped.
T: Add one mana of any color to your mana pool. Prosperous Kingdom deals 1 damage to you.
WUBRG, T, Discard two cards: Prosperous Kingdom becomes a 6/6 Elemental creature with flying, vigilance, trample, and shroud. It’s still a land. (This effect doesn’t end at end of turn.)
The landtypes are there to free up space on the text, however the additional line "T: Add _ to your mana pool" does not impact the text too much. Seems too cluttered though. Also, names and art need a change. What could be done to improve and balance these while maintaining the original intent?
Poke R
Instant
Poke deals 1 damage to target creature or player.
A deck can have any number of cards named Poke.
Seems a little underpowered, but I like the idea. Needs to have more incentive to play additional copies though.
W
Instant
Gain 2 life.
U
Instant
Draw a card, then discard a card
G
Sorcery
Put a land card from your hand into play.
B
Instant
Put a 1/1 black Skeleton token into play. You lose one life.
Any place the Relentless Rats ability would fit really well?