Adapt - Whenever this creature blocks or becomes blocked by another creature, you may have this creature gain all abilities of the other.
Sterilize - Whenever this creature blocks or becomes blocked by another creature, that creature loses all abilities.
Extract - Whenever this creature blocks or becomes blocked by another creature, you may cast a copy of an activated or triggered ability that creature possesses for no cost. You may cast it as an instant and choose targets for it.
Consume - Whenever another creature dies as a result of combat with this creature, you may place a number of +1/+1 counters on this creature equal to the other creature's power.
Mutate - Whenever a creature enters the battlefield with greater power or toughness than this creature, you may place a +1/+1 counter on this creature. (similar to Evolve, but for all players)
Hello MTG Salvation! First post here, I just thought maybe you guys would like to see my project. Still a work in progress but on the whole it's working really well! It's doing exactly as it's meant to, holding it's own in onevone and multiplayer games, and definitely feels like it's own color. As of right now I'd call it a success in practice. I'd like to state agai, however- it's a work in progress. If there is interest I will continue to update this post and document my progress, as well as post my ideas on the backstory I have in mind.
The Color Gold: Gold is the color of construction and adaptation. As such, it embraces the idea that whatever doesn't kill you makes you stronger, and to build and rebuild in the face of the enemy.
Personality:
Gold put's value into construction and research and in never backing down from the enemy. It's ultimate goal is to become prosperous with no true detriment to others- to use it's energy learn and create Gold has no vendetta against others. Gold makes use of researching and learning to make itself stronger, borrowing knowledge from the other colors to defend itself and gain prosperity.
In Gold's belief, it's best when the enemy is fighting themselves. Gold prefers to redirect it's opponent's offensive energy into detriment so as to dissuade enemies from attacking altogether.
Gold is the penultimate builder and rebuilder. It recycles it's fallen comrades into power and toughness for it's remaining citizens, and as well, gold uses it's energy to build machines belonging both to itself and to it's enemies.
Mechanics:
Modular and Proliferation - Gold relies on low cost creatures with modular, as well as a whole host of proliferating artifacts. In this way, it's player can cast many small creatures quickly and then have them grow quite large in a short time. As well, any time one of these creatures dies it's power stays on the battlefield.
Bonding (X): "Pay this and any number of other target creature's bonding costs. Exile each of these creatures face up under a creature token which has all colors, types, card text, sum mana cost, sum power and toughness, sum costs for abilities such as monstrous, and sum scores for abilities such as modular." Again, this feeds into the idea of smaller creatures for low cost. Alone they are pretty puny but once bonded you have creatures which has, for example, First Strike + Deathtouch + Trample, or have "At the beginning of your upkeep place a +1/+1 counter on target creature" + "At the beginning of your upkeep place a -1/-1 counter on target creature."
Ability Manipulation: Fitting in with the idea of small creatures who fuse to create larger ones with compounded abilities, gold embraces all the abilities from all other colors and routinely distributes them. Spells and abilities which have "target creatures your choice of Lifelink, Flying, Deathtouch, First Strike, Haste, or Trample" are common place. As well, creatures and spells which cause other permanents to lose all abilities are present.
Adapt: "Whenever this creature blocks or becomes blocked by another creature, it gains all card text of that creature. References to color words, land types, mana symbols become colorless, basic land, and {g} respectively." Reinforcing the idea of using an opponent's energy against them, a creature with adapt gains the abilities of creatures it engages in combat with.
Casting Abilities as Instants and Sorceries: Gold has present spells and creature abilities which cause other creatures' activated and triggered abilities to trigger and become cast as an instant spell, where the gold player may choose new targets for them. On main phases this allows the gold player to use an opponent's creatures for their own benefit without actually taking control of them, and without forcing the traditional trigger conditions to take place. It allows the gold player to remain versatile against more or less any other color.
Imprinting: Gold contains artifacts which imprint permanents on the field or spells in the graveyard and allow the gold player to put out token copies of those permanents. This allows gold to once again use an opponent's energy against them.
Ciphering: Gold ciphers both it's own and it's opponent's spells, essentially turning spells into abilities. This allows it's once small and insignificant creature's to gain additional danger-value. In the case of ciphered ability granting spells this allows creatures to routinely give themselves new abilities, and in the case of opponent's spells it forces the opponent's spells to become double-edged swords.
Keyword Abilities:
Shine: Whenever this creature would be sent to the graveyard from play, it's controller may gain life equal to it's toughness.
Frost: Creatures to block or become blocked by this creature do not untap on their controllers next untap step.
Shadow: This creature can block or be blocked by only creatures with shadow.
Firebreathing: {1}: This creature gets +1/+0 until end of turn. (Can be activated any number of times in a turn)
Bloom: Whenever this creature would be sent to the graveyard from play, it's controller may add it's mana cost, including colored mana symbols, to their mana pool.
Adapt: Whenever this creature blocks or becomes blocked by another creature, it gains all card text of that creature.
Bonding (X): Pay this and any number of other target creature's bonding costs. Exile each of these creatures face up under a creature token which has all colors, types, card text, sum mana cost, sum power and toughness, sum costs for abilities such as monstrous, and sum scores for abilities such as modular.
Proliferate: You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.
Cipher: You may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.
Imprint: Encode target [card types] onto this permanent. When condition X occurs you may cast a copy of or place on the battlefield a token copy of the encoded [card type].
Ideas for the Next Draft (nothing set in stone):
More proliferation, in the form of a 5set of high cost (6 or 8) proliferate artifacts, and a 5set of low cost proliferate artifacts (4), removed the 'All creatures you control have (x)' effects they have and downplaying their other effects.
Removing the adapt creatures and replacing them with ones who proliferate, either for a cost+tap or when they deal combat damage to an opponent, or another set of conditions.
Changing the charge counter lands into 2 or 3 cost artifacts which gain a charge counter at upkeep but also tap for a mana.
Possibly giving the charge counter lands a 'creatures you control have (x)'
Sterilize - Whenever this creature blocks or becomes blocked by another creature, that creature loses all abilities.
Extract - Whenever this creature blocks or becomes blocked by another creature, you may cast a copy of an activated or triggered ability that creature possesses for no cost. You may cast it as an instant and choose targets for it.
Consume - Whenever another creature dies as a result of combat with this creature, you may place a number of +1/+1 counters on this creature equal to the other creature's power.
Mutate - Whenever a creature enters the battlefield with greater power or toughness than this creature, you may place a +1/+1 counter on this creature. (similar to Evolve, but for all players)
Commander: http://imgur.com/a/BW9v8
Creatures: http://imgur.com/a/cVZAB
Non-Creatures: http://imgur.com/a/DwSBc
Lands: http://imgur.com/a/P0eA4
The Color Gold: Gold is the color of construction and adaptation. As such, it embraces the idea that whatever doesn't kill you makes you stronger, and to build and rebuild in the face of the enemy.
Personality:
Gold put's value into construction and research and in never backing down from the enemy. It's ultimate goal is to become prosperous with no true detriment to others- to use it's energy learn and create Gold has no vendetta against others. Gold makes use of researching and learning to make itself stronger, borrowing knowledge from the other colors to defend itself and gain prosperity.
In Gold's belief, it's best when the enemy is fighting themselves. Gold prefers to redirect it's opponent's offensive energy into detriment so as to dissuade enemies from attacking altogether.
Gold is the penultimate builder and rebuilder. It recycles it's fallen comrades into power and toughness for it's remaining citizens, and as well, gold uses it's energy to build machines belonging both to itself and to it's enemies.
Mechanics:
Modular and Proliferation - Gold relies on low cost creatures with modular, as well as a whole host of proliferating artifacts. In this way, it's player can cast many small creatures quickly and then have them grow quite large in a short time. As well, any time one of these creatures dies it's power stays on the battlefield.
Bonding (X): "Pay this and any number of other target creature's bonding costs. Exile each of these creatures face up under a creature token which has all colors, types, card text, sum mana cost, sum power and toughness, sum costs for abilities such as monstrous, and sum scores for abilities such as modular." Again, this feeds into the idea of smaller creatures for low cost. Alone they are pretty puny but once bonded you have creatures which has, for example, First Strike + Deathtouch + Trample, or have "At the beginning of your upkeep place a +1/+1 counter on target creature" + "At the beginning of your upkeep place a -1/-1 counter on target creature."
Ability Manipulation: Fitting in with the idea of small creatures who fuse to create larger ones with compounded abilities, gold embraces all the abilities from all other colors and routinely distributes them. Spells and abilities which have "target creatures your choice of Lifelink, Flying, Deathtouch, First Strike, Haste, or Trample" are common place. As well, creatures and spells which cause other permanents to lose all abilities are present.
Adapt: "Whenever this creature blocks or becomes blocked by another creature, it gains all card text of that creature. References to color words, land types, mana symbols become colorless, basic land, and {g} respectively." Reinforcing the idea of using an opponent's energy against them, a creature with adapt gains the abilities of creatures it engages in combat with.
Casting Abilities as Instants and Sorceries: Gold has present spells and creature abilities which cause other creatures' activated and triggered abilities to trigger and become cast as an instant spell, where the gold player may choose new targets for them. On main phases this allows the gold player to use an opponent's creatures for their own benefit without actually taking control of them, and without forcing the traditional trigger conditions to take place. It allows the gold player to remain versatile against more or less any other color.
Imprinting: Gold contains artifacts which imprint permanents on the field or spells in the graveyard and allow the gold player to put out token copies of those permanents. This allows gold to once again use an opponent's energy against them.
Ciphering: Gold ciphers both it's own and it's opponent's spells, essentially turning spells into abilities. This allows it's once small and insignificant creature's to gain additional danger-value. In the case of ciphered ability granting spells this allows creatures to routinely give themselves new abilities, and in the case of opponent's spells it forces the opponent's spells to become double-edged swords.
Keyword Abilities:
Shine: Whenever this creature would be sent to the graveyard from play, it's controller may gain life equal to it's toughness.
Frost: Creatures to block or become blocked by this creature do not untap on their controllers next untap step.
Shadow: This creature can block or be blocked by only creatures with shadow.
Firebreathing: {1}: This creature gets +1/+0 until end of turn. (Can be activated any number of times in a turn)
Bloom: Whenever this creature would be sent to the graveyard from play, it's controller may add it's mana cost, including colored mana symbols, to their mana pool.
Adapt: Whenever this creature blocks or becomes blocked by another creature, it gains all card text of that creature.
Bonding (X): Pay this and any number of other target creature's bonding costs. Exile each of these creatures face up under a creature token which has all colors, types, card text, sum mana cost, sum power and toughness, sum costs for abilities such as monstrous, and sum scores for abilities such as modular.
Proliferate: You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.
Cipher: You may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.
Imprint: Encode target [card types] onto this permanent. When condition X occurs you may cast a copy of or place on the battlefield a token copy of the encoded [card type].
Ideas for the Next Draft (nothing set in stone):
More proliferation, in the form of a 5set of high cost (6 or 8) proliferate artifacts, and a 5set of low cost proliferate artifacts (4), removed the 'All creatures you control have (x)' effects they have and downplaying their other effects.
Removing the adapt creatures and replacing them with ones who proliferate, either for a cost+tap or when they deal combat damage to an opponent, or another set of conditions.
Changing the charge counter lands into 2 or 3 cost artifacts which gain a charge counter at upkeep but also tap for a mana.
Possibly giving the charge counter lands a 'creatures you control have (x)'