We may even see uncommons and rares w/ effects that are related to the gates, but you can count on this... Captain Obvious sez "There will be no mythics that interact with gates!!!"
Which is dumb. This is the perfect opportunity to spawn the Gate archetypes, complete which their own $5 manabase.
Actually, innistradi werewolves do kill out of malevolence. The nature of their curse is having the soul split into the human half and a half that is the incarnation of wilderness. The wild side attacks humans because it hates them.
So if the Innistradi werewolves, many of which are quite definitely green, are less green than Aliens...
Does a permanent being put into a graveyard from the battlefield count as it being destroyed? Magic uses specific terms for a reason; they mean what they mean.
Superharge, written "Supercharge target spell," means to put a charge counter on that spell. It is (usually) used in conjunction with abilities that affect charged spells.
For example:
Electrocharge :1mana::symr: Instant [Uncommon?]
~ deals 1 damage to target creature or player, then supercharge target instant or sorcery spell. (To supercharge a spell, put a charge counter on it.)
Whenever a supercharged spell resolves this turn, it deals 1 damage to target creature or player of that spell's controller's choice.
* I'm not sure if rules timing will allow it to target itself with the supercharge and then trigger its own ability. If it can, I'd allow it, but if it can't "another target spell" will be needed just to avoid confusion.
Flowing Inspiration :2mana::symu: Instant [Uncommon?]
Draw a card, then supercharge target instant or sorcery spell. (To supercharge a spell, put a charge counter on it.)
Whenever a supercharged spell resolves this turn, its controller draws a card.
I'm still thinking through all the possibilities of the mechanic and where to limit it or not. Thoughts?
Working on a cycle of Fortifications for my cube based on stereotypical fantasy land improvements:
---
Palisade Artifact - Fortification [Common]
Fortified land is a 0/3 Wall creature with defender. It’s still a land.
Fortify
Granary Artifact - Fortification [Uncommon]
Fortified land has “:1mana:, :symtap:: Put a storage counter on Granary” and “:1mana:, Remove X storage counters from Granary: Add to your mana pool X mana in any combination of any type that a land you control could produce.
Fortify
Barracks Artifact - Fortification [Rare]
:1mana:, Tap fortified land: Put a white 1/1 Soldier creature token onto the battlefield.
:2mana:, Tap fortified land: Put a white 1/3 Archer creature token with reach onto the battlefield.
:3mana:, Tap fortified land: Put a white 2/2 Knight creature token with first strike onto the battlefield.
Fortify
---
These first three are classics. Costed at :1mana:, :2mana:, and :3mana:, wall, a granary or warehouse, and a barracks are the first improvements one builds in any good real-time strategy game.
How are they balance-wise?
The Barracks is the one I'm most unsure about. It's really versatile, but a figurative 4 mana seems like a fair amount for a Knight a turn.
Also the formatting on it was an attempt to avoid a "wall of text" on an actual card. Could it be formatted better? All suggestions are welcome on this card, especially numbers. How can I achieve this flavor with balance and elegance?
---
Goblin Fortress Artifact - Fortification [Rare]
:2mana:, Sacrifice fortified land: Put two 1/1 red Goblin creature tokens onto the battlefield.
As long as fortified land is a Mountain, Goblin creatures you control get +1/+1.
Fortify
---
I was thinking of some sort of wizard's tower or something for the fifth one. Any ideas, MTGS?
Brady confirmed in his thread that the Conflux took place directly after the mending. He admitted that there are story elements that don't work with this timeline, but that's the timeline they are using.
Where exactly was this? Does it meant that the Conflux may have been a result of the Mending?
Saproplasm :symg::symg:
Creature - Fungus
Multikicker 1
When ~ enters the battlefield, for each time it was kicked choose one - put a 1/1 green Saproling token on the battelfield; or put a +1/+1 counter on target creature. The spore doesn't fall far from the fungus.
1/1
However, the idea of using multikicker to trigger this effect in modal form is brilliant. This is probably the closest functional version to the original idea while also proving to be elegant and simple.
I have to agree; this is the first version posted that isn't less elegant the my original wording.
Oops, the Spore was supposed to have the Aspect of the Mongoose ability. I was debating having it return to the battlefield attached to a Saproling instead and forgot to put anything.
Here's the current version (mana cost still mostly a placeholder):
Mycellia's Spore :symg::symg: Legendary Enchantment - Aura
Enchant Saproling
Enchanted Saproling is a legendary green Saproling creature named Mycellia, the Spore Child with power and toughness each equal to the number of Saprolings you control.
When ~ is put into a graveyard from the battlefield, return ~ to its owner's hand.
The aura itself being Legendary is more of a flavor thing. Redundant, yes, but I'm Wizards has set precedence for that somehwere. I suppose it could be just as flavorful without it, but how often does a Legendary Aura come along?
Verderis Sprawl :3mana::symg: Enchantment
At the beginning of your upkeep, choose one--search your library for a Forest card, reveal it, put it into your hand, then shuffle your library; or put a 1/1 green Saproling creature token onto the battlefield.
Saproplasm :symg::symg: Creature - Fungus
Multikicker 1
When ~ enters the battlefield, for each time it was kicked choose one--put a 1/1 green Saproling token on the battelfield; or put a +1/+1 counter on ~. The spore doesn't fall far from the fungus.
1/1
Mycellia's Spore :2mana::symg: Legendary Enchantment - Aura
Enchant Saproling
Enchanted Saproling is a legendary creature named Mycellia, the Spore Child with power and toughness each equal to the number of Saprolings you control.
When ~ is put into a graveyard from the battlefield, return ~ to its owner's hand.
Bloomroot :2mana::symg::symg: Creature - Fungus
When ~ enters the battlefield, put two 1/1 green Saproling creature tokens onto the battlefield.
Nontoken creatures you control enter the battlefield as a copy of ~.
1/1
Hmm... Urborg's collectors number is 13, that means that there are two lands in the set that begins with something after UR. Vesuva and Wasteland perhaps?
Well, one can hope at least.
I'd say there are only really three options at this point:
Vesuva and the preview (if there is one)
Vesuva and Wasteland
Vesuva and Valakut, the Molten Pinnacle
Nonono, I think you misunderstood me. I'm saying that Dominaria is already post-apocalyptic, and Creative might have wanted to keep it that way in case they ever felt like using that "uberly overused post-apocalyptic carp" as a setting. Because Dominaria was filling that new role and no longer it's old role, they needed something to replace it as the generic fantasy world: Shandalar.
Hope your prayer circle was fun though!
Exactly.
We'll get more out of "This is Kalonia... A brand new forest nation on the (for all intents and purposes) brand new generic plane of Shandalar! And this is what's left of Krosa... How dreadful Dominaria still is!" than "This is Kalonia... It's the nation that formed after Krosa reformed from the rifts."
We get the same amount of new and nostalgic lore, but neither has to step on the toes of the other.
Which is dumb. This is the perfect opportunity to spawn the Gate archetypes, complete which their own $5 manabase.
So if the Innistradi werewolves, many of which are quite definitely green, are less green than Aliens...
Does a permanent being put into a graveyard from the battlefield count as it being destroyed? Magic uses specific terms for a reason; they mean what they mean.
I'm betting it's just a random gorgon.
For example:
Electrocharge :1mana::symr:
Instant [Uncommon?]
~ deals 1 damage to target creature or player, then supercharge target instant or sorcery spell. (To supercharge a spell, put a charge counter on it.)
Whenever a supercharged spell resolves this turn, it deals 1 damage to target creature or player of that spell's controller's choice.
* I'm not sure if rules timing will allow it to target itself with the supercharge and then trigger its own ability. If it can, I'd allow it, but if it can't "another target spell" will be needed just to avoid confusion.
Flowing Inspiration :2mana::symu:
Instant [Uncommon?]
Draw a card, then supercharge target instant or sorcery spell. (To supercharge a spell, put a charge counter on it.)
Whenever a supercharged spell resolves this turn, its controller draws a card.
I'm still thinking through all the possibilities of the mechanic and where to limit it or not. Thoughts?
Well, they're one-ofs for my cube, so rarity doesn't really matter for what I'm using them for, but I added what I'd probably put them at.
---
What are people's suggestions for Barracks that still captures the flavor? Could it be a Level Up Fortification!?
---
Palisade
Artifact - Fortification [Common]
Fortified land is a 0/3 Wall creature with defender. It’s still a land.
Fortify
Granary
Artifact - Fortification [Uncommon]
Fortified land has “:1mana:, :symtap:: Put a storage counter on Granary” and “:1mana:, Remove X storage counters from Granary: Add to your mana pool X mana in any combination of any type that a land you control could produce.
Fortify
Barracks
Artifact - Fortification [Rare]
:1mana:, Tap fortified land: Put a white 1/1 Soldier creature token onto the battlefield.
:2mana:, Tap fortified land: Put a white 1/3 Archer creature token with reach onto the battlefield.
:3mana:, Tap fortified land: Put a white 2/2 Knight creature token with first strike onto the battlefield.
Fortify
---
These first three are classics. Costed at :1mana:, :2mana:, and :3mana:, wall, a granary or warehouse, and a barracks are the first improvements one builds in any good real-time strategy game.
How are they balance-wise?
The Barracks is the one I'm most unsure about. It's really versatile, but a figurative 4 mana seems like a fair amount for a Knight a turn.
Also the formatting on it was an attempt to avoid a "wall of text" on an actual card. Could it be formatted better? All suggestions are welcome on this card, especially numbers. How can I achieve this flavor with balance and elegance?
---
Goblin Fortress
Artifact - Fortification [Rare]
:2mana:, Sacrifice fortified land: Put two 1/1 red Goblin creature tokens onto the battlefield.
As long as fortified land is a Mountain, Goblin creatures you control get +1/+1.
Fortify
---
I was thinking of some sort of wizard's tower or something for the fifth one. Any ideas, MTGS?
Where exactly was this? Does it meant that the Conflux may have been a result of the Mending?
I have to agree; this is the first version posted that isn't less elegant the my original wording.
Here's the current version (mana cost still mostly a placeholder):
Mycellia's Spore :symg::symg:
Legendary Enchantment - Aura
Enchant Saproling
Enchanted Saproling is a legendary green Saproling creature named Mycellia, the Spore Child with power and toughness each equal to the number of Saprolings you control.
When ~ is put into a graveyard from the battlefield, return ~ to its owner's hand.
The aura itself being Legendary is more of a flavor thing. Redundant, yes, but I'm Wizards has set precedence for that somehwere. I suppose it could be just as flavorful without it, but how often does a Legendary Aura come along?
Enchantment
At the beginning of your upkeep, choose one--search your library for a Forest card, reveal it, put it into your hand, then shuffle your library; or put a 1/1 green Saproling creature token onto the battlefield.
Saproplasm :symg::symg:
Creature - Fungus
Multikicker 1
When ~ enters the battlefield, for each time it was kicked choose one--put a 1/1 green Saproling token on the battelfield; or put a +1/+1 counter on ~.
The spore doesn't fall far from the fungus.
1/1
Mycellia's Spore :2mana::symg:
Legendary Enchantment - Aura
Enchant Saproling
Enchanted Saproling is a legendary creature named Mycellia, the Spore Child with power and toughness each equal to the number of Saprolings you control.
When ~ is put into a graveyard from the battlefield, return ~ to its owner's hand.
Bloomroot :2mana::symg::symg:
Creature - Fungus
When ~ enters the battlefield, put two 1/1 green Saproling creature tokens onto the battlefield.
Nontoken creatures you control enter the battlefield as a copy of ~.
1/1
I'd say there are only really three options at this point:
Vesuva and the preview (if there is one)
Vesuva and Wasteland
Vesuva and Valakut, the Molten Pinnacle
It's better than having someone like Wintermute kill them off though.
Exactly.
We'll get more out of "This is Kalonia... A brand new forest nation on the (for all intents and purposes) brand new generic plane of Shandalar! And this is what's left of Krosa... How dreadful Dominaria still is!" than "This is Kalonia... It's the nation that formed after Krosa reformed from the rifts."
We get the same amount of new and nostalgic lore, but neither has to step on the toes of the other.