Inspire: You may cast ~ for Inspire Cost. It gains Haste, and “Sacrifice ~ at the end of turn.”
What in fufasasdlkagajklhladh! Okay, I'm not using the mechanic, but I made something exactly the same, lol. It's in the DCC from like two months ago. Then again, combining Evoke and Unearth isn't that original, so haha. Great minds and all that.
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If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Would Recycle be less OP if you had to exile the original card to put a token onto the battlefield?
And I didnt want to just return the creature itself to the battlefield or have a cost because I want it to happen almost without choice, and I want to be able to (potentially) perform some token hijinks (Parallel Lives and Doubling Season anyone?)
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Quote from Ninja Caterpie »
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
Could you give me an example of a card with that mechanic?
Sure.
Greymarx Converter3WW
Creature - Greymarx Soldier
When Greymarx Converter enters the battlefield, return up to two target Greymarx creature cards with converted mana cost 2 or less from your graveyard to your hand.
Recycle (When this creature dies, put a token that's a copy of it onto the battlefield at the beginning of the next upkeep.)
4/4
Basically cards that have Recycle will be designed with it in mind. They'll typically have ETB effects. As a tribe, they'll focus on bringing each other back and keeping together as a single solid force.
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
Mundus- So a creature with Recycle never actually dies?
In a way, yes. Its part of the lore of my race. When they "die", they turn to dust along with their weapons and armor and are later "recycled" and rebuilt into a good-as-new Greymarx soldier.
Perhaps the token should enter the battlefield tapped..?
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Quote from Ninja Caterpie »
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
If a token dies, does the ability still work the way it's written, because don't they cease to exist after dying?
Based on how its worded currently, it will still trigger as normal when the token dies, for it doesnt target it, nor care whether the card is in the graveyard at the time the copy enters the battlefield.
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Quote from Ninja Caterpie »
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
Physiology and Function
The Illika are divided into a number of sub-races, each completing a specific function to feed the Illika "machine". As a whole, they are all plantlike creatures with dark flesh and tube-like hollow tentacles and white storage sacs.
The term hunter is, for the most part, a misnomer. The hunters do not actively hunt prey, but trap and strangle it. They cling to cave ceilings and have long dangling tentacles which capture and strangle their prey. They are the primary nutritional providers for a network. They leave a genetic trace on anything they catch for spawner usage.
Harvesters are the processors of the network. Before food is suitable for usage, they are sent to a Harvester. Processors also have gas excreting glands within flower-like structures which can have a variety effects, which can be anywhere from toxic to alluring. They leave a genetic trace on anything they process for spawner usage.
Vessels are what they sound like, transportation. They are slow moving, but unlike most Illika, mobile. Their function is to transport nutrients from producers to spawners and the like. They have several sacs used for transporting nutrients. They leave a genetic trace on anything they transport for spawner usage.
Watchers are a rare source of light in cave depths. They use that light to draw in creatures who have spent too much time in the darkness. They are heavily plated with tough hides, because they are the most easily found Illika. Anything they lure in is exposed to a secretion that contains watcher genetic trace for spawner usage. Additionally, spawners are essentially the diplomats of the Illika, communicating with other races using it's flashing lights, and reading lips.
Spawners use nutrition produced by other Illika to reproduce. They use the genetic material that is stored in that nutrition to determine what types of spores to produce. They have a lone tube-like proboscis used for releasing spores.
Spores
Social Structure
The Illika, despite their apparent simplicity, are actually complex creatures. They are organized in family units known as "Networks". These networks are born as a group and when they reproduce, are reproduced as a functionally identical group, with exception of perhaps the number of individuals completing certain roles. This is because the spawners, the spore producing individuals, directly copy the genetics they receive, based on those individuals' contribution to the network food supply.
The Illika have a complex internal language system which involves chemical exchanges through their hollow tentacles. Externally, they communicate exclusively through watchers. Watchers have a communication system based on light flashes, similar to Morse code, that nearly every race that exists has a translator for.
At the heart of Illika Social structure is the Illika Codex. The Codex is a giant Illikum that serves as a giant genetic database, capable of reproducing any Illikum from the past hundred years. It is best related to the queen of an ant hive. To be a vessel for the Codex is the greatest honor for the Illika.
The religious belief system of the Illikum is a pantheistic one. They believe that every living this is a part of their deity. They also believe the more life they consume the closer they get to said deity. This leads to the consumption of their dead, not wishing for their spiritual significance to go to waste.
In terms of warfare, they believe it is an ultimate necessity. They plan to win wars through attrition. In times of war the Illika will reproduce exponentially faster, consuming Illika not involved in the war effort for fuel. Any enemy that tries to assault a hunter or a harvester is likely as good as dead. The Illika don't need sunlight to reproduce, so often enemies would die because they're being consumed internally by some manner of Illika.
Mechanics
- Defender. They're all plant-like creatures. As such, they don't attack.
- +1/+1 counters. +1/+1 counters are used to show nutrition. Flavorfully, if an Illikum consumes enough material it can get significantly bigger.
- Illikum Spore tokens.
Illikum Spore GB T, pay target Illikum creature's mana cost: Illikum Spore becomes a copy of that creature.
0/1
- Creatures in graveyard. They thrive on consumption, and they're cannibalistic at times.
- Lifeloss. They nearly all have defender, and life loss seems most akin to the attrition based warfare I'm aiming for.
Reste and Lanmila are the last surviving members of an ancient race, by now long nameless. They are very large, bipedal, scaled creatures. Their overall form resembles that of a great ape, complete with opposable thumbs. Likewise, they have faces that resemble an ape's, though with scales rather than fur. Additionally, they have a slightly longer snout than might be expected, which contains their more reptillian teeth. Their bodies are very hardy, able to withstand the extreme temperatures of their mountain retreat even as they become elderly. Their species has adapted to require very little food at times, given their nomadic existence, which suits Reste and Lanmilla just fine, as their current home has very little in the way of food. Lanmila must often descend partway down the mountain to hunt the creatures that share their space, like mountain goats, rabbits, and the occasional yeti.
Particulars:
Reste is the male of the pair, and slightly larger than Lanmila. He bears the scars of many wars across his body, and is missing a finger from his left hand. His scales have dulled over the years and just barely hint at his once-robust red hue. Now he could be more accurately described as "rusty." In his former life, he was the leader of their tribe, and a formidable warrior. However, he has become mostly blind with age, and relies on touch, memory, and Lanmila to guide him through the crags of their mountain home. He loves to recount to Lanmilla tales of his former glory at length, which amuses Lanmilla mostly because Reste can't tell when she's fallen asleep.
Lanmilla is the female of the pair, and is equally battle-worn. Her scales are also dulled by now, though in her prime she was more green than her Reste. As the mate of their tribe's leader, she commanded considerable authority in her prime, and still maintains a very proud bearing. Though she does find some annoyance that her role has been reduced to caring for Reste rather than battling by his side, she takes it in stride, knowing that their best days are behind them. As the more able-bodied of the two, Lanmilla takes responsibility for hunting for the pair, though she has convinced Reste to stop talking about being a great warrior and actually join her a few times.
In the past, Reste and Lanmila were members of one of many small tribes (around ten to twenty members) that roamed the mountains and plains of this plane, seeking to gain territory through warfare with other races. When two of these tribes met, the results were predictably bloody. In their old age, the formerly-bellicose pair has been tempered by a century of countless wars and strife with the neighboring tribes. Tales are still told of the "Giants' Wars," the skirmishes between the tribes, which left much destruction in their wake.
Now their sole goal is to remain hidden within the mountains, away from the political struggles and undue influence of the outside world. Fortunately for the pair, few know of their existence, and those who do fear that their ancestral brutality might be awaked should they be approached. That said, a few brave souls have scaled the mountain they call home in an attempt to learn some of their knowledge. None have ever returned.
There are only two of these, to be clear. One male, one female. They are a mated pair, but are now past the point of fertility and cannot produce offspring. Essentially, they are living out their retirement together in the mountains, waiting to die peacefully rather than at the end of an axe.
As there are only two of them, I don't want to give away too much. However, some of the following themes will make their way onto the cards:
1. Defender
2. Swift and strong retaliation/berserking
3. A desire to remain untouched by the outside
4. Ancient wisdom locked away from others
5. Extremely hardy/tough; hard to defeat in battle
6. Skill with crafting/using weapons
7. Being old
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Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
Description: Hedonistic but pacific creatures that live in plateaus and foothills. They believe in getting the most pleasure possible as long as you don't hurt the others. They are very smart.
Physical Description: They are tall humanoids (average height around 8 feet), but very slim and with much more longer arms with also long fingers (reaching below their knees). They have pale skin, and are completely hairless. They have small mouths and no eyelids and no iris or pupil: just totally black eyes (but some have dark brown eyes). They normally use none to little clothes, unless conditions require for. Their bodies are resilient when damaged and their constitution is good, capable of passing entire days doing an activity without getting tired. They don't need to sleep and live around 200 of our years.
Culture/Beliefs: They value pleasure and peace above all. They are extremely friendly, cheerful, willful and tend to get as much pleasure as possible, so medicine studies, art studies and parties are very common. Singers, poets and bards are common. They tend to excess on food, sex, dance, drinking and in fact, every pleasing activity. To accomplish this, they also are excellent artificers that have created machines to do common work, like agriculture, house building, transport and others. Because of their pacific nature, their offensive capabilities are small, but they excell in defense strategy and have powerful restrictive magics. They don't have religion and don't belive in an afterlife for them (there are no ghosts or spirits of these creatures), which is an incentive to prolongue the pleasures and experiences on life.
Mechanics: Focus on defensive spells and abilities. Is very common for them to have benefical effects whenever they become the target of an spell or ability, this will be an ability word named Experience. They get some artifact-related effects, too.
(Description) ***s are Enchantment Creatures appearing as rings of light floating together in snake-like formation. As they move in a direction the tail ring expands and moves forward around the other rings becoming the head ring then shrinks back.
*** ring sizes range from six centimeters to three meters in circumference.
A single *** can consist of any number of rings. Single ring ***s are rare and are known as Mono***s. Multi-ring ***s are called Poly***s.
The color of a ring corresponds to the color of mana of which that ring consists. A *** can contain rings of multiple colors in any sequence.
(Culture) ***s are usually peaceful and avoid conflict when possible. This is easy for them as they absorb mana as food from their surroundings and don't need to fight for resources.
They are far-roaming, nomadic beings who speak to each other through dance and are quick to protect each other.
***s are capable of growing new rings out of old and can swap rings with other ***s.
They are masterful spell-casters, though usually ***s only use magic as a form of play.
(Mechanics) Gating, blinking, color matters, enter/exit triggered abilities, tapping/untapping.
The Rosar are massive winged birds with blue and green scales. They have no legs and a long tail with a kite shaped tip. Their wings are extremely flexible allowing them to roll their wings around their body. They do this to protect their underbelly which does not have scales. Their wingspan can be anywhere from 50 - 80 feet and they're only slightly longer than that from head to tail. Their heads are fairly large with vicious teeth and piercing red eyes. They also have the ability to dive and swim in water.
Culture:
The Rosar have no real form of communication and tend to dwell by themselves when not mating. The females lay eggs underwater and the babies learn to swim and then learn to fly.
Mechanics:
Removal from combat (U, Return ~ to hand)
Flash
Transform (Air/Underwater)
Untapping
Switch power and toughness
Technically it's tomorrow (unless you meant Monday), so although I'm not done tinkering with with flavor and mechanics, here's what I have so far:
Name: Taravin
Color(s):GWB Physical Description:
Basically, if you can imagine a cross between a bat, an insect, an a human, you’re picturing a Taravin. For those of you who can’t imagine this, let me go further in depth:
Imagine a 12-15 year old child. Now, amalgamate the foreams with the hands,increase them in size by 150%, and coat them with insect-like plating. Replace the fingers with elongated claws, and add a stinger protruding from each arm in a Wolverine-esque fasion. Next, add insect-like plating to the torso, thighs, forearms and feet. Replace the toes with two large claws. The calves and upper arms, imagine them human-like, but thinner, and sort of a reddish brown. Connecting the arms and the torso is a flying-squirrel-like cartilage sheet that allows the Tavarin to catch upward drafts of air and glide on. The head, is also encased in insect-like plating, with a beetle horn sticking out from the forehead area. Poking out from two holes in the plating are two large, cartilage ears. Near the bottom of the face the plating has a piece which is not attached to rest, as it covers the mouth, and must be able to be moved on its own. The eyes are sort of fly-like, but more ovaloid than round.
I won't go into too much detail regarding their larvae and pupae forms, but I will say that they are highly vulnerable as larvae, but their pupae shell is absurdly strong.
Culture/Beliefs:
The Taravin are split into three major varieties, based on their horn type and the color of their insect plating, which ranges from white, through green, to black. These three races are not named, or even really differentiated, because unlike most other species, the difference in the races of the Taravin don't really play any significant role in Taravin society, save for mating, since it is rare to see crossbreeding.
Although they are individialistic, the Taravin are born with a fundamental sense of their purpose in life. Hance, they have a sort of variable monarchy; once in a generation, a child will be born who is pre-disposed to ecoming the next leader, and, upon the death of the previous leader, takes over.
The Taravin live in large woodland caverns and crevices, or really anywhere where they might be able to fit a sufficiently large hive structure. They are not very aggressive by nature, but they are not above hunting small and medium sized woodland animals. They will, however, fight aggressively to defend the hive, should it come under attack, since their instinctual insect-metality triggers.
To delve further into religion, the Taravin worship the moon as their goddess. They believe that there are three phases to the moon, Full (:symw:), Null (:symb:), and Morph (:symg:) (note: these don't exactly match up with our moon phases), and that each phase has a specific kind of energy associated with it. According to Taravin lore, the moon is constantly emitting the three types of energy, but depending on the current phase, the moon releases more of one kind.
The Taravin believe that all children are born through the moon's kindness, and that all return to rejoin her in death. As such, the Taravin greatly value their goddess-given life, but they will not hesitate to euthanize a fellow Taravin (or some other being) should the need arise, for living in pain or suffering is a waste of the moon's gift, and in death, they will simply rejoin her. Due to their religious beliefs, the Taravin are nocturnal, and shy away from sunlight, resorting to natural moonight and magical globules of light for illuminaton.
Mechanics:
Tokens
-> This represents the insect-like breeding.
Tap Abilities
-> The Taravin have a difficult time using wands or scrolls or whatnot because their claws aren't able to properly grab ahold of such small, delicate items. Hence, without anything to channel magic through, they must do it themselves.
Colorcast — [If {colored mana} was used to cast this][When CARDNAME enters the battlefield, if {colored mana} was used to cast CARDNAME], [Effect]. (The formatting is confusing to type, so see Steamcore Weird/Vigor Mortis)
-> This represents the changes in the moon's phases, and how it affects the Taravin.
Sacrificing
-> Although they aren't eager to just die, should push come to shove, the Taravin are willing to die, since ultimately they will just rejoin their goddess.
Needs some points added to the mechanics section... :tired:
Name: Ord
Color(s): Any color
Description:Ord are a magic-attuned race. Though sentient they are quite primal. They are surrounded by a permanent aura of magic that allows them to instinctually manipulate spells.
Physical Description:Ord are always short furry creatures, but can still appear very diverse in their appearance. All Ords though have a similar face featuring four eyes with the lower pair being smaller than the upper pair and most tribes of Ord feature a varying number of horns. Attuned to the magic that surrounds them their appearance varies with region and often copies features found in the local fauna. Ord of the Prairies may have short sand-colored fur and a slender stature, possibly three or more long horns and hoof-like feet; prowling nocturnal Ord of the bogs may have dirty dark fur, almost black, and blind white eyes.
Culture/Beliefs:Ord appear primal, but are sentient. They are generally social creatures though their acceptance of other races varies from tribe to tribe. In general they recognize each other to thei magical aura and are more open-minded towards similar magical creatures.
The Ord rever the land that offers them a connection to the mana and protect it instinctually and have interwoven it with a sort of mysticism. Many tribes are known to share their food and their dead with the land to return the favors they have been granted.
Wandering Ord will adopt whatever place they are currently in as their homeland.
Mechanics:
In general an Ord will be a weenie-sized creature.
Theme: getting targeted
Theme: being enchanted/Auras
Theme: counter manipulation
Theme: basic lands
Theme: casting more than one spell
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
EDIT: NVM. I saw your post in Discussion.
Join the Poetry Running Contest!
What in fufasasdlkagajklhladh! Okay, I'm not using the mechanic, but I made something exactly the same, lol. It's in the DCC from like two months ago. Then again, combining Evoke and Unearth isn't that original, so haha. Great minds and all that.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
And I didnt want to just return the creature itself to the battlefield or have a cost because I want it to happen almost without choice, and I want to be able to (potentially) perform some token hijinks (Parallel Lives and Doubling Season anyone?)
Amazing banners made by Brofaux.
Sure.
Greymarx Converter 3WW
Creature - Greymarx Soldier
When Greymarx Converter enters the battlefield, return up to two target Greymarx creature cards with converted mana cost 2 or less from your graveyard to your hand.
Recycle (When this creature dies, put a token that's a copy of it onto the battlefield at the beginning of the next upkeep.)
4/4
Basically cards that have Recycle will be designed with it in mind. They'll typically have ETB effects. As a tribe, they'll focus on bringing each other back and keeping together as a single solid force.
Amazing banners made by Brofaux.
In a way, yes. Its part of the lore of my race. When they "die", they turn to dust along with their weapons and armor and are later "recycled" and rebuilt into a good-as-new Greymarx soldier.
Perhaps the token should enter the battlefield tapped..?
Amazing banners made by Brofaux.
Based on how its worded currently, it will still trigger as normal when the token dies, for it doesnt target it, nor care whether the card is in the graveyard at the time the copy enters the battlefield.
Amazing banners made by Brofaux.
BG
Physiology and Function
The Illika are divided into a number of sub-races, each completing a specific function to feed the Illika "machine". As a whole, they are all plantlike creatures with dark flesh and tube-like hollow tentacles and white storage sacs.
Spores
Social Structure
The Illika, despite their apparent simplicity, are actually complex creatures. They are organized in family units known as "Networks". These networks are born as a group and when they reproduce, are reproduced as a functionally identical group, with exception of perhaps the number of individuals completing certain roles. This is because the spawners, the spore producing individuals, directly copy the genetics they receive, based on those individuals' contribution to the network food supply.
The Illika have a complex internal language system which involves chemical exchanges through their hollow tentacles. Externally, they communicate exclusively through watchers. Watchers have a communication system based on light flashes, similar to Morse code, that nearly every race that exists has a translator for.
At the heart of Illika Social structure is the Illika Codex. The Codex is a giant Illikum that serves as a giant genetic database, capable of reproducing any Illikum from the past hundred years. It is best related to the queen of an ant hive. To be a vessel for the Codex is the greatest honor for the Illika.
The religious belief system of the Illikum is a pantheistic one. They believe that every living this is a part of their deity. They also believe the more life they consume the closer they get to said deity. This leads to the consumption of their dead, not wishing for their spiritual significance to go to waste.
In terms of warfare, they believe it is an ultimate necessity. They plan to win wars through attrition. In times of war the Illika will reproduce exponentially faster, consuming Illika not involved in the war effort for fuel. Any enemy that tries to assault a hunter or a harvester is likely as good as dead. The Illika don't need sunlight to reproduce, so often enemies would die because they're being consumed internally by some manner of Illika.
Mechanics
- Defender. They're all plant-like creatures. As such, they don't attack.
- +1/+1 counters. +1/+1 counters are used to show nutrition. Flavorfully, if an Illikum consumes enough material it can get significantly bigger.
- Illikum Spore tokens.
T, pay target Illikum creature's mana cost: Illikum Spore becomes a copy of that creature.
- Lifeloss. They nearly all have defender, and life loss seems most akin to the attrition based warfare I'm aiming for.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Shroud is evergreen.
Well shroud is going the way of fear, so I anticipate it will soon be removed from that list.
Holder for race relations list. Heh
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Recycle X: When ~ dies, put X ?/? Creature Tokens into play.
So that it fuels the sense that they're an ever growing horde.
Join the Poetry Running Contest!
WR
Particulars:
Reste is the male of the pair, and slightly larger than Lanmila. He bears the scars of many wars across his body, and is missing a finger from his left hand. His scales have dulled over the years and just barely hint at his once-robust red hue. Now he could be more accurately described as "rusty." In his former life, he was the leader of their tribe, and a formidable warrior. However, he has become mostly blind with age, and relies on touch, memory, and Lanmila to guide him through the crags of their mountain home. He loves to recount to Lanmilla tales of his former glory at length, which amuses Lanmilla mostly because Reste can't tell when she's fallen asleep.
Lanmilla is the female of the pair, and is equally battle-worn. Her scales are also dulled by now, though in her prime she was more green than her Reste. As the mate of their tribe's leader, she commanded considerable authority in her prime, and still maintains a very proud bearing. Though she does find some annoyance that her role has been reduced to caring for Reste rather than battling by his side, she takes it in stride, knowing that their best days are behind them. As the more able-bodied of the two, Lanmilla takes responsibility for hunting for the pair, though she has convinced Reste to stop talking about being a great warrior and actually join her a few times.
Now their sole goal is to remain hidden within the mountains, away from the political struggles and undue influence of the outside world. Fortunately for the pair, few know of their existence, and those who do fear that their ancestral brutality might be awaked should they be approached. That said, a few brave souls have scaled the mountain they call home in an attempt to learn some of their knowledge. None have ever returned.
1. Defender
2. Swift and strong retaliation/berserking
3. A desire to remain untouched by the outside
4. Ancient wisdom locked away from others
5. Extremely hardy/tough; hard to defeat in battle
6. Skill with crafting/using weapons
7. Being old
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Name: Teebeedee
Color(s): RW
Description: Hedonistic but pacific creatures that live in plateaus and foothills. They believe in getting the most pleasure possible as long as you don't hurt the others. They are very smart.
Physical Description: They are tall humanoids (average height around 8 feet), but very slim and with much more longer arms with also long fingers (reaching below their knees). They have pale skin, and are completely hairless. They have small mouths and no eyelids and no iris or pupil: just totally black eyes (but some have dark brown eyes). They normally use none to little clothes, unless conditions require for. Their bodies are resilient when damaged and their constitution is good, capable of passing entire days doing an activity without getting tired. They don't need to sleep and live around 200 of our years.
Culture/Beliefs: They value pleasure and peace above all. They are extremely friendly, cheerful, willful and tend to get as much pleasure as possible, so medicine studies, art studies and parties are very common. Singers, poets and bards are common. They tend to excess on food, sex, dance, drinking and in fact, every pleasing activity. To accomplish this, they also are excellent artificers that have created machines to do common work, like agriculture, house building, transport and others. Because of their pacific nature, their offensive capabilities are small, but they excell in defense strategy and have powerful restrictive magics. They don't have religion and don't belive in an afterlife for them (there are no ghosts or spirits of these creatures), which is an incentive to prolongue the pleasures and experiences on life.
Mechanics: Focus on defensive spells and abilities. Is very common for them to have benefical effects whenever they become the target of an spell or ability, this will be an ability word named Experience. They get some artifact-related effects, too.
[Clan Flamingo]
The clan for custom card creators!
(Colors) WUBRG
(Description) ***s are Enchantment Creatures appearing as rings of light floating together in snake-like formation. As they move in a direction the tail ring expands and moves forward around the other rings becoming the head ring then shrinks back.
*** ring sizes range from six centimeters to three meters in circumference.
A single *** can consist of any number of rings. Single ring ***s are rare and are known as Mono***s. Multi-ring ***s are called Poly***s.
The color of a ring corresponds to the color of mana of which that ring consists. A *** can contain rings of multiple colors in any sequence.
(Culture) ***s are usually peaceful and avoid conflict when possible. This is easy for them as they absorb mana as food from their surroundings and don't need to fight for resources.
They are far-roaming, nomadic beings who speak to each other through dance and are quick to protect each other.
***s are capable of growing new rings out of old and can swap rings with other ***s.
They are masterful spell-casters, though usually ***s only use magic as a form of play.
(Mechanics) Gating, blinking, color matters, enter/exit triggered abilities, tapping/untapping.
Physical Description:
Culture:
Mechanics:
Flash
Transform (Air/Underwater)
Untapping
Switch power and toughness
@Rudyard: Sorry, but you are only allowed three colors. Same thing as Pacho also.
@Froxbite: Good for the most part. Clean up some stuff and what not. I'll add you.
Name: Taravin
Color(s): GWB
Physical Description:
Imagine a 12-15 year old child. Now, amalgamate the foreams with the hands,increase them in size by 150%, and coat them with insect-like plating. Replace the fingers with elongated claws, and add a stinger protruding from each arm in a Wolverine-esque fasion. Next, add insect-like plating to the torso, thighs, forearms and feet. Replace the toes with two large claws. The calves and upper arms, imagine them human-like, but thinner, and sort of a reddish brown. Connecting the arms and the torso is a flying-squirrel-like cartilage sheet that allows the Tavarin to catch upward drafts of air and glide on. The head, is also encased in insect-like plating, with a beetle horn sticking out from the forehead area. Poking out from two holes in the plating are two large, cartilage ears. Near the bottom of the face the plating has a piece which is not attached to rest, as it covers the mouth, and must be able to be moved on its own. The eyes are sort of fly-like, but more ovaloid than round.
I won't go into too much detail regarding their larvae and pupae forms, but I will say that they are highly vulnerable as larvae, but their pupae shell is absurdly strong.
Although they are individialistic, the Taravin are born with a fundamental sense of their purpose in life. Hance, they have a sort of variable monarchy; once in a generation, a child will be born who is pre-disposed to ecoming the next leader, and, upon the death of the previous leader, takes over.
The Taravin live in large woodland caverns and crevices, or really anywhere where they might be able to fit a sufficiently large hive structure. They are not very aggressive by nature, but they are not above hunting small and medium sized woodland animals. They will, however, fight aggressively to defend the hive, should it come under attack, since their instinctual insect-metality triggers.
To delve further into religion, the Taravin worship the moon as their goddess. They believe that there are three phases to the moon, Full (:symw:), Null (:symb:), and Morph (:symg:) (note: these don't exactly match up with our moon phases), and that each phase has a specific kind of energy associated with it. According to Taravin lore, the moon is constantly emitting the three types of energy, but depending on the current phase, the moon releases more of one kind.
The Taravin believe that all children are born through the moon's kindness, and that all return to rejoin her in death. As such, the Taravin greatly value their goddess-given life, but they will not hesitate to euthanize a fellow Taravin (or some other being) should the need arise, for living in pain or suffering is a waste of the moon's gift, and in death, they will simply rejoin her. Due to their religious beliefs, the Taravin are nocturnal, and shy away from sunlight, resorting to natural moonight and magical globules of light for illuminaton.
-> This represents the insect-like breeding.
Tap Abilities
-> The Taravin have a difficult time using wands or scrolls or whatnot because their claws aren't able to properly grab ahold of such small, delicate items. Hence, without anything to channel magic through, they must do it themselves.
Colorcast — [If {colored mana} was used to cast this][When CARDNAME enters the battlefield, if {colored mana} was used to cast CARDNAME], [Effect]. (The formatting is confusing to type, so see Steamcore Weird/Vigor Mortis)
-> This represents the changes in the moon's phases, and how it affects the Taravin.
Sacrificing
-> Although they aren't eager to just die, should push come to shove, the Taravin are willing to die, since ultimately they will just rejoin their goddess.
Color(s): Any color
Description: Ord are a magic-attuned race. Though sentient they are quite primal. They are surrounded by a permanent aura of magic that allows them to instinctually manipulate spells.
Physical Description: Ord are always short furry creatures, but can still appear very diverse in their appearance. All Ords though have a similar face featuring four eyes with the lower pair being smaller than the upper pair and most tribes of Ord feature a varying number of horns. Attuned to the magic that surrounds them their appearance varies with region and often copies features found in the local fauna. Ord of the Prairies may have short sand-colored fur and a slender stature, possibly three or more long horns and hoof-like feet; prowling nocturnal Ord of the bogs may have dirty dark fur, almost black, and blind white eyes.
Culture/Beliefs: Ord appear primal, but are sentient. They are generally social creatures though their acceptance of other races varies from tribe to tribe. In general they recognize each other to thei magical aura and are more open-minded towards similar magical creatures.
The Ord rever the land that offers them a connection to the mana and protect it instinctually and have interwoven it with a sort of mysticism. Many tribes are known to share their food and their dead with the land to return the favors they have been granted.
Wandering Ord will adopt whatever place they are currently in as their homeland.
Mechanics:
In general an Ord will be a weenie-sized creature.
Theme: getting targeted
Theme: being enchanted/Auras
Theme: counter manipulation
Theme: basic lands
Theme: casting more than one spell
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO