If I keep on posting 'cool' cards from the Firtress set, I won't have anything left to show when I'm done with it. And since most people won't comment on full sets, I might as well show the set a few cards at a time.
Introduction:
Cards in this thread are from the set 'Fortress', a medieval-fantasy 350-card set which has a 'life' theme. There's only one keyworded mechanic in this set: Recharge [cost] (You may pay the recharge cost whenever you play this ability. If you do, untap this permanent when this ability resolves.)
Setting:
The Fortress expansion is set in an unknown land far ago in the past. Two kingdoms - Hederat (white) and Garnov (black) are permanently at war with each other. The set focuses at a critical period of the war - when the king of Hederat dies from an accident; and the false accusation and resulting banishment of Hark, captain of the Scendari Knights, the elite army of Hederat.
The other three colors play lesser supporting roles in this war. The coastal port of Ta'arin, where merchants come from all over the world to trade, and wizards both local and foreign seek knowledge in the Great Library of Ta'arin. Skyship pirates along the coast are becoming a problem.
The endless forest of Aeminari (not Æminari) thinks and reacts as one single entity. The native dryads have been reaching out to the humans, as if there is a need for them to unite together after centuries of isolation. The human accept their offer with caution, as the treefolk, the most ancient beings in the land, might know of great danger to come.
The Gulmerth mountains hold a variety of beings. Humans live in slums and work as rogues and mercenaries, constantly in fear of the ogres in underground caves. Rumors that dragons actually exist in Gulmerth, but probably in the highest peaks.
Set breakdown:
W/U/B/R/G: 20 common, 18 uncommon, 17 rare. Total 55 cards in each color.
Artifact: 4 common, 15 uncommon, 21 rare. Total 40 artifacts
Land: 20 basic, 6 common, 5 uncommon, 4 rare. Total 35 lands
Total: 350 cards
Cards:
As boring as it may sound, the first card in this set was a Wall.
Wall of Faith (U)
:2mana::symw:
Creature - Wall
Defender
If you have 7 or less life, Wall of Faith may block any number of creatures each combat.
0/6
The card was originally in the Lesser Legends set, but somehow it didn't fit in. So I took out the card and put it into an empty .mse file, which became Fortress. This card shows how white, the traditional color of life gain and protection, strives to protect its master when he is in danger.
White also thrives when the player's life is high.
Elders' Edict (U)
:2mana::symw:
Sorcery
Destroy target enchantment. If you have more life than your opponent, instead destroy all enchantments you don't control.
Creature-wise, White Weenie decks will find Fortress home. White's main creature types in this set are Knights and Clerics.
Hark of the Scendari (R)
:symw::symw:
Legendary Creature - Human Knight
First strike, vigilance
:symtap:: Hark of the Scendari deals 1 damage to target creature blocking or blocked by it. Recharge :1mana::symw: (You may pay :1mana::symw: whenever you play this ability. If you do, untap Hark when this ability resolves.)
2/2
Clare, Royal Embalmer (R)
:3mana::symw::symw:
Legendary Creature - Human Cleric
As long as Clare, Royal Embalmer is untapped, and you control a Plains, you can't gain or lose life. (You can't pay life.)
1/3
The two protagonists of the Fortress story are a knight and a cleric respectively.
Here's a card that needs naming.
[extra vigor] (U)
Enchantment
Whenever a creature untaps outside of a player's untap phase, you gain 1 life.
Much thanks for name suggestions. Feel free to post any card ideas for the set
Wall of Faith - Pretty nice, although I guess walls have become kind of lame flavor-wise (or have always been, probably). That's why all "new" walls (creatures with defender) aren't walls at all.
Elders' Edict - Pretty cool.
Hark of the Scendari - Awesome! Recharge is a cool mechanic. Too bad it's legendary!
Clare, Royal Healer - Hmmm, a bit of a problem to green decks. Anyway, the you can't lose life thing is kind of dubious. If you would pay life for an effect, what happens? DOes the effect happen and you pay nothing? Does it keep the effect from happening? WotC said these are the main reason why they kept from printing a "players can't sacrifice permanents" card.
[extra vigor] - Very cool, but I'd really cost it at W, even in this set.
I have to agree with devoruingzombie, the name sounds odd. What about Clare, Royal Preserver or Clare, Preserver of the lands or Clare, Highest Order. or some such thing
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Wall of Faith - Pretty nice, although I guess walls have become kind of lame flavor-wise (or have always been, probably). That's why all "new" walls (creatures with defender) aren't walls at all.
Well, I'll still be using Walls. Walls needn't to be made of bricks anyway. Like this one:
Wall of Zombies (C)
:2mana::symb:
Creature - Zombie Wall
Defender
Pay life equal to the number of Swamps you control: Wall of Zombies loses Defender.
3/3
Clare, Royal Healer - Hmmm, a bit of a problem to green decks. Anyway, the you can't lose life thing is kind of dubious. If you would pay life for an effect, what happens? Does the effect happen and you pay nothing? Does it keep the effect from happening? WotC said these are the main reason why they kept from printing a "players can't sacrifice permanents" card.
The reminder text mentions that you can't pay life, since Clare prevents your life total from decreasing.
[extra vigor] - Very cool, but I'd really cost it at W, even in this set.
Hm..... Agreed
Why does a healer prevent you from gaining life?
I have to agree with devoruingzombie, the name sounds odd. What about Clare, Royal Preserver or Clare, Preserver of the lands or Clare, Highest Order. or some such thing
True, that. Clare, Royal Embalmer?
Blue
Blue was a tricky one. The other four colors fit nicely into the life theme, but blue hardly has any cards that deal with life (Illusions of Grandeur, Delusions of Mediocrity and Psychic Transfer are the only ones I can think of). Hence, blue's stance in life strives to achieve a win-win situation, though there are perks if you have more life than your opponent.
Despise (C)
:1mana::symu:
Instant
Counter target spell if its controller has less life than you.
Blue doesn't meddle with life directly, though it's a great support color for white and green, as seen in this twist off Eergy Field.
Meditated Trance (R)
:1mana::symu:
Enchantment
Whenever a card is put into your graveyard from play, sacrifice Meditated Trance.
Whenever you gain life, draw that many cards.
Blue focuses more on creature abilities and the Recharge mechanic.
Ta'arin Looter
:1mana::symu:
Creature - Human Pirate
:symtap:: Target player puts the top card of his or her library into his or her graveyard. Recharge
1/1
Here's one card to be named. I'd really like to play this one myself.
Skirmish of Tricks(R)
:3mana::symu::symu:
Enchantment
Whenever a player plays a spell, that player puts or removes a charge counter on ~. The player who puts the tenth charge counter on ~ wins the game.
I just have to comment on that last blue card.. its simply amazing.. I love the card, so simple yet so complex.. one of the coolest magic cards designwise I have ever seen.
As for names: Grand Allure, Battle of time, Winds of Time, Twist and Turn, The calm before the storm, Soothing Battle, Time Depression, Wake of Time, Silence by sound, Soothing Storm, Twisting Battle, Twisting minds, Mindbattle, etc..
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Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!
Quote from Nietzsche »
The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently.
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Wall of Zombies = Looks good. Works best if you splash it into a deck without black as the main component.
Despise = Nice.
Meditated Trance = This is like Well of Lost Dreams run amok. I think it should self-destruct whenever a card is put into your graveyard from anywhere. Even then it can still get pretty ridiculous in combination with some other cards.
Taarin Looter = Looks good. It could be a 1/2 I guess.
Pass the Parcel = Very nice indeed. ACCs are always fun. I like how this gives both players a hand in the outcome.
nan - Thank you I love the card a lot as well, though the mechanic fits more to the next set in development (Currently codenamed 'Magicademy'), but I need an alternate win condition in this one. Anyway, those name idea did inspire me a bit, I took 'Battle' and 'Twist', ran it through the thesaurus a bit, and I ended up with the name Skirmish of Tricks There's another similar card in the set:
Dial of Negation (R)
Artifact
Players can't play spells with converted mana cost equal to the number of charge counters on Dial of Negation.
Whenever a player plays a spell, that player puts or removes a charge counter on Dial of Negation.
Quote from Scuirimancer »
Meditated Trance = This is like Well of Lost Dreams run amok. I think it should self-destruct whenever a card is put into your graveyard from anywhere. Even then it can still get pretty ridiculous in combination with some other cards.
Oops, it should be 'put into your graveyard from anywhere'.
Taarin Looter = Looks good. It could be a 1/2 I guess.
Well, why not?
Anyway, thanks a lot for the comments. We move on to:
BLACK
It shouldn't be too hard to guess which part of the 'life pie' does black occupy. The color of evil and greed, black thrives when you are weak.
Spawn of Desperation (U)
:3mana::symb:
Creature - Ghost
At the beginning of your upkeep, if your life total is 7 or less, put a +1/+1 counter on Spawn of Desperation.
3/2
You don't have to wait for your opponent to bring your life down, you can always do it yourself. This is one of my favorite black cards in the set:
Deal with the Devil (R)
:symb::symb::symb:
Sorcery
As an additional cost to play Deal with the Devil, pay X life.
Reveal the top card of your library and put it into your hand. Repeat this process as long as the total converted mana costs of cards revealed this way is less than X.
Black also has its share of Dark Knights:
Ebony Knight (U)
:symb::symb:
Creature - Human Knight
First strike, protection from black.
2/2
A removal spell, which is rather powerful in this set. This set probably has more Humans than Champions of Kamigawa has Spirits.
To the Gallows (C)
:1mana::symb:
Instant
Destroy target Human.
Finally, an unnamed card:
[lynch mob] (R)
:2mana::symb::symb:
Enchantment
Whenever a creature comes into play, if its controller has the most life, or tied with the most life among all players, that creature gets -2/-2 until end of turn.
Hm... no replies? I guess the last batch wasn't that interesting, though I love Deal with the Devil a lot. Anyway, let's move on.
RED
In a game, red usually has the high end of life since it'll be dealing damage early and often.
[Stuff Hurler] (C)
:4mana::symr:
Creature - Ogre Barbarian
:symtap:, Sacrifice a creature: ~ deals 2 damage to target creature.
:symtap:, Sacrifice a land: ~ deals 2 damage to target player.
3/3
Red takes up quite a bit of the 'suicide' stance as well, with cards like Inferno and Earthquake, we have:
[pass wind] (R)
:4mana::symr::symr:
Sorcery
~ deals damage to each creature and each player equal to the number of creatures you control.
I don't have much red to show, since there's nothing much interesting mechanic-wise. But I promise that green will be awesome. Anyway,here's one more card.
[woohoo dragon] (R)
:5mana::symr::symr:
Creature - Dragon
Flying
:3mana::symr::symr:, :symtap:: ~ deals 5 damage to target creature or player. Recharge :2mana::symr::symr:
5/5
Dial of Negotiation = Also very nice, and different enough from Pass the Parcel to be in the same set. I tried making a card like this in my first set, but yours is better.
Spawn of Desperation = Looks good.
Deal with the Devil = Nice. I think it could cost BBB. I figure you'll be drawing about half of what you paid, compared to Necrologia, which draws you an equal amount for 3BB.
Ebony Knight = Strong for a modern black weenie. Okay though, I guess.
To the Gallows = Yeah, stick it to those humans.
Lynch Mob = 1BB would be alright. Compare to AEther Flash.
Deal with the Devil = Nice. I think it could cost BBB. I figure you'll be drawing about half of what you paid, compared to Necrologia, which draws you an equal amount for 3BB.
True, I didn't think of Necrologia when I made this, though I based it off Necropotence (it used to be an enchantment called 'Neo-cropotence'). So BBB it is.
Quote from Scuirimancer »
Lynch Mob = 1BB would be alright. Compare to AEther Flash.
OK, though I though of giving it some changes:
[lynch mob]
2BB
Enchantment
Whenever a creature comes into play, the player with the lowest life total among all players may have that creature get -2/-2 until end of turn.
Quote from Scuirimancer »
If you want a red mechanic that fits into the life theme, I always thought it would be fitting for red to punish players for having high life totals.
True. Other than that, I was also thinking of making red the 'bully' color along with white ie. you have advantage if you have more life.
Having replied to the comments, let's move on to the fifth color:
GREEN
Green is the other color (other than white) that lets you gain life easily. There aren't many bonuses you get from having a high life total, but at least you won't be worrying about dying too soon.
Deeproot Treefolk
:2mana::symg::symg:
Creature - Treefolk
At the beginning of your upkeep, an opponent may have you gain 6 life. If any opponent does, Deeproot Treefolk can't attacking this turn.
5/5
Green has some fatties with 'life' as a drawback, whether it's your life or your opponent's:
[big wurm]
:2mana::symg::symg:
Creature - Wurm
Trample
Whenever ~ deals combat damage to a player, the defending player may double his or her life total at the end of turn.
8/8
Dryads are the major creature type in green. The dryads' role in the set is something like Elves in past sets, they're the tree huggers:
[dryad sm queen]
:3mana::symg:
Creature - Dryad
T, Sacrifice a Dryad: Search your library for a basic land card and put it into play tapped. Then shuffle your library.
2/2
The signature card for the set:
Call to Destiny
:5mana::symg::symg:
Sorcery
Search your library for any number of creature cards with total converted mana cost not more than your life total, reveal them and put them into your hand. Then shuffle your library.
Deeproot Treefolk = Nice. Efficient beater with a rather original drawback. It might be interesting if your opponents could prevent it from blocking as well, but that might be a pain to template. I think it should be a 5/6, just because I'm neurotic and I like it when numbers match up. See, 6 toughness = 6 life. It's so wonderfully logical!
Big Wurm = I already covered this in chat, but I don't remember if it cost 2GG at that time. Now that I think about it, that seems a little low for an 8/8 trampler, even with the rather severe drawback.
Deeproot Treefolk = Nice. Efficient beater with a rather original drawback. It might be interesting if your opponents could prevent it from blocking as well, but that might be a pain to template. I think it should be a 5/6, just because I'm neurotic and I like it when numbers match up. See, 6 toughness = 6 life. It's so wonderfully logical!
5/5 for 4 mana is already kinda good, I'd push it to 5/6 but I think I'll keep it at 5/5 for now, and see how the rest of the set forms. 6 toughness = 6 ife makes sense though, since there's a common 2/1 for G that can't attack if your opponent lets you gain 1 life.
Quote from Scuirimancer »
Big Wurm = I already covered this in chat, but I don't remember if it cost 2GG at that time. Now that I think about it, that seems a little low for an 8/8 trampler, even with the rather severe drawback.
It's meant to be a 'finisher' creature, I'm not too sure about this. What do you think?
Anyway, here's a cycle+1 of 'spell-lands'. The flavor is that there's an ancient spell in the soil of the lands.
Potent Minefield (U)
Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symw:, :symtap:, Sacrifice ~ and X lands: ~ deals X damage to target attacking or blocking creature.
Thunder Isle (U)
Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symu:, :symtap:, Sacrifice ~ and X lands: Counter target instant or sorcery spell unless its controller pays :xmana:.
Farm of Leeches (U)
Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symb:, :symtap:, Sacrifice ~ and X lands: Target player loses X life and you gain X life.
Lava Lair (U)
Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symr:, :symtap:, Sacrifice ~ and X lands: Add X red mana to your mana pool.
Unharvested Grove (U)
Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symg:, :symtap:, Sacrifice ~ and X lands: Target creature gets +X/+X until end of turn.
Barren Soil (C)
Land
:symtap:: Add to your mana pool.
:symtap:, Sacrifice ~ and a land: Search your library for a basic land card and put it into play. Then shuffle your library.
Artifact
Whenever a card would be put into your graveyard from anywhere, put a charge counter on Trophy of Moons.
Remove ten charge counters from Trophy of Moons: Search target player's library for up to seven cards and remove them from the game. That player then shuffles his or her library.
Scales of Disparity (R)
Artifact
At the beginning of your upkeep, each player with the most life among all players gain 2 life, and each player with the least life among all players lose 2 life.
Speaker of Taboos
:3mana::symb::symb:
Creature - Human Shaman
Whenever a card is put into your graveyard from play, instead remove it from the game.
:symtap:: Remove target card in your graveyard from the game. Until end of turn, you may play that card as though it's in your hand.
2/2
Foul Vermin
Creature - Rat
When ~ comes into play, lose 1 life for each Swamp you control.
2/2
And... introducing a new keyword!
Whitewind Temple Guard
:symw::symw:
Creature - Human Cleric
Devotion (Whenever this creature deals damage, you gain that much life.)
2/2
Yeah some people use 'Spirit Link' and all, but I like this one.
Potent Minefield (U)
Land
~ comes into play tapped.
: Add to your mana pool.
, Sacrifice ~ and X lands: ~ deals X damage to target attacking or blocking creature.
--> Quite balanced. May see a little play.
Thunder Isle (U)
Land
~ comes into play tapped.
: Add to your mana pool.
, Sacrifice ~ and X lands: Counter target instant or sorcery spell unless its controller pays . --> I like this land. While not too powerful, it would probably be well liked for its occasional usefulness. Can't go wrong with lands that counter.
Farm of Leeches (U)
Land
~ comes into play tapped.
: Add to your mana pool.
, Sacrifice ~ and X lands: Target player loses X life and you gain X life.
--> This land is extremely powerful. I think it is too good. Just think - uncounterable, colorless, instant speed mass life loss/gain; and you only have to essentially pay one mana for it. Unfortunately, I can't think of how to balance it.
Lava Lair (U)
Land
~ comes into play tapped.
: Add to your mana pool.
, Sacrifice ~ and X lands: Add X red mana to your mana pool. --> I like this one alot. The ability is nice for red, and its powerful without being broken. Kinda like the common lands from masques that sacced for 2.
Unharvested Grove (U)
Land
~ comes into play tapped.
: Add to your mana pool.
, Sacrifice ~ and X lands: Target creature gets +X/+X until end of turn. --> I think this may be a fairly weak one, but could be a decent finisher or used for creature kill.
Barren Soil (C)
Land
: Add to your mana pool.
, Sacrifice ~ and a land: Search your library for a basic land card and put it into play. Then shuffle your library. --> Not a great card, but okay I guess. It could get rid of color screw without being green based.
Trophy of Moons (R)
Artifact
Whenever a card would be put into your graveyard from anywhere, put a charge counter on Trophy of Moons.
Remove ten charge counters from Trophy of Moons: Search target player's library for up to seven cards and remove them from the game. That player then shuffles his or her library. --> This card is interesting. Not sure if it would have appeal though. I don't think anyone would or could build a deck around it. Cool anyway.
Scales of Disparity (R)
Artifact
At the beginning of your upkeep, each player with the most life among all players gain 2 life, and each player with the least life among all players lose 2 life. --> Nice card. Definitely good for red decks.
Nix (U)
Instant
As an additional cost to play Nix, tap all Islands you control.
Counter target spell. --> I think this card is just slightly underpowered. Hinder is the same cost, and has a marginal drawback that can sometimes be considered a bonus when putting the card on top. This card is worse. I think if it costed and tapped all lands you control it would be a great balanced counterspell variant.
Speaker of Taboos
Whenever a card is put into your graveyard from play, instead remove it from the game.
: Remove target card in your graveyard from the game. Until end of turn, you may play that card as though it's in your hand.
2/2 --> This card is in flavor for black and quite nice.
Foul Vermin
Creature - Rat
When ~ comes into play, lose 1 life for each Swamp you control.
2/2 --> I think this card is at the higher end of the power scale, but not too powerful. Nice though, and its a rat.
Whitewind Temple Guard
Creature - Human Cleric
Devotion (Whenever this creature deals combat damage, you gain that much life.)
2/2 --> Balanced creature; nice keyword.
"I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops." - Stephen Jay Gould
Speaker of Taboos
:3mana::symb::symb:
Whenever a card is put into your graveyard from play, instead remove it from the game.
:symtap:: Remove target card in your graveyard from the game. Until end of turn, you may play that card as though it's in your hand.
2/2
Foul Vermin
Creature - Rat
When ~ comes into play, lose 1 life for each Swamp you control.
2/2
And... introducing a new keyword!
Whitewind Temple Guard
:symw::symw:
Creature - Human Cleric
Devotion (Whenever this creature deals combat damage, you gain that much life.)
2/2
Yeah some people use 'Spirit Link' and all, but I like this one.
Comments please!
Speaker of Taboos- Where is the Creature Type? Otherwise a very intersting card with a cool name .
Foul Vermin- Seems Overpowered, Maybe a 2/1 instead
Whitewind Temple Guard- Love the Keyword Name but I think it could go for WW
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This land is extremely powerful. I think it is too good. Just think - uncounterable, colorless, instant speed mass life loss/gain; and you only have to essentially pay one mana for it. Unfortunately, I can't think of how to balance it.
It's the most powerful of the bunch, but I can't think of another black X ability that fits an uncommon land. Definitely not -X/-X though. How about "Each player loses X life" ? Anyway, I'll be adding one colored mana to the activations of all the lands, else they'd be playable by every color.
Quote from ineedsymbols »
This card is interesting. Not sure if it would have appeal though. I don't think anyone would or could build a deck around it. Cool anyway.
For the Johnnies Well it does give mill spells double duty.
Quote from ineedsymbols »
I think this card is just slightly underpowered. Hinder is the same cost, and has a marginal drawback that can sometimes be considered a bonus when putting the card on top. This card is worse. I think if it costed and tapped all lands you control it would be a great balanced counterspell variant.
[UU] would be nice, I'll go with your suggestion.
Quote from BaaPuff »
Speaker of Taboos- Where is the Creature Type? Otherwise a very intersting card with a cool name .
Foul Vermin- Seems Overpowered, Maybe a 2/1 instead
Whitewind Temple Guard- Love the Keyword Name but I think it could go for WW
Speaker of Taboos is a Human Shaman. Fixed now.
Foul Vermin is a rare. I think I should be able to push rares a bit. It absolutely sucks in late game though.
Whitewind Temple Guard - Um... it's already WW.
Quote from RickCorgan »
Devotion is a cool name. I never liked "Spiritlink" as a mechanic name anyway.
Thanks... what's up with 'Spiritlink' anyway?
Anyway, here's a new creature type for the set, Bards. Bards affect creatures that listen to their music:
Rouser of Thoughts (R)
:3mana::symu:
Creature - Human Bard
You may choose not to untap Rouser of Thoughts during your untap step.
:symtap:: Put a music counter on target creature.
:2mana::symu::symu:, :symtap:: As long as Rouser of Thoughts is tapped, whenever a creature with a music counter deals combat damage to an opponent, its controller may draw a card.
2/2
There are 15 bards, one bard of each rarity in each color. All of them use music counters, so you could call them Sliver-wannabes too There are those that harm the listeners as well.
Bonechill Wailer (C)
:2mana::symb:
Creature - Ghost Bard
You may choose not to untap Bonechill Wailer during your untap step.
:symtap:: Put a music counter on target creature.
:2mana::symb:, :symtap:: Creatures with music counters get -1/-1 as long as Bonechill Wailer is tapped.
2/1
Here's a list of what they do:
White C: Gives first strike
White U: At the beginning of your upkeep, gain 1 life for each creature with music counters.
White R: Gives effects of all Equipment attached to ~.
Blue C: Doesn't untap during untap step.
Blue U: Gives "T: Counter target spell unless its controller pays :1mana:."
Blue R: Turns them into Thieving Magpies.
Black C: Gives -1/-1.
Black U: Creature spells cost X more to play, where X is the number of creatures with music counters.
Black R: Graveborn Muse for music counters.
Red C: Gives +1/+0.
Red U: Creatures with music counters can't block creatures with music counters.
Red R: Gives +2/+2 and flying.
Green C: Gives trample.
Green U: Gives +1/+1 for each music counter on that creature.
Green R: Turns them into Birds of Paradise.
Some red cards:
Heatblast (C)
:xmana::symr:
Instant
Heatblast deals 3 damage to target creature and 3-X damage to you.
Bloodcarve (U)
:3mana::symr::symr:
Sorcery
Add X red mana to your mana pool, where X is 20 minus your life total.
There are 15 bards, one bard of each rarity in each color. All of them use music counters, so you could call them Sliver-wannabes too There are those that harm the listeners as well.
Here's a list of what they do:
White C: Gives first strike
White U: At the beginning of your upkeep, gain 1 life for each creature with music counters.
White R: Gives effects of all Equipment attached to ~.
Blue C: Doesn't untap during untap step.
Blue U: Gives "T: Counter target spell unless its controller pays :1mana:."
Blue R: Turns them into Thieving Magpies.
Black C: Gives -1/-1.
Black U: Creature spells cost X more to play, where X is the number of creatures with music counters.
Black R: Graveborn Muse for music counters.
Red C: Gives +1/+0.
Red U: Creatures with music counters can't block creatures with music counters.
Red R: Gives +2/+2 and flying.
Green C: Gives trample.
Green U: Gives +1/+1 for each music counter on that creature.
Green R: Turns them into Birds of Paradise.
White cycle: Seems fine but for the rare I think should be both equipment and enchantments on it.
Blue: Perfect
Black: The uncommon maybe should be Rare instead
Red: Loving it Espiaclly the uncommon one
Green: Does the uncommon give +1/+1 counters? If so, I strong suggest that you switch it to the rare slot. All the massive +1/+1 counter gives are usual rare too.
I Love these card. If these were printed in real life, I build a UR deck based on these cards alone. And Black has to be my favorite cycle of them all.
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Rick - Massive...? Well at least I hope it'll be played more than, say, Mana Geyser :blegh:
Puff -
Yep, I should've have the white rare Bard give the effects of enchantments as well.
As for the black one, I feel that the Graveborn Muse effect feels more rare-ish. Actually, both abilities are rare-ish. The now-rare just seems more explosive.
The green uncommon Bard gives each creature +1/+1 for each music counter on it. Yep, it does seem more rare-ish.
I'm done with the card mechanics, though I still need a lot of card names/flavor text. It's the simplest cards that are the hardest to name :slant: I'd appreciate some help on the naming:
[hottie manipulator] (U)
Artifact
:3mana:, :symtap:: Tap target artifact, creature or land. Recharge
[jealous miser] (R) 2R
Creature - Human Shaman
If an opponent that has more life than you would gain life, he or she gains no life instead.
1/1
[mediocrity] (R) 2UU
Enchantment
When ~ comes into play, your life total becomes 20.
When ~ leaves play, your life total becomes 10.
[bzzzt] (C) 3G
Creature - Insect
~ can't be the target of spells or abilities. 1G: Regenerate ~.
4/1
[dark possession] (C) 1B
Enchant Creature
At the beginning of your upkeep, you lose 1 life.
Enchanted creature gets +2/+2.
[hottie manipulator] - Cool idea. What about "Frost Scepter" or something along those lines?
[jealous miser] - Usually this would be underpowered, but in your set it looks okay.
[mediocrity] - Wow... seems really good. I guess I'd cost it somewhere around 5UU, because against red decks this is too much of a pain to be so cheap. Note how you can just bounce it once your new 20 life are almost gone, and suddenly are at 10 again!
[hottie manipulator]- I love it since it's the new "Manipulator" but the name has to be something like "Manipulated Manipulator" or aleast keep the "Manipulator".
[jealous miser]- WOW, this could shut down whole decks. I would make a 1/2 and called it something like "Chaos Miser" or "Chaos Punisher"
[mediocrity]- same as RickCorgan. Sorry but I can't think of a name
[bzzzt]- Compare with Deadly Insect I could come up with a name if you choose what the insect will look like
[dark possession]- Nice for a simple enchantment, Name it something liked "Cursed Presence" or "Presence of a Curse"
Creator of The Crazy Cycle Contest [CCC]
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Ex-Super-Friend of The Random Bull**** Society
Ex-Woolliest Friend of [Hyrule]
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Introduction:
Cards in this thread are from the set 'Fortress', a medieval-fantasy 350-card set which has a 'life' theme. There's only one keyworded mechanic in this set: Recharge [cost] (You may pay the recharge cost whenever you play this ability. If you do, untap this permanent when this ability resolves.)
Setting:
The Fortress expansion is set in an unknown land far ago in the past. Two kingdoms - Hederat (white) and Garnov (black) are permanently at war with each other. The set focuses at a critical period of the war - when the king of Hederat dies from an accident; and the false accusation and resulting banishment of Hark, captain of the Scendari Knights, the elite army of Hederat.
The other three colors play lesser supporting roles in this war. The coastal port of Ta'arin, where merchants come from all over the world to trade, and wizards both local and foreign seek knowledge in the Great Library of Ta'arin. Skyship pirates along the coast are becoming a problem.
The endless forest of Aeminari (not Æminari) thinks and reacts as one single entity. The native dryads have been reaching out to the humans, as if there is a need for them to unite together after centuries of isolation. The human accept their offer with caution, as the treefolk, the most ancient beings in the land, might know of great danger to come.
The Gulmerth mountains hold a variety of beings. Humans live in slums and work as rogues and mercenaries, constantly in fear of the ogres in underground caves. Rumors that dragons actually exist in Gulmerth, but probably in the highest peaks.
Set breakdown:
W/U/B/R/G: 20 common, 18 uncommon, 17 rare. Total 55 cards in each color.
Artifact: 4 common, 15 uncommon, 21 rare. Total 40 artifacts
Land: 20 basic, 6 common, 5 uncommon, 4 rare. Total 35 lands
Total: 350 cards
Cards:
As boring as it may sound, the first card in this set was a Wall.
Wall of Faith (U)
:2mana::symw:
Creature - Wall
Defender
If you have 7 or less life, Wall of Faith may block any number of creatures each combat.
0/6
The card was originally in the Lesser Legends set, but somehow it didn't fit in. So I took out the card and put it into an empty .mse file, which became Fortress. This card shows how white, the traditional color of life gain and protection, strives to protect its master when he is in danger.
White also thrives when the player's life is high.
Elders' Edict (U)
:2mana::symw:
Sorcery
Destroy target enchantment. If you have more life than your opponent, instead destroy all enchantments you don't control.
Creature-wise, White Weenie decks will find Fortress home. White's main creature types in this set are Knights and Clerics.
Hark of the Scendari (R)
:symw::symw:
Legendary Creature - Human Knight
First strike, vigilance
:symtap:: Hark of the Scendari deals 1 damage to target creature blocking or blocked by it. Recharge :1mana::symw: (You may pay :1mana::symw: whenever you play this ability. If you do, untap Hark when this ability resolves.)
2/2
Clare, Royal Embalmer (R)
:3mana::symw::symw:
Legendary Creature - Human Cleric
As long as Clare, Royal Embalmer is untapped, and you control a Plains, you can't gain or lose life. (You can't pay life.)
1/3
The two protagonists of the Fortress story are a knight and a cleric respectively.
Here's a card that needs naming.
[extra vigor] (U)
Enchantment
Whenever a creature untaps outside of a player's untap phase, you gain 1 life.
Much thanks for name suggestions. Feel free to post any card ideas for the set
Next: Blue in Fortress
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Elders' Edict - Pretty cool.
Hark of the Scendari - Awesome! Recharge is a cool mechanic. Too bad it's legendary!
Clare, Royal Healer - Hmmm, a bit of a problem to green decks. Anyway, the you can't lose life thing is kind of dubious. If you would pay life for an effect, what happens? DOes the effect happen and you pay nothing? Does it keep the effect from happening? WotC said these are the main reason why they kept from printing a "players can't sacrifice permanents" card.
[extra vigor] - Very cool, but I'd really cost it at W, even in this set.
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[thread=41221][my extendo sig][/thread] [thread=56664][moderator helpdesk][/thread] [Pen and Paper Inn]
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Well, I'll still be using Walls. Walls needn't to be made of bricks anyway. Like this one:
Wall of Zombies (C)
:2mana::symb:
Creature - Zombie Wall
Defender
Pay life equal to the number of Swamps you control: Wall of Zombies loses Defender.
3/3
The reminder text mentions that you can't pay life, since Clare prevents your life total from decreasing.
Hm..... Agreed
True, that. Clare, Royal Embalmer?
Blue
Blue was a tricky one. The other four colors fit nicely into the life theme, but blue hardly has any cards that deal with life (Illusions of Grandeur, Delusions of Mediocrity and Psychic Transfer are the only ones I can think of). Hence, blue's stance in life strives to achieve a win-win situation, though there are perks if you have more life than your opponent.
Despise (C)
:1mana::symu:
Instant
Counter target spell if its controller has less life than you.
Blue doesn't meddle with life directly, though it's a great support color for white and green, as seen in this twist off Eergy Field.
Meditated Trance (R)
:1mana::symu:
Enchantment
Whenever a card is put into your graveyard from play, sacrifice Meditated Trance.
Whenever you gain life, draw that many cards.
Blue focuses more on creature abilities and the Recharge mechanic.
Ta'arin Looter
:1mana::symu:
Creature - Human Pirate
:symtap:: Target player puts the top card of his or her library into his or her graveyard. Recharge
1/1
Here's one card to be named. I'd really like to play this one myself.
Skirmish of Tricks (R)
:3mana::symu::symu:
Enchantment
Whenever a player plays a spell, that player puts or removes a charge counter on ~. The player who puts the tenth charge counter on ~ wins the game.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
I just have to comment on that last blue card.. its simply amazing.. I love the card, so simple yet so complex.. one of the coolest magic cards designwise I have ever seen.
As for names: Grand Allure, Battle of time, Winds of Time, Twist and Turn, The calm before the storm, Soothing Battle, Time Depression, Wake of Time, Silence by sound, Soothing Storm, Twisting Battle, Twisting minds, Mindbattle, etc..
[thread=41221][my extendo sig][/thread] [thread=56664][moderator helpdesk][/thread] [Pen and Paper Inn]
Just add me on msn if you have any questions or just want to talk
Despise = Nice.
Meditated Trance = This is like Well of Lost Dreams run amok. I think it should self-destruct whenever a card is put into your graveyard from anywhere. Even then it can still get pretty ridiculous in combination with some other cards.
Taarin Looter = Looks good. It could be a 1/2 I guess.
Pass the Parcel = Very nice indeed. ACCs are always fun. I like how this gives both players a hand in the outcome.
• Recent Card Ideas • My Drawings at DeviantArt
Dial of Negation (R)
Artifact
Players can't play spells with converted mana cost equal to the number of charge counters on Dial of Negation.
Whenever a player plays a spell, that player puts or removes a charge counter on Dial of Negation.
Oops, it should be 'put into your graveyard from anywhere'.
Well, why not?
Anyway, thanks a lot for the comments. We move on to:
BLACK
It shouldn't be too hard to guess which part of the 'life pie' does black occupy. The color of evil and greed, black thrives when you are weak.
Spawn of Desperation (U)
:3mana::symb:
Creature - Ghost
At the beginning of your upkeep, if your life total is 7 or less, put a +1/+1 counter on Spawn of Desperation.
3/2
You don't have to wait for your opponent to bring your life down, you can always do it yourself. This is one of my favorite black cards in the set:
Deal with the Devil (R)
:symb::symb::symb:
Sorcery
As an additional cost to play Deal with the Devil, pay X life.
Reveal the top card of your library and put it into your hand. Repeat this process as long as the total converted mana costs of cards revealed this way is less than X.
Black also has its share of Dark Knights:
Ebony Knight (U)
:symb::symb:
Creature - Human Knight
First strike, protection from black.
2/2
A removal spell, which is rather powerful in this set. This set probably has more Humans than Champions of Kamigawa has Spirits.
To the Gallows (C)
:1mana::symb:
Instant
Destroy target Human.
Finally, an unnamed card:
[lynch mob] (R)
:2mana::symb::symb:
Enchantment
Whenever a creature comes into play, if its controller has the most life, or tied with the most life among all players, that creature gets -2/-2 until end of turn.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
RED
In a game, red usually has the high end of life since it'll be dealing damage early and often.
[Stuff Hurler] (C)
:4mana::symr:
Creature - Ogre Barbarian
:symtap:, Sacrifice a creature: ~ deals 2 damage to target creature.
:symtap:, Sacrifice a land: ~ deals 2 damage to target player.
3/3
Red takes up quite a bit of the 'suicide' stance as well, with cards like Inferno and Earthquake, we have:
[pass wind] (R)
:4mana::symr::symr:
Sorcery
~ deals damage to each creature and each player equal to the number of creatures you control.
I don't have much red to show, since there's nothing much interesting mechanic-wise. But I promise that green will be awesome. Anyway,here's one more card.
[woohoo dragon] (R)
:5mana::symr::symr:
Creature - Dragon
Flying
:3mana::symr::symr:, :symtap:: ~ deals 5 damage to target creature or player. Recharge :2mana::symr::symr:
5/5
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Spawn of Desperation = Looks good.
Deal with the Devil = Nice. I think it could cost BBB. I figure you'll be drawing about half of what you paid, compared to Necrologia, which draws you an equal amount for 3BB.
Ebony Knight = Strong for a modern black weenie. Okay though, I guess.
To the Gallows = Yeah, stick it to those humans.
Lynch Mob = 1BB would be alright. Compare to AEther Flash.
Stuff Hurler = Nice!
Pass Wind = lol. Mob Justice meets Earthquake. Looks good.
Woohoo Dragon = Fair enough.
If you want a red mechanic that fits into the life theme, I always thought it would be fitting for red to punish players for having high life totals.
• Recent Card Ideas • My Drawings at DeviantArt
True, I didn't think of Necrologia when I made this, though I based it off Necropotence (it used to be an enchantment called 'Neo-cropotence'). So BBB it is.
OK, though I though of giving it some changes:
[lynch mob]
2BB
Enchantment
Whenever a creature comes into play, the player with the lowest life total among all players may have that creature get -2/-2 until end of turn.
True. Other than that, I was also thinking of making red the 'bully' color along with white ie. you have advantage if you have more life.
Having replied to the comments, let's move on to the fifth color:
GREEN
Green is the other color (other than white) that lets you gain life easily. There aren't many bonuses you get from having a high life total, but at least you won't be worrying about dying too soon.
Deeproot Treefolk
:2mana::symg::symg:
Creature - Treefolk
At the beginning of your upkeep, an opponent may have you gain 6 life. If any opponent does, Deeproot Treefolk can't attacking this turn.
5/5
Green has some fatties with 'life' as a drawback, whether it's your life or your opponent's:
[big wurm]
:2mana::symg::symg:
Creature - Wurm
Trample
Whenever ~ deals combat damage to a player, the defending player may double his or her life total at the end of turn.
8/8
Dryads are the major creature type in green. The dryads' role in the set is something like Elves in past sets, they're the tree huggers:
[dryad sm queen]
:3mana::symg:
Creature - Dryad
T, Sacrifice a Dryad: Search your library for a basic land card and put it into play tapped. Then shuffle your library.
2/2
The signature card for the set:
Call to Destiny
:5mana::symg::symg:
Sorcery
Search your library for any number of creature cards with total converted mana cost not more than your life total, reveal them and put them into your hand. Then shuffle your library.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Big Wurm = I already covered this in chat, but I don't remember if it cost 2GG at that time. Now that I think about it, that seems a little low for an 8/8 trampler, even with the rather severe drawback.
Dryad S&M Queen (:weird3:??) = Looks good! Nice flavor.
Call to Destiny = Already seen it. I still like it.
• Recent Card Ideas • My Drawings at DeviantArt
5/5 for 4 mana is already kinda good, I'd push it to 5/6 but I think I'll keep it at 5/5 for now, and see how the rest of the set forms. 6 toughness = 6 ife makes sense though, since there's a common 2/1 for G that can't attack if your opponent lets you gain 1 life.
It's meant to be a 'finisher' creature, I'm not too sure about this. What do you think?
Anyway, here's a cycle+1 of 'spell-lands'. The flavor is that there's an ancient spell in the soil of the lands.
Potent Minefield (U)
Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symw:, :symtap:, Sacrifice ~ and X lands: ~ deals X damage to target attacking or blocking creature.
Thunder Isle (U)
Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symu:, :symtap:, Sacrifice ~ and X lands: Counter target instant or sorcery spell unless its controller pays :xmana:.
Farm of Leeches (U)
Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symb:, :symtap:, Sacrifice ~ and X lands: Target player loses X life and you gain X life.
Lava Lair (U)
Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symr:, :symtap:, Sacrifice ~ and X lands: Add X red mana to your mana pool.
Unharvested Grove (U)
Land
~ comes into play tapped.
:symtap:: Add to your mana pool.
:symg:, :symtap:, Sacrifice ~ and X lands: Target creature gets +X/+X until end of turn.
Barren Soil (C)
Land
:symtap:: Add to your mana pool.
:symtap:, Sacrifice ~ and a land: Search your library for a basic land card and put it into play. Then shuffle your library.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Trophy of Moons (R)
Artifact
Whenever a card would be put into your graveyard from anywhere, put a charge counter on Trophy of Moons.
Remove ten charge counters from Trophy of Moons: Search target player's library for up to seven cards and remove them from the game. That player then shuffles his or her library.
Scales of Disparity (R)
Artifact
At the beginning of your upkeep, each player with the most life among all players gain 2 life, and each player with the least life among all players lose 2 life.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Nix (U)
:symu::symu:
Instant
As an additional cost to play Nix, tap all lands you control.
Counter target spell.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
:3mana::symb::symb:
Creature - Human Shaman
Whenever a card is put into your graveyard from play, instead remove it from the game.
:symtap:: Remove target card in your graveyard from the game. Until end of turn, you may play that card as though it's in your hand.
2/2
Foul Vermin
Creature - Rat
When ~ comes into play, lose 1 life for each Swamp you control.
2/2
And... introducing a new keyword!
Whitewind Temple Guard
:symw::symw:
Creature - Human Cleric
Devotion (Whenever this creature deals damage, you gain that much life.)
2/2
Yeah some people use 'Spirit Link' and all, but I like this one.
Comments please!
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Land
~ comes into play tapped.
: Add to your mana pool.
, Sacrifice ~ and X lands: ~ deals X damage to target attacking or blocking creature.
--> Quite balanced. May see a little play.
Thunder Isle (U)
Land
~ comes into play tapped.
: Add to your mana pool.
, Sacrifice ~ and X lands: Counter target instant or sorcery spell unless its controller pays .
--> I like this land. While not too powerful, it would probably be well liked for its occasional usefulness. Can't go wrong with lands that counter.
Farm of Leeches (U)
Land
~ comes into play tapped.
: Add to your mana pool.
, Sacrifice ~ and X lands: Target player loses X life and you gain X life.
--> This land is extremely powerful. I think it is too good. Just think - uncounterable, colorless, instant speed mass life loss/gain; and you only have to essentially pay one mana for it. Unfortunately, I can't think of how to balance it.
Lava Lair (U)
Land
~ comes into play tapped.
: Add to your mana pool.
, Sacrifice ~ and X lands: Add X red mana to your mana pool.
--> I like this one alot. The ability is nice for red, and its powerful without being broken. Kinda like the common lands from masques that sacced for 2.
Unharvested Grove (U)
Land
~ comes into play tapped.
: Add to your mana pool.
, Sacrifice ~ and X lands: Target creature gets +X/+X until end of turn.
--> I think this may be a fairly weak one, but could be a decent finisher or used for creature kill.
Barren Soil (C)
Land
: Add to your mana pool.
, Sacrifice ~ and a land: Search your library for a basic land card and put it into play. Then shuffle your library.
--> Not a great card, but okay I guess. It could get rid of color screw without being green based.
Trophy of Moons (R)
Artifact
Whenever a card would be put into your graveyard from anywhere, put a charge counter on Trophy of Moons.
Remove ten charge counters from Trophy of Moons: Search target player's library for up to seven cards and remove them from the game. That player then shuffles his or her library.
--> This card is interesting. Not sure if it would have appeal though. I don't think anyone would or could build a deck around it. Cool anyway.
Scales of Disparity (R)
Artifact
At the beginning of your upkeep, each player with the most life among all players gain 2 life, and each player with the least life among all players lose 2 life.
--> Nice card. Definitely good for red decks.
Nix (U)
Instant
As an additional cost to play Nix, tap all Islands you control.
Counter target spell.
--> I think this card is just slightly underpowered. Hinder is the same cost, and has a marginal drawback that can sometimes be considered a bonus when putting the card on top. This card is worse. I think if it costed and tapped all lands you control it would be a great balanced counterspell variant.
Speaker of Taboos
Whenever a card is put into your graveyard from play, instead remove it from the game.
: Remove target card in your graveyard from the game. Until end of turn, you may play that card as though it's in your hand.
2/2
--> This card is in flavor for black and quite nice.
Foul Vermin
Creature - Rat
When ~ comes into play, lose 1 life for each Swamp you control.
2/2
--> I think this card is at the higher end of the power scale, but not too powerful. Nice though, and its a rat.
Whitewind Temple Guard
Creature - Human Cleric
Devotion (Whenever this creature deals combat damage, you gain that much life.)
2/2
--> Balanced creature; nice keyword.
Speaker of Taboos- Where is the Creature Type? Otherwise a very intersting card with a cool name .
Foul Vermin- Seems Overpowered, Maybe a 2/1 instead
Whitewind Temple Guard- Love the Keyword Name but I think it could go for WW
Creator of The Crazy Cycle Contest [CCC]
:bunny:Ex Co-Keeper of Tribal, Multiplayer and Peasant Make a Deck
Ex-Clan Representative and The Woolliest Pirate Of The [Forum Pirates]
Ex-Super-Friend of The Random Bull**** Society
Ex-Woolliest Friend of [Hyrule]
I'd make Foul Vermin a 2/1. It would still be pretty good.
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It's the most powerful of the bunch, but I can't think of another black X ability that fits an uncommon land. Definitely not -X/-X though. How about "Each player loses X life" ? Anyway, I'll be adding one colored mana to the activations of all the lands, else they'd be playable by every color.
For the Johnnies Well it does give mill spells double duty.
[UU] would be nice, I'll go with your suggestion.
Speaker of Taboos is a Human Shaman. Fixed now.
Foul Vermin is a rare. I think I should be able to push rares a bit. It absolutely sucks in late game though.
Whitewind Temple Guard - Um... it's already WW.
Thanks... what's up with 'Spiritlink' anyway?
Anyway, here's a new creature type for the set, Bards. Bards affect creatures that listen to their music:
Rouser of Thoughts (R)
:3mana::symu:
Creature - Human Bard
You may choose not to untap Rouser of Thoughts during your untap step.
:symtap:: Put a music counter on target creature.
:2mana::symu::symu:, :symtap:: As long as Rouser of Thoughts is tapped, whenever a creature with a music counter deals combat damage to an opponent, its controller may draw a card.
2/2
There are 15 bards, one bard of each rarity in each color. All of them use music counters, so you could call them Sliver-wannabes too There are those that harm the listeners as well.
Bonechill Wailer (C)
:2mana::symb:
Creature - Ghost Bard
You may choose not to untap Bonechill Wailer during your untap step.
:symtap:: Put a music counter on target creature.
:2mana::symb:, :symtap:: Creatures with music counters get -1/-1 as long as Bonechill Wailer is tapped.
2/1
Here's a list of what they do:
White C: Gives first strike
White U: At the beginning of your upkeep, gain 1 life for each creature with music counters.
White R: Gives effects of all Equipment attached to ~.
Blue C: Doesn't untap during untap step.
Blue U: Gives "T: Counter target spell unless its controller pays :1mana:."
Blue R: Turns them into Thieving Magpies.
Black C: Gives -1/-1.
Black U: Creature spells cost X more to play, where X is the number of creatures with music counters.
Black R: Graveborn Muse for music counters.
Red C: Gives +1/+0.
Red U: Creatures with music counters can't block creatures with music counters.
Red R: Gives +2/+2 and flying.
Green C: Gives trample.
Green U: Gives +1/+1 for each music counter on that creature.
Green R: Turns them into Birds of Paradise.
Some red cards:
Heatblast (C)
:xmana::symr:
Instant
Heatblast deals 3 damage to target creature and 3-X damage to you.
Bloodcarve (U)
:3mana::symr::symr:
Sorcery
Add X red mana to your mana pool, where X is 20 minus your life total.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Heatblast - Truly awesome! I like it a lot.
Bloodcarve - O_O. That's... massive!
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White cycle: Seems fine but for the rare I think should be both equipment and enchantments on it.
Blue: Perfect
Black: The uncommon maybe should be Rare instead
Red: Loving it Espiaclly the uncommon one
Green: Does the uncommon give +1/+1 counters? If so, I strong suggest that you switch it to the rare slot. All the massive +1/+1 counter gives are usual rare too.
I Love these card. If these were printed in real life, I build a UR deck based on these cards alone. And Black has to be my favorite cycle of them all.
Creator of The Crazy Cycle Contest [CCC]
:bunny:Ex Co-Keeper of Tribal, Multiplayer and Peasant Make a Deck
Ex-Clan Representative and The Woolliest Pirate Of The [Forum Pirates]
Ex-Super-Friend of The Random Bull**** Society
Ex-Woolliest Friend of [Hyrule]
Rick - Massive...? Well at least I hope it'll be played more than, say, Mana Geyser :blegh:
Puff -
Yep, I should've have the white rare Bard give the effects of enchantments as well.
As for the black one, I feel that the Graveborn Muse effect feels more rare-ish. Actually, both abilities are rare-ish. The now-rare just seems more explosive.
The green uncommon Bard gives each creature +1/+1 for each music counter on it. Yep, it does seem more rare-ish.
I'm done with the card mechanics, though I still need a lot of card names/flavor text. It's the simplest cards that are the hardest to name :slant: I'd appreciate some help on the naming:
[hottie manipulator] (U)
Artifact
:3mana:, :symtap:: Tap target artifact, creature or land. Recharge
[jealous miser] (R)
2R
Creature - Human Shaman
If an opponent that has more life than you would gain life, he or she gains no life instead.
1/1
[mediocrity] (R)
2UU
Enchantment
When ~ comes into play, your life total becomes 20.
When ~ leaves play, your life total becomes 10.
[bzzzt] (C)
3G
Creature - Insect
~ can't be the target of spells or abilities.
1G: Regenerate ~.
4/1
[dark possession] (C)
1B
Enchant Creature
At the beginning of your upkeep, you lose 1 life.
Enchanted creature gets +2/+2.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
[jealous miser] - Usually this would be underpowered, but in your set it looks okay.
[mediocrity] - Wow... seems really good. I guess I'd cost it somewhere around 5UU, because against red decks this is too much of a pain to be so cheap. Note how you can just bounce it once your new 20 life are almost gone, and suddenly are at 10 again!
[bzzzt] - Fair enough.
[dark possession] - Also pretty fair.
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[jealous miser]- WOW, this could shut down whole decks. I would make a 1/2 and called it something like "Chaos Miser" or "Chaos Punisher"
[mediocrity]- same as RickCorgan. Sorry but I can't think of a name
[bzzzt]- Compare with Deadly Insect I could come up with a name if you choose what the insect will look like
[dark possession]- Nice for a simple enchantment, Name it something liked "Cursed Presence" or "Presence of a Curse"
-Puff
Creator of The Crazy Cycle Contest [CCC]
:bunny:Ex Co-Keeper of Tribal, Multiplayer and Peasant Make a Deck
Ex-Clan Representative and The Woolliest Pirate Of The [Forum Pirates]
Ex-Super-Friend of The Random Bull**** Society
Ex-Woolliest Friend of [Hyrule]