So I'm working on this mechanic. Do you think it's constructed worthy or is it just good in limited? I'm fooling around with a couple different versions.
Thrive1{a} N (Whenever a player{you} casts a spell that shares a color with this permanent, put N +1/+1 counters on this permanent)
Thrive2{a} (Whenever a player{you} casts a spell, put a +1/+1 counter on this creature for each color it shares with that spell.)
Thrive3{a} (Whenever a player{you} casts a spell put a +1/+1 counter on each creature you control that shares a color with that spell.)
Thrive4{a} N (Whenever a player{you} casts a spell that shares a color with ~, this creature gets +N/+N until end of turn)
Thrive5{a} (Whenever a player{you} cast a spell CARDNAME gets +1/+1 until end of turn for each color it shares with that spell.)
I didn't really feel like spelling out all ten versions but the {a} version just replaces "A player casts" with "you cast"
I don't know which one is the most balanced or aggressive. Obviously Thrive1 and Thrive4 could be pretty powerful if N was high enough. Here's some samples (and please judge them based on a player and you while I think a player allows for more negative interactions with abilities and potential bonuses when your opponent tries to kill a creature through damage, "you" encourages you to play spells.) These samples are all in green land where creatures are simpler to curve.
Thriving Spriggan - 1G
Creature - Goblin Warrior
Thrive1{a} 1 (Whenever a player{you} casts a spell that shares a color with this permanent, put 1 +1/+1 counters on this permanent)
2/1
Naught Lynx - G
Creature - Cat -
Thrive2{a} (Whenever a player{you} casts a spell, put a +1/+1 counter on this creature for each color it shares with that spell.) G: CARDNAME becomes green, blue, and black until end of turn.
0/1
(this design ^ is for an enemy shard and could go green blue red instead)
Community Leader - 3G
Creature - Frog - Rare
Thrive3{a} (Whenever a player{you} casts a spell put a +1/+1 counter on each creature you control that shares a color with that spell.)
2/2
Thriving Rootwalla - G
Creature - Lizard - Common
Thrive4{a} 1 (Whenever a player{you} casts a spell that shares a color with ~, this creature gets +N/+N until end of turn)
1/1
Rainbow Baloth - 1GUB
Creature - Beast - Uncommon
Thrive5{a} (Whenever a player{you} cast a spell CARDNAME gets +1/+1 until end of turn for each color it shares with that spell.)
4/3
I think Thrive2 and Thrive4 are the most easily balanced, and most interesting of those mechanics.
If you plan to put Thrive2 on CMC 1 creatures, it should probably be worded "whenever you cast", otherwise the creature will get out of control way too fast (see Forgotten Ancient). For the same reason, I dislike Thrive1. Any number greater than 1 really causes a creature to go nuts way too quickly, so you wouldn't be able to put it on small things.
Thrive4 is probably fine triggering off your opponent's spells, since that won't consistently increase your damage output. Unlike Thrive2, Thrive4 is something you'd very likely see giving +2/+2 per spell or more on more expensive creatures, since the bonuses go away at the end of turn.
I like Thrive3 the best, but it feels more like a global enchantment to me.
Thrive2 is the one I'd like to play with the most on an actual card, but Thrive1 with 2 or 3 for the variable could be VERY green and make some really cool rares/mythics.
I love the flavor of creatures drawing power from the mana of the battle raging that they are a part of.
I think Thrive2 and Thrive4 are the most easily balanced, and most interesting of those mechanics.
If you plan to put Thrive2 on CMC 1 creatures, it should probably be worded "whenever you cast", otherwise the creature will get out of control way too fast (see Forgotten Ancient)
Granted Forgotten Ancient CAN get bigger quickly but .... it never saw play. I do see what you mean though. Turn 1 this guy followed by them not playing a spell and your turn you play Manaporphose into an Evlish Visionary or noble hierarch and birds or something. Might be more balanced if the counters removed at end of turn.
For the same reason, I dislike Thrive1. Any number greater than 1 really causes a creature to go nuts way too quickly, so you wouldn't be able to put it on small things.
This makes sense.
Thrive4 is probably fine triggering off your opponent's spells, since that won't consistently increase your damage output. Unlike Thrive2, Thrive4 is something you'd very likely see giving +2/+2 per spell or more on more expensive creatures, since the bonuses go away at the end of turn.
I like Thrive3 the best, but it feels more like a global enchantment to me.
Which could happen much like unearth was given to creatures by Sedris and Mycosynth Golem gave your artifact creatures affinity this could be an enchantment that thrives for your team.
Thrive2 is the one I'd like to play with the most on an actual card, but Thrive1 with 2 or 3 for the variable could be VERY green and make some really cool rares/mythics.
But would probably be limited to mythics it seems.
It sounds like Thrive 4 and 5 are the best solutions because +1/+1 counters would probably be too ridiculous.
In that case
Thrive N (Whenever a player casts a spell that shares a color with this, this gets +N/+N until end of turn)
To allow for mono color focus
Flourish (Whenever a player casts a spell, this gets +1/+1 for each color it shares with that spell.)
To enhance a multicolor theme. So:
Startled Spriggan -
Creature - Goblin Warrior
Startled Spriggan can't attack or block unless you've cast a spell this turn.
Thrive 2 (Whenever a player casts a spell that shares a color with this, this gets +2/+2 until end of turn)
1/1
Spurned Spriggan -
Creature - Goblin Warrior
Spurned Spriggan must attack each turn if able.
Flourish (Whenever a player casts a spell, Spurned Spriggan gets +1/+1 until end of turn for each color it shares with that spell.)
1/1
So let's say ideally your turn two is going to be a Manamorphose into something else. The first one goes like this
Tap Mountain and Rootbound Crag. Cast Manamorphose.
+2/+2
cast Talaria's Batallion
+2/+2
Swing for 5 turn 2.
The second one says:
Tap Forest and Rootbound Crag. Cast Manamorphose.
+2/+2.
Cast Talara's Batallion
+1/+1.
Swing for 4 on turn 2.
But is that fair for the cost? What about the bear clause:
Thriving Bear - RG
Creature - Bear
Thrive X or Flourish
2/2
Thrive 4 is my favorite, and you can always put thrive 1 (unkeyworded, of course) on a rare in the set, since it is a natural extension of the thrive 4 ability.
Thrive4 common1G
Creature - Elemental
Thrive 1 (whenever a player casts a spell that shares a color with this creature, it gets +1/+1 until end of turn.)
1/2
Proposed Rare1GG
Creature - Elemental
Whenever a player casts a spell that shares a color with ~, you may put a +1/+1 counter on ~.
:1mana:: ~ becomes the color of your choice until end of turn. GG: Regenerate ~.
0/2
Thrive1{a} N (Whenever a player{you} casts a spell that shares a color with this permanent, put N +1/+1 counters on this permanent)
Thrive2{a} (Whenever a player{you} casts a spell, put a +1/+1 counter on this creature for each color it shares with that spell.)
Thrive3{a} (Whenever a player{you} casts a spell put a +1/+1 counter on each creature you control that shares a color with that spell.)
Thrive4{a} N (Whenever a player{you} casts a spell that shares a color with ~, this creature gets +N/+N until end of turn)
Thrive5{a} (Whenever a player{you} cast a spell CARDNAME gets +1/+1 until end of turn for each color it shares with that spell.)
I didn't really feel like spelling out all ten versions but the {a} version just replaces "A player casts" with "you cast"
I don't know which one is the most balanced or aggressive. Obviously Thrive1 and Thrive4 could be pretty powerful if N was high enough. Here's some samples (and please judge them based on a player and you while I think a player allows for more negative interactions with abilities and potential bonuses when your opponent tries to kill a creature through damage, "you" encourages you to play spells.) These samples are all in green land where creatures are simpler to curve.
Thriving Spriggan - 1G
Creature - Goblin Warrior
Thrive1{a} 1 (Whenever a player{you} casts a spell that shares a color with this permanent, put 1 +1/+1 counters on this permanent)
2/1
Naught Lynx - G
Creature - Cat -
Thrive2{a} (Whenever a player{you} casts a spell, put a +1/+1 counter on this creature for each color it shares with that spell.)
G: CARDNAME becomes green, blue, and black until end of turn.
0/1
(this design ^ is for an enemy shard and could go green blue red instead)
Community Leader - 3G
Creature - Frog - Rare
Thrive3{a} (Whenever a player{you} casts a spell put a +1/+1 counter on each creature you control that shares a color with that spell.)
2/2
Thriving Rootwalla - G
Creature - Lizard - Common
Thrive4{a} 1 (Whenever a player{you} casts a spell that shares a color with ~, this creature gets +N/+N until end of turn)
1/1
Rainbow Baloth - 1GUB
Creature - Beast - Uncommon
Thrive5{a} (Whenever a player{you} cast a spell CARDNAME gets +1/+1 until end of turn for each color it shares with that spell.)
4/3
If you plan to put Thrive2 on CMC 1 creatures, it should probably be worded "whenever you cast", otherwise the creature will get out of control way too fast (see Forgotten Ancient). For the same reason, I dislike Thrive1. Any number greater than 1 really causes a creature to go nuts way too quickly, so you wouldn't be able to put it on small things.
Thrive4 is probably fine triggering off your opponent's spells, since that won't consistently increase your damage output. Unlike Thrive2, Thrive4 is something you'd very likely see giving +2/+2 per spell or more on more expensive creatures, since the bonuses go away at the end of turn.
Thrive2 is the one I'd like to play with the most on an actual card, but Thrive1 with 2 or 3 for the variable could be VERY green and make some really cool rares/mythics.
I love the flavor of creatures drawing power from the mana of the battle raging that they are a part of.
EDH - Rith, the Awakener
Team Poopyfacetomatonoseclan - Spike the Tog!
Granted Forgotten Ancient CAN get bigger quickly but .... it never saw play. I do see what you mean though. Turn 1 this guy followed by them not playing a spell and your turn you play Manaporphose into an Evlish Visionary or noble hierarch and birds or something. Might be more balanced if the counters removed at end of turn.
This makes sense.
So thrive4 seems the most balanced.
Which could happen much like unearth was given to creatures by Sedris and Mycosynth Golem gave your artifact creatures affinity this could be an enchantment that thrives for your team.
But would probably be limited to mythics it seems.
It sounds like Thrive 4 and 5 are the best solutions because +1/+1 counters would probably be too ridiculous.
In that case
Thrive N (Whenever a player casts a spell that shares a color with this, this gets +N/+N until end of turn)
To allow for mono color focus
Flourish (Whenever a player casts a spell, this gets +1/+1 for each color it shares with that spell.)
To enhance a multicolor theme. So:
Startled Spriggan -
Creature - Goblin Warrior
Startled Spriggan can't attack or block unless you've cast a spell this turn.
Thrive 2 (Whenever a player casts a spell that shares a color with this, this gets +2/+2 until end of turn)
1/1
Spurned Spriggan -
Creature - Goblin Warrior
Spurned Spriggan must attack each turn if able.
Flourish (Whenever a player casts a spell, Spurned Spriggan gets +1/+1 until end of turn for each color it shares with that spell.)
1/1
So let's say ideally your turn two is going to be a Manamorphose into something else. The first one goes like this
Tap Mountain and Rootbound Crag. Cast Manamorphose.
+2/+2
cast Talaria's Batallion
+2/+2
Swing for 5 turn 2.
The second one says:
Tap Forest and Rootbound Crag. Cast Manamorphose.
+2/+2.
Cast Talara's Batallion
+1/+1.
Swing for 4 on turn 2.
But is that fair for the cost? What about the bear clause:
Thriving Bear - RG
Creature - Bear
Thrive X or Flourish
2/2
What is an appropriate number for Thrive here?
Thrive4 common 1G
Creature - Elemental
Thrive 1 (whenever a player casts a spell that shares a color with this creature, it gets +1/+1 until end of turn.)
1/2
Proposed Rare 1GG
Creature - Elemental
Whenever a player casts a spell that shares a color with ~, you may put a +1/+1 counter on ~.
:1mana:: ~ becomes the color of your choice until end of turn.
GG: Regenerate ~.
0/2
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