Why. Not? I skipped Scars block, out of lack of creativity and unfamiliarity with Mirrodin -- that's my story and I'm sticking to it. I also wasn't sure how they were going to do a return to Mirrodin and by the time Infect was previewed, I was like, "oh... um... I got nothing". So let's go to graveyard land like everyone suspects it will be:
Updated 5/26. Will consolidate notes soon.
Darkness and the dead have come to rule Innistrad. Even on the brightest of days, the bodies of the fallen roam in their unrest, denied the final sleep.
Returned Soul (Common)
1W
Creature - Spirit
2/1
When Returned Soul enters the battlefield, you gain 1 life.
Unrest 3W (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Autopsy (Uncommon)
Instant
1UU
Cast Autopsy only if a creature you control died this turn.
Draw two cards.
Serpentine Soul (Common)
4U
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
Enchanted creature can't attack unless an opponent has four or more creature cards in his or her graveyard.
Dementia Demon (Rare)
2BB
Creature - Demon
5/5
Intimidate
Whenever a creature dies, its controller discards a card.
Liliana, the Shadowveiled (Mythic)
2BBB
Planeswalker - Liliana
(3)
+1: You may cast target creature card from your graveyard this turn.
-2: Each player sacrifices a creature.
-7: You get an emblem with, "Whenever a creature dies, you may return it to the battlefield under your control."
Composite Ghoul (Uncommon)
3BB
Creature - Zombie
3/3
When Composite Ghoul enters or leaves its owner’s graveyard, that player puts a 2/2 black Zombie creature token onto the battlefield.
Unrest 6B (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Pyremancer's Flame (Common)
2R
Instant
Pyremancer's Flame deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. Functional reprint of Yamabushi's Flame.
Channeler of Strength (Common)
2G
Creature - Spirit Druid
2/2
When Channeler of Strength enters the battlefield, target creature gets +1/+1 and gains trample until end of turn.
Unrest 2G (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Wellspring of Demise (Rare)
4
Artifact
2, T, Sacrifice a creature: Search your library for a card, put it into your hand, then shuffle your library.
Wow, great series here. You really went nuts I love "dies"....
Buried Alive is now like a $4 card. Reprinting it would bring that down to $1 or less I think. But at least it would make sense in the set!
Interesting point, maybe they updated "dies" because they were about to use it a lot...
This wasn't so much me thinking they would use it a lot versus how they could potentially use it. People are speculating that Innistrad is the long-awaited redux of the graveyard-based block, and "dies" seems a big shoe-in for themes to use in such a block. So, I just gave an idea there!
PS - I don't see Street Wraith happening, yet. I did peg Cycling as a good "Limited glue" mechanic, though, for obvious reasons. Cycling always is good for gluing up on. Har.
*makes future edits to come*
Channeler of Honor (Common)
2W
Creature - Spirit
2/2
When Channeler of Honor enters the battlefield, target creature gets +1/+1 and gains vigilance until end of turn..
Unrest 2W (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Channeler of Skyseek (Common)
2U
Creature - Spirit
2/2
When Channeler of Skyseek enters the battlefield, target creature gets +1/+1 and gains flying until end of turn.
Unrest 2U (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Bodysnatcher (Uncommon)
2UU
Creature - Homunculus
0/3
Defender
T: Draw a card. Then, discard a card unless a creature died this turn.
Channeler of Torments (Common)
2B
Creature - Spirit
2/2
When Channeler of Torments enters the battlefield, target creature gets +1/+1 and gains intimidate until end of turn.
Unrest 2B (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Channeler of Urgency (Common)
2R
Creature - Spirit
2/2
When Channeler of Urgency enters the battlefield, target creature gets +1/+1 and gains first strike until end of turn.
Unrest 2R (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Thunderwraith (Rare)
1RR
Creature - Elemental
4/1
Trample, haste
At the beginning of the next end step, sacrifice Thunderwraith.
Unrest 3RR (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Ring of Warding (Uncommon)
3
Artifact - Equipment
Equipped creature gets +1/+1 and has hexproof.
Equip 3
These cards are awesome! I think Thunderwraith is perhaps the most powerful since it does so many things well. Removing 1 power, trample or increasing either cost and it might still be played. Really nice card though.
Interesting point, maybe they updated "dies" because they were about to use it a lot...
I thought the exact same thing.
Nice cards you got there OP. I like unrest's simplicity. It may be boring, but its really a mechanic that should exist. I like your use of "death" in what I will now call "deathfall", especially on Bodysnatcher and Autopsy.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I actually considered "deathfall" (I called it "doomfall" :p), but I didn't want to be too obvious here. More to come after work, cause this one seems to be obsessing me.
CARDZ! ('cause that's what you're here for)
Angelic Soul (Common)
3W
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
Apocryphal Soulseer (Rare)
2WW
Creature - Spirit
3/3
Apocryphal Soulseer is indestructible.
When you cast Apocryphal Soulseer from your graveyard, exile target permanent.
Unrest 3WW
Black Death (Rare)
B
Creature - Avatar
1/1
Lifelink, deathtouch
Unrest B
Extreme Methods (Rare)
2RR
Sorcery
Discard your hand, then draw that many cards.
Decompose (Common)
2G
Sorcery
Exile up to three target cards from a graveyard.
Draw a card.
Unrest Notes
First thought that occurs to me is that Unrest needs a limiter. Ask Draft (heck, Limited) why; everything would have to cost at least 5-7 (or exotic costs like discarding/exiling cards) for Unrest or else they'd be insufferable in Limited. I was considering one of the following, with my vote going to #2:
Unrest (You may cast this from your graveyard by exiling another creature card from your graveyard and paying its unrest cost.)
Unrest (You may cast this from your graveyard by paying the unrest cost. Unrest only one creature each turn.)
Unrest (You may cast this from your graveyard by paying the unrest cost. Unrest only if a creature died this turn.)
Unrest N (You may cast this from your graveyard by paying its mana cost and exiling N other cards from your graveyard.)
Card Notes
- Made a few changes to the first batch. Think I'll stick all this on the MtG Community Wiki, too...
Gravefeed is my attempt to help out the whole "creatures are probably going to die a LOT" subtheme that will occur. Just as Exalted rewards you for sending in your lone trooper, by making it potentially a fearsome threat, gravefeed rewards you for doing things to get your critters killed, even if it's as simple as sacrificing them to some effect.
Prophet of Ascension (Mythic)
2W
Creature - Human Cleric
1/1
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
At the beginning of your upkeep, you may exile Prophet of Ascension. If you do, put a 4/4 white Angel creature token onto the battlefield for each +1/+1 counter that was on Prophet of Ascension.
^ I meant to put the "pay" clause back in. Honest. Originally, it was an activated ability, but that was :| clunky. Was also supposed to be "another" creature...
Figured that the ability was too good, so just made it a one-shot ANGELS LOTS ability... Has a better flavor of "bringing your dead back as angels" too.
Funereal Guard (Common)
W
Creature - Human Soldier
1/1
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Doomtide Augur (Common)
2U
Creature - Merfolk Wizard
2/2
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Carnivoreus (Common)
2BB
Creature - Zombie
3/2
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Crimson Berserker (Common)
4RR
Creature - Human Berserker
4/4
Haste
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Living Pyre (Rare)
3RR
Creature - Elemental
3/2
Haste
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Sacrifice a creature: Living Pyre deals 2 damage to target creature or player.
Vengeful Notes
When a vengeful creature dies, its ghost returns to fight again.
Vengeful N (When this creature dies, put a 0/0 colorless Spirit creature token onto the battlefield with N +1/+1 counters on it.)
Martyr Paladin (Uncommon)
3WW
Creature - Human Knight
3/4
Vigilance
Vengeful 3 (When this creature dies, put a 0/0 colorless Spirit creature token onto the battlefield with three +1/+1 counters on it.)
Dryad Spiritualist (Common)
1G
Creature - Dryad
2/1
Forestwalk
Vengeful 1 (When this creature dies, put a 0/0 colorless Spirit creature token onto the battlefield with a +1/+1 counter on it.)
Chained Balewraith (Rare)
3BB
Creature - Wraith
3/1
Whenever a creature dies, target player loses 1 life.
Vengeful 7 (When this creature dies, put a 0/0 colorless Spirit creature token onto the battlefield with seven +1/+1 counters on it.)
(Yes, I will post what an unchained Balewraith is, one day. <- Scroll down.)
Promise of Retribution (Mythic)
3WWBB
Sorcery
Each creature you control gains vengeful X until end of turn, where X is that creature's converted mana cost.
Destroy all creatures.
Here, have a land cycle:
Prairie of Repose (Uncommon)
Land
T: Add W to your mana pool.
T, Exile two cards from your graveyard: Target creature gains protection from the color of your choice until end of turn.
Tranquil Brook (Uncommon)
Land
T: Add U to your mana pool.
T, Exile two cards from your graveyard: Look at the top two cards of your library. Put one of those cards into your hand, and the other on the bottom of your library.
Necrotic Fen (Uncommon)
Land
T: Add B to your mana pool.
T, Exile two cards from your graveyard: Target player loses 1 life and you gain 1 life.
Molten Necropolis (Uncommon)
Land
T: Add R to your mana pool.
T, Exile two cards from your graveyard: Molten Necropolis deals 2 damage to target creature.
Overgrown Cairn (Uncommon)
Land
T: Add G to your mana pool.
T, Exile two cards from your graveyard: Put a +1/+1 counter on target creature.
I like your ideas, and I like the fact that you're trying to find a way to keep Unrest in control-- as you noted, some of that stuff would make Limited completely unplayable! I think that the 'Unrest only one creature a turn' thing is pretty balanced. As for Gravefeed, I like the idea but feel like it could get very hectic if the board is covered in those creatures. Putting counters of 10 things several times a turn leads to messy and busy situations, although I like the flavor.
Prophet of Ascension (Mythic)
2W
Creature - Human Cleric
1/1
Gravefeed (Whenever a creature you control dies, put a +1/+1 counter on this creature.)
Whenever a creature you control dies, put a 4/4 white Angel creature token with flying onto the battlefield, then move all +1/+1 counters from Prophet of Ascension to that token.
Yikes! I like the flavor here but this seems REALLY powerful! She, by herself, is a 1/1 for 3 that will turn into a 4/4... and if you happen to Wrath with 2 other guys out, you have 12 power/toughness on an empty board? I feel like this one's a bit too strong.
The Unchained Soul (Mythic)
4BBB
Legendary Creature - Wraith
6/3
Whenever The Unchained Soul or another creature dies, put a 0/0 colorless Spirit token onto the battlefield with X +1/+1 counters on it, where X is that creature’s converted mana cost.
^ Standard Limited "oh good grief" bomb. Original was basically "vengeful X on defending creature but I get the token".
- Made it match the rare, "vengeful" version (you get a 7/7 ghost after it dies). Flavor symmetry!
More to come, since I seem to be running away with this. <.<
Everlasting Life (Mythic)
3WWW
Enchantment
Whenever you control no creatures, return up to two target creature cards from your graveyard to the battlefield.
Sangratic Soldier (Uncommon)
5
Artifact Creature - Golem
3/3
3, Sacrifice a creature: Sangratic Soldier gets +1/+1 and gains your choice of haste, trample, or first strike until end of turn.
^ Why uncommon? I think it's a duh that sacrifice outlets are a premium in this format, and therefore not common.
Ascension (Uncommon)
3WW
Sorcery
Exile target creature. Put a 4/4 white Angel creature token with flying onto the battlefield.
^ Not so much for exile, since exile won't trigger "dies" effects; Ascension was just meant to be powerful "ooh" removal you find at uncommon. I dithered a bit on whether it should be like Beast Within and give it to the controller but I was like... "nah, sending someone to Heaven would probably make them grateful to you."
Death's Mercy (Rare)
4BB
Sorcery
Each player sacrifices each creature he or she controls.
Set 1: Gravefeed, Unrest, "dying subtheme". The latter of which has partial block symmetry with Scars block because of the Phyrexian-marked cards! Gravefeed will have more cards than Unrest, as it's easier to balance that way.
Set 2: Adds Vengeful to the mixture. This would show up about as much as Unrest.
Set 3: Adds a twist to the mixture I haven't made up yet. It could be I need to make something for Set 1/2 and move Unrest and Vengeful around. I'm considering something for set 1 (therefore the shuffle) that would involve exiling cards; a means of fighting back against your opponent's graveyard or using your own as a resource, in short. Nothing's come to mind that I liked, yet. Taking suggestions.
Necrovapor Censer (Uncommon)
4
Artifact
T: Exile target creature card in a graveyard. If you do, put a charge counter on Necrovapor Censer.
T, Remove a charge counter from Necrovapor Censer: Put a 2/2 black Zombie creature token onto the battlefield.
It looks like something from Scars block! I wonder what it was...
Terramancer (Uncommon)
2G
Creature - Elf Druid
2/2
2G, Sacrifice Terramancer: Search your library for two basic land cards and put them onto the battlefield tapped, then shuffle your library. Activate only as a sorcery.
Pyromancer Brawler (Common)
2R
Creature - Human Wizard
2/1
Whenever Pyromancer Brawler blocks or becomes blocked by a creature, Pyromancer Brawler deals 1 damage to that creature.
Bind to Life (Uncommon)
1W
Instant
If target creature would die this turn, instead return it to its owner's hand.
Draw a card.
Walk the Passing (Common)
1BB
Sorcery
Choose one and/or both - Target player sacrifices a creature; and/or target player returns a creature card from his or her graveyard to his or her hand.
Deadwind Strider (Uncommon)
3U
Creature - Spirit
2/3
Flash
Unrest 3UU (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Brief Existence (Common)
2U
Instant
Exile target creature, then return it to the battlefield under its owner's control.
Draw a card.
Ethereal Nature (Rare)
1UU
Enchantment - Aura
Enchant permanent
At the beginning of your upkeep, exile enchanted permanent, then return it to the battlefield under its owner’s control and attach Ethereal Nature to that creature.
^ Blink effects allow for the removal of +1/+1 counters on enemy critters, but the rare here is meant to be useful for everyone. Repeating ETB effects, preventing ridiculous Gravefeeders from growing, and so on. You might ask why it's an Aura and not an enchantment that targets. I wanted it to be limited to one target only, rather than potentially insufferable in Constructed.
I'd been trying to decide on something new. It felt like I needed more excuse to care about the graveyard, or at least, more excuse to get cards out of your and your opponent's hand. So what did I decide on? It wasn't channel, but it came close.
Why? I wanted an excuse to get the graveyard more full, both for Unrest purposes, and for the cards that care about the graveyard. So I needed an excuse to get stuff into the graveyard. The once-a-turn restriction will need some adjustment, but that could largely be due to the effects I picked for a showcase.
The more I think about it, the more I think a graveyard block really has a lot going for it. I can think of increasingly more ways to take this.
Dement -- (cost which includes discarding at least one card): Effect. Activate only once each turn.
Shattered Knight (Uncommon)
1WW
Creature - Human Knight
2/2
First strike
Dement -- 2W, Discard a card: Shattered Knight gets +2/+2 until end of turn. Activate only once each turn.
Crazed Shrinkmage (Uncommon)
3UU
Creature - Human Wizard
2/1
Dement -- 1U, Discard a card: Target creature becomes 1/1 until end of turn. Activate only once each turn.
Scion of the Deathflame (Rare)
1RRR
Creature - Human Cleric
3/1
Dement -- 2RR, Discard a card: Scion of the Deathflame deals damage to target creature or player equal to the number of cards in your graveyard. Activate only once each turn.
Dement is pretty much a cross between Spellshapers and any number of similar cards from Odyssey block, except not as elegant. Why not use Spellshapers there? You don't need to reinvent the wheel.
Dement is pretty much a cross between Spellshapers and any number of similar cards from Odyssey block, except not as elegant. Why not use Spellshapers there? You don't need to reinvent the wheel.
But the whole point is to reinvent the wheel, which is to provide new ways to play the game. Whether or not it becomes redundant, that's the real issue. I personally would argue the whole Infect vs. Wither approach, as my flagship speaker for the defense.
Anyway, I really was eyeballing Unearth, really I was, but two things veered me away (and similarly for Persist, which immediately restricted the counters to -1/-1 usage):
1) A graveyard block felt like it needed cards that functioned from the graveyard more. While Unearth does indeed do this, it's a one-time thing only. I wanted to allow for more, er, "graveyard variance" (which is to say, numerical variation, not gameplay variation as R&D tends to use the term variance). The side effect of Unrest vs Unearth was to allow more of the focus on the graveyard, something Unearth doesn't exactly provide since Unearth is such a one-shot after you use it. (Unearth also has those rules nuances I tend to dislike, specifically: what happens if the creature is exiled by a non-unearth effect like Oblivion Ring?)
2) Dement is like Spellshapers, yes, but spellshapers have that unwholesame subtheme of "must tap to use", which has its own restrictions to what you can put on them. It was largely born of wanting something on permanents both to fuel the graveyard and themselves; I didn't want to restrict the effect of the ability to "previously printed" cards too, but make them more like sanely powered Wild Mongrels ('cause we all know what happened there). I mostly haven't plopped up the "graveyard love/hate" stuff yet.
This isn't me trying to be stubborn though, I swear; I did consider Unearth and Spellshapers both, but the latter seemed prohibitive in their way, and the former didn't really allow for a higher sense of urgency with dealing with your opponent's graveyard, which was what I'm shooting for. I'm still considering how to best do answers for it in each color (Decompose above is one such, via Green, but white, blue, and especially red are troublesome in their way).
Unrest should bring them into play tapped (Reassembling Skeleton?) to keep them from being tremendous hassles as blockers. I also like the cost of exiling other cards from your graveyard... seems like it'd be pretty powerful, still., though.
Unrest should bring them into play tapped (Reassembling Skeleton?) to keep them from being tremendous hassles as blockers. I also like the cost of exiling other cards from your graveyard... seems like it'd be pretty powerful, still., though.
Yea I would have to say this is the way I would take it. And you could even have cards that when they are exiled put them in your deck again to be reused later. Because in a limited format Unrest would slow the format down to a standstill.
Infect vs. Wither is a terrible comparison. Infect fundamentally changes the way you construct your deck; wither does not, unless you're intentionally building around -1/-1 counters or something. You often harm yourself by using a mix of creatures with and without infect; you can use as many or as few creatures with wither as you like and it makes no difference to your ability to deal damage to your opponent. The fact that they both change damage to creatures into counters is a similarity, but the difference in how they damage players sets them far apart.
Infect vs. Wither is a terrible comparison. Infect fundamentally changes the way you construct your deck; wither does not, unless you're intentionally building around -1/-1 counters or something. You often harm yourself by using a mix of creatures with and without infect; you can use as many or as few creatures with wither as you like and it makes no difference to your ability to deal damage to your opponent. The fact that they both change damage to creatures into counters is a similarity, but the difference in how they damage players sets them far apart.
First of all, thanks for this. It's nice to have these kinds of talks about whether my brain is experiencing some technical difficulties in thought processes. (No, that's not sarcasm; I heart feedback about where I err.)
I think, now that I have time to actually reply, that my point was more that neither poison counters, nor wither damage are technically new (though the concept of differing forms of damage is more so, relatively). We're comfortable with each, yet R&D combined them into something effectively new, though as you say that largely rests on the shoulders of administering poison counters. Either way, you're right, it does fundamentally change your deck, on the sole basis that you have to plan around giving out poison and therefore likely winning through that particular scheme of things.
No matter what, though, Infect vs. Wither is still a difference in how the game is played, as you yourself said. The same goes for Unearth vs. Unrest, in that the latter allows you to potentially reuse your graveyard over time, whereas with Unearth you get one shot with it (and also why they both require restrictions; we both can agree on why, I'm sure).
The major thing is: I haven't done a very good job yet over the whole graveyard matters things. I was mostly focused on "what new keywords could they likely make up for this?" So far, all I've had come to mind are things you can do with the graveyard -- and yes, I've considered Delve -- and ways to attack the graveyard (e.g. Cremate, Decompose, and a couple more things I haven't posted yet).
I have trouble coming up with new graveyard mechanics too. It's difficult to find that sweet spot where the mechanic is interesting, not overpowered, and doesn't lead to a stagnant game state, especially if some sort of recursion is involved.
I have trouble coming up with new graveyard mechanics too. It's difficult to find that sweet spot where the mechanic is interesting, not overpowered, and doesn't lead to a stagnant game state, especially if some sort of recursion is involved.
The graveyard, sadly, seems about as in-depth for pursuit as your hand or library as far as I've noticed. You can only do so much without going completely outside the box and ballpark, or making it feel forced. On the plus side, you can use its contents more since it's public information. However, it doesn't mean we can't be silly:
Flight of Mana (Uncommon?)
1U
Creature - Elemental Bird
1/1
Flying
When Flight of Mana enters the graveyard, the next spell you cast this turn costs 2 less to cast.
^ I've started taking up "enters the graveyard" for "put into a graveyard from anywhere". It's arguably a lot cleaner, and generally gets the point across anyway. A card goes into the graveyard, just like a card enters the battlefield (from anywhere). Period. We can specify from where if we need to, after all. The same goes for "leaves the graveyard".
Today's return-from-hiatus is brought to you by various stories about what undead ghosts can do. Also known as, the following batch brought on by an epiphany while I was talking to the pops. Go figure. It's also known as: an alternative to Unrest (or some weird mixture of Unrest and Champion).
Soulbind Spirit (Common)
2BB
Creature - Spirit
3/2
Possess B (B: Exile target creature you control, then return this card from your graveyard to the battlefield. Activate only as a sorcery.)
And before I hear one. word. about the reminder text wording, I refer you to the text of Reassembling Skeleton's ability, which does not have "activate only if in the graveyard".
Returned Martyr (Rare)
1WW
Creature - Spirit
2/2
First strike
Returned Martyr enters the battlefield with three +1/+1 counters if it possessed a creature.
Possess 2WW (2WW: Exile target creature you control, then return this card from your graveyard to the battlefield. Activate only as a sorcery.)
Soulflame Necromancer (Uncommon)
3R
Creature - Spirit Wizard
3/1
T: Soulflame Necromancer deals 1 damage to target creature or player.
Possess 1R (1R: Exile target creature you control, then returns this card from your graveyard to the battlefield. Activate only as a sorcery.)
So in short, I like this more than Unrest, I think. It has a limit on two fronts: one, it has to be in your graveyard; two, you'll eventually run out of creatures (barring tokens, I know).
Alternative came to mind:
Possession (You may cast this from your graveyard by exiling a creature you control in addition to paying this card's other costs.)
If an ability mentions doing something to the card while it's in the graveyard, the ability is implied to only function while it is in the graveyard. There are only a handful of cards that actually have to spell out "Activate this ability only if ~ is in your graveyard." So you're correct, yes. Not that reminder text has to be perfect, anyway.
some cool name (Uncommon)
3
Artifact
As long as (cardname) is untapped your graveyard has hexproof.
T: Exile two cards from your graveyard: Add (1) to your mana pool.
I like Gravefeed, but maybe change it so its like Flanking, where each instance is cumulative:
Funeral Guard (Common)
W
Creature - Human Soldier
1/1
Gravefeed 1 (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Funeral Captain (Rare)
WW
Creature - Human Soldier
2/3
Gravefeed 2 (Whenever a creature you control dies, you may put two +1/+1 counter on this creature.)
Soul Sucker (Rare)
2BBB
Creature - Demon
3/3
Flying
Gravefeed 3 (Whenever a creature you control dies, you may put three +1/+1 counter on this creature.)
T: Destroy target creature you control.
I like your first iteration of Unrest, as someone mentioned earlier it feels like a mechanic that should exist. Maybe change it so it comes back into play tapped like Reassembling Skeleton? The possess mechanic just seems a little qurerky to me :/
Also some of the mythic cards you made are indestructible and then have a trigger when the creature dies...so how exactly is it going to die other than by it being sacrificed? Seems very narrow way of having the ability trigger.
I like your first iteration of Unrest, as someone mentioned earlier it feels like a mechanic that should exist. Maybe change it so it comes back into play tapped like Reassembling Skeleton? The possess mechanic just seems a little qurerky to me :/
Also some of the mythic cards you made are indestructible and then have a trigger when the creature dies...so how exactly is it going to die other than by it being sacrificed? Seems very narrow way of having the ability trigger.
Bump for great justice.
Yes to the sacrifice bit, which I didn't really put a lot of, in here. It seemed kind of semi-obvious, to me, that all the dies, unrest, and run-ins with indestructible would imply that sacrifice engines were a distinct possibility for inclusion. (I think I posted somewhere that they'd exist primarily at uncommon? Maybe that's a mistake.)
Anyway, now that we've had a little more info on it, I find it funny how the italics in the original post seem to be close to spot on, in one respect. It's more "bump in the night" than undeath, but still...
Feral Lycanthrope (Uncommon)
2RR
Creature - Werewolf
2/2
At the beginning of your upkeep, reveal the top card of your library. If it's a red card, Feral Lycanthrope gets +3/+3 until end of turn and attacks this turn if able.
Updated 5/26. Will consolidate notes soon.
Darkness and the dead have come to rule Innistrad. Even on the brightest of days, the bodies of the fallen roam in their unrest, denied the final sleep.
Returned Soul (Common)
1W
Creature - Spirit
2/1
When Returned Soul enters the battlefield, you gain 1 life.
Unrest 3W (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Autopsy (Uncommon)
Instant
1UU
Cast Autopsy only if a creature you control died this turn.
Draw two cards.
Serpentine Soul (Common)
4U
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
Enchanted creature can't attack unless an opponent has four or more creature cards in his or her graveyard.
Buried Alive (Rare)
Cremate (Common)
Dementia Demon (Rare)
2BB
Creature - Demon
5/5
Intimidate
Whenever a creature dies, its controller discards a card.
Liliana, the Shadowveiled (Mythic)
2BBB
Planeswalker - Liliana
(3)
+1: You may cast target creature card from your graveyard this turn.
-2: Each player sacrifices a creature.
-7: You get an emblem with, "Whenever a creature dies, you may return it to the battlefield under your control."
Composite Ghoul (Uncommon)
3BB
Creature - Zombie
3/3
When Composite Ghoul enters or leaves its owner’s graveyard, that player puts a 2/2 black Zombie creature token onto the battlefield.
Unrest 6B (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Pyremancer's Flame (Common)
2R
Instant
Pyremancer's Flame deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
Functional reprint of Yamabushi's Flame.
Channeler of Strength (Common)
2G
Creature - Spirit Druid
2/2
When Channeler of Strength enters the battlefield, target creature gets +1/+1 and gains trample until end of turn.
Unrest 2G (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Wellspring of Demise (Rare)
4
Artifact
2, T, Sacrifice a creature: Search your library for a card, put it into your hand, then shuffle your library.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Buried Alive is now like a $4 card. Reprinting it would bring that down to $1 or less I think. But at least it would make sense in the set!
.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
PS - I don't see Street Wraith happening, yet. I did peg Cycling as a good "Limited glue" mechanic, though, for obvious reasons. Cycling always is good for gluing up on. Har.
*makes future edits to come*
Channeler of Honor (Common)
2W
Creature - Spirit
2/2
When Channeler of Honor enters the battlefield, target creature gets +1/+1 and gains vigilance until end of turn..
Unrest 2W (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Channeler of Skyseek (Common)
2U
Creature - Spirit
2/2
When Channeler of Skyseek enters the battlefield, target creature gets +1/+1 and gains flying until end of turn.
Unrest 2U (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Bodysnatcher (Uncommon)
2UU
Creature - Homunculus
0/3
Defender
T: Draw a card. Then, discard a card unless a creature died this turn.
Channeler of Torments (Common)
2B
Creature - Spirit
2/2
When Channeler of Torments enters the battlefield, target creature gets +1/+1 and gains intimidate until end of turn.
Unrest 2B (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Channeler of Urgency (Common)
2R
Creature - Spirit
2/2
When Channeler of Urgency enters the battlefield, target creature gets +1/+1 and gains first strike until end of turn.
Unrest 2R (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Thunderwraith (Rare)
1RR
Creature - Elemental
4/1
Trample, haste
At the beginning of the next end step, sacrifice Thunderwraith.
Unrest 3RR (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Ring of Warding (Uncommon)
3
Artifact - Equipment
Equipped creature gets +1/+1 and has hexproof.
Equip 3
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
I thought the exact same thing.
Nice cards you got there OP. I like unrest's simplicity. It may be boring, but its really a mechanic that should exist. I like your use of "death" in what I will now call "deathfall", especially on Bodysnatcher and Autopsy.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
CARDZ! ('cause that's what you're here for)
Angelic Soul (Common)
3W
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and has flying.
Apocryphal Soulseer (Rare)
2WW
Creature - Spirit
3/3
Apocryphal Soulseer is indestructible.
When you cast Apocryphal Soulseer from your graveyard, exile target permanent.
Unrest 3WW
Black Death (Rare)
B
Creature - Avatar
1/1
Lifelink, deathtouch
Unrest B
Rise from the Grave (Uncommon)
Extreme Methods (Rare)
2RR
Sorcery
Discard your hand, then draw that many cards.
Decompose (Common)
2G
Sorcery
Exile up to three target cards from a graveyard.
Draw a card.
Unrest Notes
First thought that occurs to me is that Unrest needs a limiter. Ask Draft (heck, Limited) why; everything would have to cost at least 5-7 (or exotic costs like discarding/exiling cards) for Unrest or else they'd be insufferable in Limited. I was considering one of the following, with my vote going to #2:
Unrest (You may cast this from your graveyard by exiling another creature card from your graveyard and paying its unrest cost.)
Unrest (You may cast this from your graveyard by paying the unrest cost. Unrest only one creature each turn.)
Unrest (You may cast this from your graveyard by paying the unrest cost. Unrest only if a creature died this turn.)
Unrest N (You may cast this from your graveyard by paying its mana cost and exiling N other cards from your graveyard.)
Card Notes
- Made a few changes to the first batch. Think I'll stick all this on the MtG Community Wiki, too...
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Gravefeed Notes
Gravefeed is my attempt to help out the whole "creatures are probably going to die a LOT" subtheme that will occur. Just as Exalted rewards you for sending in your lone trooper, by making it potentially a fearsome threat, gravefeed rewards you for doing things to get your critters killed, even if it's as simple as sacrificing them to some effect.
Prophet of Ascension (Mythic)
2W
Creature - Human Cleric
1/1
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
At the beginning of your upkeep, you may exile Prophet of Ascension. If you do, put a 4/4 white Angel creature token onto the battlefield for each +1/+1 counter that was on Prophet of Ascension.
^ I meant to put the "pay" clause back in. Honest. Originally, it was an activated ability, but that was :| clunky. Was also supposed to be "another" creature...Figured that the ability was too good, so just made it a one-shot ANGELS LOTS ability... Has a better flavor of "bringing your dead back as angels" too.
Funereal Guard (Common)
W
Creature - Human Soldier
1/1
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Doomtide Augur (Common)
2U
Creature - Merfolk Wizard
2/2
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Carnivoreus (Common)
2BB
Creature - Zombie
3/2
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Crimson Berserker (Common)
4RR
Creature - Human Berserker
4/4
Haste
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Living Pyre (Rare)
3RR
Creature - Elemental
3/2
Haste
Gravefeed (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Sacrifice a creature: Living Pyre deals 2 damage to target creature or player.
Vengeful Notes
When a vengeful creature dies, its ghost returns to fight again.
Vengeful N (When this creature dies, put a 0/0 colorless Spirit creature token onto the battlefield with N +1/+1 counters on it.)
Martyr Paladin (Uncommon)
3WW
Creature - Human Knight
3/4
Vigilance
Vengeful 3 (When this creature dies, put a 0/0 colorless Spirit creature token onto the battlefield with three +1/+1 counters on it.)
Dryad Spiritualist (Common)
1G
Creature - Dryad
2/1
Forestwalk
Vengeful 1 (When this creature dies, put a 0/0 colorless Spirit creature token onto the battlefield with a +1/+1 counter on it.)
Chained Balewraith (Rare)
3BB
Creature - Wraith
3/1
Whenever a creature dies, target player loses 1 life.
Vengeful 7 (When this creature dies, put a 0/0 colorless Spirit creature token onto the battlefield with seven +1/+1 counters on it.)
(
Yes, I will post what an unchained Balewraith is, one day.<- Scroll down.)Promise of Retribution (Mythic)3WWBB
Sorcery
Each creature you control gains vengeful X until end of turn, where X is that creature's converted mana cost.
Destroy all creatures.
Here, have a land cycle:
Prairie of Repose (Uncommon)
Land
T: Add W to your mana pool.
T, Exile two cards from your graveyard: Target creature gains protection from the color of your choice until end of turn.
Tranquil Brook (Uncommon)
Land
T: Add U to your mana pool.
T, Exile two cards from your graveyard: Look at the top two cards of your library. Put one of those cards into your hand, and the other on the bottom of your library.
Necrotic Fen (Uncommon)
Land
T: Add B to your mana pool.
T, Exile two cards from your graveyard: Target player loses 1 life and you gain 1 life.
Molten Necropolis (Uncommon)
Land
T: Add R to your mana pool.
T, Exile two cards from your graveyard: Molten Necropolis deals 2 damage to target creature.
Overgrown Cairn (Uncommon)
Land
T: Add G to your mana pool.
T, Exile two cards from your graveyard: Put a +1/+1 counter on target creature.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Yikes! I like the flavor here but this seems REALLY powerful! She, by herself, is a 1/1 for 3 that will turn into a 4/4... and if you happen to Wrath with 2 other guys out, you have 12 power/toughness on an empty board? I feel like this one's a bit too strong.
Great flavor overall, and the mechanics look fun.
The Unchained Soul (Mythic)
4BBB
Legendary Creature - Wraith
6/3
Whenever The Unchained Soul or another creature dies, put a 0/0 colorless Spirit token onto the battlefield with X +1/+1 counters on it, where X is that creature’s converted mana cost.
^ Standard Limited "oh good grief" bomb. Original was basically "vengeful X on defending creature but I get the token".
- Made it match the rare, "vengeful" version (you get a 7/7 ghost after it dies). Flavor symmetry!
More to come, since I seem to be running away with this. <.<
Everlasting Life (Mythic)
3WWW
Enchantment
Whenever you control no creatures, return up to two target creature cards from your graveyard to the battlefield.
Sangratic Soldier (Uncommon)
5
Artifact Creature - Golem
3/3
3, Sacrifice a creature: Sangratic Soldier gets +1/+1 and gains your choice of haste, trample, or first strike until end of turn.
^ Why uncommon? I think it's a duh that sacrifice outlets are a premium in this format, and therefore not common.
Ascension (Uncommon)
3WW
Sorcery
Exile target creature. Put a 4/4 white Angel creature token with flying onto the battlefield.
^ Not so much for exile, since exile won't trigger "dies" effects; Ascension was just meant to be powerful "ooh" removal you find at uncommon. I dithered a bit on whether it should be like Beast Within and give it to the controller but I was like... "nah, sending someone to Heaven would probably make them grateful to you."
Death's Mercy (Rare)
4BB
Sorcery
Each player sacrifices each creature he or she controls.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Block Structure
Set 1: Gravefeed, Unrest, "dying subtheme". The latter of which has partial block symmetry with Scars block because of the Phyrexian-marked cards! Gravefeed will have more cards than Unrest, as it's easier to balance that way.
Set 2: Adds Vengeful to the mixture. This would show up about as much as Unrest.
Set 3: Adds a twist to the mixture I haven't made up yet. It could be I need to make something for Set 1/2 and move Unrest and Vengeful around. I'm considering something for set 1 (therefore the shuffle) that would involve exiling cards; a means of fighting back against your opponent's graveyard or using your own as a resource, in short. Nothing's come to mind that I liked, yet. Taking suggestions.
CARDZ
Beastial Soul (Common)
4G
Enchantment - Aura
Enchant creature
Enchanted creature gets +4/+4.
Necrovapor Censer (Uncommon)
4
Artifact
T: Exile target creature card in a graveyard. If you do, put a charge counter on Necrovapor Censer.
T, Remove a charge counter from Necrovapor Censer: Put a 2/2 black Zombie creature token onto the battlefield.
It looks like something from Scars block! I wonder what it was...
Terramancer (Uncommon)
2G
Creature - Elf Druid
2/2
2G, Sacrifice Terramancer: Search your library for two basic land cards and put them onto the battlefield tapped, then shuffle your library. Activate only as a sorcery.
Pyromancer Brawler (Common)
2R
Creature - Human Wizard
2/1
Whenever Pyromancer Brawler blocks or becomes blocked by a creature, Pyromancer Brawler deals 1 damage to that creature.
Bind to Life (Uncommon)
1W
Instant
If target creature would die this turn, instead return it to its owner's hand.
Draw a card.
Walk the Passing (Common)
1BB
Sorcery
Choose one and/or both - Target player sacrifices a creature; and/or target player returns a creature card from his or her graveyard to his or her hand.
Deadwind Strider (Uncommon)
3U
Creature - Spirit
2/3
Flash
Unrest 3UU (You may cast this from your graveyard for its unrest cost. Unrest only one creature each turn.)
Brief Existence (Common)
2U
Instant
Exile target creature, then return it to the battlefield under its owner's control.
Draw a card.
Ethereal Nature (Rare)
1UU
Enchantment - Aura
Enchant permanent
At the beginning of your upkeep, exile enchanted permanent, then return it to the battlefield under its owner’s control and attach Ethereal Nature to that creature.
^ Blink effects allow for the removal of +1/+1 counters on enemy critters, but the rare here is meant to be useful for everyone. Repeating ETB effects, preventing ridiculous Gravefeeders from growing, and so on. You might ask why it's an Aura and not an enchantment that targets. I wanted it to be limited to one target only, rather than potentially insufferable in Constructed.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
I'd been trying to decide on something new. It felt like I needed more excuse to care about the graveyard, or at least, more excuse to get cards out of your and your opponent's hand. So what did I decide on? It wasn't channel, but it came close.
Why? I wanted an excuse to get the graveyard more full, both for Unrest purposes, and for the cards that care about the graveyard. So I needed an excuse to get stuff into the graveyard. The once-a-turn restriction will need some adjustment, but that could largely be due to the effects I picked for a showcase.
The more I think about it, the more I think a graveyard block really has a lot going for it. I can think of increasingly more ways to take this.
Dement -- (cost which includes discarding at least one card): Effect. Activate only once each turn.
Shattered Knight (Uncommon)
1WW
Creature - Human Knight
2/2
First strike
Dement -- 2W, Discard a card: Shattered Knight gets +2/+2 until end of turn. Activate only once each turn.
Crazed Shrinkmage (Uncommon)
3UU
Creature - Human Wizard
2/1
Dement -- 1U, Discard a card: Target creature becomes 1/1 until end of turn. Activate only once each turn.
Scion of the Deathflame (Rare)
1RRR
Creature - Human Cleric
3/1
Dement -- 2RR, Discard a card: Scion of the Deathflame deals damage to target creature or player equal to the number of cards in your graveyard. Activate only once each turn.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Dement is pretty much a cross between Spellshapers and any number of similar cards from Odyssey block, except not as elegant. Why not use Spellshapers there? You don't need to reinvent the wheel.
R Citizen Cane (Feldon of the Third Path)
Anyway, I really was eyeballing Unearth, really I was, but two things veered me away (and similarly for Persist, which immediately restricted the counters to -1/-1 usage):
1) A graveyard block felt like it needed cards that functioned from the graveyard more. While Unearth does indeed do this, it's a one-time thing only. I wanted to allow for more, er, "graveyard variance" (which is to say, numerical variation, not gameplay variation as R&D tends to use the term variance). The side effect of Unrest vs Unearth was to allow more of the focus on the graveyard, something Unearth doesn't exactly provide since Unearth is such a one-shot after you use it. (Unearth also has those rules nuances I tend to dislike, specifically: what happens if the creature is exiled by a non-unearth effect like Oblivion Ring?)
2) Dement is like Spellshapers, yes, but spellshapers have that unwholesame subtheme of "must tap to use", which has its own restrictions to what you can put on them. It was largely born of wanting something on permanents both to fuel the graveyard and themselves; I didn't want to restrict the effect of the ability to "previously printed" cards too, but make them more like sanely powered Wild Mongrels ('cause we all know what happened there). I mostly haven't plopped up the "graveyard love/hate" stuff yet.
This isn't me trying to be stubborn though, I swear; I did consider Unearth and Spellshapers both, but the latter seemed prohibitive in their way, and the former didn't really allow for a higher sense of urgency with dealing with your opponent's graveyard, which was what I'm shooting for. I'm still considering how to best do answers for it in each color (Decompose above is one such, via Green, but white, blue, and especially red are troublesome in their way).
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
BBB Mono-Black Vat BBB
GGG Mono-Green Infect GGG
Yea I would have to say this is the way I would take it. And you could even have cards that when they are exiled put them in your deck again to be reused later. Because in a limited format Unrest would slow the format down to a standstill.
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
R Citizen Cane (Feldon of the Third Path)
I think, now that I have time to actually reply, that my point was more that neither poison counters, nor wither damage are technically new (though the concept of differing forms of damage is more so, relatively). We're comfortable with each, yet R&D combined them into something effectively new, though as you say that largely rests on the shoulders of administering poison counters. Either way, you're right, it does fundamentally change your deck, on the sole basis that you have to plan around giving out poison and therefore likely winning through that particular scheme of things.
No matter what, though, Infect vs. Wither is still a difference in how the game is played, as you yourself said. The same goes for Unearth vs. Unrest, in that the latter allows you to potentially reuse your graveyard over time, whereas with Unearth you get one shot with it (and also why they both require restrictions; we both can agree on why, I'm sure).
The major thing is: I haven't done a very good job yet over the whole graveyard matters things. I was mostly focused on "what new keywords could they likely make up for this?" So far, all I've had come to mind are things you can do with the graveyard -- and yes, I've considered Delve -- and ways to attack the graveyard (e.g. Cremate, Decompose, and a couple more things I haven't posted yet).
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
R Citizen Cane (Feldon of the Third Path)
Flight of Mana (Uncommon?)
1U
Creature - Elemental Bird
1/1
Flying
When Flight of Mana enters the graveyard, the next spell you cast this turn costs 2 less to cast.
^ I've started taking up "enters the graveyard" for "put into a graveyard from anywhere". It's arguably a lot cleaner, and generally gets the point across anyway. A card goes into the graveyard, just like a card enters the battlefield (from anywhere). Period. We can specify from where if we need to, after all. The same goes for "leaves the graveyard".
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Soulbind Spirit (Common)
2BB
Creature - Spirit
3/2
Possess B (B: Exile target creature you control, then return this card from your graveyard to the battlefield. Activate only as a sorcery.)
And before I hear one. word. about the reminder text wording, I refer you to the text of Reassembling Skeleton's ability, which does not have "activate only if in the graveyard".
Returned Martyr (Rare)
1WW
Creature - Spirit
2/2
First strike
Returned Martyr enters the battlefield with three +1/+1 counters if it possessed a creature.
Possess 2WW (2WW: Exile target creature you control, then return this card from your graveyard to the battlefield. Activate only as a sorcery.)
Soulflame Necromancer (Uncommon)
3R
Creature - Spirit Wizard
3/1
T: Soulflame Necromancer deals 1 damage to target creature or player.
Possess 1R (1R: Exile target creature you control, then returns this card from your graveyard to the battlefield. Activate only as a sorcery.)
So in short, I like this more than Unrest, I think. It has a limit on two fronts: one, it has to be in your graveyard; two, you'll eventually run out of creatures (barring tokens, I know).
Alternative came to mind:
Possession (You may cast this from your graveyard by exiling a creature you control in addition to paying this card's other costs.)
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
R Citizen Cane (Feldon of the Third Path)
some cool name (Uncommon)
3
Artifact
As long as (cardname) is untapped your graveyard has hexproof.
T: Exile two cards from your graveyard: Add (1) to your mana pool.
I like Gravefeed, but maybe change it so its like Flanking, where each instance is cumulative:
Funeral Guard (Common)
W
Creature - Human Soldier
1/1
Gravefeed 1 (Whenever a creature you control dies, you may put a +1/+1 counter on this creature.)
Funeral Captain (Rare)
WW
Creature - Human Soldier
2/3
Gravefeed 2 (Whenever a creature you control dies, you may put two +1/+1 counter on this creature.)
Soul Sucker (Rare)
2BBB
Creature - Demon
3/3
Flying
Gravefeed 3 (Whenever a creature you control dies, you may put three +1/+1 counter on this creature.)
T: Destroy target creature you control.
Also some of the mythic cards you made are indestructible and then have a trigger when the creature dies...so how exactly is it going to die other than by it being sacrificed? Seems very narrow way of having the ability trigger.
Yes to the sacrifice bit, which I didn't really put a lot of, in here. It seemed kind of semi-obvious, to me, that all the dies, unrest, and run-ins with indestructible would imply that sacrifice engines were a distinct possibility for inclusion. (I think I posted somewhere that they'd exist primarily at uncommon? Maybe that's a mistake.)
Anyway, now that we've had a little more info on it, I find it funny how the italics in the original post seem to be close to spot on, in one respect. It's more "bump in the night" than undeath, but still...
Feral Lycanthrope (Uncommon)
2RR
Creature - Werewolf
2/2
At the beginning of your upkeep, reveal the top card of your library. If it's a red card, Feral Lycanthrope gets +3/+3 until end of turn and attacks this turn if able.
^ Get it?!
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir