Splitting this idea into its own thread, because the more I think about it, the more I like it for a Grecian set where the possibilities of "champions of the gods" exists. So I'll start with Scion.
Scion(At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
Cliff's notes: Of every creature with Scion that you control when your upkeep starts, you pick one of those creatures. It gets stronger/more special until your next turn, where you can then pick the same or a different one.
Might of the Chosen (Rare)
WWW
Enchantment
Creatures you control get +1/+1.
Whenever you choose a scion, put a +1/+1 counter on that creature.
Stalwart Watcher (Uncommon)
2WW
Creature - Avatar
2/2
First strike
Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
Stalwart Watcher gets +1/+2 and has lifelink as long as it’s your scion.
Floratender (Common)
2G
Creature - Elf Druid
2/2
Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
T: Add G to your mana pool.
Whenever CARDNAME taps for mana, if it’s your scion, you gain 2 life.
Hellbinder (Rare)
3BB
Creature - Human Cleric
1/1
Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
3BB, T, Sacrifice a creature: Put a 5/5 black Demon creature token with flying onto the battlefield. Activate only if Hellbinder is your scion.
Fall from Favor (Common)
2B
Sorcery
Target creature gets -2/-2 until end of turn. If it's chosen as a scion, destroy it instead. NOTE: This is a sorcery because a) common; b) it's kind of feel-bad to have a creature you JUST PICKED as a scion die immediately after, effectively wasting the pick.
Champion of Fire (Rare)
3RR
Creature - Elemental
2/2
Scion; double strike
Whenever Champion of Fire attacks and isn’t blocked, if it’s your scion, you may have it deal 1 damage to each creature defending player controls instead of assigning combat damage.
Staff of the Divine (Mythic)
Artifact
5
You may choose any number of creatures you control with scion as your scion.
5, T: Put a +1/+1 counter on each creature you control.
Not a fan of scion. It doesn't do anything on its own, it gets worse in multiples, and a lot of these cards wouldn't be overpowered even if they were "turned on" 24/7 anyway.
The flavor concept might be more interesting as a keyword on "God" rare creatures, where each upkeep your "God" gets to designate a non-"God" creature as its scion and give it a cool ability.
Not a fan of scion. It doesn't do anything on its own, it gets worse in multiples, and a lot of these cards wouldn't be overpowered even if they were "turned on" 24/7 anyway.
The flavor concept might be more interesting as a keyword on "God" rare creatures, where each upkeep your "God" gets to designate a non-"God" creature as its scion and give it a cool ability.
It has a soulbond complex, but here I am, playing the "first draft" card on you. Chances of things changing: fair to good. I haven't spent too much time thinking about it since it randomly popped into my head last week or so. Part of the reason for the one-creature-only limit is the memory issue of "which one is/isn't active".
The second point you make is exactly the point of the flavor/keyword as it stands in this first draft, though. For all intents and purposes, you are the deity in question. It's not like you aren't summoning creatures and powerful magic to your bidding (and planeswalkers weren't effectively deities in the past) anyway.
That said, I totally was thinking about that as a legendary creature cycle ("empowering a creature" a la exalted), but I wasn't thinking keyword per se so much as just a shared-condition trigger.
I really like this idea, and there's plenty of space in it. I'll recommend the following:
Common creatures should stick to a P/T bonus and/or a keyword.
Uncommon creatures should get Floratender-like abilities; 'upgrading' of their actual abilities.
Rares should get fancy non-keyworded abilities, and straight-up add abilities instead of upgrading them.
And then you have a mythic God cycle - Incarnations? These guys should have Might of the Chosen style abilities - they are the ones who choose their patrons, and so they should bequeath their abilities unto them.
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Aspiring Hero (Common)
3WW
Creature - Human Knight
3/3
Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
Aspiring Hero gets +1/+1 and has vigilance as long as it’s your scion.
Woodland Predator (Common)
5G
Creature - Human Warrior
4/3
Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
Woodland Predator gets +2/+2 and has trample as long as it’s your scion.
Maybe the most awkward thing about scion is that it encourages you to play only a very small number of scion cards in your deck. That way, you have a minimal amount of overlap and can enjoy your above-the-curve card.
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Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
Cliff's notes: Of every creature with Scion that you control when your upkeep starts, you pick one of those creatures. It gets stronger/more special until your next turn, where you can then pick the same or a different one.
Might of the Chosen (Rare)
WWW
Enchantment
Creatures you control get +1/+1.
Whenever you choose a scion, put a +1/+1 counter on that creature.
Stalwart Watcher (Uncommon)
2WW
Creature - Avatar
2/2
First strike
Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
Stalwart Watcher gets +1/+2 and has lifelink as long as it’s your scion.
Floratender (Common)
2G
Creature - Elf Druid
2/2
Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
T: Add G to your mana pool.
Whenever CARDNAME taps for mana, if it’s your scion, you gain 2 life.
Hellbinder (Rare)
3BB
Creature - Human Cleric
1/1
Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
3BB, T, Sacrifice a creature: Put a 5/5 black Demon creature token with flying onto the battlefield. Activate only if Hellbinder is your scion.
Fall from Favor (Common)
2B
Sorcery
Target creature gets -2/-2 until end of turn. If it's chosen as a scion, destroy it instead.
NOTE: This is a sorcery because a) common; b) it's kind of feel-bad to have a creature you JUST PICKED as a scion die immediately after, effectively wasting the pick.
Champion of Fire (Rare)
3RR
Creature - Elemental
2/2
Scion; double strike
Whenever Champion of Fire attacks and isn’t blocked, if it’s your scion, you may have it deal 1 damage to each creature defending player controls instead of assigning combat damage.
Staff of the Divine (Mythic)
Artifact
5
You may choose any number of creatures you control with scion as your scion.
5, T: Put a +1/+1 counter on each creature you control.
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
The flavor concept might be more interesting as a keyword on "God" rare creatures, where each upkeep your "God" gets to designate a non-"God" creature as its scion and give it a cool ability.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
The second point you make is exactly the point of the flavor/keyword as it stands in this first draft, though. For all intents and purposes, you are the deity in question. It's not like you aren't summoning creatures and powerful magic to your bidding (and planeswalkers weren't effectively deities in the past) anyway.
That said, I totally was thinking about that as a legendary creature cycle ("empowering a creature" a la exalted), but I wasn't thinking keyword per se so much as just a shared-condition trigger.
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
Common creatures should stick to a P/T bonus and/or a keyword.
Uncommon creatures should get Floratender-like abilities; 'upgrading' of their actual abilities.
Rares should get fancy non-keyworded abilities, and straight-up add abilities instead of upgrading them.
And then you have a mythic God cycle - Incarnations? These guys should have Might of the Chosen style abilities - they are the ones who choose their patrons, and so they should bequeath their abilities unto them.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Aspiring Hero (Common)
3WW
Creature - Human Knight
3/3
Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
Aspiring Hero gets +1/+1 and has vigilance as long as it’s your scion.
Woodland Predator (Common)
5G
Creature - Human Warrior
4/3
Scion (At the beginning of your upkeep, you may choose this creature as your one scion for until your next turn.)
Woodland Predator gets +2/+2 and has trample as long as it’s your scion.
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