Festerhide Wurm3BB Creature - Zombie Wurm (C)
Sacrifice Festerhide Wurm: Target creature gets -4/-4 until end of turn. Activate this ability only any time you could cast a sorcery.
4/4
Mana Battery1 Artifact (C) 1, T: Put a charge counter on Mana Battery. T, Remove a charge counter from Mana Battery: Add one mana of any color to your mana pool. T, Remove three charge counters from Mana Battery and sacrifice it: Mana Battery Deals 3 damage to target creature or player.
Sell for Scrap1R Instant (C)
As an additional cost to cast Sell for Scrap, sacrifice an artifact.
Draw two cards.
Bow of SubmissionG Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack you or a planeswalker you control as long as you control a creature with power greater than it.
Enchanted creature can't block creatures with power greater than it.
Vampiric Idol3 Artifact (R)
Lifelink 3, T: Vampiric Idol deals 1 damage to target creature.
Whenever a creature dealt damage by Vampiric Idol this turn dies, put a +1/+1 counter on Vampiric Idol. 1BB: Vampiric Idol becomes a 1/1 black Vampire artifact creature until end of turn.
Usually no news is good news, but I'll comment anyways because silence sucks.
Good stuff. No criticisms really. They're all printable today. Without checking, Festerhide Wurm seems pushed but acceptable. Sell for Scrap is perfect for an artifact set and is probably already in R&D's files.
Indeed, Festerhide Wurm should probably have T as part of the activation cost and/or be bumped up to uncommon.
I think Bow of Submission could be green, white, or even black, but it's flavored to white right now. At least in a vacuum. In context it could make perfect sense.
Festerhide Wurm - A toned-down version would be 2BB 3/3 Zombie Elephant sacrifice for -3/-3, similar then to Phyrexian Defiler. Black has been getting -4/-4 at common for a couple years though: Tomb Hex, Grasp of Darkness, Lash of the Whip, Throttle, Flatten.
- This is undoubtedly related to the Phyrexian Plaguelord cycle, but I think swapping the T-cost for a sorcery speed restriction changes the way it plays a lot. Some upsides, some downsides. It allows you to use it the same turn you cast it, or even attack with it and use it post combat. But you can not use it as a combat trick or during your opponent's turn or reactively when your opponent targets the creature with removal.
Mana Batery - Intended as a Mind Stone variant. Mana acceleration early, then sacrifice for another effect later. I started with a triggered ability like Plague Boiler but worried that would be too complicated. Would that be okay at common? That does reduce by one turn the time needed to get to three counters and sacrifice it, but it does open that weird window where it can be shattered in response to the trigger. It fits the flavor better for overcharging a battery causing it to explode.
1, T: Put a charge counter on Mana Battery. T, Remove a charge counter from Mana Battery: Add one mana of any color to your mana pool.
When Mana Battery has three or more charge counters on it, sacrifice it. If you do, Mana Battery deals 3 damage to target creature or player.
Or maybe?
When Mana Battery has three or more charge counters on it, sacrifice it and it deals 3 damage to target creature or player.
Sell for Scrap - Definitely needs a set with higher numbers of artifacts. I'm hoping as we see that cards like Tormenting Voice don't break anything we get a little more exploration like Altar's Reap variants in red. Sacrificing either artifacts or lands to draw cards could both make sense in red and still fits the 1-for-1 restriction for red draw.
Bow of Submission - I started this with just the blocking ability using the other side of the Wandering Wolf ability. That didn't seem like quite enough, so I added the attacking ability to make it green removal for limited and mono-green removal for commander. The big restriction placed on green removal is that it has to rely on using creatures to take out other creatures. This is trying to use bigger creatures just to intimidate a smaller creature and not outright kill it with a fight.
- The name does feel kind of white though. I was trying to come up with something that fit the opposite flavor of Alpha Authority.
Vampiric Idol - It doesn't lose its abilities when animated. It still has lifelink and the +1/+1 counter ability... and the T-ability if you really want to animate it before pinging something (maybe you control an Archetype of Finality). I think the typical use would be to use it to help knock-off a few creatures, then after it gets enough counters, start animating it and attacking.
I really like Vampiric Idol, although it's too weak for today's Magic.
I think it would be fair at 2 to cast, 2 to activate (in fact I can't think of a Standard environment in recent years where that would have been played).
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Creature - Zombie Wurm (C)
Sacrifice Festerhide Wurm: Target creature gets -4/-4 until end of turn. Activate this ability only any time you could cast a sorcery.
4/4
Artifact (C)
1, T: Put a charge counter on Mana Battery.
T, Remove a charge counter from Mana Battery: Add one mana of any color to your mana pool.
T, Remove three charge counters from Mana Battery and sacrifice it: Mana Battery Deals 3 damage to target creature or player.
Instant (C)
As an additional cost to cast Sell for Scrap, sacrifice an artifact.
Draw two cards.
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack you or a planeswalker you control as long as you control a creature with power greater than it.
Enchanted creature can't block creatures with power greater than it.
Artifact (R)
Lifelink
3, T: Vampiric Idol deals 1 damage to target creature.
Whenever a creature dealt damage by Vampiric Idol this turn dies, put a +1/+1 counter on Vampiric Idol.
1BB: Vampiric Idol becomes a 1/1 black Vampire artifact creature until end of turn.
Good stuff. No criticisms really. They're all printable today. Without checking, Festerhide Wurm seems pushed but acceptable. Sell for Scrap is perfect for an artifact set and is probably already in R&D's files.
I think Bow of Submission could be green, white, or even black, but it's flavored to white right now. At least in a vacuum. In context it could make perfect sense.
- This is undoubtedly related to the Phyrexian Plaguelord cycle, but I think swapping the T-cost for a sorcery speed restriction changes the way it plays a lot. Some upsides, some downsides. It allows you to use it the same turn you cast it, or even attack with it and use it post combat. But you can not use it as a combat trick or during your opponent's turn or reactively when your opponent targets the creature with removal.
Mana Batery - Intended as a Mind Stone variant. Mana acceleration early, then sacrifice for another effect later. I started with a triggered ability like Plague Boiler but worried that would be too complicated. Would that be okay at common? That does reduce by one turn the time needed to get to three counters and sacrifice it, but it does open that weird window where it can be shattered in response to the trigger. It fits the flavor better for overcharging a battery causing it to explode.
T, Remove a charge counter from Mana Battery: Add one mana of any color to your mana pool.
When Mana Battery has three or more charge counters on it, sacrifice it. If you do, Mana Battery deals 3 damage to target creature or player.
Or maybe?
common: Vial of Dragonfire, Blazing Torch, Perilous Myr, Moonglove Extract
uncommon: Goblin Boom Keg, Meteorite, Leonin Bladetrap, Flamecast Wheel (blech), Shrine of Burning Rage
Sell for Scrap - Definitely needs a set with higher numbers of artifacts. I'm hoping as we see that cards like Tormenting Voice don't break anything we get a little more exploration like Altar's Reap variants in red. Sacrificing either artifacts or lands to draw cards could both make sense in red and still fits the 1-for-1 restriction for red draw.
Bow of Submission - I started this with just the blocking ability using the other side of the Wandering Wolf ability. That didn't seem like quite enough, so I added the attacking ability to make it green removal for limited and mono-green removal for commander. The big restriction placed on green removal is that it has to rely on using creatures to take out other creatures. This is trying to use bigger creatures just to intimidate a smaller creature and not outright kill it with a fight.
- The name does feel kind of white though. I was trying to come up with something that fit the opposite flavor of Alpha Authority.
Vampiric Idol - It doesn't lose its abilities when animated. It still has lifelink and the +1/+1 counter ability... and the T-ability if you really want to animate it before pinging something (maybe you control an Archetype of Finality). I think the typical use would be to use it to help knock-off a few creatures, then after it gets enough counters, start animating it and attacking.
I think it would be fair at 2 to cast, 2 to activate (in fact I can't think of a Standard environment in recent years where that would have been played).