Compared to the existing incarnations, these should be smaller (ie with smaller effects), but also have lower evoke costs (except the red one during early turns). I decided to give all of them triple color mana costs, but I might change my mind on that.
Safety WWW
Creature - Elemental Incarnation (1/3)
Vigilance, Flash
When enters, exile another target creature until ~ leaves
Evoke - Tap two untapped white creatures you control
can be a fragile kill-spell, or save your own creatures from a targeted kill-spell / their own evoke death trigger. But you don't get rid of more than one creature by blinking this. Probably still quite powerful though.
Lazyness UUU
Creature - Elemental Incarnation (2/2)
Flash, Flying
When enters, return target spell with mana value 3 or less to its owner's hand.
Evoke - reveal three blue cards from your hand.
doesn't cost you an extra card, so it doesn't cost the opponent a card either. you still trade a card to waste the opponent's mana though, so I decided to put a limit on that.
Cruelty BBB
Creature - Elemental Incarnation (1/1)
Deathtouch
When enters, each opponent sacrifices a creature or planeswalker.
Evoke - sacrifice a black creature.
I'm aware "each player sacrifices a creature" usually costs mana, but here you can't cast it without having the creature, so I guess it's ok. Originally it was a 1/3, but then I figured, 1/1 deathtoucher with edict should be strong enough at 3 mana.
Insanity RRR
Creature - Elemental Incarnation (3/1)
First Strike
When enters, put a waste counter on target nonbasic land. It loses all land types and abilities and gains "T: add colorless"
Evoke - Sacrifice a Mountain
Probably the most abusable of the bunch by aggressively flickering it, but then you're sacrificing a land in the early game. I'm not sure either how much losing the color from two lands would realistically screw the opponent (I don't actually play fetchland formats, for price reasons), so I'm entirely not sure on the power level of this.
Ferocity GGG
Creature - Elemental Incarnation (3/2)
Trample
When enters, put a +1/+1 counter on another target creature you control. It fights up to one target creature you don't control.
Evoke - Remove two counters from among green permanents you control
Admittedly a bit of a weird design with removing counters and putting them back, but I didn't come up with anything better. I'm kinda fine with this removing -1/-1 counters by the way--after all, I'm not aware of a competitive creature that enters with them (except Kitchen Finks by coming back from persist).
The green one might make people reconsider examplar of strength, of all cards (as this card gives that 2 drop a free +3/+3 and kills a creature in the progress). Other than that, I'm not too certain where the green one would be used as most of the token-based strategies I am aware of put the counters on artifacts like in affinity/hardened scales.
thanks for the response. I'll trust your judgement on costing, since I'm not too great at that when it comes to the details.
As for the blue one (it's name was supposed to be lethargy by the way, the word just had escaped my mind) I kind of agree on the flying, especially since it is a flavor fail too. However I don't want it to be the only one without a keyword (other than flash, and I really don't want to take that away from the white one). So, maybe skulk? that should be substantially weaker than flying at least (if necessary the toughness can be 1, so more creatures can profitably block.
Lethargy 1UU
Creature - Elemental Incarnation (2/1)
Flash, Skulk
When enters, return target spell with mana value 3 or less to its owner's hand.
Evoke - reveal three blue cards from your hand.
The reason why the black one has deathtouch is that I didn't want it to have the same keyword as Grief. That was a last minute edit (before posting) that I didn't really think through past reducing toughness to one. However, since the blue one no longer has flying, maybe that could be more appropriate (power definitely remains 1 here, otherwise it would be way too strong with flying)
Cruelty 1BB
Creature - Elemental Incarnation (1/1)
Flying
When enters, each opponent sacrifices a creature or planeswalker.
Evoke - sacrifice a black creature.
For the green one I was out of ideas for a better cost. I still don't have any good ideas (the updated design is still inelegant, being the only one that has to spell out separately that you still need to be in the correct color). I don't really like the new cost being either in the way of its effect, or irrelevant after the effect a lot of the time too.
Ferocity 1GG
Creature - Elemental Incarnation (3/2)
Trample
When enters, put a +1/+1 counter on another target creature you control. It fights up to one target creature you don't control.
Evoke - put two +1/+1 counters on a creature an opponent controls. You may pay this cost only if you control a forest
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Safety WWW
Creature - Elemental Incarnation (1/3)
Vigilance, Flash
When enters, exile another target creature until ~ leaves
Evoke - Tap two untapped white creatures you control
can be a fragile kill-spell, or save your own creatures from a targeted kill-spell / their own evoke death trigger. But you don't get rid of more than one creature by blinking this. Probably still quite powerful though.
Lazyness UUU
Creature - Elemental Incarnation (2/2)
Flash, Flying
When enters, return target spell with mana value 3 or less to its owner's hand.
Evoke - reveal three blue cards from your hand.
doesn't cost you an extra card, so it doesn't cost the opponent a card either. you still trade a card to waste the opponent's mana though, so I decided to put a limit on that.
Cruelty BBB
Creature - Elemental Incarnation (1/1)
Deathtouch
When enters, each opponent sacrifices a creature or planeswalker.
Evoke - sacrifice a black creature.
I'm aware "each player sacrifices a creature" usually costs mana, but here you can't cast it without having the creature, so I guess it's ok. Originally it was a 1/3, but then I figured, 1/1 deathtoucher with edict should be strong enough at 3 mana.
Insanity RRR
Creature - Elemental Incarnation (3/1)
First Strike
When enters, put a waste counter on target nonbasic land. It loses all land types and abilities and gains "T: add colorless"
Evoke - Sacrifice a Mountain
Probably the most abusable of the bunch by aggressively flickering it, but then you're sacrificing a land in the early game. I'm not sure either how much losing the color from two lands would realistically screw the opponent (I don't actually play fetchland formats, for price reasons), so I'm entirely not sure on the power level of this.
Ferocity GGG
Creature - Elemental Incarnation (3/2)
Trample
When enters, put a +1/+1 counter on another target creature you control. It fights up to one target creature you don't control.
Evoke - Remove two counters from among green permanents you control
Admittedly a bit of a weird design with removing counters and putting them back, but I didn't come up with anything better. I'm kinda fine with this removing -1/-1 counters by the way--after all, I'm not aware of a competitive creature that enters with them (except Kitchen Finks by coming back from persist).
The blue one is too strong as a 2/2 flyer. It would probably be fine as a 2/2 non-flyer.
Black probably needs to be "each player" or not have deathtouch. Menace instead maybe?
The green one's evoke cost is hard to use effectively because it requires a lot of setup.
As for the blue one (it's name was supposed to be lethargy by the way, the word just had escaped my mind) I kind of agree on the flying, especially since it is a flavor fail too. However I don't want it to be the only one without a keyword (other than flash, and I really don't want to take that away from the white one). So, maybe skulk? that should be substantially weaker than flying at least (if necessary the toughness can be 1, so more creatures can profitably block.
Lethargy 1UU
Creature - Elemental Incarnation (2/1)
Flash, Skulk
When enters, return target spell with mana value 3 or less to its owner's hand.
Evoke - reveal three blue cards from your hand.
The reason why the black one has deathtouch is that I didn't want it to have the same keyword as Grief. That was a last minute edit (before posting) that I didn't really think through past reducing toughness to one. However, since the blue one no longer has flying, maybe that could be more appropriate (power definitely remains 1 here, otherwise it would be way too strong with flying)
Cruelty 1BB
Creature - Elemental Incarnation (1/1)
Flying
When enters, each opponent sacrifices a creature or planeswalker.
Evoke - sacrifice a black creature.
For the green one I was out of ideas for a better cost. I still don't have any good ideas (the updated design is still inelegant, being the only one that has to spell out separately that you still need to be in the correct color). I don't really like the new cost being either in the way of its effect, or irrelevant after the effect a lot of the time too.
Ferocity 1GG
Creature - Elemental Incarnation (3/2)
Trample
When enters, put a +1/+1 counter on another target creature you control. It fights up to one target creature you don't control.
Evoke - put two +1/+1 counters on a creature an opponent controls. You may pay this cost only if you control a forest