Instead of doing just one keyword, let me show you a pair (you'll understand why they're in pairs once you see it)-
Positive - EFFECT (As long as you control a permanent with Negative, -EFFECT-)
Positive effects generally have to do with gaining things, such as gaining P/T, gaining life, drawing cards, etc.,
Negative - EFFECT (As long as you control a permanent with Positive: -EFFECT-)
Negative effects generally have to do with losing things, such as losing P/T, losing life, dealing damage, discarding cards, etc.,
This is based upon the magnetic poles of Positive and Negative; Positives and Negative attract, empowering the forces of said objects.
To demonstrate this keyword, I will give you two creatures with the said abilities. Note that these keywords will take place in an artifact block that has a number of colored artifacts, like those found in Esper.
Charged Hoverbot2R
Artifact Creature - Construct
Flying
Positive - Whenever Charged Hoverbot attacks, put a +1/+1 counter on it.
2/1 "Hoverbots are absolutely no problem, they're easy targets and slow attackers. That is, until they find an ample power source..." - Words of Krozik Commander
Oxidizian Sniper3R
Artifact Creature - Human Cyborg
First Strike
Negative - Oxidizian Sniper has :symtap:: Oxidizian Sniper deals 1 damage to target creature or player. This damage cannot be prevented.
3/2 "One shot, one dead"
----------
MORE EXAMPLES with the said keywords.
Viri Bug1G
Artifact Creature - Insect {UC}
Positive - Whenever Viri Bug deals combat damage to a player, put a 1/1 green insect artifact creature token onto the battlefield.
1/1
Krozik Sabotager 3B
Artifact Creature - Vampire Cyborg
Krozik Sabotager is unblockable.
Negative - Whenever Krozik Sabotager deals damage to a player, destroy target permanent with positive or negative he or she controls.
1/1
Super Charge(W/R)
Instant
Target creature gains positive until end of turn.
Draw a card.
Redoxify (U/B)
INstnat
Target creature gains negative until end of turn.
Draw a card.
Electrode Bomb5
Artifact 4, Sacrifice Electrode Bomb: Destroy all permanents with positive or negative. Designed to eradicate all major sources of electricity, the Electrode Bomb is a most potent weapon indeed.
Copper Giant10
Artifact Creature - Giant Construct
Trample
Copper Giant gets +1/+1 for each creature you control with positive or negative.
6/6
I came up with this some time ago. I think there's a Kamigawa card that grants this ability, but I can't remember its name.
Negligence (Creatures with Negligence can block even if they're tapped.)
Crumbling Fiend2BB [c] Creature - Horror
Negligence
3/4 If you don't think it looks alive, you likely won't be soon.
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Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Privilege N (Spells targeting this creature that do not share a color with it cost N more mana to cast)
Saintly Monk WWCreature - Human Cleric
Privilege 1 (Spells targeting this creature that do not share a color with it cost 1 more mana to cast)
Never having done a bit of harm, the old man was loved by all. 1/2
Pyromancer's ApprenticeRR
Creature - Human Wizard {U}
Arcane (Whenever you cast an instant or sorcery spell that shares a color with this card, put an arcane counter on it.) T: ~ deals damage to target creature or player equal to the number of arcane counters on it. "Did I do it right this time?"
"No. You have to aim at the target.... not the house."
0/1
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Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Hereticism 3(When ~ comes you play, counter it unless you sacrifice 3 Artifact permanents you control)
Trample, Flying
6/6
Hereticism looks like a very narrow mechanic to me. How many cards in a set can have it? How many cards in one deck? the thing about negative keywords is that you need to be careful. Do a good job, and you'll have Fading, do it wrong and you'll end up with a mechanic no one cares about and no one can evolve to anything remotely good. One creature with "as an additional cost to cast ~, sacrifice 3 artifacts" might be ok, but it's not enogh to base a whole keyword on.
Rabid Goblin1R
Creature - Goblin Warrior
Mania (When this card comes into play, all other creatures that share a creature type with it must attack this turn if able.)
~ attacks each turn if able
1/2 "Hee hee hee hee hee, thing go squish!"
... And what's stopping me from simply playing it after combat, making Mania's downside nonexistent? I really like the flavour you were trying to evoke, but the mechanic itself is meaningless in real life magic. Even with a creature with haste, if I thought attacking is the right move, I'd attack with what I have regardless of Mania.
Soultwine Healing 1W
Sorcery
Assist (2/W)(As you cast this spell, each other player may pay (2/W).)
Each player who paid the assist cost gains 5 life. You gain life equal to the amount of life gained this way.
Gleaning Convenant 1U
Sorcery
Assist (2/U)(As you cast this spell, each other player may pay (2/U).)
Draw a card for each player who paid the assist cost. Each other player who didn't pay the assist cost skips his or her next draw step.
Conspirator's Curse 1B
Sorcery
Assist (2/B)(As you cast this spell, each other player may pay (2/B).)
Each opponent who didn't pay the assist cost discards two cards. If each opponent paid the assist cost, each opponent loses 3 life.
Fueled Wildfires 1R
Sorcery
Assist (2/R)(As you cast this spell, each other player may pay (2/R).)
Fueled Wildfires deals 2 damage to each creature without flying. It deals an additional 2 damage to each creature dealt damage this way for each player who paid the assist cost.
Primeval Boon 1G
Sorcery
Assist (2/G)(As you cast this spell, each other player may pay (2/G).)
Put a 5/5 green Elemental creature token onto the battlefield with "this creature can't attack players who paid the assist cost for Primeval Boon."
Assist is an interesting idea, obviously meant for multiplayer, but I doubt how much it's needed in regular magic, and I think that a mechanic should be able to perform on both to be good. Try to look at your cards and think how are they going to be played out. The green one will be completely broken in limited, the white one does nothing at all for two mana, black one is probably too powerful as well. The only one I cared for was the blue one. i'm puzzled as to why the assist cost includes colored mana. I think that goes against the spirit of the mechanic. the bottom line, though, is that the mechanic is not needed, nor is executed properly, I'm afraid, so I can't say I like it.
Foran Enchantress 1GG
Creature-Human Druid (R)
Harmony (As you cast ~, you may reveal an aura that could enchant it from your hand. If you do, ~ comes into play with the aura attached to it.)
Foran Enchantress gets +1/+1 for each Aura on the battlefield.
0/2
Sneaking Mythic Proportions onto the battlefield? heh, why not, auras could use more love, even if they've been very clingy the past few years, seems like no matter how much love is given to them, it's not enough, i'm a bit disappointed that you didn't use this opportunity to make your card a hybrid, since this has (W/G) written all over it, but not too badly disappointed that I can't tell Harmony is a solid mechanic. not too exciting to me, but it works nonetheless.
Pact of Envy2BB
Sorcery {R} Pact 3 (When you cast this spell, you receive 3 pact counters. During your upkeep, if you have a pact counter, you receive an additional pact counter. If you have 10 or more pact counters, You lose the game.)
You control target player's next turn.
Now with the advent of infect, it doesn't look radical, it looks redundant. Magic already has a type of counter that kills players, no need for another one. I wold have respected a mechanic that causes a card to put poison counters on you when played, but going for all this effort to make a new type of win condition when there is one so similar to it already seems like a bad idea to me. Also, Mindslaver was meant to be a one time card with a one time ability. Keep it that way.
Momentum (This spell cost 1 less to cast for each other spell you casted this turn.)
Speed Shock1RR
Instant (C)
Momentum.
Speed Shock deals 4 damage to target creature or player.
Last-minute Reinforcements :3mana::symw:
Creature - Human Soldier (U)
Momentum, vigilance. There was wind, bolts, and mechanical devices. But the last troops were the true surprise.
[2/4]
Inertia Strength2RG
Sorcery (R)
Momentum.
Creatures your control get +2/+0 and gain haste and trample until end of turn.
Blazing Firecat :3mana::symr::symr::symr:
Creature - Elemental (M)
Haste, momentum, trample.
At the beginning of the next end step, sacrifice Blazing Firecat. Saribia goblins were smart enough to avoid the firecats, but not skillful enough.
[10/1]
Simple, grokable and balanced. The makings of a winner mechanic. Momentum is 100% awesome in my eyes, and it's thankfully without the risk of becoming broken when no one expects it like Storm. This could easily become that missing blue/red mechanic
Magic is lacking at the moment. Very well done.
Miststrike - UU Instant
Up to two target creatures are unblockable this turn.
Sleight UUU(you may pay UUU and exile this card face down instead of paying its mana cost, you may then play this spell from exile as if it had flash without paying its mana cost). He's behind you...oh and in front of you..oh and...
I'm not too familiar with it, but doesn't Yu-Gi-Oh! has something like this? cards you can put face down then flip for no cost to cause havoc? It wouldn't be the first time Magic has copied an idea from a different game, and it does add a little tactical dimention to the gameplay, though I am worried that cards with slight could never be too powerful, or they might break the game. Definitely worth experimenting more with this one. Not bad.
Vie X(As you cast this spell, any player may pay X, and copy it. He or she may choose new targets for the copy.)
Channeled LightningR Socery (C)
Vie 1(As you cast this spell, any player may pay 1, and copy it. He or she may choose new targets for the copy.)
Channeled Lightning deals 1 damage to target creature or player for each spell named Channeled Lightning on the stack.
I do not care for mechanics made for multiplayer in general, but his one's got an extra problem of being unintuitive as well. Say I have five players paying the vie cost. Five copies of the spell on the stack, plus the card itself. your card deals six damage and resolves, leaving five copies on the stack, so the next copy to resolve deals five, then four , three, two and one. Who's copy is played first? who's get to be played last? such confusion over a card means the best course of action is not to pay the vie cost at all and avoid the confusion. At the end of the day, even if it looks simple, the mechanic is too complicated to be fun.
EDIT: Turns out I was reading the card wrong, and only one player can pay the vie cost with this wording. However, since you said the original idea was to have it repeatable, the judging stands.
EDIT 2: So apparently, vie would be done in turn order, which means the one to play last wouldn't pay it, since he knows that all he is going to get is one damage, and his empowering everybody else's spells. The guy right before him knows he won;t pay, so the best course of action for him as well if not to pay too, and so on until it's clear no one has an interest to pay the vie cost at all. They might appreciate you giving them a chance to use Game Theory during a Magic game, but they won't thank your for Vie.
Positive - EFFECT (As long as you control a permanent with Negative, -EFFECT-)
Positive effects generally have to do with gaining things, such as gaining P/T, gaining life, drawing cards, etc.,
Negative - EFFECT (As long as you control a permanent with Positive: -EFFECT-)
Negative effects generally have to do with losing things, such as losing P/T, losing life, dealing damage, discarding cards, etc.,
Charged Hoverbot2R
Artifact Creature - Construct
Flying
Positive - Whenever Charged Hoverbot attacks, put a +1/+1 counter on it.
2/1 "Hoverbots are absolutely no problem, they're easy targets and slow attackers. That is, until they find an ample power source..." - Words of Krozik Commander
Oxidizian Sniper3R
Artifact Creature - Human Cyborg
First Strike
Negative - Oxidizian Sniper has :symtap:: Oxidizian Sniper deals 1 damage to target creature or player. This damage cannot be prevented.
3/2 "One shot, one dead"
----------
MORE EXAMPLES with the said keywords.
Viri Bug1G
Artifact Creature - Insect {UC}
Positive - Whenever Viri Bug deals combat damage to a player, put a 1/1 green insect artifact creature token onto the battlefield.
1/1
Krozik Sabotager 3B
Artifact Creature - Vampire Cyborg
Krozik Sabotager is unblockable.
Negative - Whenever Krozik Sabotager deals damage to a player, destroy target permanent with positive or negative he or she controls.
1/1
Super Charge(W/R)
Instant
Target creature gains positive until end of turn.
Draw a card.
Redoxify (U/B)
INstnat
Target creature gains negative until end of turn.
Draw a card.
Electrode Bomb5
Artifact 4, Sacrifice Electrode Bomb: Destroy all permanents with positive or negative. Designed to eradicate all major sources of electricity, the Electrode Bomb is a most potent weapon indeed.
Copper Giant10
Artifact Creature - Giant Construct
Trample
Copper Giant gets +1/+1 for each creature you control with positive or negative.
6/6
Megiddo is right, Positive and Negative should be ability words. The idea is nice from a flavor viewpoint, and it's not too parasitic that it can't be fun to play, but I would avoid effects like "target creature gains positive" if I were you. In all reality, it just won't matter that much if a creature has it for one turn, and it also goes against the flavour to have a creature with both positive and negative.
Negligence (Creatures with Negligence can block even if they're tapped.)
Crumbling Fiend2BB [c] Creature - Horror
Negligence
3/4 If you don't think it looks alive, you likely won't be soon.
The card from Kamigawa you were talking about is Masako the Humorless, and that should have given you a better idea as to what color is the best suited for this ability. Negligance is pretty redundant in a game that already has vigilance, and the difference between the two is pretty small. Vigilance allows creature to attack and block, or attack and use and ability that requires tapping. Negligence allows creature to attack and block, or use an ability that requires tapping and block. Since in most occasion, I'd rather a card that allows attacking then blocking, I deem negligence inferior to vigilance. Sure you could make a have decent combat trick by giving creatures negligance at instant speed, but then again, you could just as easily have the untapped.
Privilege N (Spells targeting this creature that do not share a color with it cost N more mana to cast)
Saintly Monk WWCreature - Human Cleric
Privilege 1 (Spells targeting this creature that do not share a color with it cost 1 more mana to cast)
Never having done a bit of harm, the old man was loved by all. 1/2
This is a bit a somewhat more complicated version of shroud, and in all reality is not very necessary. If white doesn't want it's creatures to be targeted, it gives them protection, and a 1/2 with protection from nonewhite for WW will be fine, meaning the best way you found to showcase your ability is underpowered, and likely the entire mechanic is the same.
Pyromancer's ApprenticeRR
Creature - Human Wizard {U}
Arcane (Whenever you cast an instant or sorcery spell that shares a color with this card, put an arcane counter on it.) T: ~ deals damage to target creature or player equal to the number of arcane counters on it. "Did I do it right this time?"
"No. You have to aim at the target.... not the house."
0/1
Aside from the name being already is use for something else, arcane is fine. I'm not too fond of mechanics that do nothing on their own, but I can see there is some charm in your design, and this could be a good mechanic to build a block around one day.
PanchoPonce, for making the best mechanic, really, and for keeping things simple.
I didnt do poison counters because they don't make sense flavorwise. I talked about the pact mechanic with a friend of mine and we decided the best way to pull it off would be by exiling the card with the pact counters (kinda a reverse suspend) rather than putting them on you. So I didn't execute the mechanic very well, but Sorin Markov disagrees with your analysis of mindslaver.
That's why I wanted it to be more like poison in that there would be no way to "cheat" the counters away. We were trying to find an answer to the "redundant" part of the critique which is where that idea came from. I skipped the era with suspend so I honestly didn't even think about cards like riftsweeper, which yeah, would kinda make it to good. I just liked the idea of like a crossroads deal to get a powerful effect. Its just a hard one to work in safely I guess.
Right. Well, if each card accumulated counters, the riftsweeper thing would be acceptable, since you would only be able to get rid of one card probably.
Though, gaining TWO per upkeep... Would it be like, 10 total counters? or 10 accumulated on a single card? or what?
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Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
It was probably going to be something like Pact 3 (when you play this spell, remove it from the game with 3 pact counters on it. During your upkeep, add a pact counter. If at any time you control 10 or more pact counters, you lose the game.) That way it will take into account any other "pact" spells you play.
Scrabbling Brood2R
Creature - Goblin Warrior (U)
Swarm (If any attacking creature with swarm is not blocked, all attacking creatures with swarm become unblocked.)
2/2
Not really sure how this would be worded, suggestions welcome. The idea is that if any creature with swarm isn't blocked, then none of them can be blocked.
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"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Bonecrush Wardrummer :2mana::symr::symr:
Creature - Goblin Shaman
Goblins you control cannot be blocked except by 2 or more creatures
:1mana::symr:: Exile a Goblin in your Graveyard. Put a 1/1 red Goblin token into play under your control.
1/3
It's drums were made from the bones of the last army they faced...
Cumulative Upkeep- Sacrifice a Goblin.
Each Goblin creature you control get +3/+2.
"This long forgotten Goblin game seemed childish to the first explorers who witnessed it. That is- until they witness the little goblins begin to rip each other apart..."
Goblin Shoes1 Artifact - Equipment [r]
Whenever you equip Goblin Shoes, put a -1/-1 counter on the targeted creature.
Equipped creature get -X/-X, where X is the number of -1/-1 counters on it.
Equip 0 "Form-fitting. One size fits all. Snug fit. But don't put 'em on. You'll wish you hadn't."
- Squee, Goblin Shoe-Salesman
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Jund Bloodchief BR
Creature - Goblin Vampire {C}
Haste, Devour 1
Whenever Jund Bloodchief deals damage to a player, gain life equal to the number of +1/+1 counters on it.
1/1 Every world has it's own blood drinkers, some more vicious than others.
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IIW:
Multicolored millcards in something other than dimir.
Goblin Mirrormage 1UR
Creature - Goblin Wizard (U)
Whenever Goblin Mirrormage becomes blocks or becomes blocked by a creature, switch Goblin Mirrormage's power and toughness until end of turn.
3/1 He ran out of hiding places, so invented the Mirrorveil to hide in his own reflection.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Positive - EFFECT (As long as you control a permanent with Negative, -EFFECT-)
Positive effects generally have to do with gaining things, such as gaining P/T, gaining life, drawing cards, etc.,
Negative - EFFECT (As long as you control a permanent with Positive: -EFFECT-)
Negative effects generally have to do with losing things, such as losing P/T, losing life, dealing damage, discarding cards, etc.,
This is based upon the magnetic poles of Positive and Negative; Positives and Negative attract, empowering the forces of said objects.
To demonstrate this keyword, I will give you two creatures with the said abilities. Note that these keywords will take place in an artifact block that has a number of colored artifacts, like those found in Esper.
Charged Hoverbot 2R
Artifact Creature - Construct
Flying
Positive - Whenever Charged Hoverbot attacks, put a +1/+1 counter on it.
2/1
"Hoverbots are absolutely no problem, they're easy targets and slow attackers. That is, until they find an ample power source..." - Words of Krozik Commander
Oxidizian Sniper 3R
Artifact Creature - Human Cyborg
First Strike
Negative - Oxidizian Sniper has :symtap:: Oxidizian Sniper deals 1 damage to target creature or player. This damage cannot be prevented.
3/2
"One shot, one dead"
----------
MORE EXAMPLES with the said keywords.
Viri Bug 1G
Artifact Creature - Insect {UC}
Positive - Whenever Viri Bug deals combat damage to a player, put a 1/1 green insect artifact creature token onto the battlefield.
1/1
Krozik Sabotager 3B
Artifact Creature - Vampire Cyborg
Krozik Sabotager is unblockable.
Negative - Whenever Krozik Sabotager deals damage to a player, destroy target permanent with positive or negative he or she controls.
1/1
Super Charge (W/R)
Instant
Target creature gains positive until end of turn.
Draw a card.
Redoxify (U/B)
INstnat
Target creature gains negative until end of turn.
Draw a card.
Electrode Bomb 5
Artifact
4, Sacrifice Electrode Bomb: Destroy all permanents with positive or negative.
Designed to eradicate all major sources of electricity, the Electrode Bomb is a most potent weapon indeed.
Copper Giant 10
Artifact Creature - Giant Construct
Trample
Copper Giant gets +1/+1 for each creature you control with positive or negative.
6/6
Multicolored millcards in something other than dimir.
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Negligence (Creatures with Negligence can block even if they're tapped.)
Crumbling Fiend 2BB [c]
Creature - Horror
Negligence
3/4
If you don't think it looks alive, you likely won't be soon.
Saintly Monk WWCreature - Human Cleric
Privilege 1 (Spells targeting this creature that do not share a color with it cost 1 more mana to cast)
Never having done a bit of harm, the old man was loved by all.
1/2
[Clan Flamingo]
Creature - Human Wizard {U}
Arcane (Whenever you cast an instant or sorcery spell that shares a color with this card, put an arcane counter on it.)
T: ~ deals damage to target creature or player equal to the number of arcane counters on it.
"Did I do it right this time?"
"No. You have to aim at the target.... not the house."
0/1
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
soondone.Hereticism looks like a very narrow mechanic to me. How many cards in a set can have it? How many cards in one deck? the thing about negative keywords is that you need to be careful. Do a good job, and you'll have Fading, do it wrong and you'll end up with a mechanic no one cares about and no one can evolve to anything remotely good. One creature with "as an additional cost to cast ~, sacrifice 3 artifacts" might be ok, but it's not enogh to base a whole keyword on.
... And what's stopping me from simply playing it after combat, making Mania's downside nonexistent? I really like the flavour you were trying to evoke, but the mechanic itself is meaningless in real life magic. Even with a creature with haste, if I thought attacking is the right move, I'd attack with what I have regardless of Mania.
Assist is an interesting idea, obviously meant for multiplayer, but I doubt how much it's needed in regular magic, and I think that a mechanic should be able to perform on both to be good. Try to look at your cards and think how are they going to be played out. The green one will be completely broken in limited, the white one does nothing at all for two mana, black one is probably too powerful as well. The only one I cared for was the blue one. i'm puzzled as to why the assist cost includes colored mana. I think that goes against the spirit of the mechanic. the bottom line, though, is that the mechanic is not needed, nor is executed properly, I'm afraid, so I can't say I like it.
Sneaking Mythic Proportions onto the battlefield? heh, why not, auras could use more love, even if they've been very clingy the past few years, seems like no matter how much love is given to them, it's not enough, i'm a bit disappointed that you didn't use this opportunity to make your card a hybrid, since this has (W/G) written all over it, but not too badly disappointed that I can't tell Harmony is a solid mechanic. not too exciting to me, but it works nonetheless.
Now with the advent of infect, it doesn't look radical, it looks redundant. Magic already has a type of counter that kills players, no need for another one. I wold have respected a mechanic that causes a card to put poison counters on you when played, but going for all this effort to make a new type of win condition when there is one so similar to it already seems like a bad idea to me. Also, Mindslaver was meant to be a one time card with a one time ability. Keep it that way.
Simple, grokable and balanced. The makings of a winner mechanic. Momentum is 100% awesome in my eyes, and it's thankfully without the risk of becoming broken when no one expects it like Storm. This could easily become that missing blue/red mechanic
Magic is lacking at the moment. Very well done.
I'm not too familiar with it, but doesn't Yu-Gi-Oh! has something like this? cards you can put face down then flip for no cost to cause havoc? It wouldn't be the first time Magic has copied an idea from a different game, and it does add a little tactical dimention to the gameplay, though I am worried that cards with slight could never be too powerful, or they might break the game. Definitely worth experimenting more with this one. Not bad.
I do not care for mechanics made for multiplayer in general, but his one's got an extra problem of being unintuitive as well. Say I have five players paying the vie cost. Five copies of the spell on the stack, plus the card itself. your card deals six damage and resolves, leaving five copies on the stack, so the next copy to resolve deals five, then four , three, two and one. Who's copy is played first? who's get to be played last? such confusion over a card means the best course of action is not to pay the vie cost at all and avoid the confusion. At the end of the day, even if it looks simple, the mechanic is too complicated to be fun.
EDIT: Turns out I was reading the card wrong, and only one player can pay the vie cost with this wording. However, since you said the original idea was to have it repeatable, the judging stands.
EDIT 2: So apparently, vie would be done in turn order, which means the one to play last wouldn't pay it, since he knows that all he is going to get is one damage, and his empowering everybody else's spells. The guy right before him knows he won;t pay, so the best course of action for him as well if not to pay too, and so on until it's clear no one has an interest to pay the vie cost at all. They might appreciate you giving them a chance to use Game Theory during a Magic game, but they won't thank your for Vie.
Megiddo is right, Positive and Negative should be ability words. The idea is nice from a flavor viewpoint, and it's not too parasitic that it can't be fun to play, but I would avoid effects like "target creature gains positive" if I were you. In all reality, it just won't matter that much if a creature has it for one turn, and it also goes against the flavour to have a creature with both positive and negative.
The card from Kamigawa you were talking about is Masako the Humorless, and that should have given you a better idea as to what color is the best suited for this ability. Negligance is pretty redundant in a game that already has vigilance, and the difference between the two is pretty small. Vigilance allows creature to attack and block, or attack and use and ability that requires tapping. Negligence allows creature to attack and block, or use an ability that requires tapping and block. Since in most occasion, I'd rather a card that allows attacking then blocking, I deem negligence inferior to vigilance. Sure you could make a have decent combat trick by giving creatures negligance at instant speed, but then again, you could just as easily have the untapped.
This is a bit a somewhat more complicated version of shroud, and in all reality is not very necessary. If white doesn't want it's creatures to be targeted, it gives them protection, and a 1/2 with protection from nonewhite for WW will be fine, meaning the best way you found to showcase your ability is underpowered, and likely the entire mechanic is the same.
Aside from the name being already is use for something else, arcane is fine. I'm not too fond of mechanics that do nothing on their own, but I can see there is some charm in your design, and this could be a good mechanic to build a block around one day.
PanchoPonce, for making the best mechanic, really, and for keeping things simple.
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Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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Though, gaining TWO per upkeep... Would it be like, 10 total counters? or 10 accumulated on a single card? or what?
Next challenge:
Make me a Goblin. I like these guys.
Doesn't have to be a creature if you really like tribal cards.
Creature - Goblin Warrior (U)
Swarm (If any attacking creature with swarm is not blocked, all attacking creatures with swarm become unblocked.)
2/2
Not really sure how this would be worded, suggestions welcome. The idea is that if any creature with swarm isn't blocked, then none of them can be blocked.
Creature - Goblin Shaman
Goblins you control cannot be blocked except by 2 or more creatures
:1mana::symr:: Exile a Goblin in your Graveyard. Put a 1/1 red Goblin token into play under your control.
1/3
It's drums were made from the bones of the last army they faced...
Credit to Maelstrom Graphics for the sig.
Tribal Enchantment - Goblin
Cumulative Upkeep- Sacrifice a Goblin.
Each Goblin creature you control get +3/+2.
"This long forgotten Goblin game seemed childish to the first explorers who witnessed it. That is- until they witness the little goblins begin to rip each other apart..."
Decks:
Goblins goblins goblins
gonna throw some red guys at you until you die.
Artifact - Equipment [r]
Whenever you equip Goblin Shoes, put a -1/-1 counter on the targeted creature.
Equipped creature get -X/-X, where X is the number of -1/-1 counters on it.
Equip 0
"Form-fitting. One size fits all. Snug fit. But don't put 'em on. You'll wish you hadn't."
- Squee, Goblin Shoe-Salesman
Creature - Goblin Vampire {C}
Haste, Devour 1
Whenever Jund Bloodchief deals damage to a player, gain life equal to the number of +1/+1 counters on it.
1/1
Every world has it's own blood drinkers, some more vicious than others.
Multicolored millcards in something other than dimir.
Creature - Goblin Wizard (U)
Whenever Goblin Mirrormage becomes blocks or becomes blocked by a creature, switch Goblin Mirrormage's power and toughness until end of turn.
3/1
He ran out of hiding places, so invented the Mirrorveil to hide in his own reflection.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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