Now that all of you have chosen your mechanics, it's time to send them out into the wild and see if they can support a set.
I will edit this post over the weekend and do all the CCL stuff, but I will post the second challenge. The second challenge is Use your mechanic on a minimum of three cards. You can choose any rarity, but common is preferred. Also, that's a minimum of three cards with your mechanic. If you want to go overboard and submit more that's great.
herbert west 11/7 -
Legend 11/5 -
Raikou Rider 11/6 -
Asrama 61/10 -
Oculus 72/8 -
void_nothing 44/6 -
Link 33/9 -
aurorasparrow 17/5 -
yewlas 56/7 -
drewdagreek 50/11 -
Solestico 72/6 -
Jimmy Groove 27/8 -
So this is how it's going to work. See the number next to your name? You are going to critique or top 3 the other three players with the same number as you. For example, if I was Legend, then I would be critiquing aurorasparrow, Profani, and TacticalCelebrant.
Parasitic
1. herbert west
2. Legend
3. Raikou Rider
4. Asrama
5. Oculus
6. void_nothing
Modular
1. Link
2. aurorasparrow
3. yewlas
4. drewdagreek
5. Solestico
6. Jimmy Groove
Sorcery (U)
Persecute all multicolor and nonwhite creatures. (Exile those creatures. Return them to the battlefield with a -1/-1 counter on each of them at the beginning of the next end step.)
Forgo Thought
2UU
Instant (R)
Until end of turn, if you would draw a card, you may persecute target multicolor or nonblue creature instead. (Exile that creature. Return it to the battlefield with a -1/-1 counter on it at the beginning of the next end step.)
Draw two cards.
Drag Through the Streets
B
Instant (C)
Persecute target multicolor or nonblack creature. (Exile that creature. Return it to the battlefield with a -1/-1 counter on it at the beginning of the next end step.)
Draw a card.
Willing Martyr
RR
Creature- Human Soldier (U)
Whenever a multicolor or nonred creature blocks Willing Martyr, persecute that creature at end of combat. (Exile that creature. Return it to the battlefield with a -1/-1 counter it at the beginning of the next end step.)
Zalyan SentryW
Creature - Lizard Soldier (C)
Ensnare (When Zalyan Sentry deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.) The surface was a harsh land, and the injured among the Zalyan served with their lives.
1/1
Sentinel Vine1G
Creature - Plant (C)
Defender, ensnare (When Sentinel Vine deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
If Sentinel Vine blocks a creature with toughness 2 or greater, Sentinel Vine gets +1/+0 until end of turn. The gardeners found ways to keep entruders out of the food supply.
0/4
Nagnan Paralytic3
Artifact - Equipment (C)
Equipped creature can block an additional creature and has ensnare. (When it deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
Equip 2 A scratch alone now made it possible for the meek to turn the tide.
Manikarni Sprite2U
Creature - Faerie (U)
Flying, ensnare (When Manikarni Sprite deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
When Manikarni Sprite dies, return target creature to its owner's hand. When the peoples of Nagna moved underground, they angered the Fae who dwelled in the hidden lakes there.
1/2
Spined Goblin3RR
Creature - Goblin (R)
Ensnare t, Sacrifice Spined Goblin: Spined Goblin deals 1 damage to each creature. It's not the fact that he blends in with the landscape that makes this particular goblin extremely dangerous.
3/2
Well, considering I already did that in the last round...
Name: Secrets Untold
The world is full of secrets. Even it's name is shrouded in mystery. Whispered rumors and tales around the fireplace hint at greater powers that dominate the land from the shadows. In the fallen cities, where kings and lords no longer hold sway and secrets are a currency, the time is near where mysteries must be unveiled or the world may well come to an end.
Everyone knows the princess is an impostor, so how come she’s still in charge? and where is the real princess? At night, words appear on the barks of the trees in Argenwood Forest. A message? and if so, from whom? Where do all the cats disappear to at the stroke of midnight? Why are the universities looking for bat wings? Who is Mr. Teeth? Is there truly a diamond hidden in the center of the world? Why are the angels crying? How come everyone is having the same dream on the solstice? Just when it seems that you're close to an answer, you only find more and more questions...
In Secrets Untold, players may choose between holding on to their powerful secrets, or sacrificing them for a chance at more power.
The major theme is secrecy and mystery. The set is built around an old-fashioned detective story: hidden powers, strange motives, and horrible skeletons in everybody's closets. Mechanically, the set is based of secrets keeping and trading knowledge for power. There is a strong theme of hand matters and revealing cards from your hand (or opponent's hands). This is strengthen by a special Keyword mechanic:
Secret(Whenever this card is revealed from your hand, shuffle it into your library and draw a card.)
The idea is that once a secret is revealed, it becomes worthless. Secrets are usually powerful spells that a player might rather keep in their hands so they could use them when the time is right. Opponents can sometimes cause you to reveal your hand and lose your secrets (mostly in blue and black), but for the most part, you may want to reveal a secret yourself to gain some powerful advantage.
Enter the second mechanic, Hidden.
Hidden(You may cast this face down as a 2/2 creature for 3. Turn it face up anytime by revealing two cards from your hand that share a color with it)
Hidden builds up on the precedence of morph. Morph plays well into the set's theme, but it has an established flavor that does not match the set's ideas. Hidden not only has the advantages of maintaining the theme of secrecy, but also helps to push the "secrets are currency" theme further in.
Finally, since the set is focused on having players hold on to cards in hand and build up to use powerful secrets, the tempo needs to be slightly slowed. To help this out, there is a subtheme of auras in the set, complete with its own keyword mechanic:
Whisper(Whenever a permanent that this card could enchant enters the battlefield, if this card is in your graveyard, you may put this card onto the battlefield enchanting that permanent)
Whispers represent bits of knowledge so important and powerful, that they are left around even after their original owner's death, and can be discovered later on by another. This also helps with the inherent disadvantage of auras.
Hideaway lands may or may not also make make a comeback.
Informants represent a web of snitches, tattletales, spies and sources in the secret and information based world of the set.
Round one card:
Whispering Vizier1UU
Creature - Human Informant Wizard (R) U, Tap X untapped Informants you control: Search target opponent’s library for an instant or sorcery card with converted casting cost X or less. You may cast that card without paying it’s mana cost. That player then shuffles his or her library. “I am skilled in the magic of faraway lands. For some information, I could show you.”
2/2
Common informants are in general small creatures. The idea is that players can have use for their one, two and three drops in late game.
Uncommon informants can get a bit bigger, mostly utilizing the other smaller informants for some wacky effect.
Rare informants usually have bigger and more unique effects (like last round's card) to compensate, they occasionally will have higher CMC, and therefore may be bigger.
Informants are meant to go across all colors.
Round 3 submission - three commons:
Talprest Saboteur1R
Creature - Goblin Informant (C)
Tap an untapped Informant you control: Target creature can’t block this turn. The students of Talprest University constantly busy themselves with innovative plans for their next prank on Brovell College.
1/2
Sadistic Blackmailer3B
Creature - Human Informant (C)
Tap two untapped Informants you control: Target layer loses 2 life and you gain 2 life. “Everyone has a dark secret. And anyone will pay to keep it hidden. Trust me, the always pay.”
2/2
Argenwood Tracker G
Creature - Elf Informant (C)
Tap three untapped Informants you control: Target creature deals damage as though it wasn't blocked this turn. “A shortcut through the forest? Yeah, I know one. I’ll you through, but your on your own for the way out.”
1/1
Palace Spymaster2UU
Creature - Human Informant (R)
Tap ten untapped Informants you control: You win the game.
2/3
Ghostlight DecoyW
Creature - Human Informant (U)
Tap three untapped informants you control: Exile target creature, then return it to the battlefield under its owner's control.
1/1
Voice in the Dark2UU
Creature - Shapeshifter Informant (U)
Tap three untapped Informants you control: Draw a card.
3/3
Chatty Guard 3W
Creature - Human Informant Soldier (C)
Vigilance
Tap two untapped informants you control: Untap target creature you control.
2/3
Urchin TattletaleU
Creature - Human Informant (C)
Tap an untapped Informant you control: Look at target face-down creature.
1/1
Reveal Facade1W
Instant (C)
Exile target enchantment
Thoughtcast 0 (You may exile a white card from your hand rather than pay this spell's mana cost.
Withering Thought2B
Sorcery (C)
Destroy target nonblack creature.
Thoughtcast B (You may pay B and exile a black card from your hand rather than pay this spell's mana cost.
Divining Gaze3UU
Instant (C)
Draw three cards.
Thoughtcast 3U (You may pay 3U and exile a blue card from your hand rather than pay this spell's mana cost.))
Kolai Sentry2W
Creature - Human Soldier {C} Weave - As long as Kolai Sentry is enchanted, other creatures you control have vigilance. Clever, watchul and sustained by dreams, small somnors are often kept as pets or familiars.
2/3
Flare Cultivator1R
Creature - Elemental Shaman {C} Weave - As long as Flare Cultivator is enchanted, it has first strike. "The dream aspect manifests anything our minds conjure. Your power is only limited by what you can imagine."
2/1
Somnursu1G
Creature - Illusion Bear {C} Weave - As long as Somnursu is enchanted, it gets +1/+1. "Be wary of letting your mind wander here. Even the most fleeting of daydreams can draw unwanted attention."
- Gesski, hermit of Gelber Falls
2/2
Aasi Deadshot1W
Creature - Human Archer {U} Weave - T:Tap target creature with power 2 or less. If Aasi Deadshot is enchanted, exile that creature instead. A perfect shot without magic. A better one with it.
1/1
Ethereal Veil1G
Enchantment - Aura {U}
Enchant creature you control
Enchanted creatures you control have hexproof.
Slumberoak Ancient3GG
Creature - Treefolk {U}
Trample Weave - At the beginning of your upkeep, put a +1/+1 counter on Slumberoak Ancient for each Aura attached to it.
4/4
Tethered Titan2R
Creature - Giant {R}
Tethered Titan can't attack or block unless three or more Auras are attached to it. Two chains to hold down his body. A third to fetter his soul.
7/7
Ok Proph: A few questions and comments. 1) I'm loving this, perhaps a bit too much for my growing pile of homework 2) Can we make slight edits to our mechanics based on feedback (I've worked a better thematic name and flavor) 3) How are we supposed to judge this.. I'm worried. Will I get a judge who can see insight and try to show variety? Or will I get a judge who focuses on the negative and kill my whole entry if they view a single card as broken. I also don't want to worry about overwhelming Judges: Shall we just make a 'set of three' for short judging?
World and Theme: Mendyra, the Plane of Song (New World Details as of Round Two
Theme: A musical world.
World description: On the crystalline plane of Mendyra, songmages have developed a powerful new version of spellcasting. Their spells take the form of mystical songs that resonate within the crystal structures around the plane, blending spells into symphonies of powerful arcane might. From lofty perches choirs of Angels sing songs of light, while in dark corners of the world, the wails of the Banshee drive mortals into fits of madness and despair. Arcane symphonies abound, from the croaking of the froglike Anuri to the dances of the Satyrs, the world is alive with music and magic.
Races: I'm going to remove some of the standard races and go with some less common ones:
Humans are in, but I'm going to go with more musical races
Humans: Humans are a main race in Mendyra. They are equally gifted in all five colors, often serving as bards or choir mages. (Most common in BW)
Satyrs: These are the spirits of the wood in Mendyra. Their revelries carry across the wilds. (Primarily Red-Green)
Hounds: A race of houndfolk, the Canu, live in the mires and dark canyons of Mendyra. Their howls echo across the lands, driving fear into those what would venture into their territory. (Primarily Red-Black)
Frogs: A race of sentient Frogfolk, called the Rana and the Anuri, play a prominent role in Mendyra. Naturally gifted with resonant voices, the frogfolk are among the most gift songmages. The frogs are a divided people: Most Rana have settled in the half-submerged city of Ranadae, meticulously studying the arts of note and chord, meter and verse. (blue). The wild tribes of the Anuri seek a more primal type of song. (Green)
Birds: Aven choirs are another force on Mendyra. Most Aven travel in flocks and sing in harmony. The Aven of this world are more songbird-like than other worlds (Cockatiels being the inspiraton)
Big Races: Sphinxes, Angels and Beasts make a return. However, I'm going to try to work in terrible Banshees as the black Iconic. For Red, I'm going to go with wild Efreets, which I see as being more artistic than Dragons.
Mechanical Ideas on Theme
Getting the Cards
One idea will be spells that work together, creating new spells. Multiple spells will be encouraged and creative methods will be encouraged.
As such, the world will skew towards drawing cards a little heavier than other sets (I envision a Howling Mine reprint, Phyrexian Rager functional reprint).
Cards that return things to your opponents' hand will also be a common type of removal, as in this set, simple replaying a creature might actually be more interesting.. CIP effects, or Harmony spells. Blue bounce will be stronger than normal, A form of red bounce (a'la planar chaos) will return. Possible Oblation reprint (or functional) and similar effects.
For mana accelerators, I envision adaptations of reprints of cycles similar to the medallions or familiars, allowing you to cast more spells per turn.
I also envision higher proportion of cantrips, and a card or mechanic to improve topdecking. Also a functionally identical Phyrexian Rager.
One mechanic, Harmony (originally accompany), allows you to play more spells per turn by playing them together. A harmony spell can be played alongside a spell with an equal or greater cost for a (usually) cheaper cost.
Original Round 1
My mechanic is Accompany, which thematically mimics musical accompaniment and the spell artistry that would be found in a musical world.
Accompany comes in two forms. Regular: Accompany <cost>(If you control a spell with an equal or greater converted mana cost, you may cast this spell as if it has flash for its accompany cost) and Specific Accompany a <type> <cost>(If you control a <type> spell with an equal or greater converted mana cost, you may cast this spell as if it has flash for its accompany cost)
Note: A card is only a 'spell' when it is on the stack.
The intent of the mechanic is to encourage playing combinations of spells, without restricting you to having to stick to low cost spells. After some consideration the 'equal or greater to' cost was added both for balance (it is no longer a 'cheat the mana cost' ability), and it makes it so the accompaniment doesn't overshadow the main spell.
Possible consideration: (Make accompany work against a fix converted mana cost, like 4 or more)..
Ominous March :3mana::symw::symw:
Sorcery (R)
Accompany a Creature (If you control a creature spell an equal or greater converted mana cost, you may cast this as if it has flash for its accompany cost)
Destroy all creatures. The notes of Fate itself are thundrous and deafening. The silence that follows is but a prelude to even greater things.
Adjustments to Round One: If allowed
While 'accompaniment' is a music term, I'm going to go with a thematic name change to 'Harmony'. Most spells will be just Harmony, but a few may be 'Creature Harmony', 'Artifact Harmony' or such.
Adjusted card:
Ominous March :3mana::symw::symw:
Sorcery (R)
Creature Harmony (If you control a creature spell an equal or greater converted mana cost, you may cast this as if it has flash for its accompany cost)
Destroy all creatures. The notes of Fate itself are thunderous and deafening. The silence that follows is but a prelude to even greater things.
ROUND 2 STUFF (In progress)
Common Cycle: Small effect that can be done cheaper when cast alongside another spell
Incendiary Verse2R
Sorcery (C)
HarmonyR (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Deal 4 damage to target creature or player. The rancorous howls of the Canu stir the soul to passion and pain.
Illuminating Verse1UU
Sorcery (C)
Draw two cards.
Harmony U (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
The meticulous cadence of Ranian opera stirs sleeping minds to new awakenings.
Primal Verse2G
Sorcery (C)
Harmony G (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Put three +1/+1 counters on target creature. The thunderous croaking of the Anuri stirs something feral and mighty within.
Heroic Verse2W
Sorcery (C)
Harmony W (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Put two 1/1 white bird soldier tokens with flying onto the battlefield. The lofty choirs of the Aven stir stalwart hearts onward to glory.
Maddening Verse1BB
Sorcery (C)
Harmony B (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Target player discards two cards. The eerie wails of the banshee stir the mind, like a cook beating eggs.
Creature
Obligatory 'Free' Creatures
Choirwood Cantor2G
Creature - Dryad Shaman (C)
Harmony 0 (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost) Life's song echoes in all things. Even in the grandest of cities, you cannot escape it - Hylda the Melodious, Maestro of the Choirwood
2/2
'Life only creature'
Whispering Banshee 1B
Creature - Spirit (U)
Harmony: Pay 3 life (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost) Her song is a haunting counterpoint to life itself.
2/2
harmony+ Creatures: Creatures that enter the battlefield with greater effects when cast alongside another spell. Small and Medium
Commons:
Choirwood Reveller - 1GG
Creature - Satyr Rogue (C)
Harmony G (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost) When Choirwood Reveller enters the battlefield, if its harmony cost was paid, draw two cards. The satyrs of the Choirwood are prone to celebration, whatever the event. Even their funerals are parties of legend.
2/3
Aven Choirknight WW
Creature - Bird Knight
Harmony W (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost) Flying
When Aven Choirknight enters the battlefield, if its harmony cost was paid, gain 4 life.
His lance sings of Death; His heart sings of Mercy. 2/2
Canu DirgeknightBB
Creature - Hound Knight (C)
Harmony1B (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
First Strike
When Canu Dirgeknight enters the battlefied, if its harmony cost was paid, each opponent loses 2 life. Formal study and training may leave the Canu more civilized, but no less savage 2/2
Mischievous Trumpeter 2RCreature - Satyr RogueHarmony R (If you control a spell with an equal or greater mana cost, you may cast this as if it has flash for its harmony cost)
Haste
When Mischievous Trumpeter enters the battlefield, if its Harmony cost was paid, return target creature you don't control to it's owner's hand. They are not true musicians. They just sneak up on some fool and.. GAH!! - Maestro Gylwengun
Rares:
Melody Sphinx3UU
Creature - Sphinx (R)
Harmony 1U (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its accompany cost) Flying
When Melody Sphinx enters the battlefield, if it's harmony cost was paid, draw four cards. The songs of the sphinxes are as mysterious as they are beautiful. Each song is but a part, seeking a symphony.
4/5
Resonant Baloth 3GG
Creature -Beast (R)
Harmony 1G (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost) When Resonant Baloth enters the battlefield, if its accompany cost was paid, put two 4/4 green Beast tokens onto the battlefield. In the echoing glades of the Choirwood, a single roar becomes a chorus.
4/4
Wailing Scourge4BB
Creature- Spirit (R)
Harmony 1B (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost) Flying
When Wailing Scourge enters the battlefield, if its accompany cost was paid, target player discards his or her hand. The screams of my sistren are indeed sweet. Why else would others sing along? - Queen Svylania of the Banshee
6/4
The 'leech off the mana cost of target spell' cycle. (I'm torn on this one.. it plays very well with Harmony, but borders on hating high CC spells, which the set encourages)
Nature's Choir2GG
Instant (U)
Harmony 1G (If you control a spell with an equal or greater mana cost, you may cast this for its harmony cost)
Put X 1/1 green Frog tokens onto the battlefield, where X is the converted mana cost of target spell.
Borrowed Muse3UUU
Instant (R)
Harmony 1UU (If you control a spell with an equal or greater mana cost, you may cast this for its harmony cost)
Draw X cards, where X is the converted mana cost of target spell. Why stand on the shoulders of giants? The real treasure is in their heads.
Cacophonous Efreet 2RR
Creature - Efreet
Harmony RR (If you control a spell with an equal or greater mana cost, you may cast this card for its harmony cost)
Flash
As Cacophonous Efreet enters the battlefield, you many choose a spell. If you do, it enters with a number of +1/+1 counters on it equal to the converted mana cost of the chosen spell.
0/0
Gelid Gust1U
Instant (C)
Tap target creature. It doesn't untap during its controller's next untap step.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Focused Tsunami3U
Sorcery (C)
Return target nonland permanent to its owner's hand.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
SoilstaggerR
Sorcery (C)
Target creature can't block this turn.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Forked Thunder2R
Instant (C)
Forked Thunder deals 2 damage to target creature or player.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Hall of Legends (Rare)
Land T: Add one mana of any color to your mana pool. Spend this mana only to cast legendary spells or activate abilities of legends.
King and Country (Rare) 3G
Instant
Search your library for a legendary creature card and a legendary land card, reveal them, and put them into your hand. Then shuffle your library.
Encapsule 1U Instant (C)
Target spells gains shroud.
Heighten , Discard this card: Add Encapsule’s effect to the effect of target instant or sorcery spell. You make all the choices.)
If you heighten Encapsule, instead heightened spell has shroud.
Script for a Requiem Instant (U)
(Spells without mana costs can’t be played)
Heighten , Discard this card: Add Script for a Requiem’s effect to the effect of target instant or sorcery spell. You make all the choices.)
When you heigthen Script for a Requiem destroy target creature with the same color as the heightened spell. It can’t be regenerated.
Blessing of Souls 2WW Sorcery (U)
Target player gains 2 life for each creature in play.
Heighten , Discard this card: Add Blessing of Souls’s effect to the effect of target instant or sorcery spell. You make all the choices.) Feedback — Whenever Blessing of Souls or the spell it heightens is target of a spell or ability put a 1/1 white Angel with flying in play.
Private Mod Note
():
Rollback Post to RevisionRollBack
Winner is Judge and Club Flaming IIW (get the one on top)
Guild ability being used by another guild
Graveyard effects
In my set, planar explorers have come to fight for the frontier of Casma. They like to ride things and put bounties on people.
Siphon N - Reveal the top N cards of your library. For every land card revealed this way, do X. Then put the revealed cards on the bottom of your library.
This ability can appear on both spells and creatures, as an activated ability. It shows how the people of Casma tap into the land's potential to fuel their magic.
Mount (At the beginning of combat, you may have target creature +X/+Y until end of turn, where X/Y is this creature's power and toughness. If you do, this creature can't attack or block this turn.)
Mounts are creatures that can pair up with another creature for combat. At higher rarities, many of them grant abilities to the riding creature as well.
Bounties - Bounties are an Aura subtype ("Enchantment - Aura Bounty"). They all have "Enchant creature an opponent controls" and give you a bonus when the enchanted creature dies.
Ashbreath Ravager1BR
Creature - Elemental Horror (R)
Intimidate
Mount
Mounted creature has intimidate and "Whenever this creature deals combat damage to a player, that player sacrifices a permanent at random."
3/1
OK I think I'm trying Mount as an ability word and changing it to "Coordinate" for flavor purposes. I'm also tacking on a mana cost. At common, we only do p/t bonuses, but the mana costs can vary a little. I'll accept suggestions for better reminder text, not sure if this is even necessary.
Tressan War-Swine3G
Creature - Boar (C) Coordinate - If Tressan War-Swine would attack or block, you may pay 1G and tap it instead. If you do, target creature gets +3/+3 until end of turn. (This creature doesn't attack or block.)
3/3
Hunting HoundW
Creature - Hound (C) Coordinate - If Hunting Hound would attack or block, you may pay W and tap it instead. If you do, target creature gets +1/+1 until end of turn. (This creature doesn't attack or block.)
1/1
At uncommon rarity, the creatures can grant their keywords/abilities.
Trained Drake2UU
Creature - Drake (U)
Flying Coordinate - If Trained Drake would attack or block, you may pay 1U and tap it instead. If you do, target creature gets +2/+2 and gains flying until end of turn.
2/2
Haste 2/1 in red, first strike 2/2 in white, deathtouch 1/1 in black, trample 4/2 in green, yadda yadda
Here's an attempt at fixing the Round One submission. At rare, the coordinate ability may grant additional bonuses.
Ashbreath Ravager1BR
Creature - Elemental Horror (R)
Intimidate Coordinate - If Ashbreath Ravager would attack or block, you may pay BR and tap it instead. If you do, target creature gets +3/+1 and gains intimidate and "Whenever this creature deals combat damage to a player, that player sacrifices a permanent" until end of turn.
3/1
I may be missing something, but I feel like Emanate isn't as broken as the previous round of judges told me. I guess I had in mind more cards like the following, which I think both players can benefit from Emanating off of each other, as well as providing more options as the game goes on. Plus, the cards with Emanate aren't necessarily game breaking and need a spell with Emanate to trigger them off, it's not like Flashback, which you can recast whenever. Though Flashback may exile them, I think Emanate would cause players to mind graveyards more and as the set is developed, I will demonstrate more grave hate the set will engender. But for now, here are some examples of the cards with Emanate.
Syndicate Veto 3UU
Instant {C}
Tap up to two target nonland permanents. They do not untap during their controller's next untap step.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
Abrade the Occult 1WW
Sorcery {C}
Reveal the top four cards of your library. Put an artifact or enchantment card revealed in this way in your hand and the rest in your graveyard.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
Hysterical Blitz 2R
Sorcery {C}
Creatures cannot block this turn.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
Emerging Game 4G
Sorcery {C}
Put a 3/3 green Beast creature token onto the battlefield tapped.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
Cerebral Maceration3B
Sorcery {C}
Each player draws a card and discards two cards.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
Also, here's are some examples of Forbidden:
Vexing Helix XUU
Sorcery {M}
Target player exiles the top X cards of their library.
If only blue mana was used to cast Vexing Helix, target player draws X cards.
Forbidden (When this spell resolves, exile it face up with a Forbidden counter on it. As long as a spell is exiled face up with a Forbidden counter on it, spells that share a name with it cannot be played.)
Foment Apparitions3BB
Sorcery {R}
Put five 1/1 black Spirit creature tokens with Flying onto the battlefield. Then, sacrifice a creature for each card in target opponent's hand.
Forbidden (When this spell resolves, exile it face up with a Forbidden counter on it. As long as a spell is exiled face up with a Forbidden counter on it, spells that share a name with it cannot be played.)
Epizootic Multitudes3B
Sorcery {U}
Creatures get -1/-1 until end of turn for each of their creature types.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
The Grand Council of Mages have long protected their archives and kept the secrets solemnly reticent. For reasons both elitist and safeguarding, they trusted only among their highest elders to view the ancient tomes and scrolls, electing only to teach those who have trained for a majority of their life. Once taught, it would be expected that their discipline would also encourage them to keep the arcane mysteries sacred and leave the teaching to the appointed tenured instructors.
More and more instances of unauthorized magic have been cropping up at a severely alarming rate. The Grand Council of Mages have been scrambling to find out which wizard may have been too free with their enlightenment. Other suggestions have been popping up that perhaps under torture secrets have been revealed or because it would take too long to sift through the various libraries to find which volumes were missing, perhaps they'd been pilfered.
The more people become imbued with magic, however, the more they question the authority of the Grand Council of Mages. With magic at the fingertips of anyone who could come across the scrolls or teachings, the people become wary of how the Grand Council of Mages came about, and although mostly scattered about, are begin to collect in a cause against the commanding group itself.
New:
Forbidden(When this spell resolves, exile it face up with a Forbidden counter on it. As long as a spell is exiled face up with a Forbidden counter on it, spells that share a name with it cannot be played.)
The Grand Council of Mages do their best to prevent magic from being cast, but are forced to really gather together to outright cancel the use of the most profane of spells. The particularly powerful incantations catch the Council's attention right away, so they focus their power on scrambling the runes so that it may never be cast again.
Emanate(When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
With all the static of shared magic buzzing about, the very hum of power radiates from the ground itself. The Grand Council of Mages are frightened that the earth itself may be torn asunder by all this magic being used without respect or competence of the dominion at the reach of anyone who merely wanted it. Could this be a sign of an unwieldy force threatening to break apart the fabric of of the aether or evidence that there is a pliable energy that all living beings can interact with but have been prevented from by the Grand Council of Mage's ongoing efforts?
Returning:
Threshold
Landfall
(Both of which interacting with the expansion of territory and the collective aura that is discharged from the ground).
W: Cleric / Kithkin / Spirit
In their cathedrals, the Kithkin continue their own studies, researching their theology and investigating the very purpose of life. In their defense against relentless attempts to raid their libraries for the missing articles of the Grand Council of Mages, the Kithkin high priests summon spirits to keep their temples safe.
U: Wizard / Elemental / Illusion
In their laboratories, many wizards that border on mad scientists tinker to take advantage of this abundance of magic to manifest beings of the elements and harness the power of making what the mind perceives into a reality. In order to keep their studies unhindered, they must amass these beings to watch over their private workspaces.
B: Rogue / Rat / Insect
Responsible for possibly being the leak of all the information, the seedy underground of thieves, a nearly limitless network of vermin and pests, keep their lips sealed to any authority and their ears open to any and all secrets they can convert into extortion and blackmail.
R: Shaman / Nomad / Orc
Stuck in the least habitable terrain, these wandering barbarians have all the reason in the world to abscond away with whatever secret scrolls they can and have their mystics make them work to either cultivate life in the wasteland or fuel a full-scale attack on the city that ignores their plight.
G: Druid / Troll / Spike
Deep in the heart of the woods, a very mysterious sect of monks live in total silence only speaking when necessary to cast a spell. What their ancient lore may be is beyond anyone who does not count among their very sparse ranks. The floating rumor is that the scrolls missing from the library, including all scrolls in the library itself, were all spells created by the order of Druids millenia ago and that the Grand Council of Mages were simply hoarding what they had stolen. This could very well be the gradual usurping back of these primeval traditions.
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
Skystrike General(U/W)(U/W)
Creature - Human Soldier (U)
Brigade (Whenever this creature attacks, it gets +1/+1 for each other attacking creature that shares one of its abilities.) W: Skystrike General gains first strike until end of turn. U: Skystrike General gains flying until end of turn.
2/2
Because Brigade triggers off itself:
Legionnaire RecruitW
Creature - Human Soldier (C)
Brigade (Whenever this creature attacks, it gets +1/+1 for each other attacking creature that shares one of its abilities.)
1/1
But also other common abilities:
Bladeleader Adept1RR
Creature - Human Warrior (C)
Bladeleader Adept has first strike as long as you control three or more creatures.
Brigade (Whenever this creature attacks, it gets +1/+1 for each other attacking creature that shares one of its abilities.)
3/1
But also weird things:
Necrotic General2BB
Creature - Human Shaman Warrior (R)
Necrotic General has all activated abilities of all creature cards in all graveyards.
Brigade (Whenever this creature attacks, it gets +1/+1 for each other attacking creature that shares one of its abilities.)
3/3
Karsus is a pretty average place in the multiverse. Farmers farm, creatures scuttle into their dark caves and forests, soldiers are paid to guard places and people study to advance civilisation. But there is something different. Mana does not exist on Karsus and never has. For millenia it's been like this but something is about to happen, something that will change everything...forever. Under Karsus is The Mirrored Depths (http://magiccards.info/extra/plane/p...ed-depths.html), a colossal, almost never ending cavern of shimmering, crystallised mana. The crystals are now being mined and processed, the mana inside able to be used produce the kind of power never seen before. How will the world take the sudden spike of power? That remains to be seen.
Theme: An Enchantment set.
Keyword: Infuse (To infuse a permanent put a crystal counter on it. Permanents with crystal counters on them are enchantments in addition to their other types.) [This represents the enchanting of everyday weapons, agricultural processes, magical items and statues with crystalline mana to imbue them with power]
Supporting mechanic: Groundbreaker (You may discard any number of land cards as you cast this spell. If you do, copy it for each card discarded this way. you may choose new targets for each copy.) [This represents mining lands for the crystalized mana in them until there is nothing of value left.]
I tried to get something that hits on magic being a new thing on this plane and how much they want it. They are willing to sacrifice potentially valuable land for the magical crystals underneath.
The mechanics will probably be divided with WU getting most of infuse, RG getting most of groundbreaker, and B getting a little of each.
Magic is still a pretty new concept on this plane, but it is clearly powerful and valuable. Each color wants these new sources of mana, and are developing ways to use them. I'm thinking this will be mostly a mono-colored set with the colors mostly interacting with the crystals as such: R mines for crystals, G grows and farms crystals, B buys and sells crystals, U studies crystals, and W refines crystals.
Battleground Fervor3RR
Sorcery (R)
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Groundbreaker (You may discard any number of land cards as you cast this spell. If you do, copy it for each card discarded this way. you may choose new targets for each copy.)
Slight change to the mechanic. You can now only discard 1 land card. This should make groundbreaker cards less swingy and lower the cost to make them more playable without 'breaking ground.'
Groundbreaker
You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.
Two vertical cycles and an accompanying horizontal cycle. I may have gone overboard.
Rage Eruption1R
Sorcery (C)
Creatures you control get +1/+0 until end of turn.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.) "This land is ours. No one's gonna take it, even if we have to tear it apart to keep it."
-Farmer Jovin
Fungal Outcrop G
Instant (C)
Put a 1/1 green Saproling creature token onto the battlefield.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.) Farmers found that the crystals could grow when planted in their fields. The crystals also had an interesting effect on any remaining crops
Crack the Tombs1B
Sorcery (C)
Return target creature card from your graveyard to your hand
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.) Some higer class elites elected to be buried with trinkets adorned with the magical crystals. Unfortunatley, this made grave robbing more profitable and easier.
Fissure Blast1R
Instant (U)
Deal 2 damage to target creature or player.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.)
Battleground Fervor2RR
Sorcery (R)
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.) "The ground started to shift below our feet, and suddenly I couldn't tell if I was aiming at a rebel or a squadmate."
-Squadleader Myala
Geomancy Vein2G
Sorcery (U)
Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Groundbreaker (You may discard any number of land cards as you cast this spell. If you do, copy it for each card discarded this way. you may choose new targets for each copy.)
Crystalline Wilderness1GG
Sorcery (R)
Search your library for a creature card and put it into your hand. Then shuffle your library.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.) So beautiful. So dangerous. So fragile.
Gas Chasm3B
Sorcery (U)
Target creature gets -3/-3 until end of turn.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.) Miners used to use canaries to detect deadly gas pockets, until they ran out of canaries.
Empty the Silos1W
Sorcery (U)
Gain 4 life
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.) "You need to understand, my people are starving. If your crystals have the power to provide for them, it would be criminal not to use them."
-Lawsmith Gavin
Plunder the Depths1U
Instant (U)
Draw a card.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.) "While it is important to study the delicate ecostystems maintained by the crystals, it is also important to understand what effect removing said crystals will have."
-Wisdomsmith Laura
Desert world with oases.
Magic meteors, creating a perpetual "gold rush" type of culture at the site of each impact.
Living, mobile cities (think city on a turtle's back) which travel between oases and crater locations.
Comet Chasers: People/groups of people who try to predict the location of the next meteorite and get there before any of the cities do.
Mechanics:
Suspend
Project - [cost]: Put a Project counter on target permanent you control.
Attrition X - Whenever this creature attacks, blocks, or uses an activated ability, you may pay :Xmana:. If you don't, put X -1/-1 counters on this creature.
Comet Chaser :1mana::symr:
Creature - Nomad [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
Comet Chaser attacks each turn if able. Comet Chasers die every day, but that just serves to motivate those who remain.
3/3
Rage Runner :1mana::symr:
Creature - Nomad [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
:2mana:: Remove a -1/-1 counter from Rage Runner. If you do, Rage Runner gets +1/+1 until end of turn.
2/3
Oasis Tender
Creature - Farmer [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
:symtap:: Add :symg::symg: to your mana pool. "I will spend eternity in the ground. Might as well mike it a nice place."
0/1
Scar Trader :3mana::symb::symb:
Creature - Wizard Merchant [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
:symtap:: Move up to one -1/-1 counter from target creature to another target creature. The world is harsh. Scar Traders make it almost unbearable.
2/2
Decrepitude
Enchantment - Aura [C]
Enchant Creature
Enchanted Creature has Attrition 2. (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :2mana:. If you don't, put 2 -1/-1 counters on this creature.) It is considered noble for the invalid to let themselves die in the desert, rather than force their tribe to continue caring for them.
Desperate Tribe :1mana::symw::symw:
Creature - Nomad [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
Desperate Tribe has First Strike as long as it has at least one -1/-1 counter on it. Tribe leaders know not to spend too long at any oasis. A complacent tribe is soon a dead one.
3/4
Wounded Healer :2mana::symw:
Creature - Cleric [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
:1mana:, :symtap:: Remove up to two -1/-1 counters from target creature. "I have endured. You will too."
0/3
Sun Seeker :2mana::symu:
Creature - Wizard Artificer [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
Sun Seeker has flying as long as it has no -1/-1 counters on it. On a clear day, Sun Seekers can make a tidy profit letting people of all ages enjoy the sky.
3/3
Scarmancer :2mana::symr::symr:
Creature - Wizard Nomad [U]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
:xmana:, :symtap:: Scarmancer deals X damage to target creature. X is the number of -1/-1 counters on Scarmancer. She understands pain, and is eager to share her knowledge.
2/3
Sand Elemental :2mana::symb::symb:
Creature - Elemental [R]
Attrition 2 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :2mana:. If you don't, put 2 -1/-1 counters on this creature.)
Flying
Whenever a -1/-1 counter is placed on Sand Elemental, put a -1/-1 counter on each other creature. When the land howls, so does everyone else.
4/4
Plane: Deluge, a flooded plane where manalinks in the land have been disrupted. The entire world is a huge ocean and only the tops of the highest peaks manage to be above water.
Major Theme: Mana pool matters. What is in your mana pool at any given time can have important effects, with Manatide being one featured keyword. Hybrid mana returns to support the mana theme.
Current Cycle - A tight cycle of 1C-cost sorceries with a manatide of six generic, allowing for splashing of minor off-color abilities.
Current of Hope1W
Sorcery (C)
Gain 6 life.
Manatide 6(You may cast this spell without paying its casting cost if there is at least six mana in your mana pool. You may cast only one spell using Manatide each turn.)
Current of Strength1G
Sorcery (C)
Target creature gets +3/+3 and gains trample until end of turn.
Manatide 6(You may cast this spell without paying its casting cost if there is at least six mana in your mana pool. You may cast only one spell using Manatide each turn.)
Current of Rage1R
Sorcery (C)
Creatures you control get +1/+0 until end of turn.
Manatide 6(You may cast this spell without paying its casting cost if there is at least six mana in your mana pool. You may cast only one spell using Manatide each turn.)
Current of Torment1B
Sorcery (C)
Each player sacrifices a creature.
Manatide 6(You may cast this spell without paying its casting cost if there is at least six mana in your mana pool. You may cast only one spell using Manatide each turn.)
Current of Thought1U
Sorcery (C)
Look at the top three cards of your library. Put one in your hand and the other two on the top of your library in any order.
Manatide 6(You may cast this spell without paying its casting cost if there is at least six mana in your mana pool. You may cast only one spell using Manatide each turn.)
Wave Cycle (Incomplete) - A 10-card loose cycle of hybrid instants with manatide of both colors, allowing two-color decks to take better advantage of the card than one-color ones. The effective timing restrictions of being reactive in some cases allow exploration of the cost of manatide in different situations.
Steamwave:SymUR::SymUR:
Instant (U)
Steamwave deals 2 damage divided as you choose among any number of target creatures you do not control. If a creature dealt damage by Steamwave would die this turn, return it to its owner's hand instead.
Manatide UURR(You may cast this spell without paying its casting cost if there is at least two blue and two red mana in your mana pool. You may cast only one spell using Manatide each turn.)
Vitawave:SymWG::SymWG:
Instant (U)
Target creature you control gets +3/+3 and gains lifelink until end of turn.
Manatide WWGG(You may cast this spell without paying its casting cost if there is at least two white and two green mana in your mana pool. You may cast only one spell using Manatide each turn.)
Rotwave:SymGB::SymGB::SymGB::SymGB:
Instant (U)
As an additional cost to cast Rotwave, sacrifice a creature. Draw cards equal to that creature's toughness, to a maximum of three cards.
Manatide GGGBBB(You may cast this spell without paying its casting cost if there is at least three green and three black mana in your mana pool. You may cast only one spell using Manatide each turn.
Safewave:SymWU:
Instant (U)
Return target creature you control to its owner's hand. Draw a card.
Manatide WU(You may cast this spell without paying its casting cost if there is at least one white and one blue mana in your mana pool. You may cast only one spell using Manatide each turn.
Shardwave:SymWR:
Instant (U)
Shardwave deals 2 damage to target attacking or blocking creature.
Manatide WR(You may cast this spell without paying its casting cost if there is at least one white and one red mana in your mana pool. You may cast only one spell using Manatide each turn.
Tidecharter Cycle - A tight cycle of C one-drop creatures with CCCC manatide and the ability to cantrip off manatide, thus reducing the late-game disadvantage one-drops tend to have.
Solar TidecharterW
Creature - Human Cleric (C)
Whenever a creature enters the battlefield, you may gain 1 life.
When you cast Solar Tidecharter with manatide, draw a card.
Manatide WWWW(You may cast this spell without paying its casting cost if there is at least four white mana in your mana pool. You may cast only one spell using Manatide each turn.
0/1
Primal TidecharterG
Creature - Elf Druid (C) T: Add G to your mana pool.
When you cast Primal Tidecharter with manatide, draw a card.
Manatide GGGG(You may cast this spell without paying its casting cost if there is at least four green mana in your mana pool. You may cast only one spell using Manatide each turn.
0/1
Thermal TidecharterR
Creature - Viashino Scout (C)
Haste
When you cast Thermal Tidecharter with manatide, draw a card.
Manatide RRRR(You may cast this spell without paying its casting cost if there is at least four red mana in your mana pool. You may cast only one spell using Manatide each turn.
1/1
Fetid TidecharterB
Creature - Goblin Warrior (C)
Whenever a creature dies, Fetid Tidecharter gets +1/+0 until end of turn.
When you cast Fetid Tidecharter with manatide, draw a card.
Manatide BBBB(You may cast this spell without paying its casting cost if there is at least four black mana in your mana pool. You may cast only one spell using Manatide each turn.
1/1
Frigid TidecharterU
Creature - Merfolk Shaman (C)
When Frigid Tidecaller enters the battlefield, tap target creature.
When you cast Frigid Tidecharter with manatide, draw a card.
Manatide UUUU(You may cast this spell without paying its casting cost if there is at least four blue mana in your mana pool. You may cast only one spell using Manatide each turn.
1/1
Tsunami Cycle - This is a loose cycle of monocolored rare sorceries united by having high single-colored manatide abilities. Plays with manatide by using a very modular ability in a parasitic way, rewarding the building of monocolored or mostly monocolored decks.
Tsunami of Embers2RR
Sorcery (R)
Manatide RRRRRR(You may cast this spell without paying its mana cost if you have six or more red mana in your mana pool. You may only cast one spell using manatide each turn.)
Put six 1/1 red Elemental creature tokens with haste onto the battlefield. Exile them at the beginning of the end step. When Mother Firebird cries, her tears burn away the weaknesses of the world.
Tsunami of Plagues3BB
Sorcery (R)
Manatide BBBBBBB(You may cast this spell without paying its casting cost if you have seven or more black mana in your mana pool. You may cast only one spell using manatide each turn.)
All creatures get -4/-4 until end of turn. When Father Raven cries, his tears poison the world.
Tsunami of Visions4UU
Sorcery (R)
Manatide UUUUUUUU(You may cast this spell without paying its casting cost if you have eight or more blue mana in your mana pool. You may cast only one spell using manatide each turn.)
Look at the top ten cards of your library. Choose two of those cards and put them into your hand. Put the rest on the bottom of your library in any order. When Mother Magpie cries, her tears inspire those seeking answers to their miseries.
Tsunami of Rebirth3WW
Sorcery (R)
Manatide WWWWWWW(You may cast this spell without paying its casting cost if you have seven or more white mana in your mana pool. You may cast only one spell using manatide each turn.)
Return target creature or enchantment from your graveyard to the battlefield. When Father Falcon cries, the lost return to ease his sorrow.
Tsunami of Beasts4GG
Sorcery (R)
Manatide GGGGGGGG
Reveal the top six cards of your library and your hand. You may put any number of creature cards with a total converted mana cost of six or less onto the battlefield. Put all other cards revealed from your library on the bottom of your library in any order. When Mother Emo cries, her tears nurture the strong.
Invoker Cycle - A cycle of allied-hybrid invoker creatures. Like the invokers in other sets, these are all normally-priced vanilla or french vanilla creatures with a single activated ability with a high activation cost. Their abilities all also have a bonus if you have cast a spell with manatide this turn, making them ideal permanents to sink the mana you used for manatide. (Note: This cycle may not count because none of the creatures actually have manatide, just a reference to it.)
Raftfarm Invoker3:SymWG:
Creature - Human Cleric (C)
Lifelink 5:SymWG:: Gain 4 life. If you cast a spell using manatide this turn, gain 6 life instead.
2/3
Reefguard Invoker4:SymGR:
Creature - Elf Warrior (C)
Trample 5:SymGR:: Target creature you control gets +3/+3 until end of turn. If you cast a spell using manatide this turn, it gets +4/+4 until end of turn instead.
4/3
Firesludge Invoker2:SymRB:
Creature - Viashino Cleric (C)
Haste 5:SymRB:: Firesludge Invoker deals 2 damage to target player. If you cast a spell using manatide this turn, it deals 3 damage to target player instead.
3/1
Darkdepth Invoker3:SymBU:
Creature - Goblin Rogue (C)
Darkdepth Invoker is unblockable and cannot block. 5:SymBU:: Target creature you control gains hexproof until end of turn. If you cast a spell using manatide this turn, that creature cannot be blocked this turn.
2/1
Wisewater Invoker4:SymUW:
Creature - Merfolk Wizard (C)
Flying 5:SymUW:: Tap target creature. If you cast a spell with manatide this turn, you may tap up to two target creatures instead.
3/3
My mechanic ended up being not that modular as I wanted (although it is not parasitic as well. I would say is more modular than eveything else). Do I need to update it or can I keep it as it is?
Enchantment Set: Everything is an enchantment, besides some lands (and maybe instants and sorceries).
Mechanics: Aura Swap returns, Chant, ...
Chant — Whenever an enchantment enters the battlefield under your control, do X.
Wuen — White/Blue, more focused on peace and harmony
Ubch — Blue/Black, more focused on knowledge and power
Bran — Black/Red, more focused on chaos
Terg — Red/Green, more focused on war
Degw — Green/White, more focused on the community
Not sure of the wording, but...I'll try Crystallize. It will appear on instant and sorcery cards. The idea is to be able to cast it as an enchantment (and stuck it onto battlefield) and have it's effect each turn. The idea is to 'cast' instant and sorcery spells as enchantments, by adding its text to an enchantment.
Crystallize — X: Exile NAME crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, do Y". (Activate this ability only only any time you could cast a sorcery.)
Perpetual PainB
Sorcery (R)
You draw a card and you lose 1 life.
Crystallize — 1BB: Exile Perpetual Pain crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, you draw a card and you lose 1 life.". (Activate this ability only only any time you could cast a sorcery.)
It begins with a blood drop.
Common cycle:
Crystal WisdomW
Sorcery (C)
You gain 2 life.
Crystallize — 1WW: Exile Crystal Wisdom crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, you gain 2 life". (Activate this ability only only any time you could cast a sorcery.) Wealth as limpid as crystal.
Crystal KnowledgeU
Sorcery (C)
Draw two cards, then discard two cards.
Crystallize — 2UU: Exile Crystal Knowledge crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, draw two cards, then discard two cards". (Activate this ability only only any time you could cast a sorcery.)
Acquaintance as valuable as crystal.
Crystal PainB
Sorcery (C)
Target player loses 2 life.
Crystallize — 2BB: Exile Crystal Pain crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, target player loses 2 life". (Activate this ability only only any time you could cast a sorcery.) Grief as enduring as crystal.
Crystal FuryR
Sorcery (C)
Crystal Fury deals 2 damage to target creature.
Crystallize — 2RR: Exile Crystal Fury crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, this permanent deals 2 damage to target creature". (Activate this ability only only any time you could cast a sorcery.)
Rage as vivid as crystal.
Crystal SavageryG
Sorcery (C)
Target creature you control fights another target creature.
Crystallize — 1GG: Exile Crystal Savagery crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, target creature you control fights another target creature". (Activate this ability only only any time you could cast a sorcery.) Peace as fragile as crystal.
Uncommon cycle:
Crystalline Blade1W
Instant (U)
Put a 2/1 white Soldier creature token with first strike onto the battlefield.
Crystallize — 3WW: Exile Crystalline Blade crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, put a 2/1 white Soldier creature token with first strike onto the battlefield". (Activate this ability only only any time you could cast a sorcery.)
Crystalline Wings 1U
Instant (U)
Put a 2/1 blue Drake creature token with flying onto the battlefield.
Crystallize — 3UU: Exile Crystalline Wings crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, put a 2/1 blue Drake creature token with flying onto the battlefield". (Activate this ability only only any time you could cast a sorcery.)
Crystalline Sting1B
Instant (U)
Put a 1/3 black Scorpion creature token with deathtouch onto the battlefield.
Crystallize — 3BB: Exile Crystalline Sting crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, put a 1/3 black Scorpion creature token with deathtouch onto the battlefield". (Activate this ability only only any time you could cast a sorcery.)
Crystalline Spark 1R
Instant (U)
Put a 2/1 red Elemental creature token with haste onto the battlefield.
Crystallize — 3RR: Exile Crystalline Spark crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, put a 2/1 red Elemental creature token with haste onto the battlefield". (Activate this ability only only any time you could cast a sorcery.)
Crystalline Steps 1G
Instant (U)
Put a 3/1 green Beast creature token with trample onto the battlefield.
Crystallize — 3GG: Exile Crystalline Steps crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, put a 3/1 green Beast creature token with trample onto the battlefield". (Activate this ability only only any time you could cast a sorcery.)
(To be completed in the future)
Rare cycle:
Enchanted Fortune2RR
Sorcery (R)
Each player discards his or her hand and draws seven cards.
Crystallize — 4RR: Exile Enchanted Fortune crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, each player discards his or her hand and draws seven cards". (Activate this ability only only any time you could cast a sorcery.)
And I think it's this for Crystallize. There's much more to do in this set: The initial ideas of Enchantment Creatures, Aura Swap, Chant...and other ideas!
My question was about semi-Modular mechanic vs. being in team Modular. But I'm assuming I don't need to change anything (besides what I want based on feedback).
Private Mod Note
():
Rollback Post to RevisionRollBack
Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
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I will edit this post over the weekend and do all the CCL stuff, but I will post the second challenge. The second challenge is Use your mechanic on a minimum of three cards. You can choose any rarity, but common is preferred. Also, that's a minimum of three cards with your mechanic. If you want to go overboard and submit more that's great.
herbert west 11/7 -
Legend 11/5 -
Raikou Rider 11/6 -
Asrama 61/10 -
Oculus 72/8 -
void_nothing 44/6 -
Link 33/9 -
aurorasparrow 17/5 -
yewlas 56/7 -
drewdagreek 50/11 -
Solestico 72/6 -
Jimmy Groove 27/8 -
Saagn 55/8 -
Profani 44/6 -
Gerrard's Mom 67/8 -
Socrates 49/6 -
willows 18/8 -
TacticalCelebrant 83/10 -
lgmhorus 61/3 (crit needed)
Eskimo_Rage 56/6 -
Thelas 11/7 -
Ninja Caterpie 28/7 -
So this is how it's going to work. See the number next to your name? You are going to critique or top 3 the other three players with the same number as you. For example, if I was Legend, then I would be critiquing aurorasparrow, Profani, and TacticalCelebrant.
Parasitic
1. herbert west
2. Legend
3. Raikou Rider
4. Asrama
5. Oculus
6. void_nothing
Modular
1. Link
2. aurorasparrow
3. yewlas
4. drewdagreek
5. Solestico
6. Jimmy Groove
Combat
1. Saagn
2. Profani
3. Gerrard's Mom
4. Socrates
5. MirrorEntity
6. Noatz
Sorcery
1. willows
2. TacticalCelebrant
3. lgmhorus
4. Eskimo_Rage
5. Thelas
6. Ninja Caterpie
Scoring is semi-completed.
Round 1 Critique deadlines are Thursday, January 17th, at 12:00 midnight Pacific Time.
Round One
This Round:
Persecute all multicolor and nonwhite creatures. (Exile those creatures. Return them to the battlefield with a -1/-1 counter on each of them at the beginning of the next end step.)
Until end of turn, if you would draw a card, you may persecute target multicolor or nonblue creature instead. (Exile that creature. Return it to the battlefield with a -1/-1 counter on it at the beginning of the next end step.)
Draw two cards.
Persecute target multicolor or nonblack creature. (Exile that creature. Return it to the battlefield with a -1/-1 counter on it at the beginning of the next end step.)
Draw a card.
Whenever a multicolor or nonred creature blocks Willing Martyr, persecute that creature at end of combat. (Exile that creature. Return it to the battlefield with a -1/-1 counter it at the beginning of the next end step.)
Round 1
Zalyan Sentry W
Creature - Lizard Soldier (C)
Ensnare (When Zalyan Sentry deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
The surface was a harsh land, and the injured among the Zalyan served with their lives.
1/1
Sentinel Vine 1G
Creature - Plant (C)
Defender, ensnare (When Sentinel Vine deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
If Sentinel Vine blocks a creature with toughness 2 or greater, Sentinel Vine gets +1/+0 until end of turn.
The gardeners found ways to keep entruders out of the food supply.
0/4
Nagnan Paralytic 3
Artifact - Equipment (C)
Equipped creature can block an additional creature and has ensnare. (When it deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
Equip 2
A scratch alone now made it possible for the meek to turn the tide.
Manikarni Sprite 2U
Creature - Faerie (U)
Flying, ensnare (When Manikarni Sprite deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)
When Manikarni Sprite dies, return target creature to its owner's hand.
When the peoples of Nagna moved underground, they angered the Fae who dwelled in the hidden lakes there.
1/2
Spined Goblin 3RR
Creature - Goblin (R)
Ensnare
t, Sacrifice Spined Goblin: Spined Goblin deals 1 damage to each creature.
It's not the fact that he blends in with the landscape that makes this particular goblin extremely dangerous.
3/2
Well, considering I already did that in the last round...
Name: Secrets Untold
The world is full of secrets. Even it's name is shrouded in mystery. Whispered rumors and tales around the fireplace hint at greater powers that dominate the land from the shadows. In the fallen cities, where kings and lords no longer hold sway and secrets are a currency, the time is near where mysteries must be unveiled or the world may well come to an end.
Everyone knows the princess is an impostor, so how come she’s still in charge? and where is the real princess? At night, words appear on the barks of the trees in Argenwood Forest. A message? and if so, from whom? Where do all the cats disappear to at the stroke of midnight? Why are the universities looking for bat wings? Who is Mr. Teeth? Is there truly a diamond hidden in the center of the world? Why are the angels crying? How come everyone is having the same dream on the solstice? Just when it seems that you're close to an answer, you only find more and more questions...
In Secrets Untold, players may choose between holding on to their powerful secrets, or sacrificing them for a chance at more power.
The major theme is secrecy and mystery. The set is built around an old-fashioned detective story: hidden powers, strange motives, and horrible skeletons in everybody's closets. Mechanically, the set is based of secrets keeping and trading knowledge for power. There is a strong theme of hand matters and revealing cards from your hand (or opponent's hands). This is strengthen by a special Keyword mechanic:
Secret (Whenever this card is revealed from your hand, shuffle it into your library and draw a card.)
The idea is that once a secret is revealed, it becomes worthless. Secrets are usually powerful spells that a player might rather keep in their hands so they could use them when the time is right. Opponents can sometimes cause you to reveal your hand and lose your secrets (mostly in blue and black), but for the most part, you may want to reveal a secret yourself to gain some powerful advantage.
Enter the second mechanic, Hidden.
Hidden (You may cast this face down as a 2/2 creature for 3. Turn it face up anytime by revealing two cards from your hand that share a color with it)
Hidden builds up on the precedence of morph. Morph plays well into the set's theme, but it has an established flavor that does not match the set's ideas. Hidden not only has the advantages of maintaining the theme of secrecy, but also helps to push the "secrets are currency" theme further in.
Finally, since the set is focused on having players hold on to cards in hand and build up to use powerful secrets, the tempo needs to be slightly slowed. To help this out, there is a subtheme of auras in the set, complete with its own keyword mechanic:
Whisper (Whenever a permanent that this card could enchant enters the battlefield, if this card is in your graveyard, you may put this card onto the battlefield enchanting that permanent)
Whispers represent bits of knowledge so important and powerful, that they are left around even after their original owner's death, and can be discovered later on by another. This also helps with the inherent disadvantage of auras.
Hideaway lands may or may not also make make a comeback.
Informants represent a web of snitches, tattletales, spies and sources in the secret and information based world of the set.
Round one card:
Whispering Vizier 1UU
Creature - Human Informant Wizard (R)
U, Tap X untapped Informants you control: Search target opponent’s library for an instant or sorcery card with converted casting cost X or less. You may cast that card without paying it’s mana cost. That player then shuffles his or her library.
“I am skilled in the magic of faraway lands. For some information, I could show you.”
2/2
Common informants are in general small creatures. The idea is that players can have use for their one, two and three drops in late game.
Uncommon informants can get a bit bigger, mostly utilizing the other smaller informants for some wacky effect.
Rare informants usually have bigger and more unique effects (like last round's card) to compensate, they occasionally will have higher CMC, and therefore may be bigger.
Informants are meant to go across all colors.
Round 3 submission - three commons:
Talprest Saboteur 1R
Creature - Goblin Informant (C)
Tap an untapped Informant you control: Target creature can’t block this turn.
The students of Talprest University constantly busy themselves with innovative plans for their next prank on Brovell College.
1/2
Sadistic Blackmailer 3B
Creature - Human Informant (C)
Tap two untapped Informants you control: Target layer loses 2 life and you gain 2 life.
“Everyone has a dark secret. And anyone will pay to keep it hidden. Trust me, the always pay.”
2/2
Argenwood Tracker G
Creature - Elf Informant (C)
Tap three untapped Informants you control: Target creature deals damage as though it wasn't blocked this turn.
“A shortcut through the forest? Yeah, I know one. I’ll you through, but your on your own for the way out.”
1/1
Palace Spymaster 2UU
Creature - Human Informant (R)
Tap ten untapped Informants you control: You win the game.
2/3
Ghostlight Decoy W
Creature - Human Informant (U)
Tap three untapped informants you control: Exile target creature, then return it to the battlefield under its owner's control.
1/1
Voice in the Dark 2UU
Creature - Shapeshifter Informant (U)
Tap three untapped Informants you control: Draw a card.
3/3
Chatty Guard 3W
Creature - Human Informant Soldier (C)
Vigilance
Tap two untapped informants you control: Untap target creature you control.
2/3
Urchin Tattletale U
Creature - Human Informant (C)
Tap an untapped Informant you control: Look at target face-down creature.
1/1
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I've got tons of art from the web. Want art for a render? PM me! Want to create your own collection? Start here!
Signup Round 1
Reveal Facade 1W
Instant (C)
Exile target enchantment
Thoughtcast 0 (You may exile a white card from your hand rather than pay this spell's mana cost.
Withering Thought 2B
Sorcery (C)
Destroy target nonblack creature.
Thoughtcast B (You may pay B and exile a black card from your hand rather than pay this spell's mana cost.
Divining Gaze 3UU
Instant (C)
Draw three cards.
Thoughtcast 3U (You may pay 3U and exile a blue card from your hand rather than pay this spell's mana cost.))
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Let's give this a name. Why not.
Kolai Sentry 2W
Creature - Human Soldier {C}
Weave - As long as Kolai Sentry is enchanted, other creatures you control have vigilance.
Clever, watchul and sustained by dreams, small somnors are often kept as pets or familiars.
2/3
Flare Cultivator 1R
Creature - Elemental Shaman {C}
Weave - As long as Flare Cultivator is enchanted, it has first strike.
"The dream aspect manifests anything our minds conjure. Your power is only limited by what you can imagine."
2/1
Somnursu 1G
Creature - Illusion Bear {C}
Weave - As long as Somnursu is enchanted, it gets +1/+1.
"Be wary of letting your mind wander here. Even the most fleeting of daydreams can draw unwanted attention."
- Gesski, hermit of Gelber Falls
2/2
Aasi Deadshot 1W
Creature - Human Archer {U}
Weave - T:Tap target creature with power 2 or less. If Aasi Deadshot is enchanted, exile that creature instead.
A perfect shot without magic. A better one with it.
1/1
Ethereal Veil 1G
Enchantment - Aura {U}
Enchant creature you control
Enchanted creatures you control have hexproof.
Slumberoak Ancient 3GG
Creature - Treefolk {U}
Trample
Weave - At the beginning of your upkeep, put a +1/+1 counter on Slumberoak Ancient for each Aura attached to it.
4/4
Tethered Titan 2R
Creature - Giant {R}
Tethered Titan can't attack or block unless three or more Auras are attached to it.
Two chains to hold down his body. A third to fetter his soul.
7/7
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
World and Theme: Mendyra, the Plane of Song (New World Details as of Round Two
Theme: A musical world.
World description: On the crystalline plane of Mendyra, songmages have developed a powerful new version of spellcasting. Their spells take the form of mystical songs that resonate within the crystal structures around the plane, blending spells into symphonies of powerful arcane might. From lofty perches choirs of Angels sing songs of light, while in dark corners of the world, the wails of the Banshee drive mortals into fits of madness and despair. Arcane symphonies abound, from the croaking of the froglike Anuri to the dances of the Satyrs, the world is alive with music and magic.
Races: I'm going to remove some of the standard races and go with some less common ones:
Humans are in, but I'm going to go with more musical races
Humans: Humans are a main race in Mendyra. They are equally gifted in all five colors, often serving as bards or choir mages. (Most common in BW)
Satyrs: These are the spirits of the wood in Mendyra. Their revelries carry across the wilds. (Primarily Red-Green)
Hounds: A race of houndfolk, the Canu, live in the mires and dark canyons of Mendyra. Their howls echo across the lands, driving fear into those what would venture into their territory. (Primarily Red-Black)
Frogs: A race of sentient Frogfolk, called the Rana and the Anuri, play a prominent role in Mendyra. Naturally gifted with resonant voices, the frogfolk are among the most gift songmages. The frogs are a divided people: Most Rana have settled in the half-submerged city of Ranadae, meticulously studying the arts of note and chord, meter and verse. (blue). The wild tribes of the Anuri seek a more primal type of song. (Green)
Birds: Aven choirs are another force on Mendyra. Most Aven travel in flocks and sing in harmony. The Aven of this world are more songbird-like than other worlds (Cockatiels being the inspiraton)
Big Races: Sphinxes, Angels and Beasts make a return. However, I'm going to try to work in terrible Banshees as the black Iconic. For Red, I'm going to go with wild Efreets, which I see as being more artistic than Dragons.
Getting the Cards
One idea will be spells that work together, creating new spells. Multiple spells will be encouraged and creative methods will be encouraged.
As such, the world will skew towards drawing cards a little heavier than other sets (I envision a Howling Mine reprint, Phyrexian Rager functional reprint).
Cards that return things to your opponents' hand will also be a common type of removal, as in this set, simple replaying a creature might actually be more interesting.. CIP effects, or Harmony spells. Blue bounce will be stronger than normal, A form of red bounce (a'la planar chaos) will return. Possible Oblation reprint (or functional) and similar effects.
For mana accelerators, I envision adaptations of reprints of cycles similar to the medallions or familiars, allowing you to cast more spells per turn.
I also envision higher proportion of cantrips, and a card or mechanic to improve topdecking. Also a functionally identical Phyrexian Rager.
One mechanic, Harmony (originally accompany), allows you to play more spells per turn by playing them together. A harmony spell can be played alongside a spell with an equal or greater cost for a (usually) cheaper cost.
My mechanic is Accompany, which thematically mimics musical accompaniment and the spell artistry that would be found in a musical world.
Accompany comes in two forms. Regular: Accompany <cost>(If you control a spell with an equal or greater converted mana cost, you may cast this spell as if it has flash for its accompany cost) and Specific Accompany a <type> <cost> (If you control a <type> spell with an equal or greater converted mana cost, you may cast this spell as if it has flash for its accompany cost)
Note: A card is only a 'spell' when it is on the stack.
The intent of the mechanic is to encourage playing combinations of spells, without restricting you to having to stick to low cost spells. After some consideration the 'equal or greater to' cost was added both for balance (it is no longer a 'cheat the mana cost' ability), and it makes it so the accompaniment doesn't overshadow the main spell.
Possible consideration: (Make accompany work against a fix converted mana cost, like 4 or more)..
Ominous March :3mana::symw::symw:
Sorcery (R)
Accompany a Creature (If you control a creature spell an equal or greater converted mana cost, you may cast this as if it has flash for its accompany cost)
Destroy all creatures.
The notes of Fate itself are thundrous and deafening. The silence that follows is but a prelude to even greater things.
Adjustments to Round One: If allowed
While 'accompaniment' is a music term, I'm going to go with a thematic name change to 'Harmony'. Most spells will be just Harmony, but a few may be 'Creature Harmony', 'Artifact Harmony' or such.
Adjusted card:
Ominous March :3mana::symw::symw:
Sorcery (R)
Creature Harmony (If you control a creature spell an equal or greater converted mana cost, you may cast this as if it has flash for its accompany cost)
Destroy all creatures.
The notes of Fate itself are thunderous and deafening. The silence that follows is but a prelude to even greater things.
ROUND 2 STUFF (In progress)
Common Cycle: Small effect that can be done cheaper when cast alongside another spell
Incendiary Verse 2R
Sorcery (C)
HarmonyR (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Deal 4 damage to target creature or player.
The rancorous howls of the Canu stir the soul to passion and pain.
Illuminating Verse 1UU
Sorcery (C)
Draw two cards.
Harmony U (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
The meticulous cadence of Ranian opera stirs sleeping minds to new awakenings.
Primal Verse 2G
Sorcery (C)
Harmony G (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Put three +1/+1 counters on target creature.
The thunderous croaking of the Anuri stirs something feral and mighty within.
Heroic Verse 2W
Sorcery (C)
Harmony W (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Put two 1/1 white bird soldier tokens with flying onto the battlefield.
The lofty choirs of the Aven stir stalwart hearts onward to glory.
Maddening Verse 1BB
Sorcery (C)
Harmony B (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Target player discards two cards.
The eerie wails of the banshee stir the mind, like a cook beating eggs.
Obligatory 'Free' Creatures
Choirwood Cantor 2G
Creature - Dryad Shaman (C)
Harmony 0 (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Life's song echoes in all things. Even in the grandest of cities, you cannot escape it - Hylda the Melodious, Maestro of the Choirwood
2/2
'Life only creature'
Whispering Banshee 1B
Creature - Spirit (U)
Harmony: Pay 3 life (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Her song is a haunting counterpoint to life itself.
2/2
harmony+ Creatures: Creatures that enter the battlefield with greater effects when cast alongside another spell. Small and Medium
Commons:
Choirwood Reveller - 1GG
Creature - Satyr Rogue (C)
Harmony G (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
When Choirwood Reveller enters the battlefield, if its harmony cost was paid, draw two cards.
The satyrs of the Choirwood are prone to celebration, whatever the event. Even their funerals are parties of legend.
2/3
Aven Choirknight WW
Creature - Bird Knight
Harmony W (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Flying
When Aven Choirknight enters the battlefield, if its harmony cost was paid, gain 4 life.
His lance sings of Death; His heart sings of Mercy.
2/2
Canu Dirgeknight BB
Creature - Hound Knight (C)
Harmony1B (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
First Strike
When Canu Dirgeknight enters the battlefied, if its harmony cost was paid, each opponent loses 2 life.
Formal study and training may leave the Canu more civilized, but no less savage
2/2
Mischievous Trumpeter 2RCreature - Satyr RogueHarmony R (If you control a spell with an equal or greater mana cost, you may cast this as if it has flash for its harmony cost)
Haste
When Mischievous Trumpeter enters the battlefield, if its Harmony cost was paid, return target creature you don't control to it's owner's hand.
They are not true musicians. They just sneak up on some fool and.. GAH!! - Maestro Gylwengun
Rares:
Melody Sphinx 3UU
Creature - Sphinx (R)
Harmony 1U (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its accompany cost)
Flying
When Melody Sphinx enters the battlefield, if it's harmony cost was paid, draw four cards.
The songs of the sphinxes are as mysterious as they are beautiful. Each song is but a part, seeking a symphony.
4/5
Resonant Baloth 3GG
Creature -Beast (R)
Harmony 1G (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
When Resonant Baloth enters the battlefield, if its accompany cost was paid, put two 4/4 green Beast tokens onto the battlefield.
In the echoing glades of the Choirwood, a single roar becomes a chorus.
4/4
Wailing Scourge 4BB
Creature- Spirit (R)
Harmony 1B (If you control a spell with an equal or greater mana cost, you may cast this as if it had flash for its harmony cost)
Flying
When Wailing Scourge enters the battlefield, if its accompany cost was paid, target player discards his or her hand.
The screams of my sistren are indeed sweet. Why else would others sing along? - Queen Svylania of the Banshee
6/4
The 'leech off the mana cost of target spell' cycle. (I'm torn on this one.. it plays very well with Harmony, but borders on hating high CC spells, which the set encourages)
Nature's Choir 2GG
Instant (U)
Harmony 1G (If you control a spell with an equal or greater mana cost, you may cast this for its harmony cost)
Put X 1/1 green Frog tokens onto the battlefield, where X is the converted mana cost of target spell.
Borrowed Muse 3UUU
Instant (R)
Harmony 1UU (If you control a spell with an equal or greater mana cost, you may cast this for its harmony cost)
Draw X cards, where X is the converted mana cost of target spell.
Why stand on the shoulders of giants? The real treasure is in their heads.
Cacophonous Efreet 2RR
Creature - Efreet
Harmony RR (If you control a spell with an equal or greater mana cost, you may cast this card for its harmony cost)
Flash
As Cacophonous Efreet enters the battlefield, you many choose a spell. If you do, it enters with a number of +1/+1 counters on it equal to the converted mana cost of the chosen spell.
0/0
Round 1
Gelid Gust 1U
Instant (C)
Tap target creature. It doesn't untap during its controller's next untap step.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Focused Tsunami 3U
Sorcery (C)
Return target nonland permanent to its owner's hand.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Soilstagger R
Sorcery (C)
Target creature can't block this turn.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Forked Thunder 2R
Instant (C)
Forked Thunder deals 2 damage to target creature or player.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Unworthy Apprentice (Common)
B
Creature - Human
1/1
Sacrifice Unworthy Apprentice: Regenerate target legendary creature.
Farnsworth's apprenticeship was short lived - literally.
Ancient Ruins (Uncommon)
Land
T: Add 1 to your mana pool.
T, Sacrifice Ancient Ruins: Destroy target legendary land.
Royal Guard (Uncommon)
WW
Creature - Human Knight
2/2
First Strike
Protection from legendary
Usurp (Uncommon)
3BB
Sorcery
Destroy target legendary creature. If you do, you may put a legendary creature card from your hand onto the battlefield.
Palacial Provinces (Rare)
2G
Enchantment
Nonbasic lands are legendary.
Dethrone (Rare)
W
Instant
Exile target legendary creature.
Galadin's Throne Room (Rare)
2U
Legendary Enchantment
Legendary permanents have hexproof.
Hall of Legends (Rare)
Land
T: Add one mana of any color to your mana pool. Spend this mana only to cast legendary spells or activate abilities of legends.
King and Country (Rare)
3G
Instant
Search your library for a legendary creature card and a legendary land card, reveal them, and put them into your hand. Then shuffle your library.
Encapsule 1U
Instant (C)
Target spells gains shroud.
Heighten , Discard this card: Add Encapsule’s effect to the effect of target instant or sorcery spell. You make all the choices.)
If you heighten Encapsule, instead heightened spell has shroud.
Script for a Requiem
Instant (U)
(Spells without mana costs can’t be played)
Heighten , Discard this card: Add Script for a Requiem’s effect to the effect of target instant or sorcery spell. You make all the choices.)
When you heigthen Script for a Requiem destroy target creature with the same color as the heightened spell. It can’t be regenerated.
Blessing of Souls 2WW
Sorcery (U)
Target player gains 2 life for each creature in play.
Heighten , Discard this card: Add Blessing of Souls’s effect to the effect of target instant or sorcery spell. You make all the choices.)
Feedback — Whenever Blessing of Souls or the spell it heightens is target of a spell or ability put a 1/1 white Angel with flying in play.
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done
Siphon N - Reveal the top N cards of your library. For every land card revealed this way, do X. Then put the revealed cards on the bottom of your library.
This ability can appear on both spells and creatures, as an activated ability. It shows how the people of Casma tap into the land's potential to fuel their magic.
Mount (At the beginning of combat, you may have target creature +X/+Y until end of turn, where X/Y is this creature's power and toughness. If you do, this creature can't attack or block this turn.)
Mounts are creatures that can pair up with another creature for combat. At higher rarities, many of them grant abilities to the riding creature as well.
Bounties - Bounties are an Aura subtype ("Enchantment - Aura Bounty"). They all have "Enchant creature an opponent controls" and give you a bonus when the enchanted creature dies.
Ashbreath Ravager 1BR
Creature - Elemental Horror (R)
Intimidate
Mount
Mounted creature has intimidate and "Whenever this creature deals combat damage to a player, that player sacrifices a permanent at random."
3/1
Tressan War-Swine 3G
Creature - Boar (C)
Coordinate - If Tressan War-Swine would attack or block, you may pay 1G and tap it instead. If you do, target creature gets +3/+3 until end of turn. (This creature doesn't attack or block.)
3/3
Hunting Hound W
Creature - Hound (C)
Coordinate - If Hunting Hound would attack or block, you may pay W and tap it instead. If you do, target creature gets +1/+1 until end of turn. (This creature doesn't attack or block.)
1/1
At uncommon rarity, the creatures can grant their keywords/abilities.
Trained Drake 2UU
Creature - Drake (U)
Flying
Coordinate - If Trained Drake would attack or block, you may pay 1U and tap it instead. If you do, target creature gets +2/+2 and gains flying until end of turn.
2/2
Haste 2/1 in red, first strike 2/2 in white, deathtouch 1/1 in black, trample 4/2 in green, yadda yadda
Here's an attempt at fixing the Round One submission. At rare, the coordinate ability may grant additional bonuses.
Ashbreath Ravager 1BR
Creature - Elemental Horror (R)
Intimidate
Coordinate - If Ashbreath Ravager would attack or block, you may pay BR and tap it instead. If you do, target creature gets +3/+1 and gains intimidate and "Whenever this creature deals combat damage to a player, that player sacrifices a permanent" until end of turn.
3/1
I may be missing something, but I feel like Emanate isn't as broken as the previous round of judges told me. I guess I had in mind more cards like the following, which I think both players can benefit from Emanating off of each other, as well as providing more options as the game goes on. Plus, the cards with Emanate aren't necessarily game breaking and need a spell with Emanate to trigger them off, it's not like Flashback, which you can recast whenever. Though Flashback may exile them, I think Emanate would cause players to mind graveyards more and as the set is developed, I will demonstrate more grave hate the set will engender. But for now, here are some examples of the cards with Emanate.
Syndicate Veto 3UU
Instant {C}
Tap up to two target nonland permanents. They do not untap during their controller's next untap step.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
Abrade the Occult 1WW
Sorcery {C}
Reveal the top four cards of your library. Put an artifact or enchantment card revealed in this way in your hand and the rest in your graveyard.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
Hysterical Blitz 2R
Sorcery {C}
Creatures cannot block this turn.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
Emerging Game 4G
Sorcery {C}
Put a 3/3 green Beast creature token onto the battlefield tapped.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
Cerebral Maceration 3B
Sorcery {C}
Each player draws a card and discards two cards.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
Also, here's are some examples of Forbidden:
Vexing Helix XUU
Sorcery {M}
Target player exiles the top X cards of their library.
If only blue mana was used to cast Vexing Helix, target player draws X cards.
Forbidden (When this spell resolves, exile it face up with a Forbidden counter on it. As long as a spell is exiled face up with a Forbidden counter on it, spells that share a name with it cannot be played.)
Foment Apparitions 3BB
Sorcery {R}
Put five 1/1 black Spirit creature tokens with Flying onto the battlefield. Then, sacrifice a creature for each card in target opponent's hand.
Forbidden (When this spell resolves, exile it face up with a Forbidden counter on it. As long as a spell is exiled face up with a Forbidden counter on it, spells that share a name with it cannot be played.)
Epizootic Multitudes 3B
Sorcery {U}
Creatures get -1/-1 until end of turn for each of their creature types.
Emanate (When you cast this spell, you may pay the converted mana cost of any cards in any graveyard that have Emanate. If you do, you may put a copy of those spells on the stack.)
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
Skystrike General (U/W)(U/W)
Creature - Human Soldier (U)
Brigade (Whenever this creature attacks, it gets +1/+1 for each other attacking creature that shares one of its abilities.)
W: Skystrike General gains first strike until end of turn.
U: Skystrike General gains flying until end of turn.
2/2
Because Brigade triggers off itself:
Legionnaire Recruit W
Creature - Human Soldier (C)
Brigade (Whenever this creature attacks, it gets +1/+1 for each other attacking creature that shares one of its abilities.)
1/1
But also other common abilities:
Bladeleader Adept 1RR
Creature - Human Warrior (C)
Bladeleader Adept has first strike as long as you control three or more creatures.
Brigade (Whenever this creature attacks, it gets +1/+1 for each other attacking creature that shares one of its abilities.)
3/1
But also weird things:
Necrotic General 2BB
Creature - Human Shaman Warrior (R)
Necrotic General has all activated abilities of all creature cards in all graveyards.
Brigade (Whenever this creature attacks, it gets +1/+1 for each other attacking creature that shares one of its abilities.)
3/3
Karsus is a pretty average place in the multiverse. Farmers farm, creatures scuttle into their dark caves and forests, soldiers are paid to guard places and people study to advance civilisation. But there is something different. Mana does not exist on Karsus and never has. For millenia it's been like this but something is about to happen, something that will change everything...forever. Under Karsus is The Mirrored Depths (http://magiccards.info/extra/plane/p...ed-depths.html), a colossal, almost never ending cavern of shimmering, crystallised mana. The crystals are now being mined and processed, the mana inside able to be used produce the kind of power never seen before. How will the world take the sudden spike of power? That remains to be seen.
Theme: An Enchantment set.
Keyword: Infuse (To infuse a permanent put a crystal counter on it. Permanents with crystal counters on them are enchantments in addition to their other types.) [This represents the enchanting of everyday weapons, agricultural processes, magical items and statues with crystalline mana to imbue them with power]
Supporting mechanic: Groundbreaker (You may discard any number of land cards as you cast this spell. If you do, copy it for each card discarded this way. you may choose new targets for each copy.) [This represents mining lands for the crystalized mana in them until there is nothing of value left.]
I tried to get something that hits on magic being a new thing on this plane and how much they want it. They are willing to sacrifice potentially valuable land for the magical crystals underneath.
The mechanics will probably be divided with WU getting most of infuse, RG getting most of groundbreaker, and B getting a little of each.
Magic is still a pretty new concept on this plane, but it is clearly powerful and valuable. Each color wants these new sources of mana, and are developing ways to use them. I'm thinking this will be mostly a mono-colored set with the colors mostly interacting with the crystals as such:
R mines for crystals, G grows and farms crystals, B buys and sells crystals, U studies crystals, and W refines crystals.
Battleground Fervor 3RR
Sorcery (R)
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Groundbreaker (You may discard any number of land cards as you cast this spell. If you do, copy it for each card discarded this way. you may choose new targets for each copy.)
Groundbreaker
You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.
Rage Eruption1R
Sorcery (C)
Creatures you control get +1/+0 until end of turn.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.)
"This land is ours. No one's gonna take it, even if we have to tear it apart to keep it."
-Farmer Jovin
Fungal Outcrop G
Instant (C)
Put a 1/1 green Saproling creature token onto the battlefield.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.)
Farmers found that the crystals could grow when planted in their fields. The crystals also had an interesting effect on any remaining crops
Crack the Tombs 1B
Sorcery (C)
Return target creature card from your graveyard to your hand
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.)
Some higer class elites elected to be buried with trinkets adorned with the magical crystals. Unfortunatley, this made grave robbing more profitable and easier.
Fissure Blast 1R
Instant (U)
Deal 2 damage to target creature or player.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.)
Battleground Fervor 2RR
Sorcery (R)
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.)
"The ground started to shift below our feet, and suddenly I couldn't tell if I was aiming at a rebel or a squadmate."
-Squadleader Myala
Geomancy Vein 2G
Sorcery (U)
Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Groundbreaker (You may discard any number of land cards as you cast this spell. If you do, copy it for each card discarded this way. you may choose new targets for each copy.)
Crystalline Wilderness 1GG
Sorcery (R)
Search your library for a creature card and put it into your hand. Then shuffle your library.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.)
So beautiful. So dangerous. So fragile.
Gas Chasm 3B
Sorcery (U)
Target creature gets -3/-3 until end of turn.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.)
Miners used to use canaries to detect deadly gas pockets, until they ran out of canaries.
Empty the Silos 1W
Sorcery (U)
Gain 4 life
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.)
"You need to understand, my people are starving. If your crystals have the power to provide for them, it would be criminal not to use them."
-Lawsmith Gavin
Plunder the Depths 1U
Instant (U)
Draw a card.
Groundbreaker (You may discard a land card as you cast this spell. If you do, copy it. You may choose new targets for the copy.)
"While it is important to study the delicate ecostystems maintained by the crystals, it is also important to understand what effect removing said crystals will have."
-Wisdomsmith Laura
Magic meteors, creating a perpetual "gold rush" type of culture at the site of each impact.
Living, mobile cities (think city on a turtle's back) which travel between oases and crater locations.
Comet Chasers: People/groups of people who try to predict the location of the next meteorite and get there before any of the cities do.
Mechanics:
Suspend
Project - [cost]: Put a Project counter on target permanent you control.
Attrition X - Whenever this creature attacks, blocks, or uses an activated ability, you may pay :Xmana:. If you don't, put X -1/-1 counters on this creature.
Creature - Nomad [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
Comet Chaser attacks each turn if able.
Comet Chasers die every day, but that just serves to motivate those who remain.
3/3
Rage Runner :1mana::symr:
Creature - Nomad [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
:2mana:: Remove a -1/-1 counter from Rage Runner. If you do, Rage Runner gets +1/+1 until end of turn.
2/3
Oasis Tender
Creature - Farmer [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
:symtap:: Add :symg::symg: to your mana pool.
"I will spend eternity in the ground. Might as well mike it a nice place."
0/1
Scar Trader :3mana::symb::symb:
Creature - Wizard Merchant [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
:symtap:: Move up to one -1/-1 counter from target creature to another target creature.
The world is harsh. Scar Traders make it almost unbearable.
2/2
Decrepitude
Enchantment - Aura [C]
Enchant Creature
Enchanted Creature has Attrition 2. (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :2mana:. If you don't, put 2 -1/-1 counters on this creature.)
It is considered noble for the invalid to let themselves die in the desert, rather than force their tribe to continue caring for them.
Desperate Tribe :1mana::symw::symw:
Creature - Nomad [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
Desperate Tribe has First Strike as long as it has at least one -1/-1 counter on it.
Tribe leaders know not to spend too long at any oasis. A complacent tribe is soon a dead one.
3/4
Wounded Healer :2mana::symw:
Creature - Cleric [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
:1mana:, :symtap:: Remove up to two -1/-1 counters from target creature.
"I have endured. You will too."
0/3
Sun Seeker :2mana::symu:
Creature - Wizard Artificer [C]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
Sun Seeker has flying as long as it has no -1/-1 counters on it.
On a clear day, Sun Seekers can make a tidy profit letting people of all ages enjoy the sky.
3/3
Scarmancer :2mana::symr::symr:
Creature - Wizard Nomad [U]
Attrition 1 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :1mana:. If you don't, put a -1/-1 counter on this creature.)
:xmana:, :symtap:: Scarmancer deals X damage to target creature. X is the number of -1/-1 counters on Scarmancer.
She understands pain, and is eager to share her knowledge.
2/3
Sand Elemental :2mana::symb::symb:
Creature - Elemental [R]
Attrition 2 - (Whenever this creature attacks, blocks, or uses an activated ability, you may pay :2mana:. If you don't, put 2 -1/-1 counters on this creature.)
Flying
Whenever a -1/-1 counter is placed on Sand Elemental, put a -1/-1 counter on each other creature.
When the land howls, so does everyone else.
4/4
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Plane: Deluge, a flooded plane where manalinks in the land have been disrupted. The entire world is a huge ocean and only the tops of the highest peaks manage to be above water.
Major Theme: Mana pool matters. What is in your mana pool at any given time can have important effects, with Manatide being one featured keyword. Hybrid mana returns to support the mana theme.
Current Cycle - A tight cycle of 1C-cost sorceries with a manatide of six generic, allowing for splashing of minor off-color abilities.
Sorcery (C)
Gain 6 life.
Manatide 6 (You may cast this spell without paying its casting cost if there is at least six mana in your mana pool. You may cast only one spell using Manatide each turn.)
Current of Strength 1G
Sorcery (C)
Target creature gets +3/+3 and gains trample until end of turn.
Manatide 6 (You may cast this spell without paying its casting cost if there is at least six mana in your mana pool. You may cast only one spell using Manatide each turn.)
Current of Rage 1R
Sorcery (C)
Creatures you control get +1/+0 until end of turn.
Manatide 6 (You may cast this spell without paying its casting cost if there is at least six mana in your mana pool. You may cast only one spell using Manatide each turn.)
Current of Torment 1B
Sorcery (C)
Each player sacrifices a creature.
Manatide 6 (You may cast this spell without paying its casting cost if there is at least six mana in your mana pool. You may cast only one spell using Manatide each turn.)
Current of Thought 1U
Sorcery (C)
Look at the top three cards of your library. Put one in your hand and the other two on the top of your library in any order.
Manatide 6 (You may cast this spell without paying its casting cost if there is at least six mana in your mana pool. You may cast only one spell using Manatide each turn.)
Wave Cycle (Incomplete) - A 10-card loose cycle of hybrid instants with manatide of both colors, allowing two-color decks to take better advantage of the card than one-color ones. The effective timing restrictions of being reactive in some cases allow exploration of the cost of manatide in different situations.
Instant (U)
Steamwave deals 2 damage divided as you choose among any number of target creatures you do not control. If a creature dealt damage by Steamwave would die this turn, return it to its owner's hand instead.
Manatide UURR (You may cast this spell without paying its casting cost if there is at least two blue and two red mana in your mana pool. You may cast only one spell using Manatide each turn.)
Vitawave:SymWG::SymWG:
Instant (U)
Target creature you control gets +3/+3 and gains lifelink until end of turn.
Manatide WWGG (You may cast this spell without paying its casting cost if there is at least two white and two green mana in your mana pool. You may cast only one spell using Manatide each turn.)
Rotwave :SymGB::SymGB::SymGB::SymGB:
Instant (U)
As an additional cost to cast Rotwave, sacrifice a creature. Draw cards equal to that creature's toughness, to a maximum of three cards.
Manatide GGGBBB (You may cast this spell without paying its casting cost if there is at least three green and three black mana in your mana pool. You may cast only one spell using Manatide each turn.
Safewave :SymWU:
Instant (U)
Return target creature you control to its owner's hand. Draw a card.
Manatide WU (You may cast this spell without paying its casting cost if there is at least one white and one blue mana in your mana pool. You may cast only one spell using Manatide each turn.
Shardwave :SymWR:
Instant (U)
Shardwave deals 2 damage to target attacking or blocking creature.
Manatide WR (You may cast this spell without paying its casting cost if there is at least one white and one red mana in your mana pool. You may cast only one spell using Manatide each turn.
Tidecharter Cycle - A tight cycle of C one-drop creatures with CCCC manatide and the ability to cantrip off manatide, thus reducing the late-game disadvantage one-drops tend to have.
Creature - Human Cleric (C)
Whenever a creature enters the battlefield, you may gain 1 life.
When you cast Solar Tidecharter with manatide, draw a card.
Manatide WWWW (You may cast this spell without paying its casting cost if there is at least four white mana in your mana pool. You may cast only one spell using Manatide each turn.
0/1
Primal Tidecharter G
Creature - Elf Druid (C)
T: Add G to your mana pool.
When you cast Primal Tidecharter with manatide, draw a card.
Manatide GGGG (You may cast this spell without paying its casting cost if there is at least four green mana in your mana pool. You may cast only one spell using Manatide each turn.
0/1
Thermal Tidecharter R
Creature - Viashino Scout (C)
Haste
When you cast Thermal Tidecharter with manatide, draw a card.
Manatide RRRR (You may cast this spell without paying its casting cost if there is at least four red mana in your mana pool. You may cast only one spell using Manatide each turn.
1/1
Fetid Tidecharter B
Creature - Goblin Warrior (C)
Whenever a creature dies, Fetid Tidecharter gets +1/+0 until end of turn.
When you cast Fetid Tidecharter with manatide, draw a card.
Manatide BBBB (You may cast this spell without paying its casting cost if there is at least four black mana in your mana pool. You may cast only one spell using Manatide each turn.
1/1
Frigid Tidecharter U
Creature - Merfolk Shaman (C)
When Frigid Tidecaller enters the battlefield, tap target creature.
When you cast Frigid Tidecharter with manatide, draw a card.
Manatide UUUU (You may cast this spell without paying its casting cost if there is at least four blue mana in your mana pool. You may cast only one spell using Manatide each turn.
1/1
Tsunami Cycle - This is a loose cycle of monocolored rare sorceries united by having high single-colored manatide abilities. Plays with manatide by using a very modular ability in a parasitic way, rewarding the building of monocolored or mostly monocolored decks.
Sorcery (R)
Manatide RRRRRR (You may cast this spell without paying its mana cost if you have six or more red mana in your mana pool. You may only cast one spell using manatide each turn.)
Put six 1/1 red Elemental creature tokens with haste onto the battlefield. Exile them at the beginning of the end step.
When Mother Firebird cries, her tears burn away the weaknesses of the world.
Tsunami of Plagues 3BB
Sorcery (R)
Manatide BBBBBBB (You may cast this spell without paying its casting cost if you have seven or more black mana in your mana pool. You may cast only one spell using manatide each turn.)
All creatures get -4/-4 until end of turn.
When Father Raven cries, his tears poison the world.
Tsunami of Visions 4UU
Sorcery (R)
Manatide UUUUUUUU (You may cast this spell without paying its casting cost if you have eight or more blue mana in your mana pool. You may cast only one spell using manatide each turn.)
Look at the top ten cards of your library. Choose two of those cards and put them into your hand. Put the rest on the bottom of your library in any order.
When Mother Magpie cries, her tears inspire those seeking answers to their miseries.
Tsunami of Rebirth 3WW
Sorcery (R)
Manatide WWWWWWW (You may cast this spell without paying its casting cost if you have seven or more white mana in your mana pool. You may cast only one spell using manatide each turn.)
Return target creature or enchantment from your graveyard to the battlefield.
When Father Falcon cries, the lost return to ease his sorrow.
Tsunami of Beasts 4GG
Sorcery (R)
Manatide GGGGGGGG
Reveal the top six cards of your library and your hand. You may put any number of creature cards with a total converted mana cost of six or less onto the battlefield. Put all other cards revealed from your library on the bottom of your library in any order.
When Mother Emo cries, her tears nurture the strong.
Invoker Cycle - A cycle of allied-hybrid invoker creatures. Like the invokers in other sets, these are all normally-priced vanilla or french vanilla creatures with a single activated ability with a high activation cost. Their abilities all also have a bonus if you have cast a spell with manatide this turn, making them ideal permanents to sink the mana you used for manatide. (Note: This cycle may not count because none of the creatures actually have manatide, just a reference to it.)
Creature - Human Cleric (C)
Lifelink
5:SymWG:: Gain 4 life. If you cast a spell using manatide this turn, gain 6 life instead.
2/3
Reefguard Invoker 4:SymGR:
Creature - Elf Warrior (C)
Trample
5:SymGR:: Target creature you control gets +3/+3 until end of turn. If you cast a spell using manatide this turn, it gets +4/+4 until end of turn instead.
4/3
Firesludge Invoker 2:SymRB:
Creature - Viashino Cleric (C)
Haste
5:SymRB:: Firesludge Invoker deals 2 damage to target player. If you cast a spell using manatide this turn, it deals 3 damage to target player instead.
3/1
Darkdepth Invoker 3:SymBU:
Creature - Goblin Rogue (C)
Darkdepth Invoker is unblockable and cannot block.
5:SymBU:: Target creature you control gains hexproof until end of turn. If you cast a spell using manatide this turn, that creature cannot be blocked this turn.
2/1
Wisewater Invoker 4:SymUW:
Creature - Merfolk Wizard (C)
Flying
5:SymUW:: Tap target creature. If you cast a spell with manatide this turn, you may tap up to two target creatures instead.
3/3
Common cycle:
Crystal Wisdom W
Sorcery (C)
You gain 2 life.
Crystallize — 1WW: Exile Crystal Wisdom crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, you gain 2 life". (Activate this ability only only any time you could cast a sorcery.)
Wealth as limpid as crystal.
Crystal Knowledge U
Sorcery (C)
Draw two cards, then discard two cards.
Crystallize — 2UU: Exile Crystal Knowledge crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, draw two cards, then discard two cards". (Activate this ability only only any time you could cast a sorcery.)
Acquaintance as valuable as crystal.
Crystal Pain B
Sorcery (C)
Target player loses 2 life.
Crystallize — 2BB: Exile Crystal Pain crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, target player loses 2 life". (Activate this ability only only any time you could cast a sorcery.)
Grief as enduring as crystal.
Crystal Fury R
Sorcery (C)
Crystal Fury deals 2 damage to target creature.
Crystallize — 2RR: Exile Crystal Fury crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, this permanent deals 2 damage to target creature". (Activate this ability only only any time you could cast a sorcery.)
Rage as vivid as crystal.
Crystal Savagery G
Sorcery (C)
Target creature you control fights another target creature.
Crystallize — 1GG: Exile Crystal Savagery crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, target creature you control fights another target creature". (Activate this ability only only any time you could cast a sorcery.)
Peace as fragile as crystal.
Uncommon cycle:
Crystalline Blade 1W
Instant (U)
Put a 2/1 white Soldier creature token with first strike onto the battlefield.
Crystallize — 3WW: Exile Crystalline Blade crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, put a 2/1 white Soldier creature token with first strike onto the battlefield". (Activate this ability only only any time you could cast a sorcery.)
Crystalline Wings 1U
Instant (U)
Put a 2/1 blue Drake creature token with flying onto the battlefield.
Crystallize — 3UU: Exile Crystalline Wings crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, put a 2/1 blue Drake creature token with flying onto the battlefield". (Activate this ability only only any time you could cast a sorcery.)
Crystalline Sting 1B
Instant (U)
Put a 1/3 black Scorpion creature token with deathtouch onto the battlefield.
Crystallize — 3BB: Exile Crystalline Sting crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, put a 1/3 black Scorpion creature token with deathtouch onto the battlefield". (Activate this ability only only any time you could cast a sorcery.)
Crystalline Spark 1R
Instant (U)
Put a 2/1 red Elemental creature token with haste onto the battlefield.
Crystallize — 3RR: Exile Crystalline Spark crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, put a 2/1 red Elemental creature token with haste onto the battlefield". (Activate this ability only only any time you could cast a sorcery.)
Crystalline Steps 1G
Instant (U)
Put a 3/1 green Beast creature token with trample onto the battlefield.
Crystallize — 3GG: Exile Crystalline Steps crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, put a 3/1 green Beast creature token with trample onto the battlefield". (Activate this ability only only any time you could cast a sorcery.)
(To be completed in the future)
Rare cycle:
Enchanted Fortune 2RR
Sorcery (R)
Each player discards his or her hand and draws seven cards.
Crystallize — 4RR: Exile Enchanted Fortune crystallizing target enchantment. That enchantment gains "At the beginning of your upkeep, each player discards his or her hand and draws seven cards". (Activate this ability only only any time you could cast a sorcery.)
W: ??
U: ??
B: Phyrexian Arena.
R: Wheel of Fortune.
G: ??
And I think it's this for Crystallize. There's much more to do in this set: The initial ideas of Enchantment Creatures, Aura Swap, Chant...and other ideas!
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo