Manalink(Combat damage dealt by this creature also causes you to add that much G to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.)
Suggested MTGS CompRules
502.MAN: Manalink:
502.MANa Manalink is a static keyword ability.
502.MANb Combat damage dealt by a source with manalink causes that source’s controller, or its owner if it has no controller, to add that much mana to their mana pool (in addition to any other results that damage causes). See rule 119.3.
502.MANc If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had manalink.
502.MANd The manalink rules function no matter what zone an object with manalink deals damage from.
502.MANe The mana gained as a result of this effect doesn't empty from your mana pool as steps and phases end. This is an exception to 500.4.
502.MANf Multiple instances of manalink on the same object are redundant.
Manalink is pretty darn strong. You can play something like a strangleroot geist one turn two and next turn have something that costs 6 mana. Pretty strong.
How's this? It's for a set I'm working on.
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
Manalink is pretty darn strong. You can play something like a strangleroot geist one turn two and next turn have something that costs 6 mana. Pretty strong
The mana empties at the end of your.
Trade Route is essentially cycling isn't it?
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I have an idea for a mechanic but have no clue how to word the second part of it so it works within the rules. Specifically the targeting restriction. Any advice:
Mount - whenever a creature with mount attacks, choose another attacking creature that hasn't already been chosen as a target for a mount this turn, the chosen creature gains EFFECT.
Here's a mechanic I've started using for custom cards.
Dodge (Whenever this creature becomes blocked, prevent all combat damage that would be dealt to it by up to one target creature.)
I think I have it worded correctly. I want the ability to only be able to prevent the damage from one creature blocking it. That way it has to get double blocked for any damage to be dealt to it, and you get to choose which creature deals it the damage.
Any suggestions are welcome.
Consume 1R (Whenever a creature dies, you may pay 1R. If you do, exile that creature and put a +1/+1 counter on this creature.)
Looking for wording corrections. Specifically with the exile clause. As is, will it exile the creature from the graveyard? My intent is to exile the creature while still allowing multiple creatures with this ability to use it at the same time. From what I know, if I worded it as a replacement effect (i.e. If a creature would die, you may pay 1R and exile it instead. If you do, put a +1/+1 counter on this creature.), then only the last one put on the stack would work, and the rest would fizzle.. which isn't what I'm looking for from the mechanic.
I'm sure this probably matches something somewhere, but thought I would get your take. I know my wording is probably pretty horrible, but wording certain things has never been a strong suit for me.
With that said:
Blink <cost> (Exile CARDNAME and all cards attached to it. At the beginning of the next end step, if CARDNAME had an artifact or enchantment attached to it, you may pay <cost>. If you do, return CARDNAME to the battlefield under its owner’s control.)
Now I see this as a double edged sword. You can blink it to get rid of an effect, but at the same time, if you have artifacts or enchantments on it, well, then you lose that also. I was thinking more along the lines of sending the attached items to the graveyard, but I also think of dredge and various graveyard effects.
You can probably also tweak it a bit to bring them back from exile, or a bit less powered (unless you're doing rare/mythic qualities on something), but for some odd reason, it would elude me.
If you want the stuff to come back with it, it's worded as such:
Blink 1W (1W: Exile this and all permanents attached to it. At the beginning of the next end step, return this card to the battlefield under its owner's control. If you do, return the other exiled cards to the battlefield under their owner's control attached to this permanent.)
If you want the stuff to not come back with it, it's worded as such:
Blink 1W (1W: Exile this and all permanents attached to it. At the beginning of the next end step, return this card to the battlefield under its owner's control.)
If you want them to go to the graveyard (only aura's are affected with this wording), it's worded as such:
Blink 1W (1W: Exile this. At the beginning of the next end step, return this card to the battlefield under its owner's control.)
If you care about Equipment too, it's worded as such:
Blink 1W (1W: Destroy all permanents attached to this and exile it. At the beginning of the next end step, return this card to the battlefield under its owner's control.)
sorry if this is the wrong thread, didn´t really find the right one. Just wanted to ask how I word this correctly:
X Mechanical Shapeshifter
Artifact creature - Shapeshifter
Exile a creature card with converted mana cost X before you start the game.
Mechanical Shapeshifter becomes a copy of the exiled creature card, except it´s still an artifact creature.
0/0
This doesn't work for several reasons:
- The value of X in the effect has to either be explicitly written out, or depend on the mana cost of the card. Since you want the cost to depend on the converted mana cost of the exiled creature card, you have to word it differently.
- There's no way for all players to know that you have this card in your deck prior to the beginning of the game. At best, you'd have to word it like a Leyline.
If ~ is in your opening hand, you may reveal it. If you do, search your library for a creature card and exile it. Then shuffle your library.
As an additional cost to cast ~, pay X, where X is the converted mana cost of a creature card exiled with ~. If you do, ~ becomes a copy of the exiled creature card, except it's still an artifact creature.
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How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
So it is Unexpected Potential limited to a single creature card, and it makes the creature an artifact. Unless there is a very heavy artifact theme in your cube that is important to hit with this card, it seems like Unexpected Potential would do what you want a lot simpler.
Graveworld - If this card would be put into the graveyard from anywhere put a grave counter on it. Cards with grave counters on them count as being both in play and in the graveyard and are exiled if they would be destroyed. Creatures with grave counters on them can only block/be blocked by creatures in an opponent's graveyard, if lethal damage would be dealt to a creature in an opponent's graveyard exile it.
This mechanic would be mainly black, maybe G/B and would be given to a few weaker/low mana creatures and maybe enchantments. It would be great in a self-discard deck and would also provide a fun sub game for creatures in graveyards.
Graveworld - If this card would be put into the graveyard from anywhere put a grave counter on it. Cards with grave counters on them count as being both in play and in the graveyard and are exiled if they would be destroyed. Creatures with grave counters on them can only block/be blocked by creatures in an opponent's graveyard, if lethal damage would be dealt to a creature in an opponent's graveyard exile it.
This mechanic would be mainly black, maybe G/B and would be given to a few weaker/low mana creatures and maybe enchantments. It would be great in a self-discard deck and would also provide a fun sub game for creatures in graveyards.
This doesn't work, for either one of two reasons. Suppose an Aquamorph Entity is given graveworld somehow and is put into a graveyard from the battlefield.
1) If the grave counter is kept as the permanent moves from the battlefield to the graveyard, the Aquamorph Entity in the graveyard will have a grave counter on it. Because it has a grave counter on it, it's treated as being on the battlefield as well as in the graveyard. Because it's treated as though it's on the battlefield, the game needs to know the creature's toughness to see if it's sent to the graveyard the next time state-based actions are checked. Since nothing defines its toughness (it hasn't re-entered the battlefield, so its ability doesn't apply), it's a 0/0. The next time state-based actions are checked, the game sees a 0/0, attempts to move it to the graveyard, and fails to do so because it's already in the graveyard. Then, state-based actions are checked again, the game sees a 0/0, and so on. This repeats indefinitely, causing the game to be a draw.
2) If the grave counter is not kept as the permanent moves from the battlefield to the graveyard (given some arbitrary reason), then the permanent card as it exists in the graveyard has no grave counter, and the ability has no effect anyway.
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How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
I'm building a set for a fandom, but I want it to actually have some good design philosophy behind it, so I've been designing some mechanics around it. This is the first one I have. I originally called this memento, but I think I'll call it inscribe. It's an ability word where you "inscribe" a card from your, and opponents, or any graveyard onto the card. It can be a creature, a land, or whatever. It all depends on the card. Here's an example:
Inscribe-When CARDNAME enters the battlefield, you may exile a creature from a graveyard inscribed onto CARDNAME. CARDNAME gets +X/+X were X is the inscribed creature's power.
Is that worded right? And what do you think of the ability word? The theme of the set right now is being aware of what cards are in the graveyard and interacting with them, with some supporting mechanics based around sending them to the graveyard (Hellbent, mill cards, etc.).
Installment X-You may exile this card from your hand with X installment counters on it. At the beginning of your upkeep, you may pay the installment cost. If you do, remove an installment counter. When the last installment counter is removed, cast it without paying its mana cost.
This mechanic is a friendly watered version of Suspend.
e.g. White Out4WW
Sorcery (R)
Each player shuffles all creatures he or she owns into his or her library.
Installment 3-1W(You may exile this card from your hand with three installment counters on it. At the beginning of your upkeep, you may pay 1W. If you do, remove an installment counter. When the last installment counter is removed, cast it without paying its mana cost.)
Time Knight5UU
Creature - Illusion (R)
Protection from instants
Whenever Time Knight attacks, each opponent skips his or her next draw step.
Installment 7-U(You may exile this card from your hand with seven installment counters on it. At the beginning of your upkeep, you may pay U. If you do, remove an installment counter. When the last installment counter is removed, cast it without paying its mana cost.)
2/2
How is it friendlier than suspend? Actually it's worse / less playable than suspend since you have to pay upkeep costs to remove counters. OTOH suspend is one-time cost is simpler.
A dilemma I've run across in early design for a set.
I have this mechanic I'm toying with called 'Weave' - originally designed as a Fuse tweak -
Healthy2(G/W)(G/W)
Instant (U)
Creatures you control get +2/+2 and gain vigilance until end of turn.
// Balanced2(W/U)
Instant (U)
Untap all creatures you control.
Weave GWWU(You may cast both halves of this card for it’s Weave cost)
I've also wondered if it's possible to use this same keyword (for simplicity's sake) in a slightly different context.
Oraxian Envoy1W
Creature - Human Cleric (C) U, T: Target creature gains flying until end of turn. G, T: Target creature gets +1/+1 until end of turn. 1UG, T: Weave. (You may activate both abilities.)
1/1
Or would that last line be templated like this?
Weave 1GU(1GU, T: Activate both abilities.)
Would the rules support a mechanic that just says "here are two choices, do both for X cost" regardless of the context? And if so, what is the proper templating? Did I get it? Is it actually an Entwine variant? I'm sure it's pretty much correct as-is on the split card, but porting it to permanents makes me really wonder.
I think the best solution would be (1GU, T: Activate all activated abilities this creature has). Though its a little risky when it comes to equipments or auras.
My new mechanic idea is similar to Living Weapon but instead of offering a +/+ boost to a 0/0 token the mechanic "Biotech" should be more focused on giving the creature itself the ability and more importantly something to put it on. The reason the equipment cant be moved is because its biotech its part of the creature itself (so all things listed on the card should read "equipped creature has") but when the creature dies or is otherwise removed it detaches and drops and when another creature wants to use it they need to reattach it. this can be used with both complex abilities and simple one word mechanics but i think it would be most effective with small and simplae abilities and could possably be a theme of a new atifact bassed block or set. how would its play differ from living weapon or other equipments? it should halt re-equipping but due to that disadvantage the overall costs should be reduced. Example:
Spear of FaithW
Artifact - Equipment {R}
Biotech Equip2: (as you cast this spell you may pay an additional 2 to have this card enter equipped to a 1/1 white warrior token or another target creature you control. when this card becomes equipped to a creature it gains summoning sickness and cannot be re-equipped untill equipped creature is removed from play).
Equipped creature has Lifelink
eventually like most known mechanics this should read "Biotech Equip2" as all biotech equipping gives summoning sickness and can produce a 1/1 token or placed on a creature on casting for its eqip cost. they could be made colorless using the new eldrazi mechanic devoid as well
one more example: Fire SlingRR
Artifact - equipment {u}
devoid
Biotech Equip1: (as you cast this spell you may pay an additional 1 to have this card enter equipped to a 1/1 colorless goblin token or another target creature you control.)
Equipped creature has T: deal one damage to target creature or player
Just about - "If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard." (Obstinate Baloth)
This version only works on permanents - you could theoretically say "you may cast it without paying its mana cost instead of putting it into your graveyard" if you want it to get instants and sorceries (but be counterable).
The main problem is that discard doesn't happen very much and there would be practically no reason to play discard spells in an environment where this ability showed up enough to be a keyword.
The name also sounds like it likes having lots of creatures, it doesn't seem related to discard. Tenacious or Unforgettable or something along those lines?
If you're just making cards in a vacuum to play against Legacy discard decks, and for some reason you need a keyword to tie all those cards together, feel free to do so. It's just not something that will show up in real Magic except as specific cards to counteract discard strategies.
I'm not sure if "gregarious" isn't translating properly, but it basically means "friendly" or, for animals "likes to live in groups". Neither of those definitions really fit an anti-discard mechanic, but again, feel free to do whatever you feel is right.
Manalink (Combat damage dealt by this creature also causes you to add that much G to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.)
Suggested MTGS CompRules
502.MAN: Manalink:
502.MANa Manalink is a static keyword ability.
502.MANb Combat damage dealt by a source with manalink causes that source’s controller, or its owner if it has no controller, to add that much mana to their mana pool (in addition to any other results that damage causes). See rule 119.3.
502.MANc If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had manalink.
502.MANd The manalink rules function no matter what zone an object with manalink deals damage from.
502.MANe The mana gained as a result of this effect doesn't empty from your mana pool as steps and phases end. This is an exception to 500.4.
502.MANf Multiple instances of manalink on the same object are redundant.
How's this? It's for a set I'm working on.
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
Dar'jargo
The mana empties at the end of your.
Trade Route is essentially cycling isn't it?
Mount - whenever a creature with mount attacks, choose another attacking creature that hasn't already been chosen as a target for a mount this turn, the chosen creature gains EFFECT.
Many Thanks To CharlieD of Limited Edition Signatures!
Epic Avvy by Craven!
| [R&D] |
Dodge (Whenever this creature becomes blocked, prevent all combat damage that would be dealt to it by up to one target creature.)
I think I have it worded correctly. I want the ability to only be able to prevent the damage from one creature blocking it. That way it has to get double blocked for any damage to be dealt to it, and you get to choose which creature deals it the damage.
Any suggestions are welcome.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Looking for wording corrections. Specifically with the exile clause. As is, will it exile the creature from the graveyard? My intent is to exile the creature while still allowing multiple creatures with this ability to use it at the same time. From what I know, if I worded it as a replacement effect (i.e. If a creature would die, you may pay 1R and exile it instead. If you do, put a +1/+1 counter on this creature.), then only the last one put on the stack would work, and the rest would fizzle.. which isn't what I'm looking for from the mechanic.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Yes yes, this is a bad thing.
I'm sure this probably matches something somewhere, but thought I would get your take. I know my wording is probably pretty horrible, but wording certain things has never been a strong suit for me.
With that said:
Blink <cost> (Exile CARDNAME and all cards attached to it. At the beginning of the next end step, if CARDNAME had an artifact or enchantment attached to it, you may pay <cost>. If you do, return CARDNAME to the battlefield under its owner’s control.)
Now I see this as a double edged sword. You can blink it to get rid of an effect, but at the same time, if you have artifacts or enchantments on it, well, then you lose that also. I was thinking more along the lines of sending the attached items to the graveyard, but I also think of dredge and various graveyard effects.
You can probably also tweak it a bit to bring them back from exile, or a bit less powered (unless you're doing rare/mythic qualities on something), but for some odd reason, it would elude me.
If you want the stuff to not come back with it, it's worded as such:
If you want them to go to the graveyard (only aura's are affected with this wording), it's worded as such:
If you care about Equipment too, it's worded as such:
Hope that helps!
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
This doesn't work for several reasons:
- The value of X in the effect has to either be explicitly written out, or depend on the mana cost of the card. Since you want the cost to depend on the converted mana cost of the exiled creature card, you have to word it differently.
- There's no way for all players to know that you have this card in your deck prior to the beginning of the game. At best, you'd have to word it like a Leyline.
If ~ is in your opening hand, you may reveal it. If you do, search your library for a creature card and exile it. Then shuffle your library.
As an additional cost to cast ~, pay X, where X is the converted mana cost of a creature card exiled with ~. If you do, ~ becomes a copy of the exiled creature card, except it's still an artifact creature.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
This mechanic would be mainly black, maybe G/B and would be given to a few weaker/low mana creatures and maybe enchantments. It would be great in a self-discard deck and would also provide a fun sub game for creatures in graveyards.
This doesn't work, for either one of two reasons. Suppose an Aquamorph Entity is given graveworld somehow and is put into a graveyard from the battlefield.
1) If the grave counter is kept as the permanent moves from the battlefield to the graveyard, the Aquamorph Entity in the graveyard will have a grave counter on it. Because it has a grave counter on it, it's treated as being on the battlefield as well as in the graveyard. Because it's treated as though it's on the battlefield, the game needs to know the creature's toughness to see if it's sent to the graveyard the next time state-based actions are checked. Since nothing defines its toughness (it hasn't re-entered the battlefield, so its ability doesn't apply), it's a 0/0. The next time state-based actions are checked, the game sees a 0/0, attempts to move it to the graveyard, and fails to do so because it's already in the graveyard. Then, state-based actions are checked again, the game sees a 0/0, and so on. This repeats indefinitely, causing the game to be a draw.
2) If the grave counter is not kept as the permanent moves from the battlefield to the graveyard (given some arbitrary reason), then the permanent card as it exists in the graveyard has no grave counter, and the ability has no effect anyway.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Inscribe-When CARDNAME enters the battlefield, you may exile a creature from a graveyard inscribed onto CARDNAME. CARDNAME gets +X/+X were X is the inscribed creature's power.
Is that worded right? And what do you think of the ability word? The theme of the set right now is being aware of what cards are in the graveyard and interacting with them, with some supporting mechanics based around sending them to the graveyard (Hellbent, mill cards, etc.).
This mechanic is a friendly watered version of Suspend.
e.g.
White Out 4WW
Sorcery (R)
Each player shuffles all creatures he or she owns into his or her library.
Installment 3-1W (You may exile this card from your hand with three installment counters on it. At the beginning of your upkeep, you may pay 1W. If you do, remove an installment counter. When the last installment counter is removed, cast it without paying its mana cost.)
Time Knight 5UU
Creature - Illusion (R)
Protection from instants
Whenever Time Knight attacks, each opponent skips his or her next draw step.
Installment 7-U (You may exile this card from your hand with seven installment counters on it. At the beginning of your upkeep, you may pay U. If you do, remove an installment counter. When the last installment counter is removed, cast it without paying its mana cost.)
2/2
........................
I have this mechanic I'm toying with called 'Weave' - originally designed as a Fuse tweak -
Healthy 2(G/W)(G/W)
Instant (U)
Creatures you control get +2/+2 and gain vigilance until end of turn.
//
Balanced 2(W/U)
Instant (U)
Untap all creatures you control.
Weave GWWU (You may cast both halves of this card for it’s Weave cost)
I've also wondered if it's possible to use this same keyword (for simplicity's sake) in a slightly different context.
Oraxian Envoy 1W
Creature - Human Cleric (C)
U, T: Target creature gains flying until end of turn.
G, T: Target creature gets +1/+1 until end of turn.
1UG, T: Weave. (You may activate both abilities.)
1/1
Or would that last line be templated like this?
Weave 1GU (1GU, T: Activate both abilities.)
Would the rules support a mechanic that just says "here are two choices, do both for X cost" regardless of the context? And if so, what is the proper templating? Did I get it? Is it actually an Entwine variant? I'm sure it's pretty much correct as-is on the split card, but porting it to permanents makes me really wonder.
Spear of Faith W
Artifact - Equipment {R}
Biotech Equip2: (as you cast this spell you may pay an additional 2 to have this card enter equipped to a 1/1 white warrior token or another target creature you control. when this card becomes equipped to a creature it gains summoning sickness and cannot be re-equipped untill equipped creature is removed from play).
Equipped creature has Lifelink
eventually like most known mechanics this should read "Biotech Equip2" as all biotech equipping gives summoning sickness and can produce a 1/1 token or placed on a creature on casting for its eqip cost. they could be made colorless using the new eldrazi mechanic devoid as well
one more example:
Fire SlingRR
Artifact - equipment {u}
devoid
Biotech Equip1: (as you cast this spell you may pay an additional 1 to have this card enter equipped to a 1/1 colorless goblin token or another target creature you control.)
Equipped creature has T: deal one damage to target creature or player
This version only works on permanents - you could theoretically say "you may cast it without paying its mana cost instead of putting it into your graveyard" if you want it to get instants and sorceries (but be counterable).
The main problem is that discard doesn't happen very much and there would be practically no reason to play discard spells in an environment where this ability showed up enough to be a keyword.
The name also sounds like it likes having lots of creatures, it doesn't seem related to discard. Tenacious or Unforgettable or something along those lines?
I'm not sure if "gregarious" isn't translating properly, but it basically means "friendly" or, for animals "likes to live in groups". Neither of those definitions really fit an anti-discard mechanic, but again, feel free to do whatever you feel is right.
Green, red : "elementalize"
Target spell becomes an x/x elemental with no abilities under the spell's owner's control
White "Restrict"
Exile target spell .Its controller can play this spell without paying its mana cost next turn or for an additional 2 mana