Hey, the title says it all. This is a set based on Avatar the Last Airbender. I'd like to stress though that while this is based on an existing IP, normal set design will still come first. This project is all about meshing the flavor of the Avatar's world with magic, not trying to replicate it 100%.
I'd also like to give a big shout out to foo_intherain, who gave me a lot of good ideas and actually has done a lot of work already creating cards, which you can find here. I'm not sure how much of his work I'm going to use in this version of the set, but I appreciate his efforts nonetheless.
In the world of avatar, certain people called "Benders" have the power to control one of the four traditional elements; Water, Earth, Fire, or Air. One Individual, known as the Avatar, has the power to control all four, and is reincarnated to forever keep the balance of the world.
In the time of the show, the Fire Nation has killed off all of the peaceful Air Nomads, and is currently at war with the other two nations. The current Avatar, a young boy, was trapped in an icy stasis for a hundred years, and has just been revived. He and his friends must now stop the Fire Nation and restore peace and balance to the world.
The most unique parts of the Avatar's world are the bending arts, and thusly they will be the focus of the set.
Fire Bending
Fire Bending will be represented by Firebreathing (R: This creature gets +1/+0 until end of turn.) and other variations of it, and will appear mostly in red with some black. Support cards for Fire benders include "power matters" cards like Soul's Fire
Water Bending
Water Bending will be represented by Untap (Q) abilities, and will appear mostly in blue with some white.
Earth Bending
Earth Bending will be represented by land animation, and will appear mostly in green with some red. Here's an example of an earthbender:
Example Earthbender1G
Creature - Human Warrior 1G,T: Target land you control becomes a 3/3 creature until end of turn.
2/2
There are a coulpe of things that still need to be worked out such as:
• Do earthbenders have to tap to use their abilities?
• Does the ability untap the land?
• Should all of the P/T be matching, or can there be variation?
etc.
Haunt
With the three elements being focused primarily in red, blue, and green, white and black were left out. While we have no shortage of ideas of what could fill white and black, I felt it would be nice to at least have a mechanic they can share so they don't feel starved. Haunt fit perfectly, since spirits helping from beyond is also a big part of the Avatar lore.
Other Proposed Mechanics
There are a few other mechanics that have been proposed, but I haven't decided on which I like the best:
Convoke - A good way to represent benders working together to cast huge spells. (Would appear in more than green and white)
"Bending" - Suggested by Foo, this gives spells an extra bonus ability if you've activated an activated ability on the same turn.
Ability Splice - I also had an idea of a spinoff of splice that would work on activated abilities.
Here's a very loose common skeleton:
[cw01] Spirit World Firefly1W
Creature - Spirit Insect
Flying Bending - Whenever you activate the activated ability of a creature you control, tap target creature.
1/1
[cw05] Winged Lemur1W
Creature - Bat Beast
Flying 1W: Untap ~ and remove it from combat.
1/1
[cw06] Air Bending Spirit Guide2W
Creature - Spirit Monk Bender
Haunt 1W: Untap ~ and remove it from combat.
Haunted creature has "1W: Untap this creature and remove it from combat."
2/2
[cw07] Waterbending Stifler2W
Creature - Human Bender U,Q: Counter target activated ability unless its controller pays 1.
1/3
[cw08] Northern Tribe Healer1W
Creature - Human Cleric Bender U,Q: Prevent the next 2 damage that would be dealt to target creature or player.
1/2
[cw09] Wall Bender2W
Creature - Human Bender 1G,T: Target land you control becomes a 0/4 creature until end of turn, Its still a land.
1/4
[cw12] Spiritual Assistance2W
Instant
Haunt
Put a 1/1 white Spirit creature token with flying onto the battlefield.
When ~ haunts a creature, choose a color. Haunted creature has protection from that color.
[cw13] Journey Beyond1W
Instant
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
[cw14] Air CharmW
Instant
Choose one - Target creature gains flying until end of turn; or untap target creature and remove it from combat; or counter target spell that targets a creature you control.
[cw16] Northern-Tribe Healing2W
Sorcery
You gain 2 life for each creature you control. Bending - If you’ve activated an activated ability of a creature you control this turn, those creatures gain lifelink until end of turn.
[cw17] Air Shield1W
Instant
Prevent all damage that would be dealt to creatures you control this turn.
[cu02] Otter Penguin2U
Creature - Bird Beast
Tap another untapped creature you control: ~ gains flying until end of turn.
2/2
[cu03] Buffalo Yak3U
Creature - Beast
Whenever another creature you control becomes untapped, untap ~
3/3
[cu04] Northern-Tribe Bender1U
Creature - Human Warrior Bender 1U,Q: Tap target permanent.
1/2
[cu05] Southern-Tribe Looter1U
Creature - Human Rogue Bender U,Q: Draw a card, then discard a card.
1/1
[cu06] Mist Bender1U
Creature - Human Bender U,Q: Target creature gets -3/-0 until end of turn.
2/1
[cu07] Ice Surfer2U
Creature - Human Bender
Islandwalk 1U,Q: Target land becomes an island until end of turn.
2/2
[cu08] Frost Bender Patrol3U
Creature - Human Warrior Bender 1U,Q: Target permanent doesn't untap during it's controller's next untap step.
3/3
[cu09] Some Serpent4U
Creature - Serpent
Defender Bending - Whenever you activate an activated ability of a creature you control, ~ loses defender until end of turn.
5/5
[cu10] Some Counter2UU
Instant
Counter target spell or ability
[cu12] Tidal ShiftU
Instant
Tap target creature you control and target creature you don't control. Draw a card.
[cu13] Water Slice2U
Instant
Counter target spell unless its controller pays 2. Bending - Counter that spell unless its controller pays 4 instead if you activated an activated ability of a creature you control this turn.
[cu14] Water CharmU
Instant
Choose one - Tap target creature; or target creature gets -2/-0 until end of turn; or counter target activated ability unless its controller pays 2.
[cu16] Moon Prayer2U
Sorcery
As an additional cost to cast ~, you may tap any number of untapped creatures you control.
Draw a card for each creature tapped this way.
[cu17] Wash Away2U
Sorcery
Return target permanent to its owner's hand. Bending - Return up to two target permanents to their owner's hand instead if you activated an activated ability of a creature this turn.
[cr01] Fire FerretR
Creature - Beast (C)
Whenever ~ becomes blocked by a creature, it deals 1 damage to that creature.
1/1
[cr02] Fire Sage1R
Creature - Human Shaman (C) T: Add RRR to your mana pool. Spend this mana only to activate activated abilities of creatures you control.
1/1
[cr03] Rockslide Bender1R
Creature - Human Bender (C) G,T: Target land you control becomes a 3/1 creature until end of turn. It's still a land.
[cr04] Fire Nation GuardR
Creature - Human Soldier Bender (C) R: ~ gets +1/+0 until end of turn.
1/1
[cr05] Flame Thrower2R
Creature - Human Bender (C)
Trample 1R: ~ gets +2/+0 until end of turn.
1/2
[cr06] Spark Shooter1RR
Creature - Human Bender (C)
First strike 1R: ~ gets +1/+0 until end of turn
1/1
[cr07] Taunting Firebender3R
Creature - Human Bender (C) 2R: Target creature attacks this turn if able R: ~ gets +1/+0
0/4
[cr08] Firebending Thugs4R
Creature - Human Warrior Bender (C)
Intimidate 1R: ~ gets +2/+0 until end of turn.
3/3
[cr09] Hill Bender3R
Creature - Bender (C) 1G,T: Target land you control becomes a 3/3 creature until end of turn. It's still a land.
3/3
[cr10] Komodo Rhino2R
Creature - Beast Lizard (C)
~ can't attack unless a creature with greater power also attacks.
~ can't block unless a creature with greater power also blocks.
4/4
[cr11] Obligatory Burn SpellR
Instant (C)
~ deals 2 damage to target creature or player. Bending - ~ deals 4 damage to target creature or player instead if you activated an activated ability of a creature you control this turn.
[cr14] Fire CharmR
Instant (C)
Choose one - ~ deals 2 damage to target player; or add RR to your mana pool; or target creature gains first strike until end of turn.
[cr15] Showdown1R
Sorcery
Target creature fights another target creature with a different controller. (Flavor text will mention Agni Kai, I just don't want to make that the name.)
[cr16] Tumbling Cliffs2RR
Instant (C)
Destroy target artifact or land.
[cr17] Earthen Assault1R
Sorcery (C)
Creatures you control get +1/+0 and gain haste until end of turn. Bending - Those creatures also gain trample until end of turn if you activated the activated ability of a creature you control this turn.
[cr18] Tribute to Flame1RR
Sorcery (C)
As an additional cost to cast ~, sacrifice a creature.
Add R to your mana pool equal to twice the sacrificed creature's power.
[cr19] Fire Nation StyleR
Enchantment - Aura (C)
Enchant creature
Enchanted creature has "1R: This creature gets +2/+0 until end of turn."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I'm going to work through each of the themes at common, I'll start with waterbenders.
Waterbenders all have untap abilities. Here's a straight forward example from Foo:
Northern-Tribe Waterbender1U
Creature - Human Bender Warrior* (C) 1U,Q: Tap target permanent.
1/2
*One thing I havent decided is wether or not we want "Bender" to be a type. If we decide yes, do we want to pair it with other more traditional types? Not all benders are the same (there are warriors, clerics, soldiers, etc.) so we should decide on that.
Another Foo example then some of my own.
South-Tribe Looter1U
Creature - Human Bender Rogue (C) U,Q: Draw a card, then discard a card.
1/1
Mist Bender1U
Creature - Human Bender (C) U,Q: Target creature gets -3/-0 until end of turn.
2/1
Frost Bender3U
Creature - Human Bender (C) 1U,Q: Target permanent doesn't untap during it's controller's next untap step.
3/3
Ice Surfer2U
Creature - Human Bender
Islandwalk 1U,Q: Target land becomes an island until end of turn.
2/2
And here are some example support cards:
Moon Prayer2U
Sorcery
Tap any number of untapped creatures you control. Draw a card for each creature tapped this way.
Buffalo Yak2U
Creature - Beast
Whenever a creature you control becomes untapped, untap ~.
2/3
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I don't think Banishing Knack is a good idea at all... It will lead to degenerate situations where you can activate the abilities a ridiculous number of times. For example...
South-Tribe Looter :1mana::symu:
Creature - Human Bender Rogue (C) : Draw a card, then discard a card.
1/1
+
Banishing Knack Instant
Until end of turn, target creature gains ":symtap:: Return target nonland permanent to its owner's hand."
=
Hyper Looter :1mana::symu: Creature - Human Bender Rogue (C)
:symu:, :symtap:: Return target nonland permanent to its owner's hand then draw a card, then discard a card. You may repeat this process any number of times.
1/1
You're going to have to be extremely careful with your ":symtap:"-granting effects in this set.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I love this because I am a huge A:TLA fan, but I have concerns about certain things:
1. How will you express certain legendary characters such as Koh the Face Stealer and obviously Aang the Avatar? Will they be legendary creatures, or perhaps planeswalkers, over something in between?
2. How will you deal with characters who are not directly aligned with any of the four major tribes, like generalized non-bender civilians/ major characters who cannot bend like Jet, Suki of the Kyoshi Warriors and Sokka?
3. How will non-organic things like Fire Nation tanks, ships, war balloons be ensured that they align with the right side?
If you use untap abilities, the easiest way to avoid most degenerate things is to just put a mana cost on it, like with every untapping card in Shadowmoor.
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If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
@Wulvenheimer: Like any good set, this one will be built from the ground up, so a lot of the iconic characters aren't going to appear until later on in the design process. Because of that, we'll have a good base for what they're supposed to do. For example, if we define the mechanical identity of earthbending first, it's much easier to make a card based on Toph that plays well with those mechanics.
To be honest, I have no idea how all of these legends are going to make the set. Some might not at all, I have no idea. I know it is important, but I guess i'm saying I'll cross that bridge when I come to it. That way, these cards can grow naturally out of the set.
Characters that don't have a side will still be in the set like normal based on their personalities or abilities.
Non-organics could be represented as normal creatures or artifact creatures, and it will just depend on what seems right for them. In general though, I'm not trying to draw hard and fast faction lines like those in Scars of Mirrodin.
I hope this helps.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I have a quick question... This is a stand-alone correct? It's not meant to be just the first set (Book 1: Water) of a block right?
Also, we might be able to work many of the iconic characters in as Rare/Mythic Legendary creatures (aka the Kamigawa approach) that would free up a lot of room for those characters as an increased number of Rares/Mythics would have the least impact on limited.
Basically, we should be able to increase the number of Rares/Mythics in the set and it shouldn't really effect the limited format significantly or at all.
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Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Yes this is stand alone. I like the control over limited that stand alone blocks offer, and i feel we'd be stretched too thin for ides trying to make a full block.
I like the idea of simply bumping up the number of rares and mythics. Seems so simple. Cool idea.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I want to suggest a mechanic I thought of for another game, I try to translate it to Magic wording. I think it would fit the set very well. The flavor is you teaching other benders new techniques so they can use them theirselves - it would work very well with the Q-abilities and your activated ability theme.
Tutor {cost} (Pay {cost}, Exile ~ from your hand: Choose target creature you control. That creature has "T: Copy the exiled card. You may cast the copy." for as long as ~ remains exiled.)
Name free to change.
Example:
Earthskin 1G
Instant
Target creature is indestructible this turn.
Tutor 2GG(Pay 2GG, Exile Earthskin from your hand: Choose target creature you control. That creature has "T: Copy the exiled card. You may cast the copy." for as long as Earthskin remains exiled.)
A more general comment, I would like if the set was not playing in the same time as "The last Airbender". Like "Legend of Korra" did, I think it would be more fun if the set played in another era, for example the era of Kyoshi. This way, you can have airbenders in the set and more freedom with your design.
I'm loving what you have so far. You and Foo are doing an excellent job. Weighing in on banashing act, it seems like it could be absurdly powerful on somebody as repeatable instant speed removal for as low as U.
Thank Moon-E, that clears up my concerns. One thing I would like to see is spells that stack on top of one another to kind of express how fluid a lot of the bending battles that were shown in the show were. I.E, there would card like this:
Torrent XUU
Sorcery:
Deal X damage to target creature or player.
Fluidity XU: If a blue spell is on the stack, you may cast this spell as though it had flash for its Fluidty cost.
@Apoquallyp: Interesting mechanic you have there. I like it, but it seems to similar to an aura that grants an activated ability. Also, the same thing can basically be done with Haunt that just grants the creature that specific ability. I like the idea, I just don't think it has to be it's own keyword as it can be accomplished through other means.
As for the time period, I was torn between having this take place in the time of Aang or the past, but it made more sense to go with Aang's time. Like I said, the set is based off of the world rather than the specific events of the story, but it's still important to include the characters people know and love. I know I would feel ripped off if they made an Avatar set without Aang in it, and I actually like not being locked into air bending.
@headley: perhaps. Banishing Knack is from Eventide, and Shadowmoor/Eventide had many untap creatures with costs of 2 or less, so while it'll definitely be good, i don't see it being more powerful than it was there. (Or maybe it will be, I don't know, but I think we should at least try it out)
@Wulvenheimer: One of the unwritten rules of magic design is "don't talk about the stack." Other than the wacky and crazy time spiral, WotC doesn't like mentioning the stack at all. Also, we're trying to represent bending mostly through activated abilities, and in that sense your mechanic is close to the "Bending" mechanic or splice mechanic. (Also, blue doesn't get damage dealing spells.)
Sorry if I sound negative, I appreciate all your suggestions and would love to discuss anything with you if you disagree.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Firebenders will all have variations on firebreathing. Here's an example:
Fire Nation GuardR
Creature - Human Bender Soldier (C) R: ~ gets +1/+0 until end of turn.
0/2
There are plenty of easy ways to implement this:
Flame Thrower2R
Creature - Human Bender (C)
Trample 1R: ~ gets +2/+0 until end of turn.
1/2
Spark Shooter1RR
Creature - Human Bender (C)
First strike 1R: ~ gets +1/+0 until end of turn
1/1
Taunting Firebender3R
Creature - Human Bender (C) 2R: Target creature attacks this turn if able R: ~ gets +1/+0
0/4
Lightning Bender2R
Creature - Human Bender (U) 2R: ~ gets +1/+0 until end of turn. T: ~ deals damage equal to it's power to target creature or player.
1/3
And some support cards:
Tribute to FlameRR
Sorcery
As an additional cost to cast ~, sacrifice a creature. Add R to your mana pool equal to twice that creature's power.
Komodo Rhino2RR
Creature - Beast
~ can't attack unless a creature with greater power also attacks.
~ can't block unless a creature with greater power also blocks.
5/3
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
for the earthbender tapping, why not have a mix? give some benders a tap ability for a land, others a cost that can be paid repeatedly, and you can balance the power of the earthbender and the land accordingly.
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Cautuon: my confusion is contaigous
Originally Posted by luminum can
Because the multiverse loves to kill goblins. Only on Mercadia are they safe.
for the earthbender tapping, why not have a mix? give some benders a tap ability for a land, others a cost that can be paid repeatedly, and you can balance the power of the earthbender and the land accordingly.
The reason I want either one or the other (leaning towards tapping right now) is that when you have both things get really confusing. Earthbenders that tap basically just replace themselves with a bigger creature. Earthebenders that don't tap can summon multiple lands at once, do it on their first turn, do it while they're tapped, attack and block with both the creature and land, or do one then the other. etc. etc. When you have both types on the battlefield things can get pretty confusing, so I would prefer to have either one or the other. (And so far it seems that tapping is much easier to track.)
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I think/feel tapping is the right choice here too. It allows for each bending style to have its own identity. Ala firebending being a C: activated ability already.
I think/feel tapping is the right choice here too. It allows for each bending style to have its own identity. Ala firebending being a C: activated ability already.
What have you considered for airbending?
Airbending will appear probably on like one, maybe two cards? Probably spirits of past airbenders. I was thinking of using the //gatherer.wizards.com/Pages/Search/Default.aspx?name=+[gustcloak">"]Gustcloak ability, perhaps attached to a W cost rather than triggering on blocking. (I think you used this on your airbender charm)
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
@Apoquallyp: Interesting mechanic you have there. I like it, but it seems to similar to an aura that grants an activated ability. Also, the same thing can basically be done with Haunt that just grants the creature that specific ability. I like the idea, I just don't think it has to be it's own keyword as it can be accomplished through other means.
At least one mechanic should catch the flavor of the benders trying to increase their skills in bending - that's what the series is about. Leveler would work for example.
RRedirect Lightning {R}
Instant
You may choose new targets for target activated ability.
Draw a card.
2RGThe Dancing Dragon {U}
Instant
Regenerate target creature you control. When that creature regenerates this turn, it deals damage equal to its power to target creature or player.
(I imagine the Sun Warriors being RGW. The effect portraits the whole "fire is life" thing that these guys are up to.)
1BChi-Block
Enchantment - Aura {U}
Flash
When Chi-Block enters the battlefield, counter all activated abilities of enchanted creature.
Enchanted creature's activated abilities can't be activated.
At least one mechanic should catch the flavor of the benders trying to increase their skills in bending - that's what the series is about. Leveler would work for example.
Well the set is based more on the world itself than the show. I don't think there's enough room for a mechanic dedicated towards training, but there are a bunch of cards that we can make to represent it, such as enchantments and creatures that can enhance bending powers like master teachers. And perhaps Aang could have a special leveler style card that grants him extra abilities over time?
Redirect lightning is a lot like Reroute. I think this would be an awesome reprint though. Nice find.
I'm not sure if we'll have multicolor cards. I'm also not sure how much the sun warriors are even going to show up, given they really only appeared in a single episode and didn't have very much impact on the world at large.
Chi-Block seems cool, and that type of effect could also go on a creature. I'm not sure if it's worded correctly, but it definitely makes sense. My guess is that chi-blockers would be white since they disable and "equalize"; stuff like Arrest.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
EDIT: [cu02] Otter Penguin2U
Creature - Bird Beast
Tap another creature you control: ~ gains flying until end of turn.
2/2
[cu02] Otter Penguin2U
Creature - Bird Beast Bending - Whenever you activate the activated ability of a creature you control, ~ gains flying until end of turn.
2/2
EDIT: [cu03] Buffalo Yak3U
Creature - Beast
Whenever another creature you control becomes untapped, untap ~
3/3
[cu03] Buffalo Yak2U
Creature - Beast
Whenever another creature you control becomes untapped, untap ~
2/3
[cu04] Northern-Tribe Bender1U
Creature - Human Warrior Bender 1U,Q: Tap target permanent.
1/2
[cu05] Southern-Tribe Looter1U
Creature - Human Rogue Bender U,Q: Draw a card, then discard a card.
1/1
[cu06] Mist Bender1U
Creature - Human Bender U,Q: Target creature gets -3/-0 until end of turn.
2/1
[cu07] Ice Surfer2U
Creature - Human Bender
Islandwalk 1U,Q: Target land becomes an island until end of turn.
2/2
[cu08] Frost Bender Patrol3U
Creature - Human Warrior Bender 1U,Q: Target permanent doesn't untap during it's controller's next untap step.
3/3
[cu09] Some Serpent4U
Creature - Serpent
Defender Bending - Whenever you activate an activated ability of a creature you control, ~ loses defender until end of turn.
5/5
[cu10] Some Counter2UU
Instant
Counter target spell or ability
[cu12] Tidal ShiftU
Instant
Tap target creature you control and target creature you don't control. Draw a card.
[cu13] Water Slice2U
Instant
Counter target spell unless its controller pays 2. Bending - Counter that spell unless its controller pays 4 instead if you activated an activated ability of a creature you control this turn.
[cu14] Water CharmU
Instant
Choose one - Tap target creature; or target creature gets -2/-0 until end of turn; or counter target activated ability unless its controller pays 2.
[cu16] Moon Prayer2U
Sorcery
As an additional cost to cast ~, you may tap any number of untapped creatures you control.
Draw a card for each creature tapped this way.
[cu17] Wash Away2U
Sorcery
Return target permanent to its owner's hand. Bending - Return up to two target permanents to their owner's hand instead if you activated an activated ability of a creature this turn.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Great first draft of blue commons. Water Tribe definitely presents its theme's well here. Only change I'd make personally would be to make the Yak :3mana::symu: and a 3/3.
Great first draft of blue commons. Water Tribe definitely presents its theme's well here. Only change I'd make personally would be to make the Yak :3mana::symu: and a 3/3.
That's a good idea; blue could use another 4 drop more than another 3 drop.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I like how most of the blue Benders have an ability that makes them suck less in combat, but they still feel annoyingly fragile. How often is Southern-Tribe Looter going to be better in your deck than a regular Merfolk Looter? The Serpent is also a huge miss for me since the only blue commons with activated abilities all require untapping, and the only ways to tap your creatures before combat are all instants and sorceries.
I also don't like how the ability word that only appears on cards without the "Bender" subtype is called "Bending." It's too confusing. Either give Otter Penguin the "Bender" subtype (Appa's an airbender too!) or call it something else.
I'd also like to give a big shout out to foo_intherain, who gave me a lot of good ideas and actually has done a lot of work already creating cards, which you can find here. I'm not sure how much of his work I'm going to use in this version of the set, but I appreciate his efforts nonetheless.
In the time of the show, the Fire Nation has killed off all of the peaceful Air Nomads, and is currently at war with the other two nations. The current Avatar, a young boy, was trapped in an icy stasis for a hundred years, and has just been revived. He and his friends must now stop the Fire Nation and restore peace and balance to the world.
Fire Bending
Fire Bending will be represented by Firebreathing (R: This creature gets +1/+0 until end of turn.) and other variations of it, and will appear mostly in red with some black. Support cards for Fire benders include "power matters" cards like Soul's Fire
Water Bending
Water Bending will be represented by Untap (Q) abilities, and will appear mostly in blue with some white.
Earth Bending
Earth Bending will be represented by land animation, and will appear mostly in green with some red. Here's an example of an earthbender:
Example Earthbender 1G
Creature - Human Warrior
1G,T: Target land you control becomes a 3/3 creature until end of turn.
2/2
There are a coulpe of things that still need to be worked out such as:
• Do earthbenders have to tap to use their abilities?
• Does the ability untap the land?
• Should all of the P/T be matching, or can there be variation?
etc.
Haunt
With the three elements being focused primarily in red, blue, and green, white and black were left out. While we have no shortage of ideas of what could fill white and black, I felt it would be nice to at least have a mechanic they can share so they don't feel starved. Haunt fit perfectly, since spirits helping from beyond is also a big part of the Avatar lore.
Other Proposed Mechanics
There are a few other mechanics that have been proposed, but I haven't decided on which I like the best:
Convoke - A good way to represent benders working together to cast huge spells. (Would appear in more than green and white)
"Bending" - Suggested by Foo, this gives spells an extra bonus ability if you've activated an activated ability on the same turn.
Ability Splice - I also had an idea of a spinoff of splice that would work on activated abilities.
Here's a very loose common skeleton:
Creature - Spirit Insect
Flying
Bending - Whenever you activate the activated ability of a creature you control, tap target creature.
1/1
[cw02] Cat Owl 2W
Creature - Bird Cat
Flying, First strike
2/1
[cw03] Platypus Bear 1W
Creature - Bear Beast
W, tap an untapped creature you control: You gain 2 life
2/2
[cw04] Soothing Spirit W
Creature - Spirit
Haunt
Lifelink
Haunted creature has lifelink.
1/1
[cw05] Winged Lemur 1W
Creature - Bat Beast
Flying
1W: Untap ~ and remove it from combat.
1/1
[cw06] Air Bending Spirit Guide 2W
Creature - Spirit Monk Bender
Haunt
1W: Untap ~ and remove it from combat.
Haunted creature has "1W: Untap this creature and remove it from combat."
2/2
[cw07] Waterbending Stifler 2W
Creature - Human Bender
U,Q: Counter target activated ability unless its controller pays 1.
1/3
[cw08] Northern Tribe Healer 1W
Creature - Human Cleric Bender
U,Q: Prevent the next 2 damage that would be dealt to target creature or player.
1/2
[cw09] Wall Bender 2W
Creature - Human Bender
1G,T: Target land you control becomes a 0/4 creature until end of turn, Its still a land.
1/4
[cw10] Armadillo Bear 3WW
Creature - Bear Beast
3/5
[cw11] Spirit Guardian 2WW
Creature - Spirit
Haunt
Vigilance
Haunted creature has Vigilance.
2/4
[cw12] Spiritual Assistance 2W
Instant
Haunt
Put a 1/1 white Spirit creature token with flying onto the battlefield.
When ~ haunts a creature, choose a color. Haunted creature has protection from that color.
[cw13] Journey Beyond 1W
Instant
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
[cw14] Air Charm W
Instant
Choose one - Target creature gains flying until end of turn; or untap target creature and remove it from combat; or counter target spell that targets a creature you control.
[cw15] Yang-Chen's Justice 3W
Instant
Haunt
Destroy target attacking creature.
Haunted creature can't attack.
[cw16] Northern-Tribe Healing 2W
Sorcery
You gain 2 life for each creature you control.
Bending - If you’ve activated an activated ability of a creature you control this turn, those creatures gain lifelink until end of turn.
[cw17] Air Shield 1W
Instant
Prevent all damage that would be dealt to creatures you control this turn.
[cw18] Arrest
[cw19] Air Nomad Style 1W
Enchantment - Aura
Enchant creature
Enchanted creature has "1W: Untap this creature and remove it from combat."
Creature - Beast
Islandwalk
1/1
[cu02] Otter Penguin 2U
Creature - Bird Beast
Tap another untapped creature you control: ~ gains flying until end of turn.
2/2
[cu03] Buffalo Yak 3U
Creature - Beast
Whenever another creature you control becomes untapped, untap ~
3/3
[cu04] Northern-Tribe Bender 1U
Creature - Human Warrior Bender
1U,Q: Tap target permanent.
1/2
[cu05] Southern-Tribe Looter 1U
Creature - Human Rogue Bender
U,Q: Draw a card, then discard a card.
1/1
[cu06] Mist Bender 1U
Creature - Human Bender
U,Q: Target creature gets -3/-0 until end of turn.
2/1
[cu07] Ice Surfer 2U
Creature - Human Bender
Islandwalk
1U,Q: Target land becomes an island until end of turn.
2/2
[cu08] Frost Bender Patrol 3U
Creature - Human Warrior Bender
1U,Q: Target permanent doesn't untap during it's controller's next untap step.
3/3
[cu09] Some Serpent 4U
Creature - Serpent
Defender
Bending - Whenever you activate an activated ability of a creature you control, ~ loses defender until end of turn.
5/5
[cu10] Some Counter 2UU
Instant
Counter target spell or ability
[cu11] Banishing Knack
[cu12] Tidal Shift U
Instant
Tap target creature you control and target creature you don't control. Draw a card.
[cu13] Water Slice 2U
Instant
Counter target spell unless its controller pays 2.
Bending - Counter that spell unless its controller pays 4 instead if you activated an activated ability of a creature you control this turn.
[cu14] Water Charm U
Instant
Choose one - Tap target creature; or target creature gets -2/-0 until end of turn; or counter target activated ability unless its controller pays 2.
[cu15] Leap
[cu16] Moon Prayer 2U
Sorcery
As an additional cost to cast ~, you may tap any number of untapped creatures you control.
Draw a card for each creature tapped this way.
[cu17] Wash Away 2U
Sorcery
Return target permanent to its owner's hand.
Bending - Return up to two target permanents to their owner's hand instead if you activated an activated ability of a creature this turn.
[cu18] Ice Cage
[cu19] Nothern Water-Tribe Style 1U
Enchant creature
Enchanted creature has "3U,Q: Draw a card."
CB01 - Creature, Small
CB02 - Creature, Small
CB03 - Creature, Small, Haunt
CB04 - Creature, Small, Fire
CB05 - Creature, Small, Fire
CB06 – Creature, Medium
CB07 - Creature, Medium
CB08 - Creature, Medium
CB09 - Creature, Medium, Haunt
CB10 - Instant
CB11 - Instant
CB12 – Instant, Haunt
CB13 – Instant (Fire)
CB14 – Sorcery, Tokens
CB15 – Sorcery (Fire)
CB16 – Sorcery
CB17 – Sorcery
CB18 – Sorcery, Haunt
CB19 – Enchantment, Aura, Haunt
Creature - Beast (C)
Whenever ~ becomes blocked by a creature, it deals 1 damage to that creature.
1/1
[cr02] Fire Sage 1R
Creature - Human Shaman (C)
T: Add RRR to your mana pool. Spend this mana only to activate activated abilities of creatures you control.
1/1
[cr03] Rockslide Bender 1R
Creature - Human Bender (C)
G,T: Target land you control becomes a 3/1 creature until end of turn. It's still a land.
[cr04] Fire Nation Guard R
Creature - Human Soldier Bender (C)
R: ~ gets +1/+0 until end of turn.
1/1
[cr05] Flame Thrower 2R
Creature - Human Bender (C)
Trample
1R: ~ gets +2/+0 until end of turn.
1/2
[cr06] Spark Shooter 1RR
Creature - Human Bender (C)
First strike
1R: ~ gets +1/+0 until end of turn
1/1
[cr07] Taunting Firebender 3R
Creature - Human Bender (C)
2R: Target creature attacks this turn if able
R: ~ gets +1/+0
0/4
[cr08] Firebending Thugs 4R
Creature - Human Warrior Bender (C)
Intimidate
1R: ~ gets +2/+0 until end of turn.
3/3
[cr09] Hill Bender 3R
Creature - Bender (C)
1G,T: Target land you control becomes a 3/3 creature until end of turn. It's still a land.
3/3
[cr10] Komodo Rhino 2R
Creature - Beast Lizard (C)
~ can't attack unless a creature with greater power also attacks.
~ can't block unless a creature with greater power also blocks.
4/4
[cr11] Obligatory Burn Spell R
Instant (C)
~ deals 2 damage to target creature or player.
Bending - ~ deals 4 damage to target creature or player instead if you activated an activated ability of a creature you control this turn.
[cr12] Reroute*
[cr13] Soul's Fire*
[cr14] Fire Charm R
Instant (C)
Choose one - ~ deals 2 damage to target player; or add RR to your mana pool; or target creature gains first strike until end of turn.
[cr15] Showdown 1R
Sorcery
Target creature fights another target creature with a different controller.
(Flavor text will mention Agni Kai, I just don't want to make that the name.)
[cr16] Tumbling Cliffs 2RR
Instant (C)
Destroy target artifact or land.
[cr17] Earthen Assault 1R
Sorcery (C)
Creatures you control get +1/+0 and gain haste until end of turn.
Bending - Those creatures also gain trample until end of turn if you activated the activated ability of a creature you control this turn.
[cr18] Tribute to Flame 1RR
Sorcery (C)
As an additional cost to cast ~, sacrifice a creature.
Add R to your mana pool equal to twice the sacrificed creature's power.
[cr19] Fire Nation Style R
Enchantment - Aura (C)
Enchant creature
Enchanted creature has "1R: This creature gets +2/+0 until end of turn."
CG01 - Creature, Small
CG02 - Creature, Small
CG03 - Creature, Small, Earth (Small)
CG04 - Creature, Small, Earth (Medium)
CG05 - Creature, Small, Earth (Medium)
CG06 – Creature, Medium, Earth (Medium)
CG07 - Creature, Medium, Earth (Large)
CG08 - Creature, Small
CG09 – Creature, Medium
CG10 - Creature, Large
CG11 - Creature, Large
CG12 - Instant
CG13 – Instant (Earth)
CG14 - Sorcery
CG15 - Sorcery
CG16 – Sorcery (Earth)
CG17 – Sorcery (Earth)
CG18 – Enchantment, Aura
CG19 – Enchantment, Aura (Earth)
CA01
CA02
CA03
CA04
CA05
CA06
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Waterbenders all have untap abilities. Here's a straight forward example from Foo:
Northern-Tribe Waterbender 1U
Creature - Human Bender Warrior* (C)
1U,Q: Tap target permanent.
1/2
*One thing I havent decided is wether or not we want "Bender" to be a type. If we decide yes, do we want to pair it with other more traditional types? Not all benders are the same (there are warriors, clerics, soldiers, etc.) so we should decide on that.
Another Foo example then some of my own.
South-Tribe Looter 1U
Creature - Human Bender Rogue (C)
U,Q: Draw a card, then discard a card.
1/1
Mist Bender 1U
Creature - Human Bender (C)
U,Q: Target creature gets -3/-0 until end of turn.
2/1
Frost Bender 3U
Creature - Human Bender (C)
1U,Q: Target permanent doesn't untap during it's controller's next untap step.
3/3
Ice Surfer 2U
Creature - Human Bender
Islandwalk
1U,Q: Target land becomes an island until end of turn.
2/2
And here are some example support cards:
Moon Prayer 2U
Sorcery
Tap any number of untapped creatures you control. Draw a card for each creature tapped this way.
Buffalo Yak 2U
Creature - Beast
Whenever a creature you control becomes untapped, untap ~.
2/3
Banishing Knack
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
South-Tribe Looter :1mana::symu:
Creature - Human Bender Rogue (C)
1/1
+
Banishing Knack
Instant
Until end of turn, target creature gains ":symtap:: Return target nonland permanent to its owner's hand."
=
Hyper Looter :1mana::symu:
Creature - Human Bender Rogue (C)
:symu:, :symtap:: Return target nonland permanent to its owner's hand then draw a card, then discard a card. You may repeat this process any number of times.
1/1
You're going to have to be extremely careful with your ":symtap:"-granting effects in this set.
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects:
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
Originally Foo had a "activate this only 2 times per turn" clause on there, but I removed it beacuse it looked awkward. It all makes sense now!
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
1. How will you express certain legendary characters such as Koh the Face Stealer and obviously Aang the Avatar? Will they be legendary creatures, or perhaps planeswalkers, over something in between?
2. How will you deal with characters who are not directly aligned with any of the four major tribes, like generalized non-bender civilians/ major characters who cannot bend like Jet, Suki of the Kyoshi Warriors and Sokka?
3. How will non-organic things like Fire Nation tanks, ships, war balloons be ensured that they align with the right side?
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
To be honest, I have no idea how all of these legends are going to make the set. Some might not at all, I have no idea. I know it is important, but I guess i'm saying I'll cross that bridge when I come to it. That way, these cards can grow naturally out of the set.
Characters that don't have a side will still be in the set like normal based on their personalities or abilities.
Non-organics could be represented as normal creatures or artifact creatures, and it will just depend on what seems right for them. In general though, I'm not trying to draw hard and fast faction lines like those in Scars of Mirrodin.
I hope this helps.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Also, we might be able to work many of the iconic characters in as Rare/Mythic Legendary creatures (aka the Kamigawa approach) that would free up a lot of room for those characters as an increased number of Rares/Mythics would have the least impact on limited.
Basically, we should be able to increase the number of Rares/Mythics in the set and it shouldn't really effect the limited format significantly or at all.
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects:
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
I like the idea of simply bumping up the number of rares and mythics. Seems so simple. Cool idea.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Tutor {cost} (Pay {cost}, Exile ~ from your hand: Choose target creature you control. That creature has "T: Copy the exiled card. You may cast the copy." for as long as ~ remains exiled.)
Name free to change.
Example:
Earthskin 1G
Instant
Target creature is indestructible this turn.
Tutor 2GG (Pay 2GG, Exile Earthskin from your hand: Choose target creature you control. That creature has "T: Copy the exiled card. You may cast the copy." for as long as Earthskin remains exiled.)
A more general comment, I would like if the set was not playing in the same time as "The last Airbender". Like "Legend of Korra" did, I think it would be more fun if the set played in another era, for example the era of Kyoshi. This way, you can have airbenders in the set and more freedom with your design.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
I'm loving what you have so far. You and Foo are doing an excellent job. Weighing in on banashing act, it seems like it could be absurdly powerful on somebody as repeatable instant speed removal for as low as U.
Torrent XUU
Sorcery:
Deal X damage to target creature or player.
Fluidity XU: If a blue spell is on the stack, you may cast this spell as though it had flash for its Fluidty cost.
As for the time period, I was torn between having this take place in the time of Aang or the past, but it made more sense to go with Aang's time. Like I said, the set is based off of the world rather than the specific events of the story, but it's still important to include the characters people know and love. I know I would feel ripped off if they made an Avatar set without Aang in it, and I actually like not being locked into air bending.
@headley: perhaps. Banishing Knack is from Eventide, and Shadowmoor/Eventide had many untap creatures with costs of 2 or less, so while it'll definitely be good, i don't see it being more powerful than it was there. (Or maybe it will be, I don't know, but I think we should at least try it out)
@Wulvenheimer: One of the unwritten rules of magic design is "don't talk about the stack." Other than the wacky and crazy time spiral, WotC doesn't like mentioning the stack at all. Also, we're trying to represent bending mostly through activated abilities, and in that sense your mechanic is close to the "Bending" mechanic or splice mechanic. (Also, blue doesn't get damage dealing spells.)
Sorry if I sound negative, I appreciate all your suggestions and would love to discuss anything with you if you disagree.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Fire Nation Guard R
Creature - Human Bender Soldier (C)
R: ~ gets +1/+0 until end of turn.
0/2
There are plenty of easy ways to implement this:
Flame Thrower 2R
Creature - Human Bender (C)
Trample
1R: ~ gets +2/+0 until end of turn.
1/2
Spark Shooter 1RR
Creature - Human Bender (C)
First strike
1R: ~ gets +1/+0 until end of turn
1/1
Taunting Firebender 3R
Creature - Human Bender (C)
2R: Target creature attacks this turn if able
R: ~ gets +1/+0
0/4
Lightning Bender 2R
Creature - Human Bender (U)
2R: ~ gets +1/+0 until end of turn.
T: ~ deals damage equal to it's power to target creature or player.
1/3
And some support cards:
Tribute to Flame RR
Sorcery
As an additional cost to cast ~, sacrifice a creature. Add R to your mana pool equal to twice that creature's power.
Komodo Rhino 2RR
Creature - Beast
~ can't attack unless a creature with greater power also attacks.
~ can't block unless a creature with greater power also blocks.
5/3
Soul's Fire
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
The reason I want either one or the other (leaning towards tapping right now) is that when you have both things get really confusing. Earthbenders that tap basically just replace themselves with a bigger creature. Earthebenders that don't tap can summon multiple lands at once, do it on their first turn, do it while they're tapped, attack and block with both the creature and land, or do one then the other. etc. etc. When you have both types on the battlefield things can get pretty confusing, so I would prefer to have either one or the other. (And so far it seems that tapping is much easier to track.)
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
What have you considered for airbending?
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Airbending will appear probably on like one, maybe two cards? Probably spirits of past airbenders. I was thinking of using the //gatherer.wizards.com/Pages/Search/Default.aspx?name=+[gustcloak">"]Gustcloak ability, perhaps attached to a W cost rather than triggering on blocking. (I think you used this on your airbender charm)
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
At least one mechanic should catch the flavor of the benders trying to increase their skills in bending - that's what the series is about. Leveler would work for example.
R Redirect Lightning {R}
Instant
You may choose new targets for target activated ability.
Draw a card.
2RG The Dancing Dragon {U}
Instant
Regenerate target creature you control. When that creature regenerates this turn, it deals damage equal to its power to target creature or player.
(I imagine the Sun Warriors being RGW. The effect portraits the whole "fire is life" thing that these guys are up to.)
1B Chi-Block
Enchantment - Aura {U}
Flash
When Chi-Block enters the battlefield, counter all activated abilities of enchanted creature.
Enchanted creature's activated abilities can't be activated.
(Should be whatever color nonbenders appear in.)
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Well the set is based more on the world itself than the show. I don't think there's enough room for a mechanic dedicated towards training, but there are a bunch of cards that we can make to represent it, such as enchantments and creatures that can enhance bending powers like master teachers. And perhaps Aang could have a special leveler style card that grants him extra abilities over time?
Redirect lightning is a lot like Reroute. I think this would be an awesome reprint though. Nice find.
I'm not sure if we'll have multicolor cards. I'm also not sure how much the sun warriors are even going to show up, given they really only appeared in a single episode and didn't have very much impact on the world at large.
Chi-Block seems cool, and that type of effect could also go on a creature. I'm not sure if it's worded correctly, but it definitely makes sense. My guess is that chi-blockers would be white since they disable and "equalize"; stuff like Arrest.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Also, i've been able to add in the elemental symbols to MSE as water marks, so that's cool.
(All names are temporary and subject to change.)
[cu01] Turtle Seal U
Creature - Beast
Islandwalk
1/1
EDIT: [cu02] Otter Penguin 2U
Creature - Bird Beast
Tap another creature you control: ~ gains flying until end of turn.
2/2
Creature - Bird Beast
Bending - Whenever you activate the activated ability of a creature you control, ~ gains flying until end of turn.
2/2
EDIT: [cu03] Buffalo Yak 3U
Creature - Beast
Whenever another creature you control becomes untapped, untap ~
3/3
Creature - Beast
Whenever another creature you control becomes untapped, untap ~
2/3
[cu04] Northern-Tribe Bender 1U
Creature - Human Warrior Bender
1U,Q: Tap target permanent.
1/2
[cu05] Southern-Tribe Looter 1U
Creature - Human Rogue Bender
U,Q: Draw a card, then discard a card.
1/1
[cu06] Mist Bender 1U
Creature - Human Bender
U,Q: Target creature gets -3/-0 until end of turn.
2/1
[cu07] Ice Surfer 2U
Creature - Human Bender
Islandwalk
1U,Q: Target land becomes an island until end of turn.
2/2
[cu08] Frost Bender Patrol 3U
Creature - Human Warrior Bender
1U,Q: Target permanent doesn't untap during it's controller's next untap step.
3/3
[cu09] Some Serpent 4U
Creature - Serpent
Defender
Bending - Whenever you activate an activated ability of a creature you control, ~ loses defender until end of turn.
5/5
[cu10] Some Counter 2UU
Instant
Counter target spell or ability
[cu11] Banishing Knack
[cu12] Tidal Shift U
Instant
Tap target creature you control and target creature you don't control. Draw a card.
[cu13] Water Slice 2U
Instant
Counter target spell unless its controller pays 2.
Bending - Counter that spell unless its controller pays 4 instead if you activated an activated ability of a creature you control this turn.
[cu14] Water Charm U
Instant
Choose one - Tap target creature; or target creature gets -2/-0 until end of turn; or counter target activated ability unless its controller pays 2.
[cu15] Leap
[cu16] Moon Prayer 2U
Sorcery
As an additional cost to cast ~, you may tap any number of untapped creatures you control.
Draw a card for each creature tapped this way.
[cu17] Wash Away 2U
Sorcery
Return target permanent to its owner's hand.
Bending - Return up to two target permanents to their owner's hand instead if you activated an activated ability of a creature this turn.
[cu18] Ice Cage
[cu19] Nothern Water-Tribe Style 1U
Enchant creature
Enchanted creature has "3U,Q: Draw a card."
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
That's a good idea; blue could use another 4 drop more than another 3 drop.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I also don't like how the ability word that only appears on cards without the "Bender" subtype is called "Bending." It's too confusing. Either give Otter Penguin the "Bender" subtype (Appa's an airbender too!) or call it something else.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Bloodbender 2(B/U)(B/U)
Creature - Human Rogue Bender
0: Counter target activated ability unless its controller pays 2.
BU,Q: Tap target creature.
2/2
Sandbender 1(G/R)(G/R)
(G/R),T: Untap target land
(G/R),Q: Tap target land
1/1