All — 3/3 white Bird with flying; 4/4 blue Djinn with flying; 6/6 black Wurm with trample; 2/2 red Hound; 4/4 green Rhino; 1/1 green Snake with deathtouch; 1/1 colorless Myr artifact
When Kennel-Keeper enters the battlefield, put a 2/2 red Hound creature token onto the battlefield.
[1/1]
Unleash the Pack4R
Sorcery [U]
Put a 2/2 red Hound creature token onto the battlefield, then populate. Creatures you control gain haste until end of turn. (To populate, put a token onto the battlefield that's a copy of a creature token you control. Those creatures can attack and this turn.)
Prison Break2RR
Sorcery [U]
Destroy target artifact. Put a 4/4 blue Djinn creature token with flying onto the battlefield.
Some green token-generators:
Rhino Sanctuary4G
Enchantment — Aura [C]
Enchant land
When Rhino Sanctuary enters the battlefield, put a 4/4 green Rhino creature token onto the battlefield.
Enchanted land has ":symtap:: You gain 1 life."
Rattlestrike3GG
Instant [U]
Put a 1/1 green Snake creature token with deathtouch onto the battlefield, then populate. (To populate, put a token onto the battlefield that's a copy of a creature token you control.)
Conspiracy Draftifact 3
Artifact Creature - Construct
Draft Conspiracy Draftifact face up.
Immediately after the draft, you may notice how freakin' screwed you are, as someone just used Lore Seeker to get a pack of Zendikar with a power nine inside.
2/3
When Leonin Host dies, put a 1/1 colorless Myr artifact creature token onto the battlefield.
Sacrifice Leonin Host: You gain 1 life.
[2/2]
Parasitic Implant3B
Enchantment — Aura [C]
Enchant creature
At the beginning of your upkeep, enchanted creature's controller sacrifices it and you put a 1/1 colorless Myr artifact creature token onto the battlefield.
When Myr Battlesphere enters the battlefield, put four 1/1 colorless Myr artifact creature tokens onto the battlefield.
Whenever Myr Battlesphere attacks, you may tap X untapped Myr you control. If you do, Myr Battlesphere gets +X/+0 until end of turn and deals X damage to defending player.
[4/7]
Some miscellaneous token-generators:
Snake Handler1G
Creature — Elf Shaman [C]
When Snake Handler enters the battlefield, put a 1/1 green Snake creature token with deathtouch onto the battlefield.
[0/2]
PongifyU
Instant [U]
Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token onto the battlefield.
Mongrelize1U
Sorcery [U]
Exile target creature. That creature's controller puts a 2/2 red Hound creature token onto the battlefield.
Stuff.
[EDIT]: Nixed Pongify in favor of Mongrelize, since I'm getting rid of the Ape token in this meta. Made it a sorcery.
[EDIT]: Revised Leonin Host to have separate death and sacrifice abilities.
Wow, you're sculpting an entire standard's worth of custom cards? This is really cool, and I'm glad to be a part of it. I take it DOM comes out before XI and CTG after?
Populate seems like a good choice for a returning mechanic, especially with ribbons and saprolings and whatnot from DOM. I like the bleed into red as secondary (it is secondary, right?) and I think you could maybe do one or two in black or blue, similar to Viscera Seer or Lurking Crocodile. A blue token clone card with populate would be cool.
There are a lot of different tokens here already, which is something to be wary of. RTR had five different ones available at common and 2 more at uncommon. Right now you're at 5 at common (assuming the 3/3 ape shows up on at least one common) and 1 uncommon, so there isn't a whole lot of room for more.
Alright, moving to specific card comments.
I like all nine in the first post.
Implant, Pongify, and Battlesphere are good reprints.
I don't like the Host right now, but I can't quite put my finger on why. Could this be a death trigger?
I like snake handler as a card, but I feel like having a 2 cmc common that produces the deathtouchers could be problematic. Just curving it into settle makes it really hard to attack into you, and a few populates later you could have a really obnoxious board stall. Maybe bump to uncommon and let it cost G.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
MaRo has stated that the next Pongify/Rapid Hybridization spell printed would exile, not destroy. You probably wanna remake it anyways, since it's a bit strong at 1CMC, and the flavor (of both) is lacking. Try "Transmogrify" and make a 3/3 Beast instead of a 3/3 Ape.
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MaRo has stated that the next Pongify/Rapid Hybridization spell printed would exile, not destroy. You probably wanna remake it anyways, since it's a bit strong at 1CMC, and the flavor (of both) is lacking. Try "Transmogrify" and make a 3/3 Beast instead of a 3/3 Ape.
I agree that exile is a better mechanic for this, but I don't think Pongify is broken by any means, and I think it deserves a reprint before it's cast off into oblivion.
I agree that exile is a better mechanic for this, but I don't think Pongify is broken by any means, and I think it deserves a reprint before it's cast off into oblivion.
I think it sucks because Ape is a whatever creature type.
I'm not a fan of Rattlestrike, personally. Why is green getting a double Divine Verdict for only one mana more?
I know populate is in the set, but Roc Voyage feels pretty weaksauce. You have all the two-for-one blowout potential of trying to cast Auras in the first place and the resulting buff isn't even that impressive.
Is Leonin Host a reference to New Phyrexia? Will XI tie into the story of DOM/CTG at all, or is it a collection of random settings and timeframes?
I'm not a fan of Rattlestrike, personally. Why is green getting a double Divine Verdict for only one mana more?
I'd argue that it's more like a Rebuke for 1C more. I know this should cost a lot, but what is the correct price point? Alternately, I could have this create one token for 2G or 3G, but I don't care for spells like Advent of the Wurm that feel like they should just be a creature card with flash. That's why I went with two tokens. But if there were some secondary effect, I could just do one token.
I know populate is in the set, but Roc Voyage feels pretty weaksauce. You have all the two-for-one blowout potential of trying to cast Auras in the first place and the resulting buff isn't even that impressive.
In Limited, I think it's worth the risk. A Phantom Monster plus evasion for your best creature is a nice package for 5 mana. Everything you said about blowouts is true, of course. I'd probably still play it if I ended up in white.
Is Leonin Host a reference to New Phyrexia? Will XI tie into the story of DOM/CTG at all, or is it a collection of random settings and timeframes?
It is a reference to New Phyrexia. Like most Core Sets, Eleventh Edition is not setting-specific. So, I plan to sprinkle a few references like this into the set. In this case, having creatures that generate Myr tokens is a conscious choice I'm making for the set's alignment with Call to Glory (the set) because I plan for Oni intimidate to be a metagame force, and I want some ways to chump out blockers against those kinds of decks.
Maybe in a jungle set or set with a little Ape subsubtheme, but not in a set with tribal Merfolk. It's terrible. It was terrible the first time around really. How about:
Pingify (Uncommon) U
Instant
Choose a color and a creature type. Destroy target creature. Its controller puts a 3/3 creature token of the chosen color and type onto the battlefield.
I'd argue that it's more like a Rebuke for 1C more. I know this should cost a lot, but what is the correct price point? Alternately, I could have this create one token for 2G or 3G, but I don't care for spells like Advent of the Wurm that feel like they should just be a creature card with flash. That's why I went with two tokens. But if there were some secondary effect, I could just do one token.
How would you feel about swapping the rarity of Rattlestrike with Gorilla Sanctuary, and giving it 1 deathtouch token + proliferate instead of 2 deathtouch tokens?
Also, Roc Egg costs 2W, but your "spoiler" has it at 3W. I'm assuming this a typo and is not actually a functional errata.
How would you feel about swapping the rarity of Rattlestrike with Gorilla Sanctuary, and giving it 1 deathtouch token + proliferate instead of 2 deathtouch tokens?
Also, Roc Egg costs 2W, but your "spoiler" has it at 3W. I'm assuming this a typo and is not actually a functional errata.
Upon consideration, those changes all sound perfect. I will go back and tweak them. Now here's some Timmy-bait:
Megaloplasm's power is equal to the total power of creatures not named Megaloplasm, and its toughness is equal to the total toughness of those creatures.
[*/*]
Dragon Cyclops6RR
Creature — Dragon Cyclops [MR]
Flying, first strike
Dragon Cyclops must be blocked by exactly one creature if able.
:1mana:: Until end of turn, Dragon Cyclops loses flying and gains trample. Activate this ability only any time you could cast a sorcery.
[8/6]
[EDIT]: Fixed some poor mechanics on Dragon Cyclops.
Dragon Cyclops' "lose flying" clause should probably come before the "hunting" clause. The "doesn't have flying" part weirds really weirdly until you've seen the second clause.
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Megaloplasm - I get what you're doing here, but you're going to run into snags with cards like Sakashima the Impostor.
Yeah... I'm at a loss. It kind of loses its flavor if it searches for anything except total power / total toughness. I want a way to do that without breaking the game. Any suggestions?
Anyway, here are a couple more cards I'm thinking about to complete a Daze vertical cycle. I'm 99% sure the second one is insta-banned in Legacy, but I still want to float the idea:
Rishadan Mists1UU
Instant [U]
You may return two Islands you control to their owner's hand rather than pay Rishadan Mists's mana cost.
Creatures your opponents control get -2/-0 until end of turn.
Depths of Knowledge1UUU
Instant [R]
You may return three Islands you control to their owner's hand rather than pay Depths of Knowledge's mana cost.
Search your library for three cards and put those cards into your hand. Then shuffle three cards from your hand into your library.
Or maybe I'm nuts and these are secretly balanced?
Depths of Knowledge, even without the free-cast clause, is still a triple unrestricted tutor that's also an instant. And it's in blue, the color which already is the most overpowered color in the game because it can do darn near anything. I hate it for all the same reasons I hate True-Name Nemesis.
I also kind of hate cards that just put your whole game plan on Easy Street, are auto-includes, require no deckbuilding skill whatsoever, are non-interactive, and can win games all by themselves. Which is TNN in a nutshell.
I was kind of hoping that the "requires a significant monoblue commitment," the "generates card disadvantage," and the, "the alt cost is a massive tempo hose" factors would keep it out of braindead Spike fodder territory...
But yeah, it's like... randomness? What's that? Its combo-assembly potential is pretty much unrivaled... which is what I was going for, but I was also going for decision-making points. Are you saying that there aren't any / enough?
I was kind of hoping that the "requires a significant monoblue commitment," the "generates card disadvantage," and the, "the alt cost is a massive tempo hose" factors would keep it out of braindead Spike fodder territory...
But yeah, it's like... randomness? What's that? Its combo-assembly potential is pretty much unrivaled... which is what I was going for, but I was also going for decision-making points. Are you saying that there aren't any / enough?
One at a time:
1) In any format that isn't Standard, I'm playing with the best mana-fixing in existence: fetches+duals/shocks. Getting 3 Islands in play by turn 4 will hardly be a problem.
2) Who cares, if I can win the game on the spot this turn?
3) Tap UUUX, alt-cast DoK, pitch the three Islands I just bounced, and I still have at least 3 mana plus all the other cards that were originally in my hand to do whatever I want. Which is probably 2).
4) It's not just that this card is a one-card combo assembly machine (although that is the biggest problem I have with the card). Even in a control deck with no combo finish, as long as you have some reasonable expectation of making it past turn 4, it's extremely flexible at turning dead cards into the 3x best thing you could possibly draw next turn, especially since you can cast it at the opponent's EOT in the mirror match -- if they tap out to counter it, you can run out whatever's in your hand without fear, if they don't, you can do something absurd like turning extra lands into Jaces. The fear is not that this card fails to reward decision-making but that it is so overwhelmingly powerful at giving you decision-making potential that players will be hard pressed to play anything else.
5) I'll also note that Gifts Ungiven, which is restricted in Vintage and banned in EDH for a damn good reason, is more interactive than DoK, despite the number of Gifts piles you can build that just say "Pay some amount of mana: Win the game." Also, you can't cast Gifts for free.
100% agree that DoK doesn't require significant monoU, is powerful without the alt cast, and wins ~90% on the spot when alt casted. I'd suggest going from 3 to 1 (vis a vis the effect, still requiring three islands returned) though I'm still not sure that wouldn't be too good.
Regarding Megaloplasm, I think the magic rules are capable of interpreting "Megaloplasm's power is equal to the total power of creatures without this ability, and its toughness is equal to the total toughness of those creatures," and would interpret that text exactly as desired, but I'd ask in the custom rules subforum to be sure.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
Regarding Megaloplasm, I think the magic rules are capable of interpreting "Megaloplasm's power is equal to the total power of creatures without this ability, and its toughness is equal to the total toughness of those creatures," and would interpret that text exactly as desired, but I'd ask in the custom rules subforum to be sure.
As far as I know, the phrase "this ability" has only ever been used to refer to one specific instance of an ability on one specific permanent. For example, if you use Quicksilver Elemental to gain Rootwalla's ability, then pump the Rootwalla, you can still pump the Elemental because you haven't activated "this ability" (of the Elemental) this turn yet.
The only way I can think of to solve the Sakashima problem is to make a the ability itself a self-referential keyword, like flying:
Hugeosity (This creature's power is equal to the total power of creatures without hugeosity, and its toughness is equal to the total toughness of creatures without hugeosity.)
The main power-level issue I still see is that alt-casting DoK puts cards into your hand -- cards which you can later discard to pay the "sifting" cost. So if you don't actually need 10 lands in play, it's practically strict card advantage for free. However, if you decrease the draw (or increase the discard), it makes hardcasting it look like a terrible option, which isn't what you want in a rare.
I'm going to go with "weaker than Gush, still very strong, but not an auto-include in every blue deck." And at least this card is actually blue.
COMMONS (64/101)
UNCOMMONS (33/60)
RARES (23/53)
MYTHICS (8/15)
BASIC LANDS (20/20)
TOKENS
Creature — Goblin [C]
When Kennel-Keeper enters the battlefield, put a 2/2 red Hound creature token onto the battlefield.
[1/1]
Sorcery [U]
Put a 2/2 red Hound creature token onto the battlefield, then populate. Creatures you control gain haste until end of turn. (To populate, put a token onto the battlefield that's a copy of a creature token you control. Those creatures can attack and this turn.)
Sorcery [U]
Destroy target artifact. Put a 4/4 blue Djinn creature token with flying onto the battlefield.
Some green token-generators:
Enchantment — Aura [C]
Enchant land
When Rhino Sanctuary enters the battlefield, put a 4/4 green Rhino creature token onto the battlefield.
Enchanted land has ":symtap:: You gain 1 life."
Instant [U]
Put a 1/1 green Snake creature token with deathtouch onto the battlefield, then populate. (To populate, put a token onto the battlefield that's a copy of a creature token you control.)
Creature — Wurm [R]
Trample
When Penumbra Wurm dies, put a 6/6 black Wurm creature token with trample onto the battlefield.
[6/6]
Some white token-generators:
Enchantment — Aura [C]
Enchant creature
When Roc Voyage enters the battlefield, put a 3/3 white Bird creature token with flying onto the battlefield.
Enchanted creature has flying as long as you control a Bird.
Creature — Bird [U]
Defender (This creature can't attack.)
When Roc Egg dies, put a 3/3 white Bird creature token with flying onto the battlefield.
[0/3]
Creature — Rabbit [R]
Indestructible
When Fabled Quarry enters the battlefield, each opponent puts a 2/2 red Hound creature token onto the battlefield.
[1/1]
While Call to Glory has an artifact creature subtheme, the number of noncreature artifacts in the DOM-XI-CtG metagame will be fairly low.
[EDIT]: Switched the rarity of Gorilla Sanctuary and Rattlestrike, upgraded Rattlestrike to populate instead of creating two Snake tokens.
One response.
Artifact Creature - Construct
Draft Conspiracy Draftifact face up.
Immediately after the draft, you may notice how freakin' screwed you are, as someone just used Lore Seeker to get a pack of Zendikar with a power nine inside.
2/3
Creature — Cat Cleric [C]
When Leonin Host dies, put a 1/1 colorless Myr artifact creature token onto the battlefield.
Sacrifice Leonin Host: You gain 1 life.
[2/2]
Enchantment — Aura [C]
Enchant creature
At the beginning of your upkeep, enchanted creature's controller sacrifices it and you put a 1/1 colorless Myr artifact creature token onto the battlefield.
Artifact Creature — Myr Contruct [R]
When Myr Battlesphere enters the battlefield, put four 1/1 colorless Myr artifact creature tokens onto the battlefield.
Whenever Myr Battlesphere attacks, you may tap X untapped Myr you control. If you do, Myr Battlesphere gets +X/+0 until end of turn and deals X damage to defending player.
[4/7]
Creature — Elf Shaman [C]
When Snake Handler enters the battlefield, put a 1/1 green Snake creature token with deathtouch onto the battlefield.
[0/2]
Pongify U
Instant [U]
Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token onto the battlefield.
Sorcery [U]
Exile target creature. That creature's controller puts a 2/2 red Hound creature token onto the battlefield.
Stuff.
[EDIT]: Nixed Pongify in favor of Mongrelize, since I'm getting rid of the Ape token in this meta. Made it a sorcery.
[EDIT]: Revised Leonin Host to have separate death and sacrifice abilities.
You guys are funny.
Populate seems like a good choice for a returning mechanic, especially with ribbons and saprolings and whatnot from DOM. I like the bleed into red as secondary (it is secondary, right?) and I think you could maybe do one or two in black or blue, similar to Viscera Seer or Lurking Crocodile. A blue token clone card with populate would be cool.
There are a lot of different tokens here already, which is something to be wary of. RTR had five different ones available at common and 2 more at uncommon. Right now you're at 5 at common (assuming the 3/3 ape shows up on at least one common) and 1 uncommon, so there isn't a whole lot of room for more.
Alright, moving to specific card comments.
I like all nine in the first post.
Implant, Pongify, and Battlesphere are good reprints.
I don't like the Host right now, but I can't quite put my finger on why. Could this be a death trigger?
I like snake handler as a card, but I feel like having a 2 cmc common that produces the deathtouchers could be problematic. Just curving it into settle makes it really hard to attack into you, and a few populates later you could have a really obnoxious board stall. Maybe bump to uncommon and let it cost G.
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I agree that exile is a better mechanic for this, but I don't think Pongify is broken by any means, and I think it deserves a reprint before it's cast off into oblivion.
I think it sucks because Ape is a whatever creature type.
I know populate is in the set, but Roc Voyage feels pretty weaksauce. You have all the two-for-one blowout potential of trying to cast Auras in the first place and the resulting buff isn't even that impressive.
Is Leonin Host a reference to New Phyrexia? Will XI tie into the story of DOM/CTG at all, or is it a collection of random settings and timeframes?
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I'd argue that it's more like a Rebuke for 1C more. I know this should cost a lot, but what is the correct price point? Alternately, I could have this create one token for 2G or 3G, but I don't care for spells like Advent of the Wurm that feel like they should just be a creature card with flash. That's why I went with two tokens. But if there were some secondary effect, I could just do one token.
In Limited, I think it's worth the risk. A Phantom Monster plus evasion for your best creature is a nice package for 5 mana. Everything you said about blowouts is true, of course. I'd probably still play it if I ended up in white.
It is a reference to New Phyrexia. Like most Core Sets, Eleventh Edition is not setting-specific. So, I plan to sprinkle a few references like this into the set. In this case, having creatures that generate Myr tokens is a conscious choice I'm making for the set's alignment with Call to Glory (the set) because I plan for Oni intimidate to be a metagame force, and I want some ways to chump out blockers against those kinds of decks.
Maybe in a jungle set or set with a little Ape subsubtheme, but not in a set with tribal Merfolk. It's terrible. It was terrible the first time around really. How about:
Pingify (Uncommon)
U
Instant
Choose a color and a creature type. Destroy target creature. Its controller puts a 3/3 creature token of the chosen color and type onto the battlefield.
How would you feel about swapping the rarity of Rattlestrike with Gorilla Sanctuary, and giving it 1 deathtouch token + proliferate instead of 2 deathtouch tokens?
Also, Roc Egg costs 2W, but your "spoiler" has it at 3W. I'm assuming this a typo and is not actually a functional errata.
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Upon consideration, those changes all sound perfect. I will go back and tweak them. Now here's some Timmy-bait:
Creature — Archon [R]
Flying
Creatures can't attack you.
[5/6]
Creature — Shapeshifter [R]
Hexproof, trample
Megaloplasm's power is equal to the total power of creatures not named Megaloplasm, and its toughness is equal to the total toughness of those creatures.
[*/*]
Creature — Dragon Cyclops [MR]
Flying, first strike
Dragon Cyclops must be blocked by exactly one creature if able.
:1mana:: Until end of turn, Dragon Cyclops loses flying and gains trample. Activate this ability only any time you could cast a sorcery.
[8/6]
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Yeah... I'm at a loss. It kind of loses its flavor if it searches for anything except total power / total toughness. I want a way to do that without breaking the game. Any suggestions?
Anyway, here are a couple more cards I'm thinking about to complete a Daze vertical cycle. I'm 99% sure the second one is insta-banned in Legacy, but I still want to float the idea:
Instant [U]
You may return two Islands you control to their owner's hand rather than pay Rishadan Mists's mana cost.
Creatures your opponents control get -2/-0 until end of turn.
Instant [R]
You may return three Islands you control to their owner's hand rather than pay Depths of Knowledge's mana cost.
Search your library for three cards and put those cards into your hand. Then shuffle three cards from your hand into your library.
Depths of Knowledge, even without the free-cast clause, is still a triple unrestricted tutor that's also an instant. And it's in blue, the color which already is the most overpowered color in the game because it can do darn near anything. I hate it for all the same reasons I hate True-Name Nemesis.
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Oh man, playing on my sympathies, I see!
I also kind of hate cards that just put your whole game plan on Easy Street, are auto-includes, require no deckbuilding skill whatsoever, are non-interactive, and can win games all by themselves. Which is TNN in a nutshell.
I was kind of hoping that the "requires a significant monoblue commitment," the "generates card disadvantage," and the, "the alt cost is a massive tempo hose" factors would keep it out of braindead Spike fodder territory...
But yeah, it's like... randomness? What's that? Its combo-assembly potential is pretty much unrivaled... which is what I was going for, but I was also going for decision-making points. Are you saying that there aren't any / enough?
One at a time:
1) In any format that isn't Standard, I'm playing with the best mana-fixing in existence: fetches+duals/shocks. Getting 3 Islands in play by turn 4 will hardly be a problem.
2) Who cares, if I can win the game on the spot this turn?
3) Tap UUUX, alt-cast DoK, pitch the three Islands I just bounced, and I still have at least 3 mana plus all the other cards that were originally in my hand to do whatever I want. Which is probably 2).
4) It's not just that this card is a one-card combo assembly machine (although that is the biggest problem I have with the card). Even in a control deck with no combo finish, as long as you have some reasonable expectation of making it past turn 4, it's extremely flexible at turning dead cards into the 3x best thing you could possibly draw next turn, especially since you can cast it at the opponent's EOT in the mirror match -- if they tap out to counter it, you can run out whatever's in your hand without fear, if they don't, you can do something absurd like turning extra lands into Jaces. The fear is not that this card fails to reward decision-making but that it is so overwhelmingly powerful at giving you decision-making potential that players will be hard pressed to play anything else.
5) I'll also note that Gifts Ungiven, which is restricted in Vintage and banned in EDH for a damn good reason, is more interactive than DoK, despite the number of Gifts piles you can build that just say "Pay some amount of mana: Win the game." Also, you can't cast Gifts for free.
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Regarding Megaloplasm, I think the magic rules are capable of interpreting "Megaloplasm's power is equal to the total power of creatures without this ability, and its toughness is equal to the total toughness of those creatures," and would interpret that text exactly as desired, but I'd ask in the custom rules subforum to be sure.
Interested in Custom Card Creation.
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A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
As far as I know, the phrase "this ability" has only ever been used to refer to one specific instance of an ability on one specific permanent. For example, if you use Quicksilver Elemental to gain Rootwalla's ability, then pump the Rootwalla, you can still pump the Elemental because you haven't activated "this ability" (of the Elemental) this turn yet.
The only way I can think of to solve the Sakashima problem is to make a the ability itself a self-referential keyword, like flying:
Hugeosity (This creature's power is equal to the total power of creatures without hugeosity, and its toughness is equal to the total toughness of creatures without hugeosity.)
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So, I understand that there are three big problems here:
Instant [R]
You may return three Islands you control to their owner's hand rather than pay Depths of Knowledge's mana cost.
Draw three cards, then discard three cards.
I'm going to go with "weaker than Gush, still very strong, but not an auto-include in every blue deck." And at least this card is actually blue.
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