Members
Eledin--Clan Founder, Head of R&D and Overall Super-Colossal Last Word on Clan-stuff.
zoombinimatt
Hellbent4hollywood
Lord Moo--Head of Flavor for JUPITER
Katt
Haggis
zu Faul
cabalwannabe
Alacar Leoricar--Joint Head of Design for JUPITER, Leader
Arguas2617--Clan Representative, Joint Head of Design for JUPITER, Leader
I <3 Ballistic Fury
Doubtless One
Shadowfox--:symg: Leader, Land Leader
Alabran
Kraj--Head of Development for JUPITER, Leader
spreadingdark--:symb: Leader
iamnotjohn
Joyd--Artifact Leader
Honored Friends
Spanglegluppet
KarmicNoose
Friends
Goatchunx
diggimon123
d24478667
Patron of the Nerds
DevouringZombie
Crimson Avatar
Phyrexian
Elemental
Athani
RickCorgan
Chimpanzee
Night Terror
faust
Good&Evil
Yukora
Omna15
Photon Eater
Shinobi
Yukora
Magic Mage
APPLICATION POLICY: Anyone who wants to join R&D does not have to PM Eledin. All you have to do is post in the current clan thread that you want to join, and post two or more cards that you have designed. If you do, you will be automatically accepted unless there are reasons concerning you that do not have something to do with card creation.
I repeat, R&D has an open door policy. If there are too many members, Eledin will call for a check in and anyone who doesn't respond within a certain amount of time will be moved down to a friend. If there are too many active members, there will be no more applications, but that will only happen if and when Eledin says so. So until Eledin explicitly posts that no more applications are being considered, anyone is welcome to join.
JUPITER Block--JUPITER, SATURN, & URANUS (That's not funny)
Flavor: So far, all we have are notes on this block being an Aztec, Old-World type set, with focus on the mystical aspect and religions of those peoples.. think Kamigawa for Quetzalcoatl Mechanics: So far we have an emphasis on Enchantments and Auras. Urza block was supposed to be the enchantment block, but it was far too broken for its own good. This is a chance to see a set that'll do Auras and Enchantments right.
The 3 keywords for the set: Sanguine: (B/) Blood magic. This is Red and Black specific.
'Sanguine <X> (As you play this card, you may pay up to X life. If you do, put that many blood counters on it when it comes into play.)' Impulse: (WURG) This mechanic takes advantage of the number of a type of permanent you control when you play it. This is for instants and sorceries only. Note: When making a card with Impulse, put the Impulse keyword first, then the card effect.
'Impulse <Card Type> (When you play this spell, copy it for each <Card Type> you control.)' Will: (WUBG) A take on Yawgmoth's Will, for permanents.
'Will <cost> (You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)'
Non-keyworded mechanics will focus on enchantments.
Cards suggested from the last clan thread will have to be reposted in this one. I'm way too tired to scour the thread for all pertinent card ideas. I hope this gets creative juices flowing!
Common (110)
(17)
5 Enchantments/Auras
5 Creatures
4 Instants/Sorceries
3 Open Slots
(17)
5 Enchantments/Auras
4 Creatures
5 Instants/Sorceries
3 Open Slots
(17)
4 Enchantments/Auras
6 Creatures
4 Instants/Sorceries
3 Open Slots
(17)
5 Enchantments/Auras
4 Creatures
5 Instants/Sorceries
3 Open Slots
(17)
5 Enchantments/Auras
5 Creatures
4 Instants/Sorceries
3 Open Slots
Multicolor (19)
6 Enchantments/Auras
5 Creatures
5 Instants/Sorceries
3 Open Slots
Artifact (1)
1 Open Slot
Land (5)
5 Open Slots
Uncommon/Rare (88)
(13)
5 Enchantments/Auras
4 Creatures
3 Instants/Sorceries
1 Open Slot
(13)
4 Enchantments/Auras
4 Creatures
4 Instants/Sorceries
1 Open Slot
(13)
4 Enchantments/Auras
5 Creatures
3 Instants/Sorceries
1 Open Slot
(13)
4 Enchantments/Auras
4 Creatures
4 Instants/Sorceries
1 Open Slot
(13)
3 Enchantments/Auras
6 Creatures
3 Instants/Sorceries
1 Open Slot Multicolor (14)
5 Enchantments/Auras
5 Creatures
2 Instants/Sorceries
2 Open Slots Artifact (3)
1 Equipment
1 Artifact Creature
1 Open Slot
Lands (6)
6 Open Slots
The set's full, expanded templates:
1. Crown of Light WW
Enchantment -- Aura
Enchant Creature
:symw:: Tap enchanted creature.
:symw:: Return Crown of Light to it's owner's hand.
2. Ancient Will 1W
Enchantment -- Aura
Enchant Creature
Enchanted creature gets +1/+2.
Will 1W(You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)
3. Small Talk1W
Enchantment -- Aura
Enchant Creature
Enchanted creature has vigilance and ":symtap:: Tap target creature." Biggest isn't always best.
4. <Enchantment/Aura>
5. <Enchantment/Aura>
6. White Fanatic 2W
Creature -- Cleric Berserker
Sacrifice White Fanatic: Target attacking or blocking creature gets +2/+2 until end of turn.
2/2
7. Blessed Martyr W
Creature -- Human (Peasant?) 1, Sacrifice Blessed Martyr: You gain 2 life.
1/1
8. Spearthrower
Creature -- Human Soldier
Sacrifice Spearthrower: Spearthrower deals 1 damage to target attacking or blocking creature.
1/1
9. Halo Tracer :3mana::symw:
Creature -- Spirit (changed from Angel)
Flying
Aura spells you play cost less to play.
1/1
10. Blitzdiver Falcon1W
Creature -- Bird
Flying, first strike
1/1
11. Sense Ethereal3W
Instant
Target creature gets +1/+2 until end of turn.
Impulse for enchantments (When you play this spell, copy it for each enchantment you control. You may choose new targets for the copies.)
12. Faithful Gathering2W
Sorcery
You gain 2 life.
Impulse for creatures (When you play this spell, copy it for each creature you control.)
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Open Slot>
16. <Open Slot>
17. <Open Slot>
1. Gain Blessing2WW
Enchantment 2W, Sacrifice a creature: Prevent all combat damage that would be dealt this turn.
Will 2W(You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)
2. Offering AcceptanceWW
Enchantment
Whenever a player sacrifices a creature, remove that creature from the game instead of putting it in owner's graveyard.
3. White Aura-Creature1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3.
At the end of the turn White Aura-Creature came into play, White Aura-Creature becomes a 1/3 creature and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
4. Prudence1WW
Enchantment
Creatures you control have vigilance.
Whenever a creature with more than one instance of vigilance becomes blocked, its controller may remove it from combat.
5. Mastery of Starlight2WW
Enchantment
Whenever an aura you control would be put into a graveyard from play, you may return that aura to your hand instead. It's easy to be on the winning side when the stars are always aligned.
6. Past Worldcaller3WW
Creature -- Bird Spirit
Flying
Sacrifice an enchantment: Put a 1/1 white Bird creature token with flying into play.
3/4
7. <Creature>
8. <Creature>
9. <Creature>
10. Staunch Defiance3WW
Instant
Target player sacrifices an attacking creature.
Impulse for creatures (When you play this spell, copy it for each creature you control.)
11. Congealed Blood1WW
Sorcery (U)
Remove all blood counters from all permanents target player controls. Gain 1 life for each counter removed in this way.
12. <Instant/Sorcery>
13. <Open Slot>
1. Evangelist's Prayer 3WW
Enchantment
Remove an enchantment card in your hand from the game: Evangelist's Prayer becomes of copy of that enchantment until end of turn.
2. Godly Fortitude 2WW
Enchantment
As long as each opponent controls more creatures than you do, creatures you control get +2/+2.
Will 1W
3. White Aura-Creature22WW
Enchantment - Aura
Enchant creature
Enchanted creature has double strike.
At the end of the turn White Aura-Creature2 came into play, White Aura-Creature2 becomes a 2/2 creature with double strike and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
4. Metaphysicality :4mana::symw::symw:
Enchantment
Creatures have power and toughness equal to the number of enchantments in play.
5. Prism Shield2WW
Enchantment
At the beginning of each player's upkeep, prevent the next 1 damage that would be dealt to each creature you control.
When Prism Shield is put into play from your graveyard, you may remove Prism Shield from the game. If you do, each creature you control gains protection from the color of your choice until end of turn.
Will WWW(You may play this card from your graveyard for its will cost.)
6. Cantivore1WW
Creature -- Lhurgoyf
Vigilance
Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
*/*
7. Shifting Auramancer 1WW
Creature -- Wizard 2W,T: Remove target enchantment from the game. Return it to play at end of turn. (Auras without a permanent to attach to are put into its owner's graveyard.) 1/1
8. Auratog1W
Creature -- Atog
Sacrifice an enchantment: Auratog gets +2/+2 until end of turn.
1/2
9. Guardian Savant2WW
Creature -- Human Priest
If a source would deal damage to you, prevent 1 of that damage.
2/2
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
1. Crown of Stars :symu::symu:
Enchantment -- Aura
Enchant Creature
:symu:: Untap enchanted creature.
:symu:: Return Crown of Stars to its owner's hand.
2. <Enchantment/Aura>
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. <Enchantment/Aura>
6. Blue Fanatic 2U
Creature -- Wizard Berserker
Sacrifice Blue Fanatic: Counter target spell unless its controller pays 2.
2/2
7. <Creature>
8. <Creature>
9. <Creature>
10. Aggrivated Studies 3U
Sorcery
Impulse for enchantments (When you play this spell, copy it for each enchantment you control.)
Draw a card. Devin didn't like being rushed to his studies, so he rushed his studies to him.
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Open Slot>
16. <Open Slot>
17. <Open Slot>
1. Blue Aura-Creature
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
At the end of the turn Blue Aura-Creature came into play, Blue Aura-Creature becomes a 1/1 creature with flying and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
2. Photographic Memory3UU
Enchantment 1U: Shuffle target card in your graveyard into your library. 1U, Sacrifice Photographic Memory: Shuffle your graveyard into your library. Draw a card.
3. Aura Medallion1UU
Enchantment - Aura
Enchant permanent
Spells you play that share a color with enchanted permanent cost 1 less.
:1mana:: Enchanted permanent becomes the colour of your choice until end of turn.
4. Nescience1UU
Enchantment
Creatures you control have flying.
Creatures with more than one instance of flying are unblockable.
5. Transmuting Shyft 1U
Creature -- (Weird? Shyft?)
Sacrifice Transmuting Shyft: Attach target Aura to another permanent it can enchant.
1/1
6. <Creature>
7. <Creature>
8. <Creature>
9. Knowledge Bounce :3mana::symu::symu:
Sorcery
Impulse for cards in your hand (When you play this spell, copy it for each card in your hand.)
Return target creature to its owner's hand.
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
1. Stream of Insight
Enchantment
When Stream of Insight comes into play, draw a card. If it came into play from your graveyard, draw an additional card and creatures you control gain flying until end of turn.
Will 2U
2. Blue Aura-Creature2 2UU
Enchantment - Aura
Enchant creature
Enchanted creature is unblockable.
At the end of the turn Blue Aura-Creature2 came into play, Blue Aura-Creature2 becomes a 2/2 unblockable creature and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end turn.)
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. <Creature>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Instant/Sorcery>
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
1. Shades of Fear1BB
Enchantment -- Aura
Enchant Creature
Enchanted creature gets +1/+1 and has fear.
Will BB(You may play this card from your graveyard for its Will cost. Shuffle it into your library at end of turn.)
2. Crown of Thorns :symb::symb:
Enchantment -- Aura
Enchant Creature
:symb:: Enchanted creature gets -1/-1. If it would be put into a graveyard this turn, return Crown of Thorns to your hand.
:symb:: Return Crown of Thorns to your hand.
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. Needle Zombie1BB
Creature - Thrull
Sangune 5 (As you play this card, you may pay up to 5 life. If you do, put that many blood counters on it when it comes into play.)
:symb:, :symtap:: Remove a blood counter from Needle Zombie: Target creature gets -1/-1 until end of turn. "This will only hurt a little. Well, never mind. It actually will hurt a lot."
2/1
6. Toxic Steamkite2B
Creature - Horror
Sanguine 2 (As you play this card, you may pay up to 2 life. If you do, put that many blood counters on it when it comes into play.)
Flying
Toxic Steamkite can't block.
When Toxic Steamkite is put into a graveyard from play, target player loses life equal to twice the number of blood counters on Toxic Steamkite.
1/1
7. Black Fanatic 2B
Creature -- Minion Berserker
Sacrifice Black Fanatic: Target creature gets -1/-1 until end of turn. Another target creature gets +1/+1 until end of turn.
2/2
8. <Creature>
9. <Creature>
10. <Creature>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Open Slot>
16. <Open Slot>
17. <Open Slot>
1. Necromancer's Ritual5B
Enchantment
Remove a creature card in your graveyard from the game: Necromancer's Ritual becomes a copy of that creature and gains haste until end of turn. It's still an enchantment.
2. Sanguine Lich
Enchantment
You may discard cards from your hand instead of paying life for cards you control with sanguine. (For example, you may pay one life or discard a card from your hand to pay Sanguine 1.)
3. Black Aura-Creature 1BB
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has ":symb:: Regenerate this creature."
At the end of the turn Black Aura-Creature came into play, Black Aura-Creature becomes a 1/1 creature with ":symb:: Regenerate Black Aura-Creature." and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
4. Virulence1BB (NEEDS TWEAKING)
Enchantment
Creatures you control have fear.
Whenever a creature blocks a creature with more than one instance of fear, destroy that creature.
5. <Creature>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Creature>
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
1. Mindleech AEther2BBB
Enchantment
When Mindleech AEther comes into play, each opponent loses 1 life and you gain 1 life.
At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life.
Will Corrupted AEther bubbles plague the righteous, but revitalize the sadistic.
2. Black Aura-Creature2 :1mana::symb::symb:
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and has fear.
At the end of the turn Black Aura-Creature2 came into play, Black Aura-Creature becomes a 2/1 creature with fear and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
3. Grim Audit2BB
Enchantment
During your upkeep, you may sacrifice a creature. If you do, you may search your library for a card, shuffle your library, and place that card on top of it. If you don't, discard your hand.
4. <Enchantment/Aura>
5. Soulsnare Vampire4BB
Creature - Vampire
Sanguine 2
Flying
Whenever a creature dealt damage by Soulsnare Vampire this turn is put into a graveyard, put a +1/+1 counter on Soulsnare Vampire for each blood counter on it.
4/4
6. Ceremonial DisembowelerBBB
Creature -- Cleric
Sanguine 2
:1mana::symb:,, Pay 1 life: Destroy target creature with converted mana cost less than or equal to the number of blood counters on Ceremonial Disembowler. Put a blood counter on Ceremonial Disembowler.
2/2
7. Bloodbath Incarnate 2BB
Creature - Elemental
Sanguine 6
Bloodbath Incarnate's power and toughness are equal to the number of blood counters on it. BB, Remove a blood counter from Bloodbath Incarnate: Target creature gets -1/-1 until end of turn.
*/*
8. <Creature>
9. <Creature>
10. Omnipotent Tutor3BB
Sorcery
Search your library for a card and put it into your hand. Then shuffle your library.
Whenever you shuffle your library, if Omnipotent Tutor is in your graveyard, you may shuffle it into your library. What you want, when you want it, as many times as you like.
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
1. Crown of Flames
Enchantment -- Aura
Enchant Creature
:symr:: Enchanted creature gets +1/+0 until end of turn.
:symr:: Return Crown of Flames to its owner's hand.
2. Progress Fissure :1mana::symr:
Enchantment - Aura
Enchant Land
When enchanted land becomes tapped, Progress Fissure deals 1 damage to that land's controller. If enchanted land is nonbasic, Progress Fissure deals 3 damage to that land's controller instead.
3. Buring Desire
Enchantment
Sanguine 2 (As you play this spell, you may pay up to 2 life. If you do, it comes into play with that many blood counters on it.)
Remove a blood counter from Burning Desire: Choose one - target creature gains haste; or target creature gets +1/+0 until end of turn.
4. blood mana :2mana::symr:
Enchantment
Whenever a creature with a blood counter on it is put into your graveyard, put a blood counter on <this>.
Remove a blood counter from <this>: Add to your mana pool.
5. <Enchantment/Aura>
6. Hemogoblin
Creautre - Goblin
Sanguine 1
Remove a blood counter from Haemogoblin: Haemogoblin gets +1/+0 until the end of turn.
1/1
7. Red Fanatic2R
Creature -- Shaman Berserker
Sacrifice Red Fanatic: Red Fanatic deals 2 damage to target player.
2/2
8. <Creature>
9. <Creature>
10. Rain of Retribution 3R
Instant
Impulse for creatures (When you play this spell, copy it for each creature you control. You may choose new targets for the copies.)
Rain of Retribution deals 1 damage to target creature.
11. Radiant Heat :2mana::symr:
Instant
Impulse for red creatures (As you play this spell, copy it for each red creature you control.)
Add to your mana pool.
12. Ignite Bloodlust :2mana::symr:
Sorcery
Ignite Bloodlust deals 1 damage to each creature.
Ignite Bloodlust deals 1 damage to each creature without a blood counter on it.
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Open Slot>
16. <Open Slot>
17. <Open Slot>
1. Messenger of Fervor 1R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and has haste.
At the end of the turn Messenger of Fervor came into play, Messenger of Fervor becomes a 2/1 creature and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
2. Wacky Attacking :3mana::symr::symr:
Enchantment
Creatures attack or block each turn if able.
If a creature is assigned as a blocker flip a coin. If the coin comes up heads that creature's controller assigns it to block a different attacking creature instead. (Blocking must be legal.) The same creature may not be assigned to block a creature more than once each turn.
3. Violence 1RR
Enchantment
Creatures you control have First Strike.
Creatures with more than one instance of First Strike have Double Strike.
4. <Enchantment/Aura>
5. Fanatic Priest :3mana::symr::symr:
Creature -- Cleric
Sanguine 3 (As you play this card, you may pay up to 3 life. If you do, put that many blood counters on it when it comes into play.)
Fanatic Priest has power and toughness equal to the number of blood counters on it.
Sacrifice Fanatic Priest: Fanatic Priest deals X damage to target creature or player where X is the number of blood counters on Fanatic Priest.
*/*
6. Insanity Elemental :2mana::symr::symr:
Creature -- Elemental
Whenever you play an instant or sorcery spell target opponent flips a coin. If it comes up heads, Insanity Elemental deals damage equal to its power to that player. If it comes up tails, Insanity Elemental deals damage equal to its power to you.
2/3
7. speedy gonzalez1RR
Creature -- Rar
Sanguine 1 (As you play this card, you may pay up to 1 life. If you do, put that many blood counters on it when it comes into play.) Creatures with blood counters on them have haste.
2/1
8. Blood Brothers <fontStylE=">"ColoR:BlaCk">"></ont><fontStylE=">"ColoR:BlaCk">">RR</ont>
Creature -- Warrior
Sanguine 2 (As you play this card, you may pay up to 2 life. If you do, put that many blood counters on it when it comes into play.)
Blood Brothers gets +1/+1 for each blood counter on creatures you control named Blood Brothers.
2/2
9. Bursts of Lightning :1mana::symr::symr:
Instant
Impulse for creatures (When you play this spell, copy it for each creature you control You may choose new targets for the copies.)
Bursts of Lightning deals 2 damage to target creature and 2 damage to you.
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
1. Messenger of Ire :1mana::symr::symr:
Enchantment - Aura
Enchant creature
Enchanted creature has ": This creature deals 1 damage to target creature or player."
At the end of the turn Messenger of Ire came into play, Messenger of Ire becomes a 1/2 creature with ": Red Aura-Creature2 deals 1 damage to target creature or player." and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at the end of turn.)
2. Lavamancer's Initiation :2mana::symr::symr:
Enchantment
Sacrifice a red creature and remove a red sorcery card in your hand with the same converted mana cost as the sacrificed creature from the game: Put a copy of the removed spell on the stack. Play this ability only as a sorcery.
3. Misfortune :1mana::symr:
Enchantment
If an opponent would flip a coin, instead that opponent flips two coins and you choose one and ignore it.
4. <Enchantment/Aura>
5. Taunting Marauder2RR
Creature -- Berserker
Sanguine 3 (As you play this card, you may pay up to 3 life. If you do, put that many blood counters on it when it comes into play.)
Remove a blood counter from Taunting Marauder: Choose one -- Target creature blocks this turn if able; or target creature attacks this turn if able and Taunting Marauder blocks it if able.
3/3
6. <Creature>
7. <Creature>
8. <Creature>
9. <Instant/Sorcery>
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
1. Crown of Vines 1GG
Enchantment -- Aura
Enchant Creature
:symg:: Regenerate enchanted creature.
:symg:: Return Crown of Vines to its owner's hand.
2. <Enchantment/Aura>
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. <Enchantment/Aura>
6. Green Fanatic 2G
Creature -- Druid Berserker
Sacrifice Green Fanatic: Destroy target artifact.
2/2
7. <Creature>
8. <Creature>
9. <Creature>
10. <Creature>
11. Social Butterflies 3G
Sorcery
Impulse for creatures (When you play this spell, copy it for each creature you control.)
Put a 1/1 green [unchosen type] creature token into play.
12. <Instant/Sorcery>
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Open Slot>
16. <Open Slot>
17. <Open Slot>
1. Green Aura-Creature1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
At the end of the turn Green Aura-Creature came into play, Green Aura-Creature becomes a 2/2 creature and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
2. Persistence1GG
Enchantment
Creatures you control have Trample.
Controllers of creatures with more than one instance of Trample may have it deal its combat damage to defending player as though it weren't blocked.
3. <Enchantment/Aura>
4. Aura Channeler2GG
Creature - Druid
Whenever an Enchantment comes into play under your control, add G to your mana pool.
2/2
5. <Creature>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Creature>
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
1. Druid's Journey1G
Enchantment
Remove a land card in your hand from the game: Druid's Journey becomes a copy of that card and gains this ability. (This effect doesn't end at end of turn.)
2. Green Aura-Creature22GG
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 and has trample.
At the end of the turn Green Aura-Creature2 came into play, Green Aura-Creature2 becomes a 3/3 creature with trample and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
3. Wurm Hauberk 2G
Enchantment - Aura
Enchanted creature gets +1/+1 and has trample.
When Wurm Hauberk is put into a graveyard from play, put two 3/3 green Wurm tokens with trample into play.
Will 4GGG
4. <Creature>
5. <Creature>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Creature>
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
1. <Enchantment/Aura>
2. Ache and AcreBG
Enchantment
Sanguine 2 (As you play this card, you may pay up to 2 life. If you do, put that many blood counters on it when it comes into play.)
Whenever you play a land, you may remove a blood counter from Ache and Acre. If you do, search your library for a basic land, reveal it, and put it into your hand.
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. <Enchantment/Aura>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Creature>
10. <Creature>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
14. <Open Slot>
1. Vile Draught -
Artifact
Whenever a creature is put into a graveyard from play, put a blood counter on ~this~
T, remove a blood counter from this: Gain 2 life.
2. Vivastron Idol -
Artifact
At the beginning of your upkeep, you gain 1 life.
As long as you have greater than 20 life, Vivastron Idol is a creature with power and toughness both equal to your life total minus 20. In the years prior when the empire was in good health, they were sentries. Now they are but cold opal.
3. <Equipment>
1. Hematic Altar - [Cost will be a function of how powerful the ability to add on blood counters turns out to be]
Artifact
:1mana:, :symtap:, Sacrifice a creature: Put up to X blood counters on target permanent, where X is the sacrificed creature's toughness.
2. <Artifact Creature>
3. <Equipment>
1. Mirrormist Falls
Land
At end of turn, if you control no enchantments, sacrifice Mirrormist Falls.
:symtap:: Add one mana of any color to your mana pool.
2. <Open Slot>
3. <Open Slot>
4. <Open Slot>
5. <Open Slot>
6. <Open Slot>
As cards are analyzed and approved, I will fill in the full templates with the card text.
Yay! Special new thread! The Station for Card Creation...I like
The mechanics sound really cool, especially sanguine. Maybe in some cases, instead of having 'sanguine X', we could just have 'sanguine', meaning you may pay any amount of life.
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Yay! Special new thread! The Station for Card Creation...I like
The mechanics sound really cool, especially sanguine. Maybe in some cases, instead of having 'sanguine X', we could just have 'sanguine', meaning you may pay any amount of life.
Do you remember Hatred? Even at 5 mana the card had to be banned. Unless you do have Sanguine X, the card risks being absolutely broken.
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
It seems more black flavourwise, but could fit in red - with the whole 'blood sacrifice' idea of red and the plain 'sacrifice' idea of black.
Quote from Shadowfox »
@Everyone: Would anyone like me to sort the cards so far (ideas, not certainties) and psot them? Only there will be a few edits to the last, because some mechanics have been dropped for Jupiter.
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Thanks for inviting me to join...I don't think I made this really clear, and Arguas (my good buddy) only hinted at it...
I was wondering if I could work as the leader for this set. I've already got a crazy number of good ideas...don't know if you want them here or elsewhere (but for lack of a better place to post them I'll put them here.)
Soulsnare Vampire
Creature - Vampire
Sanguine 2
Flying
Whenever a creature dealt damage by Soulsnare Vampire this turn is put into a graveyard, put a +1/+1 counter on Soulsnare Vampire for each blood counter on it.
4/4
Needle Zombie
Creature - Thrull
Sangune 5
:symb:, : Remove a blood counter from Needle Zombie: Target creature gets -1/-1 until end of turn.
2/1 "This will only hurt a little. Well, never mind. It actually will hurt a lot."
Mindleech AEther
Enchantment
When Mindleech AEther comes into play, each opponent loses 1 life and you gain 1 life.
At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life.
Will Corrupted AEther bubbles plague the righteous, but revitalize the sadistic.
So...yeah. Consider me officially asking.
Thanks!
-Dark
EDIT - Vampires have flying, don't they...heh...whoops.
Haha yeah it does have flying it's just...secret flying.
P.S. ---> The other question I had was kinda left unanswered...where am I supposed to be putting all these wonderful ideas I have? (P.P.S. Here are some more:)
Omnipotent Tutor
Sorcery
Search your library for a card and put it into your hand. Shuffle your library afterward.
Whenever you shuffle your library, if Omnipotent Tutor is in your graveyard, you may shuffle it into your library as well. What you want, when you want it, as many times as you like.
Masochistic Imp
Creature - Imp
Sanguine 5
Flying
Masochistic Imp's power is equal to the number of blood counters on it.
*/1
Flame-Engulfed Zombie
Creature - Zombie Giant
When Flame-Engulfed Zombie comes into play, target creature gets +1/+1, haste, and fear until end of turn.
Will
3/4
More later.
-Dark
EDIT: Changed the tutor's shuffle effect to a "may" effect, so if you're stupid and forget at least its not a forced ability you're forgetting.
@Alacar: Is Impulse not a part-red mechanic then? Only it struck me as very red. Red being passionate, chaotic, short-sighted (does things there and then - Impulse!). Also, Will struck me as being more balck than red. Yawgmoth's Will and all...maybe a swap? Comments?
Quote from Spreadingdark »
Flame-Engulfed Zombie
Creature - Zombie Giant
When Flame-Engulfed Zombie comes into play, target creature gets +1/+1, haste, and fear until end of turn.
Will
3/4
Woah, woah woah..... I made it clear that Impulse is definitely Red and Will was definitely black, both in combination with the 3 remaining colors WGU. And yes, Sanguine can be mono-red. It does indeed fall most in Black's territory, but Red can be random and furious enough to pay life to do things. I feel Red is the only other color in a mono sense that can have Sanguine.
Impulse, without a doubt, is a copying color.
Will, without a doubt, is in flavor with Black. I explained both of these on the main idea thread. However, Red DOESN'T get Will, and Black DOESN'T get Impulse.
Sorry, I just feel like the initial plans are being slightly violated
Saw the thread. Interesting stuff for Jupiter block. I got a couple pretty good ideas to add onto this stuff if you'll take suggestions:
Sanguine Lich :symb::symb:
Enchantment
If you would play a Sanguine ability, you may discard any amount of cards in addition to any life you lose.
Basically makes Sanguine a little better if you're at low life. Also:
:2mana::symg:
Sorcery
Put a 1/1 colorless (insert creature type here) creature token into play
Impulse Lands
Toxic Steamkite :2mana::symb:
Creature - Horror
Sanguine 4, Flying
Toxic Steamkite can't block.
Toxic Steamkite can't be blocked except by creatures with flying.
When Toxic Steamkite is put into a graveyard from play, target player loses life equal to the number of blood counters on Toxic Steamkite.
1/1
That one is my planned limited bomb. Too many abilities tho?
The second clause seems redundant, although I see you're trying to negate Giant Spider. The card is indeed a little lengthy, and I'd say just get rid of that second clause and you're good.
The green card is a perfect example of what Green should be able to do with Impulse. However, it is too inexpensive... Scatter the Seeds essentially would do the same thing as this card normally would do for 3GG, of course Convoking. I would suggest increasing the casting cost of the card, for 4 1/1's for 3G, or maybe 2GG is fair... (Probably the latter).
I don't think your Lich is doing what you want it to do. It probably should read:
Sanguine LichBB
Enchantment
Whenever a permanent with Sanguine comes into play, you may discard any number of cards. If you do, put X Blood counters on that permanent, where X is equal to the number of cards discarded with this ability.
Also, I'm a little too late. I meant to also say in my last post that WILL IS THE ENCHANTMENT SPECIFIC ABILITY. Alacar, please change your wording in its description to fit accordingly. This was an enchantment related set, and the point of adding in Will was so that Enchantments would indeed have their own keyword ability for once.
Also, I would just like to point out that, if anyone remembers my Merge idea, that Graft is indeed very similar, but Merge does it for enchantments. Go me
On a final note, throw Auratog in there for the suggestions on the white side to be reviewed.
Also, be aware that, for a while, instead of coming up with a bunch of new White cards for this set, my priority is finishing up Sanctuaries. Basically, I need to type up all the comments for each of the non-blue colors, show what we have for Blue so far, and get the remaining cards needed for every color together. I keep trying to find time for this, but schoolwork and other things have been taking up a lot of that time. I'm hoping that I can get my work done today so I can finish all that up and then come up with cards for this set, but in the meantime I can post how I feel about various cards that are posted. Also, Shadowfox, I suggest that we systematically go through the cards that have been suggested so far. For example, I don't like any of the cards for White so far except for the Evangelistic Prayers. I'm not a fan of the current Crown, I'd like to not make it strictly worse than the other crowns before it is added. Don't get me wrong, I want to complete the cycle, I just don't think the current crown is best for it.
That Impulse lands card is Beacon of Creation, except better. It needs to be seriously toned down.
I don't like the way Impulse looks (aesthetically) so I'll work on a template that looks nicer.
Here are some card ideas:
Blood Cauldron :3mana::symb::symb:
Enchantment
Sanguine X
Remove a blood counter from a permanent you control: Put a blood counter on ~.
When ~ has 30 (?) or more blood counters on it, you win the game.
Blazing Blood :2mana::symr::symr:
Enchantment
Remove a blood counter from a permanent you control: ~ deals 1 damage to target creature or player.
Stream of Insight
Enchantment
When ~ comes into play, draw a card.
When ~ comes into play, if you played it for its will cost, draw two cards instead and creatures you control gain flying until end of turn.
Will :2mana::symu:
'Sanguine <X> (You may pay up to X life when you play this card. If you do, it comes into play with that many blood counters on it.)'
This makes it more consistent with a kicker-like ability and tightens it up a bit.
Impulse:
<Card Type> Impulse (When you play this spell, copy it for each <Card Type> in play.)
I think this sounds a bit better as "Enchantment Impulse" or "Creature Impulse" than the other way around. Normally, the keyword is first, but it's not unprecedented. The Offering mechanic was templated this way.
Will:
'Will <cost> (You may play this card from your graveyard for its Will cost. At the end of turn, shuffle it into your library.)'
Tiny change: added a "the".
Private Mod Note
():
Rollback Post to RevisionRollBack
The Golden Rule of forums: If you're going to be rude, be right. If you might be wrong, be polite.
I don't think your Lich is doing what you want it to do. It probably should read:
Sanguine Lich :symb::symb:
Enchantment
Whenever a permanent with Sanguine comes into play, you may discard any number of cards. If you do, put X Blood counters on that permanent, where X is equal to the number of cards discarded with this ability.
While you're right that the lich isn't exactly doing what I want it to do, your version kicks more butt than what I really wanted it to do. Just for curiosity's sake I'll try to describe what I wanted it to do:
Instead of paying for, say, Sanguine 4 using only 4 life I wanted it to be able to be paid by discarding 2 cards and paying 2 life, or discarding 1 card and paying 3 life, etc., etc. Makes it less of a drain on the life. Hence only the BB cost on it. The way yours is tho I MIGHT (tho not definitely) up the cost by 1.
And yeah that 1/1 token thingy needs to probably be 5G or 3GG or something like that.
I prefer Kraj's version of Sanguine as I don't like the idea of the blood counters being put on the stack.
I don't feel like Impulse is a good name for the ability if it will also be available in white or blue. Flavorfully, neither of those two are very impulsive,
Will also seems like a strange name, I understand the relation with Yawgmoth's Will, but by itself Will just seems bland and doesn't seem to fit well. I will be thinking of better names for both of these.
-
Meanwhile, I came up with an idea for a card.
Coatlicue's Call - GG Sorcery
Creature Impulse
Put a 1/1 green snake token creature into play.
Will: Sacrifice three snakes.
-
Coatlicue, whose name means "Serpent Skirt," was the Earth goddess of life and death in the Aztec mythology. Coatlicue had a horrible appearance. She was depicted as a woman wearing a skirt of snakes and a necklace of hearts torn from victims.
As to whether or not you people accept impulse's name or how each of these mechanics are templated is not my concern, but I will say this: Will is a term being used to describe that even as the enchantment dies, with the user's last ounce of willpower, it stays in play and then becomes diverted, fading away, perhaps one day to return. If this doesn't fit, then fine.
BUT PLEASE, NO WILL ON NON-ENCHANTMENT SPELLS. THAT IS NOT WHAT WILL IS SUPPOSED TO DO.
Thank you.
I know I'm sounding irritated, but I'm sorry, when I've been so clear repeatedly that this mechanic is only for Enchantments, and even Alacar's description said permanents (which, as I'm saying, is incorrect), these things are still being posted. So, scratch off will and I'm ok with the card Alabran posted. Even then actually, 2 mana to double your creatures... hm. I don't know :/
holy crap, i've been out of, sorry guys, i'll contribute soon. I haven't been on MTGS since thursday, and that was only for like 10 min. I'm reading our summaries.
Sorry Arguas, as you know, I have been busy with life-related matters and just got back in now. I read most of this thread before making my contribution and hadn't realized that Will was for enchantments only. I will be a more active member again from now on.
On another note, Alacar, would you mind if I join you in the leadership of blue as Vice-Leader or some-such? If not that, I would be interested in becoming the multi-color leader if that's available.
-
P.S. Too all those concerned, my father's finger is healing well. There was some fear of an infection festering within his knuckle but thankfully that is no longer a concern. Since I havent responded earlier to it I would like to take this opportunity to thank those who sympathized for my father, it was gratefully accepted.
I've got a wording for Impulse and a look that I hope will be nicer than the current one. (Just reversing it is better, but not the best it can be, I think.)
Here are some ideas:
Impulse--When you play ~, copy it for each {cardtype} you control.
Impulse--{cardtype} (When you play this spell, copy it for each {cardtype} you control.)
Impulse for {cardtype} (When you play this spell, copy it for each {cardtype} you control.)
The last one is meant to be like affinity--Impulse for creatures, Impulse for Forests, Impulse for nonblue creatures with flying and power less than three. (Hypothetical.)
What does everyone here think? One of these, the reversed one Kraj suggested, or the original way?
Also, Sanguine should be before the creature comes into play, and the templating would be thus:
Sanguine 2 (As this card comes into play, you may pay up to 2 life. If you do, this card comes into play with that many blood counters on it.)
fI'm going to have to make a stand here as head of development on the wordings for these keywords, and I hope we can agree to them. Seeing all of these suggestions is excellent. Keep them coming! Color leaders, PM me or give me a shout if you think a suggested card should go into the set.
So, here we are. Several ideas on Impulse. We're going to have to keep it simple. I liked Eledin's suggestion of:
'Impulse for [card type] (When you play this spell, copy it for each [card type] you control.)'
This is very elegant in its design, as Impulse cards will have to be only Instants and Sorceries. No copies of creatures! (At least, not until SATURN or URANUS (That's not funny).) A good, common blue example:
Aggrivated Studies 3U
Sorcery
Impulse for enchantments (When you play this spell, copy it for each enchantment you control.)
Draw a card. Devin didn't like being rushed to study, so he rushed the studies to him.
This is just a preliminary card. I'd like it in the set, though the flavor text might need changing. Any objections?
Next, Will. I completely agree with Arguas that Will (for JUPITER at least) should remain only on enchantments, typically Auras. That's why I made the keyword initially--to eliminate the total 2-for-1 loss of a card when the creature died. Here is the final text template and an example of Will:
Shades of Fear 1BB
Enchantment -- Aura
Enchant Creature
Enchanted creature gets +1/+1 and has fear.
Will BB(You may play this card from your graveyard for its Will cost. Shuffle it into your library at end of turn.)
Flavor text might fit on there, but I'll leave that to someone else. If spreadingdark wants it in, we'll consider it. The second sentence in the reminder text should be obvious to anyone who plays it that you don't shuffle it unless you play that ability (since it's right next to it). Will is predominantly black, with white in second (it has a little recursion, especially with enchantments), followed by blue. Green could have a bit of enchantment recursion.
Finally, Sanguine. Kraj had a good idea for it to be a little like kicker, but with life. Not that you don't have to pay any life at all to play it.
Demon's Altar 3BBRR
Enchantment
Sanguine 10 (You may pay up to 10 life when you play this card. If you do, it comes into play with that many Blood counters on it.) Remove a Blood counter from Demon's Altar: Choose one -- Demon's Altar deals 1 damage to target creature; or you gain 1 life.
Again, the heads of black and red will have to take a look at this one. They don't have to totally agree that it should be in the set (It'd be a rare in that case); to agree on gold cards we just need good general consensus.
Any objections or suggestions? If not, I'll update the keywords as such.
Oops on having Will on a creature, and a red creature to boot. That's my fault for not reading closely enough. Ixnay on the ombie-zay.
Comments on the black stuff so far:
Shades of Fear:
I like it. It's balanced, good application of Will. Flavor text: Blood red, ash grey, and pitch black- these are the true colors of fear.
Demon's Altar:
I don't like the option of gaining life back from Sanguine cards. The point is, your initial life loss is a non-refundable sort of "bet" that your card will stick around long enough that your life use will be worth it. But, if enough people (read: the red developer) think it's ok, then I can see it being alright. Other than sanguine flavor-wise, I like it.
Sanguine Lich:
Like the idea, the name sounds kinda like a creature though, and somehow it seems a little underpowered. Especially since card disadvantage for something you could usually pay a little more life for seems like a bad tradeoff. Maybe it could even come down to just :symb:.
Sanguine Lich
Enchantment
You may discard cards from your hand instead of paying life for cards you control with sanguine. (For example, you may pay one life or discard a card from your hand to pay Sanguine 1.)
Toxic Steamkite:
I love the idea, it doesn't seem THAT much of a bomb in limited however. (A 1/1 unblockable that lets you trade even amounts of life if they have ways to kill it?)
Think about it this way: If you pay all four, it takes 4 turns of attacking to get them down to the same life if they don't kill it, and if they neutralize it in some other way (like a flying 0/X wall) then it becomes pretty bad. Infectous Host was similar and it's pretty bad. I would consider changing it to the following:
Toxic Steamkite :2mana::symb:
Creature - Horror
Sanguine 2, Flying
Toxic Steamkite can't block.
Toxic Steamkite can't be blocked except by creatures with flying.
When Toxic Steamkite is put into a graveyard from play, target player loses life equal to twice the number of blood counters on Toxic Steamkite.
1/1
That way, if they kill it, it does more damage than you originally paid life for, so it becomes an untargeted Char
Blood Cauldron:
Very weak as it stands. Unless you have significant life gain, I can't see anyone playing this. I'd rather try to get 20 charge counters on Darksteel Reactor than try to charge up this one. The idea can be hashed around, but I think a start would be setting it at 20 counters, like so:
Blood Cauldron
Sanguine X
Remove a blood counter from a permanent you control: Put a blood counter on Blood Cauldron.
At the beginning of your upkeep, if Blood Cauldron has 20 or more blood counters on it, you win the game.
Eledin--Clan Founder, Head of R&D and Overall Super-Colossal Last Word on Clan-stuff.
zoombinimatt
Hellbent4hollywood
Lord Moo--Head of Flavor for JUPITER
Katt
Haggis
zu Faul
cabalwannabe
Alacar Leoricar--Joint Head of Design for JUPITER, Leader
Arguas2617--Clan Representative, Joint Head of Design for JUPITER, Leader
I <3 Ballistic Fury
Doubtless One
Shadowfox--:symg: Leader, Land Leader
Alabran
Kraj--Head of Development for JUPITER, Leader
spreadingdark--:symb: Leader
iamnotjohn
Joyd--Artifact Leader
Honored Friends
Spanglegluppet
KarmicNoose
Friends
Goatchunx
diggimon123
d24478667
Patron of the Nerds
DevouringZombie
Crimson Avatar
Phyrexian
Elemental
Athani
RickCorgan
Chimpanzee
Night Terror
faust
Good&Evil
Yukora
Omna15
Photon Eater
Shinobi
Yukora
Magic Mage
APPLICATION POLICY: Anyone who wants to join R&D does not have to PM Eledin. All you have to do is post in the current clan thread that you want to join, and post two or more cards that you have designed. If you do, you will be automatically accepted unless there are reasons concerning you that do not have something to do with card creation.
I repeat, R&D has an open door policy. If there are too many members, Eledin will call for a check in and anyone who doesn't respond within a certain amount of time will be moved down to a friend. If there are too many active members, there will be no more applications, but that will only happen if and when Eledin says so. So until Eledin explicitly posts that no more applications are being considered, anyone is welcome to join.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Flavor:
So far, all we have are notes on this block being an Aztec, Old-World type set, with focus on the mystical aspect and religions of those peoples.. think Kamigawa for Quetzalcoatl
Mechanics:
So far we have an emphasis on Enchantments and Auras. Urza block was supposed to be the enchantment block, but it was far too broken for its own good. This is a chance to see a set that'll do Auras and Enchantments right.
The 3 keywords for the set:
Sanguine: (B/)
Blood magic. This is Red and Black specific.
'Sanguine <X> (As you play this card, you may pay up to X life. If you do, put that many blood counters on it when it comes into play.)'
Impulse: (WURG)
This mechanic takes advantage of the number of a type of permanent you control when you play it. This is for instants and sorceries only.
Note: When making a card with Impulse, put the Impulse keyword first, then the card effect.
'Impulse <Card Type> (When you play this spell, copy it for each <Card Type> you control.)'
Will: (WUBG)
A take on Yawgmoth's Will, for permanents.
'Will <cost> (You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)'
Non-keyworded mechanics will focus on enchantments.
Cards suggested from the last clan thread will have to be reposted in this one. I'm way too tired to scour the thread for all pertinent card ideas. I hope this gets creative juices flowing!
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
(17)
5 Enchantments/Auras
5 Creatures
4 Instants/Sorceries
3 Open Slots
(17)
5 Enchantments/Auras
4 Creatures
5 Instants/Sorceries
3 Open Slots
(17)
4 Enchantments/Auras
6 Creatures
4 Instants/Sorceries
3 Open Slots
(17)
5 Enchantments/Auras
4 Creatures
5 Instants/Sorceries
3 Open Slots
(17)
5 Enchantments/Auras
5 Creatures
4 Instants/Sorceries
3 Open Slots
Multicolor (19)
6 Enchantments/Auras
5 Creatures
5 Instants/Sorceries
3 Open Slots
Artifact (1)
1 Open Slot
Land (5)
5 Open Slots
Uncommon/Rare (88)
(13)
5 Enchantments/Auras
4 Creatures
3 Instants/Sorceries
1 Open Slot
(13)
4 Enchantments/Auras
4 Creatures
4 Instants/Sorceries
1 Open Slot
(13)
4 Enchantments/Auras
5 Creatures
3 Instants/Sorceries
1 Open Slot
(13)
4 Enchantments/Auras
4 Creatures
4 Instants/Sorceries
1 Open Slot
(13)
3 Enchantments/Auras
6 Creatures
3 Instants/Sorceries
1 Open Slot
Multicolor (14)
5 Enchantments/Auras
5 Creatures
2 Instants/Sorceries
2 Open Slots
Artifact (3)
1 Equipment
1 Artifact Creature
1 Open Slot
Lands (6)
6 Open Slots
The set's full, expanded templates:
Enchantment -- Aura
Enchant Creature
:symw:: Tap enchanted creature.
:symw:: Return Crown of Light to it's owner's hand.
2. Ancient Will 1W
Enchantment -- Aura
Enchant Creature
Enchanted creature gets +1/+2.
Will 1W (You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)
3. Small Talk 1W
Enchantment -- Aura
Enchant Creature
Enchanted creature has vigilance and ":symtap:: Tap target creature."
Biggest isn't always best.
4. <Enchantment/Aura>
5. <Enchantment/Aura>
6. White Fanatic 2W
Creature -- Cleric Berserker
Sacrifice White Fanatic: Target attacking or blocking creature gets +2/+2 until end of turn.
2/2
7. Blessed Martyr W
Creature -- Human (Peasant?)
1, Sacrifice Blessed Martyr: You gain 2 life.
1/1
8. Spearthrower
Creature -- Human Soldier
Sacrifice Spearthrower: Spearthrower deals 1 damage to target attacking or blocking creature.
1/1
9. Halo Tracer :3mana::symw:
Creature -- Spirit (changed from Angel)
Flying
Aura spells you play cost less to play.
1/1
10. Blitzdiver Falcon 1W
Creature -- Bird
Flying, first strike
1/1
11. Sense Ethereal 3W
Instant
Target creature gets +1/+2 until end of turn.
Impulse for enchantments (When you play this spell, copy it for each enchantment you control. You may choose new targets for the copies.)
12. Faithful Gathering 2W
Sorcery
You gain 2 life.
Impulse for creatures (When you play this spell, copy it for each creature you control.)
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Open Slot>
16. <Open Slot>
17. <Open Slot>
Enchantment
2W, Sacrifice a creature: Prevent all combat damage that would be dealt this turn.
Will 2W (You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)
2. Offering Acceptance WW
Enchantment
Whenever a player sacrifices a creature, remove that creature from the game instead of putting it in owner's graveyard.
3. White Aura-Creature 1W
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3.
At the end of the turn White Aura-Creature came into play, White Aura-Creature becomes a 1/3 creature and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
4. Prudence 1WW
Enchantment
Creatures you control have vigilance.
Whenever a creature with more than one instance of vigilance becomes blocked, its controller may remove it from combat.
5. Mastery of Starlight 2WW
Enchantment
Whenever an aura you control would be put into a graveyard from play, you may return that aura to your hand instead.
It's easy to be on the winning side when the stars are always aligned.
6. Past Worldcaller 3WW
Creature -- Bird Spirit
Flying
Sacrifice an enchantment: Put a 1/1 white Bird creature token with flying into play.
3/4
7. <Creature>
8. <Creature>
9. <Creature>
10. Staunch Defiance 3WW
Instant
Target player sacrifices an attacking creature.
Impulse for creatures (When you play this spell, copy it for each creature you control.)
11. Congealed Blood 1WW
Sorcery (U)
Remove all blood counters from all permanents target player controls. Gain 1 life for each counter removed in this way.
12. <Instant/Sorcery>
13. <Open Slot>
Enchantment
Remove an enchantment card in your hand from the game: Evangelist's Prayer becomes of copy of that enchantment until end of turn.
2. Godly Fortitude 2WW
Enchantment
As long as each opponent controls more creatures than you do, creatures you control get +2/+2.
Will 1W
3. White Aura-Creature2 2WW
Enchantment - Aura
Enchant creature
Enchanted creature has double strike.
At the end of the turn White Aura-Creature2 came into play, White Aura-Creature2 becomes a 2/2 creature with double strike and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
4. Metaphysicality :4mana::symw::symw:
Enchantment
Creatures have power and toughness equal to the number of enchantments in play.
5. Prism Shield 2WW
Enchantment
At the beginning of each player's upkeep, prevent the next 1 damage that would be dealt to each creature you control.
When Prism Shield is put into play from your graveyard, you may remove Prism Shield from the game. If you do, each creature you control gains protection from the color of your choice until end of turn.
Will WWW (You may play this card from your graveyard for its will cost.)
6. Cantivore 1WW
Creature -- Lhurgoyf
Vigilance
Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
*/*
7. Shifting Auramancer 1WW
Creature -- Wizard
2W,T: Remove target enchantment from the game. Return it to play at end of turn. (Auras without a permanent to attach to are put into its owner's graveyard.)
1/1
8. Auratog 1W
Creature -- Atog
Sacrifice an enchantment: Auratog gets +2/+2 until end of turn.
1/2
9. Guardian Savant 2WW
Creature -- Human Priest
If a source would deal damage to you, prevent 1 of that damage.
2/2
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
Enchantment -- Aura
Enchant Creature
:symu:: Untap enchanted creature.
:symu:: Return Crown of Stars to its owner's hand.
2. <Enchantment/Aura>
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. <Enchantment/Aura>
6. Blue Fanatic 2U
Creature -- Wizard Berserker
Sacrifice Blue Fanatic: Counter target spell unless its controller pays 2.
2/2
7. <Creature>
8. <Creature>
9. <Creature>
10. Aggrivated Studies 3U
Sorcery
Impulse for enchantments (When you play this spell, copy it for each enchantment you control.)
Draw a card.
Devin didn't like being rushed to his studies, so he rushed his studies to him.
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Open Slot>
16. <Open Slot>
17. <Open Slot>
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
At the end of the turn Blue Aura-Creature came into play, Blue Aura-Creature becomes a 1/1 creature with flying and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
2. Photographic Memory 3UU
Enchantment
1U: Shuffle target card in your graveyard into your library.
1U, Sacrifice Photographic Memory: Shuffle your graveyard into your library. Draw a card.
3. Aura Medallion 1UU
Enchantment - Aura
Enchant permanent
Spells you play that share a color with enchanted permanent cost 1 less.
:1mana:: Enchanted permanent becomes the colour of your choice until end of turn.
4. Nescience 1UU
Enchantment
Creatures you control have flying.
Creatures with more than one instance of flying are unblockable.
5. Transmuting Shyft 1U
Creature -- (Weird? Shyft?)
Sacrifice Transmuting Shyft: Attach target Aura to another permanent it can enchant.
1/1
6. <Creature>
7. <Creature>
8. <Creature>
9. Knowledge Bounce :3mana::symu::symu:
Sorcery
Impulse for cards in your hand (When you play this spell, copy it for each card in your hand.)
Return target creature to its owner's hand.
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
Enchantment
When Stream of Insight comes into play, draw a card. If it came into play from your graveyard, draw an additional card and creatures you control gain flying until end of turn.
Will 2U
2. Blue Aura-Creature2 2UU
Enchantment - Aura
Enchant creature
Enchanted creature is unblockable.
At the end of the turn Blue Aura-Creature2 came into play, Blue Aura-Creature2 becomes a 2/2 unblockable creature and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end turn.)
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. <Creature>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Instant/Sorcery>
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
Enchantment -- Aura
Enchant Creature
Enchanted creature gets +1/+1 and has fear.
Will BB (You may play this card from your graveyard for its Will cost. Shuffle it into your library at end of turn.)
2. Crown of Thorns :symb::symb:
Enchantment -- Aura
Enchant Creature
:symb:: Enchanted creature gets -1/-1. If it would be put into a graveyard this turn, return Crown of Thorns to your hand.
:symb:: Return Crown of Thorns to your hand.
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. Needle Zombie 1BB
Creature - Thrull
Sangune 5 (As you play this card, you may pay up to 5 life. If you do, put that many blood counters on it when it comes into play.)
:symb:, :symtap:: Remove a blood counter from Needle Zombie: Target creature gets -1/-1 until end of turn.
"This will only hurt a little. Well, never mind. It actually will hurt a lot."
2/1
6. Toxic Steamkite 2B
Creature - Horror
Sanguine 2 (As you play this card, you may pay up to 2 life. If you do, put that many blood counters on it when it comes into play.)
Flying
Toxic Steamkite can't block.
When Toxic Steamkite is put into a graveyard from play, target player loses life equal to twice the number of blood counters on Toxic Steamkite.
1/1
7. Black Fanatic 2B
Creature -- Minion Berserker
Sacrifice Black Fanatic: Target creature gets -1/-1 until end of turn. Another target creature gets +1/+1 until end of turn.
2/2
8. <Creature>
9. <Creature>
10. <Creature>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Open Slot>
16. <Open Slot>
17. <Open Slot>
Enchantment
Remove a creature card in your graveyard from the game: Necromancer's Ritual becomes a copy of that creature and gains haste until end of turn. It's still an enchantment.
2. Sanguine Lich
Enchantment
You may discard cards from your hand instead of paying life for cards you control with sanguine. (For example, you may pay one life or discard a card from your hand to pay Sanguine 1.)
3. Black Aura-Creature 1BB
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has ":symb:: Regenerate this creature."
At the end of the turn Black Aura-Creature came into play, Black Aura-Creature becomes a 1/1 creature with ":symb:: Regenerate Black Aura-Creature." and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
4. Virulence 1BB (NEEDS TWEAKING)
Enchantment
Creatures you control have fear.
Whenever a creature blocks a creature with more than one instance of fear, destroy that creature.
5. <Creature>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Creature>
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
Enchantment
When Mindleech AEther comes into play, each opponent loses 1 life and you gain 1 life.
At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life.
Will
Corrupted AEther bubbles plague the righteous, but revitalize the sadistic.
2. Black Aura-Creature2 :1mana::symb::symb:
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and has fear.
At the end of the turn Black Aura-Creature2 came into play, Black Aura-Creature becomes a 2/1 creature with fear and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
3. Grim Audit 2BB
Enchantment
During your upkeep, you may sacrifice a creature. If you do, you may search your library for a card, shuffle your library, and place that card on top of it. If you don't, discard your hand.
4. <Enchantment/Aura>
5. Soulsnare Vampire 4BB
Creature - Vampire
Sanguine 2
Flying
Whenever a creature dealt damage by Soulsnare Vampire this turn is put into a graveyard, put a +1/+1 counter on Soulsnare Vampire for each blood counter on it.
4/4
6. Ceremonial Disemboweler BBB
Creature -- Cleric
Sanguine 2
:1mana::symb:,, Pay 1 life: Destroy target creature with converted mana cost less than or equal to the number of blood counters on Ceremonial Disembowler. Put a blood counter on Ceremonial Disembowler.
2/2
7. Bloodbath Incarnate 2BB
Creature - Elemental
Sanguine 6
Bloodbath Incarnate's power and toughness are equal to the number of blood counters on it.
BB, Remove a blood counter from Bloodbath Incarnate: Target creature gets -1/-1 until end of turn.
*/*
8. <Creature>
9. <Creature>
10. Omnipotent Tutor 3BB
Sorcery
Search your library for a card and put it into your hand. Then shuffle your library.
Whenever you shuffle your library, if Omnipotent Tutor is in your graveyard, you may shuffle it into your library.
What you want, when you want it, as many times as you like.
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
Enchantment -- Aura
Enchant Creature
:symr:: Enchanted creature gets +1/+0 until end of turn.
:symr:: Return Crown of Flames to its owner's hand.
2. Progress Fissure :1mana::symr:
Enchantment - Aura
Enchant Land
When enchanted land becomes tapped, Progress Fissure deals 1 damage to that land's controller. If enchanted land is nonbasic, Progress Fissure deals 3 damage to that land's controller instead.
3. Buring Desire
Enchantment
Sanguine 2 (As you play this spell, you may pay up to 2 life. If you do, it comes into play with that many blood counters on it.)
Remove a blood counter from Burning Desire: Choose one - target creature gains haste; or target creature gets +1/+0 until end of turn.
4. blood mana :2mana::symr:
Enchantment
Whenever a creature with a blood counter on it is put into your graveyard, put a blood counter on <this>.
Remove a blood counter from <this>: Add to your mana pool.
5. <Enchantment/Aura>
6. Hemogoblin
Creautre - Goblin
Sanguine 1
Remove a blood counter from Haemogoblin: Haemogoblin gets +1/+0 until the end of turn.
1/1
7. Red Fanatic 2R
Creature -- Shaman Berserker
Sacrifice Red Fanatic: Red Fanatic deals 2 damage to target player.
2/2
8. <Creature>
9. <Creature>
10. Rain of Retribution 3R
Instant
Impulse for creatures (When you play this spell, copy it for each creature you control. You may choose new targets for the copies.)
Rain of Retribution deals 1 damage to target creature.
11. Radiant Heat :2mana::symr:
Instant
Impulse for red creatures (As you play this spell, copy it for each red creature you control.)
Add to your mana pool.
12. Ignite Bloodlust :2mana::symr:
Sorcery
Ignite Bloodlust deals 1 damage to each creature.
Ignite Bloodlust deals 1 damage to each creature without a blood counter on it.
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Open Slot>
16. <Open Slot>
17. <Open Slot>
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and has haste.
At the end of the turn Messenger of Fervor came into play, Messenger of Fervor becomes a 2/1 creature and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
2. Wacky Attacking :3mana::symr::symr:
Enchantment
Creatures attack or block each turn if able.
If a creature is assigned as a blocker flip a coin. If the coin comes up heads that creature's controller assigns it to block a different attacking creature instead. (Blocking must be legal.) The same creature may not be assigned to block a creature more than once each turn.
3. Violence 1RR
Enchantment
Creatures you control have First Strike.
Creatures with more than one instance of First Strike have Double Strike.
4. <Enchantment/Aura>
5. Fanatic Priest :3mana::symr::symr:
Creature -- Cleric
Sanguine 3 (As you play this card, you may pay up to 3 life. If you do, put that many blood counters on it when it comes into play.)
Fanatic Priest has power and toughness equal to the number of blood counters on it.
Sacrifice Fanatic Priest: Fanatic Priest deals X damage to target creature or player where X is the number of blood counters on Fanatic Priest.
*/*
6. Insanity Elemental :2mana::symr::symr:
Creature -- Elemental
Whenever you play an instant or sorcery spell target opponent flips a coin. If it comes up heads, Insanity Elemental deals damage equal to its power to that player. If it comes up tails, Insanity Elemental deals damage equal to its power to you.
2/3
7. speedy gonzalez 1RR
Creature -- Rar
Sanguine 1 (As you play this card, you may pay up to 1 life. If you do, put that many blood counters on it when it comes into play.)
Creatures with blood counters on them have haste.
2/1
8. Blood Brothers <fontStylE=">"ColoR:BlaCk">"></ont><fontStylE=">"ColoR:BlaCk">">RR</ont>
Creature -- Warrior
Sanguine 2 (As you play this card, you may pay up to 2 life. If you do, put that many blood counters on it when it comes into play.)
Blood Brothers gets +1/+1 for each blood counter on creatures you control named Blood Brothers.
2/2
9. Bursts of Lightning :1mana::symr::symr:
Instant
Impulse for creatures (When you play this spell, copy it for each creature you control You may choose new targets for the copies.)
Bursts of Lightning deals 2 damage to target creature and 2 damage to you.
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
Enchantment - Aura
Enchant creature
Enchanted creature has ": This creature deals 1 damage to target creature or player."
At the end of the turn Messenger of Ire came into play, Messenger of Ire becomes a 1/2 creature with ": Red Aura-Creature2 deals 1 damage to target creature or player." and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at the end of turn.)
2. Lavamancer's Initiation :2mana::symr::symr:
Enchantment
Sacrifice a red creature and remove a red sorcery card in your hand with the same converted mana cost as the sacrificed creature from the game: Put a copy of the removed spell on the stack. Play this ability only as a sorcery.
3. Misfortune :1mana::symr:
Enchantment
If an opponent would flip a coin, instead that opponent flips two coins and you choose one and ignore it.
4. <Enchantment/Aura>
5. Taunting Marauder 2RR
Creature -- Berserker
Sanguine 3 (As you play this card, you may pay up to 3 life. If you do, put that many blood counters on it when it comes into play.)
Remove a blood counter from Taunting Marauder: Choose one -- Target creature blocks this turn if able; or target creature attacks this turn if able and Taunting Marauder blocks it if able.
3/3
6. <Creature>
7. <Creature>
8. <Creature>
9. <Instant/Sorcery>
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
Enchantment -- Aura
Enchant Creature
:symg:: Regenerate enchanted creature.
:symg:: Return Crown of Vines to its owner's hand.
2. <Enchantment/Aura>
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. <Enchantment/Aura>
6. Green Fanatic 2G
Creature -- Druid Berserker
Sacrifice Green Fanatic: Destroy target artifact.
2/2
7. <Creature>
8. <Creature>
9. <Creature>
10. <Creature>
11. Social Butterflies 3G
Sorcery
Impulse for creatures (When you play this spell, copy it for each creature you control.)
Put a 1/1 green [unchosen type] creature token into play.
12. <Instant/Sorcery>
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Open Slot>
16. <Open Slot>
17. <Open Slot>
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
At the end of the turn Green Aura-Creature came into play, Green Aura-Creature becomes a 2/2 creature and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
2. Persistence 1GG
Enchantment
Creatures you control have Trample.
Controllers of creatures with more than one instance of Trample may have it deal its combat damage to defending player as though it weren't blocked.
3. <Enchantment/Aura>
4. Aura Channeler 2GG
Creature - Druid
Whenever an Enchantment comes into play under your control, add G to your mana pool.
2/2
5. <Creature>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Creature>
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
Enchantment
Remove a land card in your hand from the game: Druid's Journey becomes a copy of that card and gains this ability. (This effect doesn't end at end of turn.)
2. Green Aura-Creature2 2GG
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 and has trample.
At the end of the turn Green Aura-Creature2 came into play, Green Aura-Creature2 becomes a 3/3 creature with trample and unattaches from the creature it enchants. It's still an enchantment. (This effect doesn't end at end of turn.)
3. Wurm Hauberk 2G
Enchantment - Aura
Enchanted creature gets +1/+1 and has trample.
When Wurm Hauberk is put into a graveyard from play, put two 3/3 green Wurm tokens with trample into play.
Will 4GGG
4. <Creature>
5. <Creature>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Creature>
10. <Instant/Sorcery>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
2. <Enchantment/Aura>
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. <Enchantment/Aura>
6. <Enchantment/Aura>
7. <Creature>
8. <Creature>
9. <Creature>
10. <Creature>
11. <Creature>
12. <Instant/Sorcery
13. <Instant/Sorcery>
14. <Instant/Sorcery>
15. <Instant/Sorcery>
16. <Instant/Sorcery>
17. <Open Slot>
18. <Open Slot>
19. <Open Slot>
2. Ache and Acre BG
Enchantment
Sanguine 2 (As you play this card, you may pay up to 2 life. If you do, put that many blood counters on it when it comes into play.)
Whenever you play a land, you may remove a blood counter from Ache and Acre. If you do, search your library for a basic land, reveal it, and put it into your hand.
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. <Enchantment/Aura>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Creature>
10. <Creature>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
14. <Open Slot>
2. <Enchantment/Aura>
3. <Enchantment/Aura>
4. <Enchantment/Aura>
5. <Enchantment/Aura>
6. <Creature>
7. <Creature>
8. <Creature>
9. <Creature>
10. <Creature>
11. <Instant/Sorcery>
12. <Instant/Sorcery>
13. <Open Slot>
14. <Open Slot>
Artifact
Whenever a creature is put into a graveyard from play, put a blood counter on ~this~
T, remove a blood counter from this: Gain 2 life.
2. Vivastron Idol -
Artifact
At the beginning of your upkeep, you gain 1 life.
As long as you have greater than 20 life, Vivastron Idol is a creature with power and toughness both equal to your life total minus 20.
In the years prior when the empire was in good health, they were sentries. Now they are but cold opal.
3. <Equipment>
Artifact
:1mana:, :symtap:, Sacrifice a creature: Put up to X blood counters on target permanent, where X is the sacrificed creature's toughness.
2. <Artifact Creature>
3. <Equipment>
2. <Open Slot>
3. <Open Slot>
4. <Open Slot>
5. <Open Slot>
2. <Open Slot>
3. <Open Slot>
4. <Open Slot>
5. <Open Slot>
6. <Open Slot>
Land
At end of turn, if you control no enchantments, sacrifice Mirrormist Falls.
:symtap:: Add one mana of any color to your mana pool.
2. <Open Slot>
3. <Open Slot>
4. <Open Slot>
5. <Open Slot>
6. <Open Slot>
As cards are analyzed and approved, I will fill in the full templates with the card text.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
The mechanics sound really cool, especially sanguine. Maybe in some cases, instead of having 'sanguine X', we could just have 'sanguine', meaning you may pay any amount of life.
EDIT: And BotU#5 final match is up!
spanglegluppet dot com
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Do you remember Hatred? Even at 5 mana the card had to be banned. Unless you do have Sanguine X, the card risks being absolutely broken.
spanglegluppet dot com
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Yes, that'd be awesome.
spanglegluppet dot com
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
This looks great so far. As soon as my hands stop bleeding from posting all that I'll get to work on and overlooking other cards.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Thanks for inviting me to join...I don't think I made this really clear, and Arguas (my good buddy) only hinted at it...
I was wondering if I could work as the leader for this set. I've already got a crazy number of good ideas...don't know if you want them here or elsewhere (but for lack of a better place to post them I'll put them here.)
Soulsnare Vampire
Creature - Vampire
Sanguine 2
Flying
Whenever a creature dealt damage by Soulsnare Vampire this turn is put into a graveyard, put a +1/+1 counter on Soulsnare Vampire for each blood counter on it.
4/4
Needle Zombie
Creature - Thrull
Sangune 5
:symb:, : Remove a blood counter from Needle Zombie: Target creature gets -1/-1 until end of turn.
2/1
"This will only hurt a little. Well, never mind. It actually will hurt a lot."
Mindleech AEther
Enchantment
When Mindleech AEther comes into play, each opponent loses 1 life and you gain 1 life.
At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life.
Will
Corrupted AEther bubbles plague the righteous, but revitalize the sadistic.
So...yeah. Consider me officially asking.
Thanks!
-Dark
EDIT - Vampires have flying, don't they...heh...whoops.
Thanks to blurrycloud, who by the way, is a redonculous artist.
My other card is a Honden.
Winner of the May 2007 Card Creation League with Colossi Rusting Grounds
I can't believe it's not butter!
Consider yourself LEADER'D!!
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
P.S. ---> The other question I had was kinda left unanswered...where am I supposed to be putting all these wonderful ideas I have? (P.P.S. Here are some more:)
Omnipotent Tutor
Sorcery
Search your library for a card and put it into your hand. Shuffle your library afterward.
Whenever you shuffle your library, if Omnipotent Tutor is in your graveyard, you may shuffle it into your library as well.
What you want, when you want it, as many times as you like.
Masochistic Imp
Creature - Imp
Sanguine 5
Flying
Masochistic Imp's power is equal to the number of blood counters on it.
*/1
Flame-Engulfed Zombie
Creature - Zombie Giant
When Flame-Engulfed Zombie comes into play, target creature gets +1/+1, haste, and fear until end of turn.
Will
3/4
More later.
-Dark
EDIT: Changed the tutor's shuffle effect to a "may" effect, so if you're stupid and forget at least its not a forced ability you're forgetting.
Thanks to blurrycloud, who by the way, is a redonculous artist.
My other card is a Honden.
Winner of the May 2007 Card Creation League with Colossi Rusting Grounds
I can't believe it's not butter!
Current New Favorite Person™: Mallory Archer
She knows why.
Woah, woah woah..... I made it clear that Impulse is definitely Red and Will was definitely black, both in combination with the 3 remaining colors WGU. And yes, Sanguine can be mono-red. It does indeed fall most in Black's territory, but Red can be random and furious enough to pay life to do things. I feel Red is the only other color in a mono sense that can have Sanguine.
Impulse, without a doubt, is a copying color.
Will, without a doubt, is in flavor with Black. I explained both of these on the main idea thread. However, Red DOESN'T get Will, and Black DOESN'T get Impulse.
Sorry, I just feel like the initial plans are being slightly violated
Former R&D Development Team W leader
For your information, it's pronounced Argh + was.
Proud Co-Founder of
Magic Coffeehouse!
Come in, sit down, relax, get to know somebody!
Sanguine Lich :symb::symb:
Enchantment
If you would play a Sanguine ability, you may discard any amount of cards in addition to any life you lose.
Basically makes Sanguine a little better if you're at low life. Also:
:2mana::symg:
Sorcery
Put a 1/1 colorless (insert creature type here) creature token into play
Impulse Lands
Toxic Steamkite :2mana::symb:
Creature - Horror
Sanguine 4, Flying
Toxic Steamkite can't block.
Toxic Steamkite can't be blocked except by creatures with flying.
When Toxic Steamkite is put into a graveyard from play, target player loses life equal to the number of blood counters on Toxic Steamkite.
1/1
That one is my planned limited bomb. Too many abilities tho?
The green card is a perfect example of what Green should be able to do with Impulse. However, it is too inexpensive... Scatter the Seeds essentially would do the same thing as this card normally would do for 3GG, of course Convoking. I would suggest increasing the casting cost of the card, for 4 1/1's for 3G, or maybe
2GG is fair... (Probably the latter).
I don't think your Lich is doing what you want it to do. It probably should read:
Sanguine Lich BB
Enchantment
Whenever a permanent with Sanguine comes into play, you may discard any number of cards. If you do, put X Blood counters on that permanent, where X is equal to the number of cards discarded with this ability.
Also, I'm a little too late. I meant to also say in my last post that WILL IS THE ENCHANTMENT SPECIFIC ABILITY. Alacar, please change your wording in its description to fit accordingly. This was an enchantment related set, and the point of adding in Will was so that Enchantments would indeed have their own keyword ability for once.
Also, I would just like to point out that, if anyone remembers my Merge idea, that Graft is indeed very similar, but Merge does it for enchantments. Go me
On a final note, throw Auratog in there for the suggestions on the white side to be reviewed.
Also, be aware that, for a while, instead of coming up with a bunch of new White cards for this set, my priority is finishing up Sanctuaries. Basically, I need to type up all the comments for each of the non-blue colors, show what we have for Blue so far, and get the remaining cards needed for every color together. I keep trying to find time for this, but schoolwork and other things have been taking up a lot of that time. I'm hoping that I can get my work done today so I can finish all that up and then come up with cards for this set, but in the meantime I can post how I feel about various cards that are posted. Also, Shadowfox, I suggest that we systematically go through the cards that have been suggested so far. For example, I don't like any of the cards for White so far except for the Evangelistic Prayers. I'm not a fan of the current Crown, I'd like to not make it strictly worse than the other crowns before it is added. Don't get me wrong, I want to complete the cycle, I just don't think the current crown is best for it.
Former R&D Development Team W leader
For your information, it's pronounced Argh + was.
Proud Co-Founder of
Magic Coffeehouse!
Come in, sit down, relax, get to know somebody!
That Impulse lands card is Beacon of Creation, except better. It needs to be seriously toned down.
I don't like the way Impulse looks (aesthetically) so I'll work on a template that looks nicer.
Here are some card ideas:
Blood Cauldron :3mana::symb::symb:
Enchantment
Sanguine X
Remove a blood counter from a permanent you control: Put a blood counter on ~.
When ~ has 30 (?) or more blood counters on it, you win the game.
Blazing Blood :2mana::symr::symr:
Enchantment
Remove a blood counter from a permanent you control: ~ deals 1 damage to target creature or player.
Stream of Insight
Enchantment
When ~ comes into play, draw a card.
When ~ comes into play, if you played it for its will cost, draw two cards instead and creatures you control gain flying until end of turn.
Will :2mana::symu:
Sanguine:
'Sanguine <X> (You may pay up to X life when you play this card. If you do, it comes into play with that many blood counters on it.)'
This makes it more consistent with a kicker-like ability and tightens it up a bit.
Impulse:
<Card Type> Impulse (When you play this spell, copy it for each <Card Type> in play.)
I think this sounds a bit better as "Enchantment Impulse" or "Creature Impulse" than the other way around. Normally, the keyword is first, but it's not unprecedented. The Offering mechanic was templated this way.
Will:
'Will <cost> (You may play this card from your graveyard for its Will cost. At the end of turn, shuffle it into your library.)'
Tiny change: added a "the".
Current New Favorite Person™: Mallory Archer
She knows why.
While you're right that the lich isn't exactly doing what I want it to do, your version kicks more butt than what I really wanted it to do. Just for curiosity's sake I'll try to describe what I wanted it to do:
Instead of paying for, say, Sanguine 4 using only 4 life I wanted it to be able to be paid by discarding 2 cards and paying 2 life, or discarding 1 card and paying 3 life, etc., etc. Makes it less of a drain on the life. Hence only the BB cost on it. The way yours is tho I MIGHT (tho not definitely) up the cost by 1.
And yeah that 1/1 token thingy needs to probably be 5G or 3GG or something like that.
I don't feel like Impulse is a good name for the ability if it will also be available in white or blue. Flavorfully, neither of those two are very impulsive,
Will also seems like a strange name, I understand the relation with Yawgmoth's Will, but by itself Will just seems bland and doesn't seem to fit well. I will be thinking of better names for both of these.
-
Meanwhile, I came up with an idea for a card.
Coatlicue's Call - GG
Sorcery
Creature Impulse
Put a 1/1 green snake token creature into play.
Will: Sacrifice three snakes.
-
Coatlicue, whose name means "Serpent Skirt," was the Earth goddess of life and death in the Aztec mythology. Coatlicue had a horrible appearance. She was depicted as a woman wearing a skirt of snakes and a necklace of hearts torn from victims.
BUT PLEASE, NO WILL ON NON-ENCHANTMENT SPELLS. THAT IS NOT WHAT WILL IS SUPPOSED TO DO.
Thank you.
I know I'm sounding irritated, but I'm sorry, when I've been so clear repeatedly that this mechanic is only for Enchantments, and even Alacar's description said permanents (which, as I'm saying, is incorrect), these things are still being posted. So, scratch off will and I'm ok with the card Alabran posted. Even then actually, 2 mana to double your creatures... hm. I don't know :/
Former R&D Development Team W leader
For your information, it's pronounced Argh + was.
Proud Co-Founder of
Magic Coffeehouse!
Come in, sit down, relax, get to know somebody!
Banner by Mr. Stuff
My Trades
On another note, Alacar, would you mind if I join you in the leadership of blue as Vice-Leader or some-such? If not that, I would be interested in becoming the multi-color leader if that's available.
-
P.S. Too all those concerned, my father's finger is healing well. There was some fear of an infection festering within his knuckle but thankfully that is no longer a concern. Since I havent responded earlier to it I would like to take this opportunity to thank those who sympathized for my father, it was gratefully accepted.
Here are some ideas:
Impulse--When you play ~, copy it for each {cardtype} you control.
Impulse--{cardtype} (When you play this spell, copy it for each {cardtype} you control.)
Impulse for {cardtype} (When you play this spell, copy it for each {cardtype} you control.)
The last one is meant to be like affinity--Impulse for creatures, Impulse for Forests, Impulse for nonblue creatures with flying and power less than three. (Hypothetical.)
What does everyone here think? One of these, the reversed one Kraj suggested, or the original way?
Also, Sanguine should be before the creature comes into play, and the templating would be thus:
Sanguine 2 (As this card comes into play, you may pay up to 2 life. If you do, this card comes into play with that many blood counters on it.)
So, here we are. Several ideas on Impulse. We're going to have to keep it simple. I liked Eledin's suggestion of:
'Impulse for [card type] (When you play this spell, copy it for each [card type] you control.)'
This is very elegant in its design, as Impulse cards will have to be only Instants and Sorceries. No copies of creatures! (At least, not until SATURN or URANUS (That's not funny).) A good, common blue example:
Aggrivated Studies 3U
Sorcery
Impulse for enchantments (When you play this spell, copy it for each enchantment you control.)
Draw a card.
Devin didn't like being rushed to study, so he rushed the studies to him.
This is just a preliminary card. I'd like it in the set, though the flavor text might need changing. Any objections?
Next, Will. I completely agree with Arguas that Will (for JUPITER at least) should remain only on enchantments, typically Auras. That's why I made the keyword initially--to eliminate the total 2-for-1 loss of a card when the creature died. Here is the final text template and an example of Will:
Shades of Fear 1BB
Enchantment -- Aura
Enchant Creature
Enchanted creature gets +1/+1 and has fear.
Will BB (You may play this card from your graveyard for its Will cost. Shuffle it into your library at end of turn.)
Flavor text might fit on there, but I'll leave that to someone else. If spreadingdark wants it in, we'll consider it. The second sentence in the reminder text should be obvious to anyone who plays it that you don't shuffle it unless you play that ability (since it's right next to it). Will is predominantly black, with white in second (it has a little recursion, especially with enchantments), followed by blue. Green could have a bit of enchantment recursion.
Finally, Sanguine. Kraj had a good idea for it to be a little like kicker, but with life. Not that you don't have to pay any life at all to play it.
Demon's Altar 3BBRR
Enchantment
Sanguine 10 (You may pay up to 10 life when you play this card. If you do, it comes into play with that many Blood counters on it.)
Remove a Blood counter from Demon's Altar: Choose one -- Demon's Altar deals 1 damage to target creature; or you gain 1 life.
Again, the heads of black and red will have to take a look at this one. They don't have to totally agree that it should be in the set (It'd be a rare in that case); to agree on gold cards we just need good general consensus.
Any objections or suggestions? If not, I'll update the keywords as such.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Comments on the black stuff so far:
Shades of Fear:
I like it. It's balanced, good application of Will. Flavor text: Blood red, ash grey, and pitch black- these are the true colors of fear.
Demon's Altar:
I don't like the option of gaining life back from Sanguine cards. The point is, your initial life loss is a non-refundable sort of "bet" that your card will stick around long enough that your life use will be worth it. But, if enough people (read: the red developer) think it's ok, then I can see it being alright. Other than sanguine flavor-wise, I like it.
Sanguine Lich:
Like the idea, the name sounds kinda like a creature though, and somehow it seems a little underpowered. Especially since card disadvantage for something you could usually pay a little more life for seems like a bad tradeoff. Maybe it could even come down to just :symb:.
Sanguine Lich
Enchantment
You may discard cards from your hand instead of paying life for cards you control with sanguine. (For example, you may pay one life or discard a card from your hand to pay Sanguine 1.)
Toxic Steamkite:
I love the idea, it doesn't seem THAT much of a bomb in limited however. (A 1/1 unblockable that lets you trade even amounts of life if they have ways to kill it?)
Think about it this way: If you pay all four, it takes 4 turns of attacking to get them down to the same life if they don't kill it, and if they neutralize it in some other way (like a flying 0/X wall) then it becomes pretty bad. Infectous Host was similar and it's pretty bad. I would consider changing it to the following:
Toxic Steamkite :2mana::symb:
Creature - Horror
Sanguine 2, Flying
Toxic Steamkite can't block.
Toxic Steamkite can't be blocked except by creatures with flying.
When Toxic Steamkite is put into a graveyard from play, target player loses life equal to twice the number of blood counters on Toxic Steamkite.
1/1
That way, if they kill it, it does more damage than you originally paid life for, so it becomes an untargeted Char
Blood Cauldron:
Very weak as it stands. Unless you have significant life gain, I can't see anyone playing this. I'd rather try to get 20 charge counters on Darksteel Reactor than try to charge up this one. The idea can be hashed around, but I think a start would be setting it at 20 counters, like so:
Blood Cauldron
Sanguine X
Remove a blood counter from a permanent you control: Put a blood counter on Blood Cauldron.
At the beginning of your upkeep, if Blood Cauldron has 20 or more blood counters on it, you win the game.
Those are my comments for now.
Thanks to blurrycloud, who by the way, is a redonculous artist.
My other card is a Honden.
Winner of the May 2007 Card Creation League with Colossi Rusting Grounds
I can't believe it's not butter!