Members
Eledin--Clan Founder, Head of R&D, Leader, and Overall Super-Colossal Last Word on Clan-stuff.
Arguas2617--Clan Representative, Joint Head of Design for JUPITER, Leader
Alacar Leoricar--Joint Head of Design for JUPITER, Leader
Kraj--Head of Development for JUPITER, Leader
Shadowfox--:symg: Leader, Land Leader
Joyd--Artifact Leader
Lord Moo--Head of Flavor for JUPITER
mamelon
zoombinimatt
Hellbent4hollywood
Katt
Haggis
zu Faul
cabalwannabe
I <3 Ballistic Fury
Doubtless One
Alabran
iamnotjohn
spreadingdark
Gardevior
Master of Warcraft
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
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: (:symb:/:symr:) 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: (:symw::symu::symr::symg:) 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 for <Card Type> (When you play this spell, copy it for each <Card Type> you control.)' Will: (:symw::symu::symb::symg:) A take on Yawgmoth's Will, for AURAS ONLY.
'Will <cost> (You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)' Split Enchantments: (All colors) A take on split cards, with one half being on either side, and both halves being playable as one. Read as follows: Title <cost>
Enchantment
<effect>
// Title2 <cost>
Enchantment
<effect>
// Title and Title 2 <cost>
Non-keyworded mechanics will focus on enchantments.
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 large, full templates:
1. Crown of Light :symw::symw:
Enchantment -- Aura
Enchant Creature
:symw:: Tap enchanted creature.
:symw:: Return Crown of Light to it's owner's hand.
2. Ancient Will :1mana::symw:
Enchantment -- Aura
Enchant Creature
Enchanted creature gets +1/+2.
Will :1mana::symw: (You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)
3. Small Talk :1mana::symw:
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 :2mana::symw:
Creature -- Cleric Berserker
Sacrifice White Fanatic: Target attacking or blocking creature gets +2/+2 until end of turn.
2/2
7. Blessed Martyr
Creature -- Human (Peasant?)
:1mana:, 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 :1mana::symw:
Creature -- Bird
Flying, first strike
1/1
11. Sense Ethereal :3mana::symw:
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 :2mana::symw:
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 Blessing :2mana::symw::symw:
Enchantment
:2mana::symw:, Sacrifice a creature: Prevent all combat damage that would be dealt this turn.
Will :2mana::symw: (You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)
2. Offering Acceptance :symw::symw:
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 :1mana::symw:
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 :1mana::symw::symw:
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 :2mana::symw::symw:
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 :3mana::symw::symw:
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 :3mana::symw::symw:
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 :1mana::symw::symw:
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 :3mana::symw::symw:
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 :2mana::symw::symw:
Enchantment
As long as each opponent controls more creatures than you do, creatures you control get +2/+2.
Will :1mana::symw:
3. White Aura-Creature2 :2mana::symw::symw:
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 :2mana::symw::symw:
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 :symw::symw::symw: (You may play this card from your graveyard for its will cost.)
6. Cantivore:1mana::symw::symw:
Creature -- Lhurgoyf
Vigilance
Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
*/*
7. Shifting Auramancer :1mana::symw::symw:
Creature -- Wizard
:2mana::symw:, : 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:1mana::symw:
Creature -- Atog
Sacrifice an enchantment: Auratog gets +2/+2 until end of turn.
1/2
9. Guardian Savant :2mana::symw::symw:
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 :2mana::symu:
Creature -- Wizard Berserker
Sacrifice Blue Fanatic: Counter target spell unless its controller pays :2mana:.
2/2
7. <Creature>
8. <Creature>
9. <Creature>
10. Aggrivated Studies :3mana::symu:
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>
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 Memory :3mana::symu::symu:
Enchantment
:1mana::symu:: Shuffle target card in your graveyard into your library.
:1mana::symu:, Sacrifice Photographic Memory: Shuffle your graveyard into your library. Draw a card.
3. Aura Medallion :1mana::symu::symu:
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 :1mana::symu::symu:
Enchantment
Creatures you control have flying.
Creatures with more than one instance of flying are unblockable.
5. Transmuting Shyft :1mana::symu:
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 :2mana::symu:
2. Blue Aura-Creature2 :2mana::symu::symu:
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 Fear :1mana::symb::symb:
Enchantment -- Aura
Enchant Creature
Enchanted creature gets +1/+1 and has fear.
Will :symb::symb: (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 :1mana::symb::symb:
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 :2mana::symb:
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 :2mana::symb:
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 Ritual :5mana::symb:
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 :1mana::symb::symb:
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 :1mana::symb::symb: (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 AEther :2mana::symb::symb::symb:
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 :2mana::symb::symb:
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 :4mana::symb::symb:
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 :symb::symb::symb:
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 :2mana::symb::symb:
Creature - Elemental
Sanguine 6
Bloodbath Incarnate's power and toughness are equal to the number of blood counters on it.
:symb::symb:, Remove a blood counter from Bloodbath Incarnate: Target creature gets -1/-1 until end of turn.
*/*
8. <Creature>
9. <Creature>
10. Omnipotent Tutor :3mana::symb::symb:
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 Fanatic :2mana::symr:
Creature -- Shaman Berserker
Sacrifice Red Fanatic: Red Fanatic deals 2 damage to target player.
2/2
8. <Creature>
9. <Creature>
10. Rain of Retribution :3mana::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.)
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 :1mana::symr:
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 :1mana::symr::symr:
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 :1mana::symr::symr:
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 colo:symr:=":symb:lack">> colo:symr:=":symb:lack">:symr::symr:>
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 Marauder :2mana::symr::symr:
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 :1mana::symg::symg:
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 :2mana::symg:
Creature -- Druid Berserker
Sacrifice Green Fanatic: Destroy target artifact.
2/2
7. <Creature>
8. <Creature>
9. <Creature>
10. <Creature>
11. Social Butterflies :3mana::symg:
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-Creature :1mana::symg:
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 :1mana::symg::symg:
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 :2mana::symg::symg:
Creature - Druid
Whenever an Enchantment comes into play under your control, add 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 Journey :1mana::symg:
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 :2mana::symg::symg:
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 :2mana::symg:
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 :4mana::symg::symg::symg:
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 Acre :symb::symg:
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>
Ok...for the first discussion, how about the keywords for the set? I made some points on the old thread, but I'll repeat them now:
There is no mechanic that opens up enough design space to suport a block. All three mechanics would be great in a small set, but for the large set we need something broader. I think all three should be pushed off for a later set in the block and we start from scratch on the keywords.
I agree about Impulse and Will. I feel like both could be altered in some way to still work, but it seems like most folks here either want them scrapped/pushed back or left in as-is. I guess the former would be my preference, but at this point I honestly just want a decision made so I know what to do with Impulse (Will doesn't really affect me much since red doesn't get it).
I disgaree about Sanguine. Initially I thought it was the least interesting and most narrow of the three, but in execution I feel like there's a lot of room to do interesting things with it. I wouldn't be sorry to see it pushed to a smaller set, though, because I think it can still be interesting as a more limited mechanic.
I was requested to post here instead of the old one.
May I join this humble clan?
Killing of the Soul - Enchantment
Players can't play spells which share a converted mana cost with another permanent in play or spell on the stack. "Individuality is overrated"
~ Pemmin, Magi Master
Oracle's Spark - Instant
The next time a source would deal you damage, draw a card. "The fourth muse is the tiniest point of light in the dark. Is it guide or lure?"
And for fun, an Un card:
Blue Oylimpic Duckling of Doom - Legendary Creature - Duck
When ~ comes into play, you may show everyone in the vacinity a gold trophy from an event of your choice. If you do, you win the game. "If it costs more than 6 mana, it should win me the game." ~Spike, Tourney Gamer 0/0
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No matter how cynical you get, it is impossible to keep up.~Lily Tomlin
If I may, I don't know where to put this, so I'll put them here in the "home thread". These are Enchantment Ideas based on when you pay the Will cost. Basically, they replay the effect one last time when Will brings them back. But since the ability would activate 3 times, I downsize the "Will Affect"
Name
Enchantment
Sacrifice ~: ~ deals 2 damage to target creature or player.
Will :1mana::symr: (or just R)
When you play ~ for its Will cost, it deals 1 damage to target creature or player.
Basically this card, but one for each color. Just a suggestion.
edit: Others:
Name
Enchantment
Sacrifice ~: Target creature gets +1/+1 until end of turn.
Will :1mana::symg:
When you play ~ for its Will cost, target creature gets +1/+1 until end of turn.
Name
Enchantment
Sacrifice ~: Darw a card.
Will :1mana::symu:
When you play ~ for its Will cost, draw a card.
Name
Enchantment
Sacrifice ~: Gain 2 life.
Will :1mana::symw:
When you play ~ for its Will cost, gain 2 life.
Name
Enchantment
Sacrifice ~: Target player discards a card.
Will :1mana::symb:
When you play ~ for its Will cost, target player discards a card.
Shinobi, would you mind moving your post into the red thread? The link is in Alacar's third post; the one with the templates. Thanks!
Gardevoir, as far as I understand our policy is 'open-door', so unless someone has a serious objection to you for some reason... welcome!
We do, of course, have a tradition of evaluating newcommers' cards. So without further ado:
Quote from Gardevior »
Killing of the Soul - Enchantment
Players can't play spells which share a converted mana cost with another permanent in play or spell on the stack. "Individuality is overrated" ~ Pemmin, Magi Master
This is an odd beast. The name doesn't seem to mesh with the ability or color (sounds rather black to me) and the flavor text seems to point in the opposite direction of the ability. The ability itself, however, is quite interesting with some fresh elements. Tiny templating problem: "another" should just be "a".
Quote from Gardevior »
Oracle's Spark - Instant
The next time a source would deal you damage, draw a card. "The fourth muse is the tiniest point of light in the dark. Is it guide or lure?"
I like the name and love the flavor text. The ability isn't red at all though. This is white/blue to me or maybe just blue. The templating is also fuzzy. The presence of "would" leads you to believe it is a replacement effect but taht requires also having "instead" after "draw a card". If it's not a replacement effect, it shoud read, "The next time a source deals damage to you this turn, draw a card".
I like where you were going with it, but I don't think it worked. On the other hand, part of the reason to share ideas is to spark other ones and I think a twist on your card creates a pretty nifty one:
Oracle's Reprieve WU
Instant
The next time a source would deal damage to you this turn, prevent that damage then draw a card.
Quote from Gardevior »
And for fun, an Un card:
Blue Oylimpic Duckling of Doom - Legendary Creature - Duck
When ~ comes into play, you may show everyone in the vacinity a gold trophy from an event of your choice. If you do, you win the game. "If it costs more than 6 mana, it should win me the game." ~Spike, Tourney Gamer 0/0
...interesting. It's always tough to evaluate an Un card, but I'd say anything that let's you win the game outright for one mana probably isn't fun, even in an Un set.
Overall, I'm looking forward to seeing more from you.
Not-Quite-Final Fortune :xmana::xmana::symu::symu::symu:
Sorcery
Take X extra turns after this one. The next time target player would draw a card, you lose the game.
and
Meditation :symw::symu::symb::symr::symg:
Enchantment
Whenever you play a spell, if ~ has no spell counters on it, but a spell counter on it.
Whenever you play a spell, if ~ has any spell counter on it, remove all spell counters from it.
As long as ~ has a spell counter on it, spells you play cost one of each of that spells colored mana symbols less to play.
This would work better as a flip cards but since once a card has fliped it can't flip back it doesn't work.
EDIT for Kraj:
Quote from M:tG Comp. Rules »
508.4. Flipping a permanent is a one-way process. Once a permanent has been flipped, it’s impossible to flip the permanent back again. However, if a flipped permanent leaves play, it forgets its previous existence.
Yes a simple rules change would take care of it, but still.
EDIT: sorry about the deletion, doesn't that make me look good for my first post:embarrass:
Or you could have the cards say "Sacrifice enchanted creature: <effect>". *shrug* It's a thought.
That makes it better, but usually Auras do something while they're on the creature. Perhaps they're like.. kamikaze auras? If you did make it 'sacrifice enchanted creature:', then the effect could be a lot more powerful.
Yeah. I think I'll make it "Sac enchanted creature. I'll post the new and improved ones here in a sec.
Improvments:
Name :1mana::symr:
Enchantment-Aura
Enchant Creature
Sacrifice Enchanted Creature: ~ deals 4 damage to target creature or player.
Will :1mana::symr:
When you play ~ for its Will cost, it deals 2 damage to target creature or player.
Name :2mana::symg:
Enchantment-Aura
Enchant Creature
Sacrifice Enchanted Creature: Target creature gets +3/+3 and gains trample until end of turn.
Will :1mana::symg:
When you play ~ for its Will cost, put a +1/+1 counter on target creature.
Name :2mana::symu::symu:
Enchantment-Aura
Enchant Creature
Sacrifice Enchanted Creature: Draw cards equal to the sacrificed creature's converted mana cost.
Will :1mana::symu:
When you play ~ for its Will cost, draw a card.
Name :1mana::symw:
Enchantment-Aura
Enchant Creature
Sacrifice Enchanted Creature: Gain 4 life.
Will :1mana::symw:
When you play ~ for its Will cost, gain 2 life.
Name :2mana::symb::symb:
Enchantment-Aura
Enchant Creature
Sacrifice Enchanted Creature: Target player discards cards equal to the sacrificed creature's converted mana cost.
Will :1mana::symb:
When you play ~ for its Will cost, target player discards a card.
What do you think of these? Too strong? Too weak? Overcosted? Undercosted? Wording?
Clan business -
Don't forget the split enchantment mechanic under "mechanics". It's our coolest and most promising one.
Can we change the paren in the thread title to a bracket?
Shinobi's enchantment-sac cycle -
Hmm, not too bad, but I'm not in love. The idea of using Will as a flashback varient has been gone over; I don't really like it, and we already have a 10-card cycle or "seals". That said, the cards are reasonably cool by themselves.
Gardevior's cards -
Kraj's comments are valid, but the ideas behind both of these cards are quite solid, especially the first one - though I don't know if it needs to count the spells on the stack, it's just as cool if it does. The second one could afford beefing up, as while it's not directly worse than any card, "draw a card" by itself is a mediocre 1-mana effect, and this card essentially says "draw a card". (Against some control decks, it doesn't even say that.) In general, I like your designs, though.
MoW's cards -
NQFF - I like how the lose the game clause is handled - it'd be much more difficult to make clear any other way.
Meditation - This is pretty weird; I'm actually not a big fan of this card, though I don't really know what could be done to improve it. I mean, the effect is pretty tight.
If no one else wants it, and if you guys allow such a new member to take up such a big task, I'm willing to become the black leader for Jupiter. If not that's perfectly understandable, just thought I'd let you know I'm willing to help out with it.
The whole flipping thing in the comp rules is quite odd. What purpose does that restriction serve?
...of course the golden rule is the card text always supercedes the rules. So if you made a card that had a flip condition on both sides, other than directly contradicting that one rule it should work just fine. Or, you could Flicker it to make it unflip if you wanted it to work within existing rules.
As far as black leader, I don't have a problem with a "new person" per se leading a color, but it would be nice if the person was around long enough to at least see if they're a regular contributor. Shadowfox and I were both very new to the clan, but we both also contributed regularly. It seems to me that the position doesn't need to be filled urgently since we're still trying to figure out what to do about some basic questions.
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The Golden Rule of forums: If you're going to be rude, be right. If you might be wrong, be polite.
I'm just a friend, but I'd be willing to take back up black leader. But so far I've only contributed twice. Also, I don't want to take the privelage away from MoW. So, I'd be willing to be a backup, incase something goes wrong. (ex: Goes on a trip for 3 days and black design really needs to be worked on)
So alot has been done. give me time to post new cards in the threads... kinda busy right now. Too bad we can't have out own sub-forum in the card and set creation... it would be alot easier...
But one thing that will make it extremely easy is doing what Joyd did. adding the [Jupiter] onto the titles...
Also, why is it that you only have blue, red, and artifact? are we waiting for people... or do you need more color leaders... I would want to become a color leader... but I am only a friend...
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[thread=52196][Alliance of Rogue Deckers!][/thread][My Cube List]
Eledin--Clan Founder, Head of R&D, Leader, and Overall Super-Colossal Last Word on Clan-stuff.
Arguas2617--Clan Representative, Joint Head of Design for JUPITER, Leader
Alacar Leoricar--Joint Head of Design for JUPITER, Leader
Kraj--Head of Development for JUPITER, Leader
Shadowfox--:symg: Leader, Land Leader
Joyd--Artifact Leader
Lord Moo--Head of Flavor for JUPITER
mamelon
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Hellbent4hollywood
Katt
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cabalwannabe
I <3 Ballistic Fury
Doubtless One
Alabran
iamnotjohn
spreadingdark
Gardevior
Master of Warcraft
Honored Friends
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Friends
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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: (:symb:/:symr:)
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: (:symw::symu::symr::symg:)
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 for <Card Type> (When you play this spell, copy it for each <Card Type> you control.)'
Will: (:symw::symu::symb::symg:)
A take on Yawgmoth's Will, for AURAS ONLY.
'Will <cost> (You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)'
Split Enchantments: (All colors)
A take on split cards, with one half being on either side, and both halves being playable as one. Read as follows:
Title <cost>
Enchantment
<effect>
//
Title2 <cost>
Enchantment
<effect>
//
Title and Title 2 <cost>
Non-keyworded mechanics will focus on enchantments.
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
Enchantment -- Aura
Enchant Creature
:symw:: Tap enchanted creature.
:symw:: Return Crown of Light to it's owner's hand.
2. Ancient Will :1mana::symw:
Enchantment -- Aura
Enchant Creature
Enchanted creature gets +1/+2.
Will :1mana::symw: (You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)
3. Small Talk :1mana::symw:
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 :2mana::symw:
Creature -- Cleric Berserker
Sacrifice White Fanatic: Target attacking or blocking creature gets +2/+2 until end of turn.
2/2
7. Blessed Martyr
Creature -- Human (Peasant?)
:1mana:, 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 :1mana::symw:
Creature -- Bird
Flying, first strike
1/1
11. Sense Ethereal :3mana::symw:
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 :2mana::symw:
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
:2mana::symw:, Sacrifice a creature: Prevent all combat damage that would be dealt this turn.
Will :2mana::symw: (You may play this card from your graveyard for its Will cost. At end of turn, shuffle it into your library.)
2. Offering Acceptance :symw::symw:
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 :1mana::symw:
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 :1mana::symw::symw:
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 :2mana::symw::symw:
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 :3mana::symw::symw:
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 :3mana::symw::symw:
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 :1mana::symw::symw:
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 :2mana::symw::symw:
Enchantment
As long as each opponent controls more creatures than you do, creatures you control get +2/+2.
Will :1mana::symw:
3. White Aura-Creature2 :2mana::symw::symw:
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 :2mana::symw::symw:
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 :symw::symw::symw: (You may play this card from your graveyard for its will cost.)
6. Cantivore :1mana::symw::symw:
Creature -- Lhurgoyf
Vigilance
Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
*/*
7. Shifting Auramancer :1mana::symw::symw:
Creature -- Wizard
:2mana::symw:, : 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 :1mana::symw:
Creature -- Atog
Sacrifice an enchantment: Auratog gets +2/+2 until end of turn.
1/2
9. Guardian Savant :2mana::symw::symw:
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 :2mana::symu:
Creature -- Wizard Berserker
Sacrifice Blue Fanatic: Counter target spell unless its controller pays :2mana:.
2/2
7. <Creature>
8. <Creature>
9. <Creature>
10. Aggrivated Studies :3mana::symu:
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>
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 :3mana::symu::symu:
Enchantment
:1mana::symu:: Shuffle target card in your graveyard into your library.
:1mana::symu:, Sacrifice Photographic Memory: Shuffle your graveyard into your library. Draw a card.
3. Aura Medallion :1mana::symu::symu:
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 :1mana::symu::symu:
Enchantment
Creatures you control have flying.
Creatures with more than one instance of flying are unblockable.
5. Transmuting Shyft :1mana::symu:
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 :2mana::symu:
2. Blue Aura-Creature2 :2mana::symu::symu:
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 :symb::symb: (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 :1mana::symb::symb:
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 :2mana::symb:
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 :2mana::symb:
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 :1mana::symb::symb:
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 :1mana::symb::symb: (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 :2mana::symb::symb:
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 :4mana::symb::symb:
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 :symb::symb::symb:
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 :2mana::symb::symb:
Creature - Elemental
Sanguine 6
Bloodbath Incarnate's power and toughness are equal to the number of blood counters on it.
:symb::symb:, Remove a blood counter from Bloodbath Incarnate: Target creature gets -1/-1 until end of turn.
*/*
8. <Creature>
9. <Creature>
10. Omnipotent Tutor :3mana::symb::symb:
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 :2mana::symr:
Creature -- Shaman Berserker
Sacrifice Red Fanatic: Red Fanatic deals 2 damage to target player.
2/2
8. <Creature>
9. <Creature>
10. Rain of Retribution :3mana::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.)
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 :1mana::symr::symr:
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 :1mana::symr::symr:
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 colo:symr:=":symb:lack">> colo:symr:=":symb:lack">:symr::symr:>
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 :2mana::symr::symr:
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 :2mana::symg:
Creature -- Druid Berserker
Sacrifice Green Fanatic: Destroy target artifact.
2/2
7. <Creature>
8. <Creature>
9. <Creature>
10. <Creature>
11. Social Butterflies :3mana::symg:
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 :1mana::symg::symg:
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 :2mana::symg::symg:
Creature - Druid
Whenever an Enchantment comes into play under your control, add 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 :2mana::symg::symg:
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 :2mana::symg:
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 :4mana::symg::symg::symg:
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 :symb::symg:
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>
The white thread. For great justice.
The blue thread. Get over it.
The black thread. The hangout for all the evil cards.
The red thread. It rhymes.
The green thread. With envy.
The artifact thread. Super artificial.
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Ryttare Kelasin Luna Orelinalei
There is no mechanic that opens up enough design space to suport a block. All three mechanics would be great in a small set, but for the large set we need something broader. I think all three should be pushed off for a later set in the block and we start from scratch on the keywords.
Discuss.
I disgaree about Sanguine. Initially I thought it was the least interesting and most narrow of the three, but in execution I feel like there's a lot of room to do interesting things with it. I wouldn't be sorry to see it pushed to a smaller set, though, because I think it can still be interesting as a more limited mechanic.
And here is the link to the red thread:
http://forums.mtgsalvation.com/showthread.php?p=1155577#post1155577
Current New Favorite Person™: Mallory Archer
She knows why.
May I join this humble clan?
Killing of the Soul -
Enchantment
Players can't play spells which share a converted mana cost with another permanent in play or spell on the stack.
"Individuality is overrated"
~ Pemmin, Magi Master
Oracle's Spark -
Instant
The next time a source would deal you damage, draw a card.
"The fourth muse is the tiniest point of light in the dark. Is it guide or lure?"
And for fun, an Un card:
Blue Oylimpic Duckling of Doom -
Legendary Creature - Duck
When ~ comes into play, you may show everyone in the vacinity a gold trophy from an event of your choice. If you do, you win the game.
"If it costs more than 6 mana, it should win me the game."
~Spike, Tourney Gamer
0/0
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Ryttare Kelasin Luna Orelinalei
Name
Enchantment
Sacrifice ~: ~ deals 2 damage to target creature or player.
Will :1mana::symr: (or just R)
When you play ~ for its Will cost, it deals 1 damage to target creature or player.
Basically this card, but one for each color. Just a suggestion.
edit: Others:
Name
Enchantment
Sacrifice ~: Target creature gets +1/+1 until end of turn.
Will :1mana::symg:
When you play ~ for its Will cost, target creature gets +1/+1 until end of turn.
Name
Enchantment
Sacrifice ~: Darw a card.
Will :1mana::symu:
When you play ~ for its Will cost, draw a card.
Name
Enchantment
Sacrifice ~: Gain 2 life.
Will :1mana::symw:
When you play ~ for its Will cost, gain 2 life.
Name
Enchantment
Sacrifice ~: Target player discards a card.
Will :1mana::symb:
When you play ~ for its Will cost, target player discards a card.
Still just more suggestions.
Banner by me
Gardevoir, as far as I understand our policy is 'open-door', so unless someone has a serious objection to you for some reason... welcome!
We do, of course, have a tradition of evaluating newcommers' cards. So without further ado:
This is an odd beast. The name doesn't seem to mesh with the ability or color (sounds rather black to me) and the flavor text seems to point in the opposite direction of the ability. The ability itself, however, is quite interesting with some fresh elements. Tiny templating problem: "another" should just be "a".
I like the name and love the flavor text. The ability isn't red at all though. This is white/blue to me or maybe just blue. The templating is also fuzzy. The presence of "would" leads you to believe it is a replacement effect but taht requires also having "instead" after "draw a card". If it's not a replacement effect, it shoud read, "The next time a source deals damage to you this turn, draw a card".
I like where you were going with it, but I don't think it worked. On the other hand, part of the reason to share ideas is to spark other ones and I think a twist on your card creates a pretty nifty one:
Oracle's Reprieve WU
Instant
The next time a source would deal damage to you this turn, prevent that damage then draw a card.
...interesting. It's always tough to evaluate an Un card, but I'd say anything that let's you win the game outright for one mana probably isn't fun, even in an Un set.
Overall, I'm looking forward to seeing more from you.
Current New Favorite Person™: Mallory Archer
She knows why.
Not-Quite-Final Fortune :xmana::xmana::symu::symu::symu:
Sorcery
Take X extra turns after this one. The next time target player would draw a card, you lose the game.
and
Meditation :symw::symu::symb::symr::symg:
Enchantment
Whenever you play a spell, if ~ has no spell counters on it, but a spell counter on it.
Whenever you play a spell, if ~ has any spell counter on it, remove all spell counters from it.
As long as ~ has a spell counter on it, spells you play cost one of each of that spells colored mana symbols less to play.
This would work better as a flip cards but since once a card has fliped it can't flip back it doesn't work.
EDIT for Kraj:
Yes a simple rules change would take care of it, but still.
EDIT: sorry about the deletion, doesn't that make me look good for my first post:embarrass:
Why not?
Current New Favorite Person™: Mallory Archer
She knows why.
white like: "Enchanted creature has first strike"
red-haste
green-trample
blue-flying
black-fear
And then change mana costs as needed.
Banner by me
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Ryttare Kelasin Luna Orelinalei
Improvments:
Name :1mana::symr:
Enchantment-Aura
Enchant Creature
Sacrifice Enchanted Creature: ~ deals 4 damage to target creature or player.
Will :1mana::symr:
When you play ~ for its Will cost, it deals 2 damage to target creature or player.
Name :2mana::symg:
Enchantment-Aura
Enchant Creature
Sacrifice Enchanted Creature: Target creature gets +3/+3 and gains trample until end of turn.
Will :1mana::symg:
When you play ~ for its Will cost, put a +1/+1 counter on target creature.
Name :2mana::symu::symu:
Enchantment-Aura
Enchant Creature
Sacrifice Enchanted Creature: Draw cards equal to the sacrificed creature's converted mana cost.
Will :1mana::symu:
When you play ~ for its Will cost, draw a card.
Name :1mana::symw:
Enchantment-Aura
Enchant Creature
Sacrifice Enchanted Creature: Gain 4 life.
Will :1mana::symw:
When you play ~ for its Will cost, gain 2 life.
Name :2mana::symb::symb:
Enchantment-Aura
Enchant Creature
Sacrifice Enchanted Creature: Target player discards cards equal to the sacrificed creature's converted mana cost.
Will :1mana::symb:
When you play ~ for its Will cost, target player discards a card.
What do you think of these? Too strong? Too weak? Overcosted? Undercosted? Wording?
edit: Okay, Shadowfox. Fixed!
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Don't forget the split enchantment mechanic under "mechanics". It's our coolest and most promising one.
Can we change the paren in the thread title to a bracket?
Shinobi's enchantment-sac cycle -
Hmm, not too bad, but I'm not in love. The idea of using Will as a flashback varient has been gone over; I don't really like it, and we already have a 10-card cycle or "seals". That said, the cards are reasonably cool by themselves.
Gardevior's cards -
Kraj's comments are valid, but the ideas behind both of these cards are quite solid, especially the first one - though I don't know if it needs to count the spells on the stack, it's just as cool if it does. The second one could afford beefing up, as while it's not directly worse than any card, "draw a card" by itself is a mediocre 1-mana effect, and this card essentially says "draw a card". (Against some control decks, it doesn't even say that.) In general, I like your designs, though.
MoW's cards -
NQFF - I like how the lose the game clause is handled - it'd be much more difficult to make clear any other way.
Meditation - This is pretty weird; I'm actually not a big fan of this card, though I don't really know what could be done to improve it. I mean, the effect is pretty tight.
I'm making an artifact thread... soon.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
http://forums.mtgsalvation.com/showthread.php?t=42677
...of course the golden rule is the card text always supercedes the rules. So if you made a card that had a flip condition on both sides, other than directly contradicting that one rule it should work just fine. Or, you could Flicker it to make it unflip if you wanted it to work within existing rules.
As far as black leader, I don't have a problem with a "new person" per se leading a color, but it would be nice if the person was around long enough to at least see if they're a regular contributor. Shadowfox and I were both very new to the clan, but we both also contributed regularly. It seems to me that the position doesn't need to be filled urgently since we're still trying to figure out what to do about some basic questions.
Current New Favorite Person™: Mallory Archer
She knows why.
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Oh, and I posted in the Artifact thread.
But one thing that will make it extremely easy is doing what Joyd did. adding the [Jupiter] onto the titles...
Also, why is it that you only have blue, red, and artifact? are we waiting for people... or do you need more color leaders... I would want to become a color leader... but I am only a friend...
We might want to think about Whtie, Land, and Multicolored.
As for me going on a trip coinsedentally (sp?) I am this weekend and next weekend I'll be gone, but after that I can post the rest of the summer.
Contributing regularly, is something I plan on doing. In other words, expect to see something in each of the color forums by the end of the day.