A work in progress idea, any help to flesh it out would be much appreciated:
You are a Planeswalker summoned to participate in the 'Holy Grail War' a secret and violent war among competing magi. For the past two centuries, seven sorcerers have gathered and engage in a battle royale known as the Holy Grail War, each gambling his or her own life to obtain the Holy Grail, a legendary chalice capable of granting wishes. The past four Holy Grail Wars have typically occurred every sixty years or so. However, the fifth war has started prematurely, with the most recent concluding less than a decade ago.
The seven sorcerers, known as Masters (Players), are aided by seven beings known as Servants (Commanders), reincarnations of legendary heroes from all time. These resurrected souls possess superhuman characteristics and wield powerful artifacts or abilities called Noble Phantasms, symbols of their heroism during life. Only one Servant can be summoned in each war from one of seven classes: Saber, Archer, Lancer, Berserker, Rider, Assassin, and Caster, each representing their distinctive role in battle. The Servants are summoned by the power of the Grail itself and aid their Masters in doing battle, protecting them from harm and killing other Servants or Masters. In return for their aid, the Servants also seek their own wish from the Holy Grail, should their Master become victorious.
Game Idea:
Servant Cards:
- Each Master chooses one Servant card to play at the start of the game: Saber, Archer, Lancer, Berserker, Rider, Assassin, and Caster
- Servant Cards can only be cast from the command zone, and any time a servant card leaves play or is unattached from its commander, the servant card returns to the command zone
- Each Servant Card has "When you cast your commander from the command zone, attach 'class' Servant Card to your commander"
- Servant Cards have shroud
- Each Servant Card is an aura with unique effects used only on the chosen commander
- To cast your commander as a Servant commander add the additional casting cost
- Commander rules apply when summoning commanders
Activating Noble Phantasms:
- servant cost + commander cost = trigger commander skill (ie. Kaalia of the Vast as Servant Saber = pay 7 converted mana cost to trigger "when kaalia attacks... bring an angel, demon, dragon into play"
"The Servant Cards"
Servant Saber:
+3 commander casting cost
"Enchanted commander gains Lifelink; +4/+4; Outlast 1; and anytime a source will deal damage to you, it is dealt to enchanted creature instead"
Servant Archer:
+2 commander casting cost
"Enchanted commander gains Reach, +2/+2; Prowess; there is an additional combat step after the first"
Servant Lancer:
+2 commander casting cost
"Enchanted commander gains Double Strike; +3/+3; Hexproof; and can block any number of creatures"
Servant Berserker:
+4 commander casting cost
"Enchanted commander gains Trample; +10/+10; Indestructible; attacks each turn if able; and flip a coin: if you lose the coin toss, Servant Berserker deals dmg to you equal to its power"
Servant Rider:
+2 commander casting cost
"Enchanted commander gains Haste; +3/+3; Vigilance, non-basic Landwalk, during your upkeep place a token copy of your commander onto the battlefield, it has haste
Servant Assassin:
+2 commander casting cost
"Enchanted commander gains Deathtouch; +5/+0; tap, Servant Assassin deals dmg to target creature equal to its power
Servant Caster:
+3 commander casting cost
"Enchanted creature gains +0/+5; spells you cast cost 2 less; tap, copy target instant sorcery spell, you may choose new targets for the copy
these are just general ideas i have, any help or comments are welcome
You are a Planeswalker summoned to participate in the 'Holy Grail War' a secret and violent war among competing magi. For the past two centuries, seven sorcerers have gathered and engage in a battle royale known as the Holy Grail War, each gambling his or her own life to obtain the Holy Grail, a legendary chalice capable of granting wishes. The past four Holy Grail Wars have typically occurred every sixty years or so. However, the fifth war has started prematurely, with the most recent concluding less than a decade ago.
The seven sorcerers, known as Masters (Players), are aided by seven beings known as Servants (Commanders), reincarnations of legendary heroes from all time. These resurrected souls possess superhuman characteristics and wield powerful artifacts or abilities called Noble Phantasms, symbols of their heroism during life. Only one Servant can be summoned in each war from one of seven classes: Saber, Archer, Lancer, Berserker, Rider, Assassin, and Caster, each representing their distinctive role in battle. The Servants are summoned by the power of the Grail itself and aid their Masters in doing battle, protecting them from harm and killing other Servants or Masters. In return for their aid, the Servants also seek their own wish from the Holy Grail, should their Master become victorious.
Game Idea:
Servant Cards:
- Each Master chooses one Servant card to play at the start of the game: Saber, Archer, Lancer, Berserker, Rider, Assassin, and Caster
- Servant Cards can only be cast from the command zone, and any time a servant card leaves play or is unattached from its commander, the servant card returns to the command zone
- Each Servant Card has "When you cast your commander from the command zone, attach 'class' Servant Card to your commander"
- Servant Cards have shroud
- Each Servant Card is an aura with unique effects used only on the chosen commander
- To cast your commander as a Servant commander add the additional casting cost
- Commander rules apply when summoning commanders
Activating Noble Phantasms:
- servant cost + commander cost = trigger commander skill (ie. Kaalia of the Vast as Servant Saber = pay 7 converted mana cost to trigger "when kaalia attacks... bring an angel, demon, dragon into play"
"The Servant Cards"
Servant Saber:
+3 commander casting cost
"Enchanted commander gains Lifelink; +4/+4; Outlast 1; and anytime a source will deal damage to you, it is dealt to enchanted creature instead"
Servant Archer:
+2 commander casting cost
"Enchanted commander gains Reach, +2/+2; Prowess; there is an additional combat step after the first"
Servant Lancer:
+2 commander casting cost
"Enchanted commander gains Double Strike; +3/+3; Hexproof; and can block any number of creatures"
Servant Berserker:
+4 commander casting cost
"Enchanted commander gains Trample; +10/+10; Indestructible; attacks each turn if able; and flip a coin: if you lose the coin toss, Servant Berserker deals dmg to you equal to its power"
Servant Rider:
+2 commander casting cost
"Enchanted commander gains Haste; +3/+3; Vigilance, non-basic Landwalk, during your upkeep place a token copy of your commander onto the battlefield, it has haste
Servant Assassin:
+2 commander casting cost
"Enchanted commander gains Deathtouch; +5/+0; tap, Servant Assassin deals dmg to target creature equal to its power
Servant Caster:
+3 commander casting cost
"Enchanted creature gains +0/+5; spells you cast cost 2 less; tap, copy target instant sorcery spell, you may choose new targets for the copy
these are just general ideas i have, any help or comments are welcome
http://en.wikipedia.org/wiki/Fate/stay_night - fate stay night wiki i copied the intro from