Paradise Lost (Rare)
Land Landfall - Whenever a land enters the battlefield under your control, return Paradise Lost to your hand. T: Add one mana of any color to your mana pool.
Paradise Lost (Rare)
Land Landfall – Whenever a land enters the battlefield under your control, return Paradise Lost to your hand. T: Add one mana of any color to your mana pool.
Does it return itself?
Paradise Lost (Rare or Mythic?)
Land
During your untap step, as you untap your permanents, return a land you control to its owner's hand. T: Add one mana of any color to your mana pool.
Viridian Backbreaker2G [U]
Creature - Elf Shaman G,t: Viridian Backbreaker deals 2 damage to target creature. Put a +1/+1 counter on it. "Break yourself in training so you won't in battle."
2/2
Green pings repeatedly now. And when it snaps a creature's spine, if that creature doesn't die, it gets stronger. It can even break its own back to get stronger. I don't get this at all.
I'm sorry for using disrespectful language. Imo, printability should be the absolute baseline of voting criteria with potential being a close second. So I suppose, that if someone votes for a technically unprintable card based on its potential, the vote isn't entirely unjustified.
Essentially what I'm saying is that rule 301.5c doesn't prevent a creature from equipping another, it removes the creature if it ever does become attached, but by the time SBA are checked, the creature isn't a creature anymore, because it's attached to something.
That's what I think too, but I posted it in the rules forum anyways prior to seeing these posts. (No responses yet.)
Iron Sentry (Uncommon) 5
Artifact – Equipment
Equipped creature gets +3/+3 and has vigilance. Autonomous – As long as this isn't attached to another permanent, it's a 3/3 artifact creature with vigilance.
Equip (2/W)
Does Autonomous work within the following rule?
301.5c An Equipment that's also a creature can't equip a creature.
Iron Sentry5
Artifact - Equipment
Equipped creature gets +3/+3 and has vigilance Autonomous - As long as this isn't attached to another permanent, it's a 3/3 artifact creature with vigilance.
Equip (2/W)
I like this for a couple of reasons. First off, it avoids the awkward licid wording. I mean, it involves triggers, delayed triggers, gaining and losing abilities, bleh. This one also can go on components.
This... is... BEAST! It loses a tiny bit of the flavor of my originals, but it's way worth it for the streamlining. I love it!
I'm gonna share this idea over in the custom card creation forum where I have a thread with the same cards.
Because clearly Kaervek the Merciless destroyed Standard. It is a six-mana multicolored myffic rare that starts at only one power. I think it deserves to be able to get huge.
Ah, I didn't realize that Kaervek was a nonlegendary creature with vigilance, hexproof, and a crippling ability that grows and grows if your opponents use mana. All for 1 less and in G (the best mana accel color). /sarcasm
My intention wasn't and isn't to criticize your design anyways. It's to encourage people to think before they click. It's easy to get dazzled by a broken card and wind up making a stupid vote that warps the competition.
I've been toying with this idea mechanically, but didn't hit the flavor I was looking for until I saw a steampunk theme set over in the set forum and read mentionings of contraptions in the original post. Here I present the building blocks of my idea flavored to the taste of a steampunk set as food for thought. For me, the conception was first and primarily inspired by the Constructicons of the original Transformers cartoon. The Chimeras from Visions were also a small inspiration. Mechanically, the idea is intended to build up a creature to battlecruiser status.
Iron Sentry (Uncommon) 5
Artifact Creature – Contraption
3/3
Vigilance Assemble – (2/W),T: Iron Sentry loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has vigilance.
Iron Sentry (Uncommon) 5
Artifact – Equipment
Equipped creature gets +3/+3 and has vigilance. Autonomous – As long as this isn't attached to another permanent, it's a 3/3 artifact creature with vigilance.
Equip (2/W)
I've been toying with this idea mechanically, but didn't hit the flavor I was looking for until I saw this idea about a steampunk plane and read mentionings of contraptions in the original post. Here I present the building blocks of my idea flavored to the taste of your set as food for thought. And I'm sure you know about Steamflogger Boss.
Technomancy (Uncommon) 5
Sorcery
Put three 0/1 colorless Rigger creature tokens onto the battlefield. They have " Sacrifice this creature: Add one mana of any color to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts.”
Rigger (Common)
[TOKEN]
Creature – Rigger
0/1
Sacrifice this creature: Add one mana of any color to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts.
A CYCLE OF CONTRAPTIONS
Iron Sentry (Uncommon) 5
Artifact Creature – Contraption
3/3
Vigilance Assemble – (2/W),T: Iron Sentry loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has vigilance.
Iron Glider (Uncommon) 5
Artifact Creature – Contraption
3/3
Flying Assemble – (2/U),T: Iron Glider loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has flying.
Iron Reaper (Rare) 5
Artifact Creature – Contraption
3/3
Lifelink Assemble – (2/B),T: Iron Reaper loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has lifelink.
Iron Thresher (Uncommon) 5
Artifact Creature – Contraption
3/3
Haste Assemble – (2/R),T: Iron Thresher loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has haste.
Iron Miner (Uncommon) 5
Artifact Creature – Contraption
3/3
Trample Assemble – (2/G),T: Iron Miner loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has trample.
This set got me looking at all existing Clockwork creatures and, wow, I can't believe none of them are Constructs. What a flavor whiff for WotC. You got it right though.
Paradise Lost (Rare)
Land
Landfall - Whenever a land enters the battlefield under your control, return Paradise Lost to your hand.
T: Add one mana of any color to your mana pool.
Land
Landfall – Whenever a land enters the battlefield under your control, return Paradise Lost to your hand.
T: Add one mana of any color to your mana pool.
Does it return itself?
Paradise Lost (Rare or Mythic?)Land
During your untap step, as you untap your permanents, return a land you control to its owner's hand.
T: Add one mana of any color to your mana pool.
Green pings repeatedly now. And when it snaps a creature's spine, if that creature doesn't die, it gets stronger. It can even break its own back to get stronger. I don't get this at all.
That's what I think too, but I posted it in the rules forum anyways prior to seeing these posts. (No responses yet.)
5
Artifact – Equipment
Equipped creature gets +3/+3 and has vigilance.
Autonomous – As long as this isn't attached to another permanent, it's a 3/3 artifact creature with vigilance.
Equip (2/W)
Does Autonomous work within the following rule?
301.5c An Equipment that's also a creature can't equip a creature.
This... is... BEAST! It loses a tiny bit of the flavor of my originals, but it's way worth it for the streamlining. I love it!
I'm gonna share this idea over in the custom card creation forum where I have a thread with the same cards.
Ah, I didn't realize that Kaervek was a nonlegendary creature with vigilance, hexproof, and a crippling ability that grows and grows if your opponents use mana. All for 1 less and in G (the best mana accel color). /sarcasm
My intention wasn't and isn't to criticize your design anyways. It's to encourage people to think before they click. It's easy to get dazzled by a broken card and wind up making a stupid vote that warps the competition.
Iron Sentry (Uncommon)
5
Artifact Creature – Contraption
3/3
Vigilance
Assemble – (2/W),T: Iron Sentry loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has vigilance.
Iron Sentry (Uncommon)
5
Artifact – Equipment
Equipped creature gets +3/+3 and has vigilance.
Autonomous – As long as this isn't attached to another permanent, it's a 3/3 artifact creature with vigilance.
Equip (2/W)
I've been toying with this idea mechanically, but didn't hit the flavor I was looking for until I saw this idea about a steampunk plane and read mentionings of contraptions in the original post. Here I present the building blocks of my idea flavored to the taste of your set as food for thought. And I'm sure you know about Steamflogger Boss.
Technomancy (Uncommon)
5
Sorcery
Put three 0/1 colorless Rigger creature tokens onto the battlefield. They have " Sacrifice this creature: Add one mana of any color to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts.”
Rigger (Common)
[TOKEN]
Creature – Rigger
0/1
Sacrifice this creature: Add one mana of any color to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts.
A CYCLE OF CONTRAPTIONS
Iron Sentry (Uncommon)
5
Artifact Creature – Contraption
3/3
Vigilance
Assemble – (2/W),T: Iron Sentry loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has vigilance.
Iron Glider (Uncommon)
5
Artifact Creature – Contraption
3/3
Flying
Assemble – (2/U),T: Iron Glider loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has flying.
Iron Reaper (Rare)
5
Artifact Creature – Contraption
3/3
Lifelink
Assemble – (2/B),T: Iron Reaper loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has lifelink.
Iron Thresher (Uncommon)
5
Artifact Creature – Contraption
3/3
Haste
Assemble – (2/R),T: Iron Thresher loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has haste.
Iron Miner (Uncommon)
5
Artifact Creature – Contraption
3/3
Trample
Assemble – (2/G),T: Iron Miner loses this ability and becomes an Equipment. Attach it to target artifact creature. When equipped creature dies, end this effect.
Equipped creature gets +3/+3 and has trample.
Since there are over 3000 posts in this thread, would you mind linking what it is you're referring to so I can read it?