The idea is good here, and I hope this is what they do, effectively "Discard this: Target creature gains this creature until EoT." But...haste is pretty useless for an attacking creature, don't you think?
if you play it on EDH in a kalia deck maybe
lol kkkkkkkk
i think this will be like : pay half the MC and discard this creature: target attacking creature gets +X /+Y Where x is this card power and y is this card T
also would be coollllllll if bloodrush grants the creature other abilitys like trample haste ....
I'm not certain why you suppose your wording is better. There are aspects of it that are entirely meaningless or wrong. In the good news it apparently is shorter than suspend if you reduce it to its most crucial bits... being fourteen lines in your box had me kinda worried.
I still think that using names as the identifier makes the mechanic far to narrow. Ripple used that for extraordinary reasons that I don't feel apply here. What else? Grandeur?
lol this looked great
i also thinked about make it short maybe doing a modal for non permanents and another for permanents (like haunt)
When you play that spell you may reveal and exile any number of cards from your hand named {name}. If you do, that spell can’t be target of spells or abilities .
and for permanent
When you play that spell you may reveal and exile any number of cards from your hand named {name}. If you do instead put it into play and attach to it the cards you exiled this way.
i think is better to limit it cause if not we can make cards realy broken like( on your exemple) making some thing like "
blazing shot RR
emerge sorcery
blazing shot deals 3 damage plus 3 damage to target player for each card emerged" that can realy end any game with the clause 'If you do, that spell can’t be target of spells or abilities . '
i think emerge should be more like a kind of "you want to counter or gain controll of my spell and i have 4 copies of it in hand.... ok i will play one and remove the other 3 to get a really god effect and give it a protection againt you but i will lose a lot of cards in my hand'
i m not saying that cant be as i put a 'forest emerge' in one but seems to strong without any chains
Desert outsiders Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Desert outsiders. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Desert outsiders gets +1/+1 for each card attached to it.
When Desert outsiders is putted into your graveyard from play you may return any number of cards that was attached on Desert outsiders to it’s owner hands.
1/2
Soul of the woodsG
Creature-plant (c)
defender
Forest Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Forest. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Return to you hand a forest attached to Soul of the woods: Add G to your mana pool. You may only play this ability once each turn
0/3
traumatic return UB
instant (u)
traumatic return Emerge (When you play that spell you may reveal and exile any number of cards from your hand named traumatic return. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Return target nonland permanent to it’s owner hand. Target opponent discard 1 card for each card you exiled for pay traumatic return emerge cost.
Vital convergence 1W
sorcery (u)
Vital convergence Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Vital convergence. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Gain 4 life. Gain 1 life and draw a card for each card named vital convergence you exiled for play vital convergence emerge cost.
Comet fall 2RR
sorcery (r)
Comet fall Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Comet fall. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Comet fall deals 4 damage to target creature or player. Comet fall deals 3 damage to target creature or player for each card named Comet fall you exiled for its emerge cost.
Mode 1 - I'm casting an instant or sorcery spell with Emerge. I can exile another card with the same name from my hand to effectively make the first one uncounterable (via shroud.)
Mode 2 - I'm casting any other spell with Emerge. I can exile any number of other cards with the same name from my hand to cause the first card to resolve right away and then enter the battlefield with the exiled copies attached to it. And then the first card gains some effect based on the number of cards exiled, like +1/+1.
Is that about right?
yes
like if you play a spell with emerge you gain a minor plus effect beside the shroud and if you play a permanent with emerge it ETB instead with a bonus
thanks for your feedback
i have to say: yes they are confusing but i make they very fast
i made a new version
<name> Emerge (When you play that spell you may reveal and exile any number of cards from your hand named <name>. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Desert outsiders 1RW
Creature -Human Deserter (u)
Desert outsiders Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Desert outsiders. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
As long Desert outsiders has a card attached it gets +X/+X where x is the number of cards with the same name attached to Desert outsiders.
2/2
Comet fall 2RR
Sorcery (r)
Comet fall Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Comet fall. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Comet fall deals 4 damage to target creature or player. Comet fall deals 3 damage for each card named Comet fall you exiled for its emerge cost.
and
Soul of the woods G
Creature- plant
defender
Forest Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Forest. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Return to you hand a forest attached to Soul of the woods: Add G to your mana pool. You may only play this ability once each turn
0/2
maybe its better
Desert outsiders 1RW
Creature -Human Deserter (u)
Desert outsiders Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Desert outsiders. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Desert outsiders gets +1/+1 for each card attached to it .
2/2
Confluence( when you play this spell you may reveal and exile any number of cards with the same name as that. if you do that spell gains should. If it is a permanent instead put it into play and attach to it the cards you exiled this way)
Revengefull deserter [1][R][W]
creature- human deserter
Confluence
as long Revengefull deserter has a card attached it gets +X/+X where x is the number of Revengefull deserter cards attached to Revengefull deserter.
3/3
Comet rain [R][R]
sorcery
Confluence
Comet rain deals 2 damage to target creature or player. Comet rain deals 3 damage for card named Comet rain you exiled for its Confluence
--------------------
Edit:
<name> Emerge( When you play that spell you may reveal and exile any number of cards from your hand named <name>. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Familiar Hideout is ok but i think would be better to change its name like 'devil' hedeout or somethiing like this. For Tauren Arena would be better to give vigilance and make [1][w][r]: (much more playable)
Apotheosis (Mythic) 8WW
Sorcery
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Target creature becomes a 20/20 Avatar until end of turn.
remove the 'until end of turn' make it 9WW or just make it be just a rare
Nesting doll 2
Artifact creature
~ enters the battlefield with a nesting counter on it 2, remove a nesting counter from ~: put a copy of ~ onto the battlefield
1/1
[Place holder name]
Land
~ enters the battlefield tapped and doesn't untap during it's untap step. T: Add R or B to your mana pool.
Pay 2 Life: Untap ~.
Unhallowed Cathedral
Land
Your maximum hand size is reduced by one. T: Add W to your mana pool.
:symw:: Add B to your mana pool.
Lush Riverbank
Land
When ~ enters the battlefield each opponent may draw a card. T: Add G or U to your mana pool
for the first make "Pay 1 Life: Untap. you may only pay n life for this "
and 'T: Add R or B to your mana pool. ~~ deals 1 damage to you'
Lush Riverbank and Unhallowed Cathedral are ok
Some ideas for a new set about rabiah ( the plane from arabian nignts)
Ultimate wish [X][X][1]
Tribal Sorcery-Djinn ( M)
Ultimate wish is colorless.
Lose life equal twice the value you paid in X
Search up to X cards in your library and graveyard then put they in your hand. Shuffle your Library.
Edited:
/\ add " Discard two cards"
||
Avenger Sahir [2][W][W]
Creature-Human Cleric (M)
Haste
T: Exile target nonland permanent or target card in a graveyard.
Whenever [card Name] becomes target of a spell or ability or is put into a graveyard from play return all card exiled by [Card Name ] to they owners hand. At the end of the turn if [card Name] is in your graveyard return it to its owner hand.
2/2
Serendib survivor [1][U][U]
Creature - Efreet (M)
Flying
If a creature spell is countered you may put [card name] in play tapped from your hand.
[card name] don’t untap during your upkeep unless you pay [3] and 3 life.
4/5
Juzan Stalker[B][B][B]
Creature-Djinn (M)
When [card name] enters the batlefield, if you played if from your hand lose half your life rounded down.
4: Tap [card name]. Any player may active this ability.
7/3
Oasis Stalker [1][R][R]
Creature - Efreet (M)
haste
At the start of your upkeep flip a coin if you win draw 2 cards, if you lose target opponent draw a card.
T: Oasis Stalker deals 2 damage to target creature or player
3/2
Might of the woods [2][G][G]
Creature -Djinn (M)
Trample
At the start of your upkeep put a +1/+1 on target creature an opponent control if you can't each opponent gains 2 life.
GG: [card name] gets +3/+3 until the end of the turn.
4/5
No you can't it happens immediately and there is no response to it.
from: http://magiccards.info/query?q=%21Worldspine+Wurm
10/1/2012: Worldspine Wurm’s last ability is a triggered ability, not a replacement ability. Players can respond to this ability, for example, by trying to exile Worldspine Wurm from the graveyard before it’s shuffled into a library.
if you play it on EDH in a kalia deck maybe
lol kkkkkkkk
also would be coollllllll if bloodrush grants the creature other abilitys like trample haste ....
lol this looked great
i also thinked about make it short maybe doing a modal for non permanents and another for permanents (like haunt)
When you play that spell you may reveal and exile any number of cards from your hand named {name}. If you do, that spell can’t be target of spells or abilities .
and for permanent
When you play that spell you may reveal and exile any number of cards from your hand named {name}. If you do instead put it into play and attach to it the cards you exiled this way.
i think is better to limit it cause if not we can make cards realy broken like( on your exemple) making some thing like "
blazing shot RR
emerge sorcery
blazing shot deals 3 damage plus 3 damage to target player for each card emerged" that can realy end any game with the clause 'If you do, that spell can’t be target of spells or abilities . '
i think emerge should be more like a kind of "you want to counter or gain controll of my spell and i have 4 copies of it in hand.... ok i will play one and remove the other 3 to get a really god effect and give it a protection againt you but i will lose a lot of cards in my hand'
i m not saying that cant be as i put a 'forest emerge' in one but seems to strong without any chains
Creature-Human Deserter (u)
Desert outsiders Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Desert outsiders. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Desert outsiders gets +1/+1 for each card attached to it.
When Desert outsiders is putted into your graveyard from play you may return any number of cards that was attached on Desert outsiders to it’s owner hands.
1/2
Creature-plant (c)
defender
Forest Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Forest. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Return to you hand a forest attached to Soul of the woods: Add G to your mana pool. You may only play this ability once each turn
0/3
instant (u)
traumatic return Emerge (When you play that spell you may reveal and exile any number of cards from your hand named traumatic return. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Return target nonland permanent to it’s owner hand. Target opponent discard 1 card for each card you exiled for pay traumatic return emerge cost.
Vital convergence 1W
sorcery (u)
Vital convergence Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Vital convergence. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Gain 4 life. Gain 1 life and draw a card for each card named vital convergence you exiled for play vital convergence emerge cost.
Comet fall 2RR
sorcery (r)
Comet fall Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Comet fall. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Comet fall deals 4 damage to target creature or player. Comet fall deals 3 damage to target creature or player for each card named Comet fall you exiled for its emerge cost.
yes
like if you play a spell with emerge you gain a minor plus effect beside the shroud and if you play a permanent with emerge it ETB instead with a bonus
i have to say: yes they are confusing but i make they very fast
i made a new version
<name> Emerge (When you play that spell you may reveal and exile any number of cards from your hand named <name>. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Creature -Human Deserter (u)
Desert outsiders Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Desert outsiders. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
As long Desert outsiders has a card attached it gets +X/+X where x is the number of cards with the same name attached to Desert outsiders.
2/2
Comet fall 2RR
Sorcery (r)
Comet fall Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Comet fall. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Comet fall deals 4 damage to target creature or player. Comet fall deals 3 damage for each card named Comet fall you exiled for its emerge cost.
Creature- plant
defender
Forest Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Forest. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Return to you hand a forest attached to Soul of the woods: Add G to your mana pool. You may only play this ability once each turn
0/2
maybe its better
Creature -Human Deserter (u)
Desert outsiders Emerge (When you play that spell you may reveal and exile any number of cards from your hand named Desert outsiders. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
Desert outsiders gets +1/+1 for each card attached to it .
2/2
creature- human deserter
Confluence
as long Revengefull deserter has a card attached it gets +X/+X where x is the number of Revengefull deserter cards attached to Revengefull deserter.
3/3
sorcery
Confluence
Comet rain deals 2 damage to target creature or player. Comet rain deals 3 damage for card named Comet rain you exiled for its Confluence
--------------------
Edit:
<name> Emerge( When you play that spell you may reveal and exile any number of cards from your hand named <name>. If you do, that spell can’t be target of spells or abilities . If it’s a permanent spell instead put it into play and attach to it the cards you exiled this way.)
remove the 'until end of turn' make it 9WW or just make it be just a rare
Artifact creature
~ enters the battlefield with a nesting counter on it
2, remove a nesting counter from ~: put a copy of ~ onto the battlefield
1/1
make it a |-1/1| and its fine
for the first make "Pay 1 Life: Untap. you may only pay n life for this "
and 'T: Add R or B to your mana pool. ~~ deals 1 damage to you'
Lush Riverbank and Unhallowed Cathedral are ok
yeah when i made it i was thinking about the power level, maybe if i put a " Discard 2 cards then..." in it , maybe i can put down the power level
Tribal Sorcery-Djinn ( M)
Ultimate wish is colorless.
Lose life equal twice the value you paid in X
Search up to X cards in your library and graveyard then put they in your hand. Shuffle your Library.
/\ add " Discard two cards"
||
Creature-Human Cleric (M)
Haste
T: Exile target nonland permanent or target card in a graveyard.
Whenever [card Name] becomes target of a spell or ability or is put into a graveyard from play return all card exiled by [Card Name ] to they owners hand. At the end of the turn if [card Name] is in your graveyard return it to its owner hand.
2/2
Creature - Efreet (M)
Flying
If a creature spell is countered you may put [card name] in play tapped from your hand.
[card name] don’t untap during your upkeep unless you pay [3] and 3 life.
4/5
Creature-Djinn (M)
When [card name] enters the batlefield, if you played if from your hand lose half your life rounded down.
4: Tap [card name]. Any player may active this ability.
7/3
Creature - Efreet (M)
haste
At the start of your upkeep flip a coin if you win draw 2 cards, if you lose target opponent draw a card.
T: Oasis Stalker deals 2 damage to target creature or player
3/2
Creature -Djinn (M)
Trample
At the start of your upkeep put a +1/+1 on target creature an opponent control if you can't each opponent gains 2 life.
GG: [card name] gets +3/+3 until the end of the turn.
4/5
from: http://magiccards.info/query?q=%21Worldspine+Wurm
10/1/2012: Worldspine Wurm’s last ability is a triggered ability, not a replacement ability. Players can respond to this ability, for example, by trying to exile Worldspine Wurm from the graveyard before it’s shuffled into a library.