So example:
-You control Verdeloth the Ancient and one 1/1 (now 2/2) green Saproling creature token.
-You cast a Giant Growth and a Moonlace on the Saproling (now 5/5 and colorless).
-You cast Wake the Reflections and copy the Saproling. Then Magical Misfire creates three (!) additional copies.
-You control Verdeloth the Ancient, one colorless 5/5 Saproling (original), one 1/1 (now 2/2) green Saproling (from populate), one 2/2 (now 3/3) green Saproling (extra copy 1 because of Verdeloth's pump), one 4/4 (now 5/5) green Saproling (extra copy 2 because of Giant Growth), and one 1/1 (now 2/2) colorless Saproling (extra copy 3 because of Moonlace).
It is even worse of a memory nightmare than I thought.
Ahhh my brain, I think the initial design interpretation was far more elegant, this just want to be a intelligence test.
Ok lets have a crack at it
Whenever a token copy of a single permanent you control enters the battlefield, put an additional creature tokens onto the battlefield for each effect changing that creatures power and toughness, color, or type. Each token put onto the battlefield this way gains that effect. (each token only gains one effect each)
I think thats fairly clear?
Really the hard part is indicating that each token only gains a single effect and that no two tokens get the same effect (unless it is gaining the effect twice!!!!! AHHH!)
Imagine trying to resolve this in a multi-player commander game!
Vinebound HydraXGG
Creature — Plant Hydra {R}
Vanishing X
At the the beginning of your end step put a +1/+1 counter on~ for each time counter on ~.
1/1
I think this should be fairly well costed, considering it doesn't have trample and dies eventually unlike other hydras.
Eg: if 5 paid (X = 3) then would enter as 1/1, become a 4/4 then a 6/6 then a 7/7 then vanish.
What you guys think, any other cool vanishing effects I could do?
EDIT: also changed the clock to use time counters not charge counters.
Knowledge Clock6
Artifact {R}
Vanishing 4
Whenever you draw a card, put a time counter on Knowledge Clock. TX, remove X time counters from Knowledge Clock: Put X time counters on target permanent.
Discard 2 cards counterspell is tricky as either a 2 for 1 or a counter, maybe need a tiny drawback like needing to pay 2 life to cast?
Remember any instant speed discard is REALLY good.
This isn't the completely correct wording but I just want to make sure I am interpeting your card correctly
If a spell or ability would change the P/T, color or type of a creature token you control, put a creature token thats a copy of it onto the battlefield thats a copy of it. create a copy of triggering spell or ability targeting the new token created.
Obviously my wording is just as bad but is understandable, as you version had some spelling mistakes.
Actually you probably want to copy the spell effect before creating the token to make it more grokable.
Most of the 1 drops look like they are pushing the curve and are probably better as 2 drops.
Also the card renders need artist names on them I believe.
Otherwise they seem to fit the pokemon fairly well.
Been messing around with Vanishing a bit, seeing what design space is interesting.
Here are a few simple cards.
The rarity and P/T are definitely not final.
My notes are in the spoilers.
Mora of BattlelustRR
Creature — Illusion {C}
Vanishing 3
When ~ is put into a graveyard from play, if it had no time counters on it, place it onto the battlefield under target opponent’s control.
3/1
Basically if it isn't killed in battle the opponent gains control of it similar to Treacherous Pit-Dweller.
Fading Oneiromancer2U
Creature — Human Wizard {C}
Vanishing 5 T1U: Remove a time counter from Fading Oneiromancer, draw a card.
1/2
Temporary creature that can draw you a card or 2, probably needs a higher ability cost.
Loose TetherU
Enchantment — Aura {C}
Enchant nonland permanent
Vanishing 3
When Loose Tether leaves the battlefield, return Loose Tether and enchanted permanent to it’s owners hand.
3 turn delayed repeatable bounce that can target nonland permanents.
will probably reword so it dies properly if killed with enchantment removal.
Knowledge Clock6
Artifact — Aura {R}
Vanishing 4
Whenever you draw a card, put a charge counter on Knowledge Clock. T2, remove X charge counters: Put X time counters on target permanent.
Nice tension in that you can renew your own vanishing stuff but is slowly dissipating itself.
The mechanical reason for targeting is to make a choice for a spell or ability that other players have time to respond to appropriately. The point of shroud/hexproof/protection is that the creature/permanent can't be chosen.
The way to get past shroud on a creature is to either hit everything (something like Day of Judgement) or let the other player make the choice (something like Cruel Edict).
It is weird that a Siren does not have a mechanically Siren ability. Trying to tie in a Siren ability into what you want, maybe something like this?
3UU Legendary Creature - Siren
Whenever a creature deals damage to you, put a seduction counter on it.
At the beginning of your upkeep, you may gain control of a creature with a seduction counter on it for as long as you control CARDNAME. T: Target creature an opponent controls attacks you this turn if able.
2/2
Seems like this is probably one of the best ways to make it bypass hexproof etc, also plays well to the seductress aspect (attacking makes you vulnerable).
Also like the idea of only effecting non legendary creatures as a trinket mechanic.
Not sure it needs the forced attacking aspect though, also forced attack is a bit outside blues color pie.
3UU Legendary Creature - Siren
Whenever a non-legendary creature deals damage to you, put a seduction counter on it.
At the beginning of your upkeep, you may gain control of a creature with a seduction counter on it for as long as you control CARDNAME.
1/3
Clockwork Puppet 2
Artifact Creature - Construct
Clockwork Puppet enters the battlefield with three +1/+1 counters on it.
Whenever Clockwork Puppet attacks or blocks, remove a +1/+1 counter from it at end of combat.
0/0
Clockwork Mannequin 5
Artifact Creature - Construct
You may sacrifice two artifact creatures with any +1/+1 counters on them rather than pay Clockwork Mannequin's mana cost.
Clockwork Mannequin enters the battlefield with six +1/+1 counters on it.
Whenever Clockwork Mannequin attacks or blocks, remove a +1/+1 counter from it at end of combat.
0/0
Clockwork Amalgam 8
Artifact Creature - Construct
You may sacrifice three artifact creatures with any +1/+1 counters on them rather than pay Clockwork Amalgam's mana cost.
Trample
Clockwork Amalgam enters the battlefield with ten +1/+1 counters on it.
Whenever Clockwork Amalgam attacks or blocks, remove a +1/+1 counter from it at end of combat.
0/0
Nice solid artifact creature design, I think that the clockwork Amalgam's sacrifice cost may need tweaking depending on if you have many support cards for +1/+1 counters on artifact creatures you have.
Hilarity with Corpsejack Menace or Doubling Season but thats not really an issue.
looks good.
BONUS:
Entropy Engine 3
Artifact Creature - Construct
Whenever a +1/+1 counter is removed from another artifact creature that attacked or blocked this turn, put a +1/+1 counter on Entropy Engine.
2/2
Is this supposed to work with your opponents creatures?
if so then maybe make a 1/1 or up the mana cost to 4.
Dashrabbit R
Creature - Rabbit
Haste
Whenever Dashrabbit attacks and isn't blocked, you may put a creature card with power 2 or less onto the battlefield tapped and attacking. If you do, sacrifice Dashrabbit.
0/1
May want to increase mana cost to 1R or remove haste as it allows you to possibly get any creature with 2 or less power (clockwork amalgam) out turn 1 without any response if you have the first turn.
Thats possibly 10 damage turn 1!!!
Maybe make it based on CC not power and remove the haste?
Morselboar 1RR
Creature - Boar
Haste
Morselboar can't be blocked except by two or more creatures.
Whenever Morselboar attacks and isn't blocked, you may put a creature card with power 3 or less onto the battlefield tapped and attacking. If you do, sacrifice Morselboar.
0/2
Glittertrail Phoenix 3RR
Creature - Phoenix
Flying
Whenever Glittertrail Phoenix attacks and isn't blocked, you may put a creature card with flying from your hand onto the battlefield tapped and attacking. If you do, sacrifice Glitertrail Phoenix. 3RR: Return Glittertrail Phoenix from your graveyard to your hand at the beginning of the next end step. Activate this ability as a sorcery.
0/3
This seems like a step in the correct direction, why is the return to hand at the end step and not immediate?
Gate Attendant 5W
Creature - Giant Soldier
Gate Attendant has defender if it never blocked.
6/6
Sky Attendant 3WW
Creature - Griffin
Flying
Sky Attendant has defender if it never blocked.
5/5
Trail Attendant W
Creature - Human Soldier
Vigilance
Trail Attendant has defender if it never blocked.
3/3
So as soon as it blocks it loses defender, nice.
For memory reasons you may want to add some sort of non functioning token, not 100% necessary but work testing.
The one drop is far too strong, 3/3 with no huge downside, maybe make it a 1/3?
The gate attendent seems the most well powered out of them.
Overall nice work but obviously needs a little tweaking.
Thanks for all the advice, they were bugging me which is why I posted them up.
definitely need a rework.
What about a creature with an enter the battlefield ability that only triggers if not "countered"?
I may try Gigaguess' idea as well
What I really want flavour wise is a creature that is obviously a challenge to summon correctly. (see Dreamwalkers and Pondering Oakbeasts flavour)
Any ideas?
confusing anxiety may be a tad undercosted, also seems like more of a BW effect as black doesn't usually mess with opponents mana cost unless I'm mistaken.
Love the flavour on Absurd Paranoia
Also the others are right about the goblin should have a buff based on other creatures so it doesn't effect itself.
I have two cycles of creatures that can be countered to return to hand by an opponent.
These are my smaller cycle that is finished
I will probably move these to uncommon
Do you think they are current too powerful?
Should I move them to 3CC or make them a little weaker?
Is the wording for that ability good?
Dreamwalker Scout1W
Creature — Human Scout {C}
Vigilance
When this spell is cast from your hand, any player may pay 2 to counter it,
If it is countered this way, put it into it’s owners hand. “I walk the shattered barrier between the worlds, not without some difficulty I might add”
3/2
Oneieromancer Walker1U
Creature — Human Wizard {C}
Flying
When this spell is cast from your hand, any player may pay 2 to counter it,
If it is countered this way, put it into it’s owners hand. ““Walker is such a terrible title, since the Dreamshift I’ve never had to walk””
3/2
Pondering Oakbeast1G
Creature — Elemental Beast {C}
Trample
When this spell is cast from your hand, any player may pay 2 to counter it,
If it is countered this way, put it into it’s owners hand. The trees dreamed of guardians to defend them, unfortunately trees are slow dreamers
3/2
Blinded Shimmermaw1R
Creature — Salamander Elemental {C}
Haste
When this spell is cast from your hand, any player may pay 2 to counter it,
If it is countered this way, put it into it’s owners hand. The fires of Malmaw Fields burn both dreams and flesh with equal ease, while the shimmermaws consume the ashes.
3/2
Masked Shambler1B
Creature — Illusion Zombie {C}
Intimidate
When this spell is cast from your hand, any player may pay 2 to counter it,
If it is countered this way, put it into it’s owners hand.
3/2
Ahhh my brain, I think the initial design interpretation was far more elegant, this just want to be a intelligence test.
Ok lets have a crack at it
I think thats fairly clear?
Really the hard part is indicating that each token only gains a single effect and that no two tokens get the same effect (unless it is gaining the effect twice!!!!! AHHH!)
Imagine trying to resolve this in a multi-player commander game!
EDIT: BOXES! and spelling
Creature — Plant Hydra {R}
Vanishing X
At the the beginning of your end step put a +1/+1 counter on~ for each time counter on ~.
1/1
I think this should be fairly well costed, considering it doesn't have trample and dies eventually unlike other hydras.
Eg: if 5 paid (X = 3) then would enter as 1/1, become a 4/4 then a 6/6 then a 7/7 then vanish.
What you guys think, any other cool vanishing effects I could do?
EDIT: also changed the clock to use time counters not charge counters.
Knowledge Clock 6
Artifact {R}
Vanishing 4
Whenever you draw a card, put a time counter on Knowledge Clock.
TX, remove X time counters from Knowledge Clock: Put X time counters on target permanent.
Discard 2 cards counterspell is tricky as either a 2 for 1 or a counter, maybe need a tiny drawback like needing to pay 2 life to cast?
Remember any instant speed discard is REALLY good.
If a spell or ability would change the P/T, color or type of a creature token you control, put a creature token thats a copy of it onto the battlefield thats a copy of it. create a copy of triggering spell or ability targeting the new token created.
Obviously my wording is just as bad but is understandable, as you version had some spelling mistakes.
Actually you probably want to copy the spell effect before creating the token to make it more grokable.
Also the card renders need artist names on them I believe.
Otherwise they seem to fit the pokemon fairly well.
Here are a few simple cards.
The rarity and P/T are definitely not final.
My notes are in the spoilers.
Mora of Battlelust RR
Creature — Illusion {C}
Vanishing 3
When ~ is put into a graveyard from play, if it had no time counters on it, place it onto the battlefield under target opponent’s control.
3/1
Fading Oneiromancer 2U
Creature — Human Wizard {C}
Vanishing 5
T1U: Remove a time counter from Fading Oneiromancer, draw a card.
1/2
Loose Tether U
Enchantment — Aura {C}
Enchant nonland permanent
Vanishing 3
When Loose Tether leaves the battlefield, return Loose Tether and enchanted permanent to it’s owners hand.
will probably reword so it dies properly if killed with enchantment removal.
Knowledge Clock 6
Artifact — Aura {R}
Vanishing 4
Whenever you draw a card, put a charge counter on Knowledge Clock.
T2, remove X charge counters: Put X time counters on target permanent.
Seems like this is probably one of the best ways to make it bypass hexproof etc, also plays well to the seductress aspect (attacking makes you vulnerable).
Also like the idea of only effecting non legendary creatures as a trinket mechanic.
Not sure it needs the forced attacking aspect though, also forced attack is a bit outside blues color pie.
Legendary Creature - Siren
Whenever a non-legendary creature deals damage to you, put a seduction counter on it.
At the beginning of your upkeep, you may gain control of a creature with a seduction counter on it for as long as you control CARDNAME.
1/3
Nice solid artifact creature design, I think that the clockwork Amalgam's sacrifice cost may need tweaking depending on if you have many support cards for +1/+1 counters on artifact creatures you have.
Hilarity with Corpsejack Menace or Doubling Season but thats not really an issue.
looks good.
Is this supposed to work with your opponents creatures?
if so then maybe make a 1/1 or up the mana cost to 4.
May want to increase mana cost to 1R or remove haste as it allows you to possibly get any creature with 2 or less power (clockwork amalgam) out turn 1 without any response if you have the first turn.
Thats possibly 10 damage turn 1!!!
Maybe make it based on CC not power and remove the haste?
same as above but not as broken
This seems like a step in the correct direction, why is the return to hand at the end step and not immediate?
So as soon as it blocks it loses defender, nice.
For memory reasons you may want to add some sort of non functioning token, not 100% necessary but work testing.
The one drop is far too strong, 3/3 with no huge downside, maybe make it a 1/3?
The gate attendent seems the most well powered out of them.
Overall nice work but obviously needs a little tweaking.
definitely need a rework.
What about a creature with an enter the battlefield ability that only triggers if not "countered"?
I may try Gigaguess' idea as well
What I really want flavour wise is a creature that is obviously a challenge to summon correctly. (see Dreamwalkers and Pondering Oakbeasts flavour)
Any ideas?
Agreed.
That does make it much weaker on the defensive, which suits red very well.
Love the flavour on Absurd Paranoia
Also the others are right about the goblin should have a buff based on other creatures so it doesn't effect itself.
What about cards that care about being veiled?
though that may be difficult rule wise because they are exiled.
These are my smaller cycle that is finished
I will probably move these to uncommon
Do you think they are current too powerful?
Should I move them to 3CC or make them a little weaker?
Is the wording for that ability good?
Dreamwalker Scout 1W
Creature — Human Scout {C}
Vigilance
When this spell is cast from your hand, any player may pay 2 to counter it,
If it is countered this way, put it into it’s owners hand.
“I walk the shattered barrier between the worlds, not without some difficulty I might add”
3/2
Oneieromancer Walker 1U
Creature — Human Wizard {C}
Flying
When this spell is cast from your hand, any player may pay 2 to counter it,
If it is countered this way, put it into it’s owners hand.
““Walker is such a terrible title, since the Dreamshift I’ve never had to walk””
3/2
Pondering Oakbeast 1G
Creature — Elemental Beast {C}
Trample
When this spell is cast from your hand, any player may pay 2 to counter it,
If it is countered this way, put it into it’s owners hand.
The trees dreamed of guardians to defend them, unfortunately trees are slow dreamers
3/2
Blinded Shimmermaw 1R
Creature — Salamander Elemental {C}
Haste
When this spell is cast from your hand, any player may pay 2 to counter it,
If it is countered this way, put it into it’s owners hand.
The fires of Malmaw Fields burn both dreams and flesh with equal ease, while the shimmermaws consume the ashes.
3/2
Masked Shambler 1B
Creature — Illusion Zombie {C}
Intimidate
When this spell is cast from your hand, any player may pay 2 to counter it,
If it is countered this way, put it into it’s owners hand.
3/2
I've been reading various posts and discussions about standard and custom sets for a month or two and decided I should join up.
I play magic cards, mainly doing local drafts with a playgroup I have.
I am doing a games design and programming course which I am really enjoying.
I create games using unity and code mainly in C# and python.
Currently having a stab at making a custom set, called Dreamshift