Votes: RhymesWithEight, Scarbo
Arcbound Channeler
Artifact Creature - Druid Construct (U)
Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Remove a +1/+1 counter from Arcbound Channeler: Add to your mana pool.
0/1
Thanks for clearing that up for me guys. I figured I was missing something. I'm trying to think of a recent (lets say Modern legal) card that would be an example of this. Can anybody think of an example? I'm having a hard time coming up with one.
Edit: Are you allowed to change the card you've posted completely? If my little pigeon didn't get any love, I'm not sure this guy will either. Also, can I make a card that would be in a cycle with a card posted by someone else yesterday? Or is that not cool? Sorry for all the questions.
Isn't Blood Nave an instant win all on its own if its controller gains even 1 life? You gain 1 life, which triggers Nave, which causes your opponent to lose 1 life, which causes you to gain 1 life, which triggers Nave, and so on and so forth. Am I missing something here? Or is that the point of the card? Seems crazy in EDH if so. Its like a 1 card Sanguine Bond + Exsquisite Blood that hits each opponent if it works the way I'm thinking.
Alafaxar, Reaper of Souls
Legendary Creature - Zombie Wizard Shaman
Whenever ~ or another creature dies, its controller gains life equal to that creatures power.
Whenever an opponent gains life, put that many +1/+1 counters on ~.
Sacrifice ~: Each opponent loses life equal to ~'s power.
3/3
FLCC'S
Next: A cool colorless commander that interacts with the command zone in some way.
Luminix, Harvester of Light
Legendary Creature - Elemental
Flying, Lifelink
~'s power and toughness are each equal to the number of plains you control.
Whenever a plains enters the battlefield, if ~ is in the command zone or on the battlefield, you may gain 1 life.
At the beginning of your upkeep, if ~ is in the command zone and an opponent controls more lands than you, search your library for a plains and put it into your hand. Shuffle your library afterwards.
*/*
FLCC'S
Next: A Commander in G/W that benefits, or is beneficial, if there are lots of boardwipes.
CryoZenith, was a thought I had. I also had the card at at one point, figuring that white makes more sense for the Nevermore affect of the card, but in the end I wanted it to be mono-blue for the lost at sea flavor aspect, and also because it can go into more decks if its mono-colored.
Edit: One of the reasons I landed on , instead of , is because I was thinking of Theros when I created the card, and figured the extra blue mana would help for devotion. Maybe the card should be ?
I'm not sure the if the card I submitted today should be an uncommon. I'm comparing it to Oblivion Ring for its rarity. It's narrower, and more mana to play, but makes up for it with the Meddling Mage effect.
Edit: If explaining a card, or soliciting advice about a card before voting has occurred is considered uncouth, please let me know and won't do it again in the future.
Lost at Sea
Enchantment (U)
When Lost at Sea enters the battlefield, return target creature to its owner's hand. Spells with the same name as the creature returned this way can't be cast as long as Lost at Sea remains on the battlefield.
"He said he was leaving for the Dakra Isles. That's the last anyone's heard from him sir."
Prankster (If an opponent was the target of a spell or ability this turn, you may cast this card for its Prankster cost until the end of turn.)
Copycat Goblin
Creature - Goblin Wizard
Prankster
When~ enters the battlefield, you may cast an instant or sorcery spell from your graveyard that was put their this turn.
1/1
Foiled Plans
Instant
Prankster
The next time a player would search his or her library for a card, instead you may search that players library for a card and exile it.
Interject
Instant
Prankster
Counter target non-creature spell. Draw a card.
Reanimation Machine
Artifact
Whenever an opponent has 5 or more cards enter his or her graveyard from his or her library in a turn, you may cast a card put into that players graveyard this turn without paying its mana cost until the end of turn.
Next:
Archbishop Leo VI
Legendary Creature – Human Cleric
Faith (Spells and abilities you control cost less to target this creature)
Permanents you control have protection from black.
You can’t be the target of black spells or abilities.
2/4
Edit: I'm trying to fix the wording for Reanimation Machine. I'm pretty sure its not right. Hopefully people get the idea.
Hellfire Paladin
Creature - Human Knight
First Strike, Haste, Protection from White.
2/2
Heated Arena
Enchantment
At the beginning of your upkeep, you may put a heat counter on ~. When the fourth heat counter is placed on ~, return target creature to its owner's hand. Spells with the same name as the card returned this way can't be cast for as long as ~ remains on the battlefield.
"Uh Oh! I think he's got a cramp!"-Mike Breen
Hot Hand
Enchantment
At the beginning of your upkeep, you may put a pressure counter on ~. If ~ has 4 or more pressure counters on it, at the beginning of your upkeep, choose a "Green" creature you control, that creature gets +3/+3 until the beginning of your next upkeep.
"And now Green's caught fire!" -Jeff Van Gundy
FLCC'S
Edit: Sorry about my basketball related cards. Particularly if you're a Heat fan. If don't you don't follow basketball....Wuh???
Thanks Flintlock. Good feedback. I'm not denying the card is narrow, that's perfectly valid. That's one of the reasons I made it cost 1. It's mostly a flavor card. I don't think its super-powerful or anything. As far as the enchantment version is concerned, I was trying to avoid making something as wordy as Animate Dead. I prefer the spell as an instant or sorcery myself.
the other problem with making the Un-Spark an aura, is that if it reads "enchant planewalker" it will fall right off when the enchanted permanent is no longer a planeswalker
Good point. Changing it to Enchant Permanent would correct this, right? It wouldn't affect the card in any other way really. Although you could technically enchant a land (or any other permanent) with it though. Not that it would do anything other than make the card susceptible to Swerve / Spellskite effects.
Edit: Honestly, I've been surprised that any of my cards up to this point have received any votes. The "un-spark" card is the only one I've posted thus far that I expected to get votes on, but so far it has received very little support. I'm just curious why that is. Mana cost? Too narrow? Something fundamentally wrong with the card that I'm missing? Personally, I feel its one of the most flavorful cards I've created. Perhaps people don't put as much weight into a card's flavor as I do? Or perhaps I'm just overrating my card's flavor.
Homing Pigeon
Creature - Bird (U)
Flying
If Homing Pigeon would die, instead return it to its owner's hand. Whenever Homing Pigeon is returned to your hand from the battlefield, you may draw a card.
1/3
"Little Bessie always makes her way back home, and this time she brings good news!"
Dimitriye98, Please see my post in the DCC discussion thread. Suggestions would be greatly appreciated.
I'm hoping to get some feedback on the card I entered into the DCC yesterday. Here's the card for reference:
Extinguish the Spark
Sorcery (R)
Target Planeswalker loses all types and abilities, and becomes a creature with power and toughness each equal to the number of loyalty counters on it. That Planeswalker's controller can't cast cards with the same name as the Planeswalker targeted this way. (Both of these effects last for as long as the targeted Planeswalker remains on the battlefield.)
"You won't be going anywhere this time!"
I have been working on this idea for quite some time now, and it has seen many iterations along the way. Ultimately, the idea is, a Planeswalker loses its spark and is now just an everyday, non-planeswalking creature. Here are some of the difficulties I've had developing the card. The iteration above may have some memory issues since there is nothing left behind to remind the person that the effect is occurring. I don't necessarily think this is a huge issue since cards like Clone have the same thing going on with them. Also, I'm not sure if I need to state on the card that the color and name remain unchanged, as that is my intention. Another issue with the card as posted is the mana cost. While 1 blue mana may seem low for a card like this, I'm comparing it to Dreadbore, which destroys the Planewalker, leaving its controller with nothing. My card leaves a creature behind, and also gives the player the opportunity to return the Planeswalker turned creature to their hand, or blink it, to get their Planeswalker back. However, my card does prevent the player from playing a second copy of the Planeswalker, which in itself can be rather powerful if the player is holding a second Liliana, but there own 1/1 creature is preventing them from playing it. I really wouldn't want to get rid of this effect for flavor reasons though. To me, it seems wrong for two Liliana's to be on the same side of the board (or on the board at all, but that's a different post) at the same time, the idea of the card is that the creature is still Liliana Vess. I would definitely listen to anybody who thinks this card should cost 2 mana though. One of the versions of this card I was kicking around for awhile was the same card, but an instant that cost .
Another version of the card I have in mind would make it an enchantment:
Spark Dampener
Enchantment
Enchant Planeswalker.
Enchanted Planeswalker loses all types and abilities and becomes a creature with power and toughness each equal to the number of loyalty counters on it. Enchanted Planeswalker's controller can't play cards with the same name as the Enchanted Planewalker. If Spark Dampener leaves play, return enchanted Planeswalker to its owner's hand.
The biggest issue I had with enchantment version (other than the ones it shares with the sorcery) was what to do if the enchantment leaves play. Ultimately I settled on the idea above because it was the cleanest and easiest. I figured it worked flavor-wise also because, if I had someone take away my spark and then I got it back, I'd high-tail it outta there asap before it happened again.
Anyway, sorry the post is so long, but I really like this idea flavor-wise, and am looking for help getting it right.
Edit: Also, Dreadbore gives the alternate option of destroying a creature, which makes it much more versatile than my card.
Edtit2: I've also had iterations of this card where, instead of it having the Meddling Mage type affect, it forces the player to sacrifice the creature Planeswalker if the actual Planeswalker enters the battlefield on the same side. Is that a better idea for the cost?
Arcbound Channeler
Artifact Creature - Druid Construct (U)
Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Remove a +1/+1 counter from Arcbound Channeler: Add to your mana pool.
0/1
Edit: Are you allowed to change the card you've posted completely? If my little pigeon didn't get any love, I'm not sure this guy will either. Also, can I make a card that would be in a cycle with a card posted by someone else yesterday? Or is that not cool? Sorry for all the questions.
Legendary Creature - Zombie Wizard Shaman
Whenever ~ or another creature dies, its controller gains life equal to that creatures power.
Whenever an opponent gains life, put that many +1/+1 counters on ~.
Sacrifice ~: Each opponent loses life equal to ~'s power.
3/3
FLCC'S
Next: A cool colorless commander that interacts with the command zone in some way.
Legendary Creature - Elemental
Flying, Lifelink
~'s power and toughness are each equal to the number of plains you control.
Whenever a plains enters the battlefield, if ~ is in the command zone or on the battlefield, you may gain 1 life.
At the beginning of your upkeep, if ~ is in the command zone and an opponent controls more lands than you, search your library for a plains and put it into your hand. Shuffle your library afterwards.
*/*
FLCC'S
Next: A Commander in G/W that benefits, or is beneficial, if there are lots of boardwipes.
Edit: One of the reasons I landed on , instead of , is because I was thinking of Theros when I created the card, and figured the extra blue mana would help for devotion. Maybe the card should be ?
Edit: If explaining a card, or soliciting advice about a card before voting has occurred is considered uncouth, please let me know and won't do it again in the future.
Lost at Sea
Enchantment (U)
When Lost at Sea enters the battlefield, return target creature to its owner's hand. Spells with the same name as the creature returned this way can't be cast as long as Lost at Sea remains on the battlefield.
"He said he was leaving for the Dakra Isles. That's the last anyone's heard from him sir."
Copycat Goblin
Creature - Goblin Wizard
Prankster
When~ enters the battlefield, you may cast an instant or sorcery spell from your graveyard that was put their this turn.
1/1
Foiled Plans
Instant
Prankster
The next time a player would search his or her library for a card, instead you may search that players library for a card and exile it.
Interject
Instant
Prankster
Counter target non-creature spell. Draw a card.
Next:
Enflame
Hex
Faith
Edit: I cleaned up the wording for Prankster.
Artifact
Whenever an opponent has 5 or more cards enter his or her graveyard from his or her library in a turn, you may cast a card put into that players graveyard this turn without paying its mana cost until the end of turn.
Next:
Archbishop Leo VI
Legendary Creature – Human Cleric
Faith (Spells and abilities you control cost less to target this creature)
Permanents you control have protection from black.
You can’t be the target of black spells or abilities.
2/4
Edit: I'm trying to fix the wording for Reanimation Machine. I'm pretty sure its not right. Hopefully people get the idea.
Creature - Human Knight
First Strike, Haste, Protection from White.
2/2
Heated Arena
Enchantment
At the beginning of your upkeep, you may put a heat counter on ~. When the fourth heat counter is placed on ~, return target creature to its owner's hand. Spells with the same name as the card returned this way can't be cast for as long as ~ remains on the battlefield.
"Uh Oh! I think he's got a cramp!" -Mike Breen
Hot Hand
Enchantment
At the beginning of your upkeep, you may put a pressure counter on ~. If ~ has 4 or more pressure counters on it, at the beginning of your upkeep, choose a "Green" creature you control, that creature gets +3/+3 until the beginning of your next upkeep.
"And now Green's caught fire!" -Jeff Van Gundy
FLCC'S
Edit: Sorry about my basketball related cards. Particularly if you're a Heat fan. If don't you don't follow basketball....Wuh???
Good point. Changing it to Enchant Permanent would correct this, right? It wouldn't affect the card in any other way really. Although you could technically enchant a land (or any other permanent) with it though. Not that it would do anything other than make the card susceptible to Swerve / Spellskite effects.
Edit: Honestly, I've been surprised that any of my cards up to this point have received any votes. The "un-spark" card is the only one I've posted thus far that I expected to get votes on, but so far it has received very little support. I'm just curious why that is. Mana cost? Too narrow? Something fundamentally wrong with the card that I'm missing? Personally, I feel its one of the most flavorful cards I've created. Perhaps people don't put as much weight into a card's flavor as I do? Or perhaps I'm just overrating my card's flavor.
Homing Pigeon
Creature - Bird (U)
Flying
If Homing Pigeon would die, instead return it to its owner's hand. Whenever Homing Pigeon is returned to your hand from the battlefield, you may draw a card.
1/3
"Little Bessie always makes her way back home, and this time she brings good news!"
Dimitriye98, Please see my post in the DCC discussion thread. Suggestions would be greatly appreciated.
Extinguish the Spark
Sorcery (R)
Target Planeswalker loses all types and abilities, and becomes a creature with power and toughness each equal to the number of loyalty counters on it. That Planeswalker's controller can't cast cards with the same name as the Planeswalker targeted this way. (Both of these effects last for as long as the targeted Planeswalker remains on the battlefield.)
"You won't be going anywhere this time!"
I have been working on this idea for quite some time now, and it has seen many iterations along the way. Ultimately, the idea is, a Planeswalker loses its spark and is now just an everyday, non-planeswalking creature. Here are some of the difficulties I've had developing the card. The iteration above may have some memory issues since there is nothing left behind to remind the person that the effect is occurring. I don't necessarily think this is a huge issue since cards like Clone have the same thing going on with them. Also, I'm not sure if I need to state on the card that the color and name remain unchanged, as that is my intention. Another issue with the card as posted is the mana cost. While 1 blue mana may seem low for a card like this, I'm comparing it to Dreadbore, which destroys the Planewalker, leaving its controller with nothing. My card leaves a creature behind, and also gives the player the opportunity to return the Planeswalker turned creature to their hand, or blink it, to get their Planeswalker back. However, my card does prevent the player from playing a second copy of the Planeswalker, which in itself can be rather powerful if the player is holding a second Liliana, but there own 1/1 creature is preventing them from playing it. I really wouldn't want to get rid of this effect for flavor reasons though. To me, it seems wrong for two Liliana's to be on the same side of the board (or on the board at all, but that's a different post) at the same time, the idea of the card is that the creature is still Liliana Vess. I would definitely listen to anybody who thinks this card should cost 2 mana though. One of the versions of this card I was kicking around for awhile was the same card, but an instant that cost .
Another version of the card I have in mind would make it an enchantment:
Spark Dampener
Enchantment
Enchant Planeswalker.
Enchanted Planeswalker loses all types and abilities and becomes a creature with power and toughness each equal to the number of loyalty counters on it. Enchanted Planeswalker's controller can't play cards with the same name as the Enchanted Planewalker. If Spark Dampener leaves play, return enchanted Planeswalker to its owner's hand.
The biggest issue I had with enchantment version (other than the ones it shares with the sorcery) was what to do if the enchantment leaves play. Ultimately I settled on the idea above because it was the cleanest and easiest. I figured it worked flavor-wise also because, if I had someone take away my spark and then I got it back, I'd high-tail it outta there asap before it happened again.
Anyway, sorry the post is so long, but I really like this idea flavor-wise, and am looking for help getting it right.
Edit: Also, Dreadbore gives the alternate option of destroying a creature, which makes it much more versatile than my card.
Edtit2: I've also had iterations of this card where, instead of it having the Meddling Mage type affect, it forces the player to sacrifice the creature Planeswalker if the actual Planeswalker enters the battlefield on the same side. Is that a better idea for the cost?