I have a idea for a counter spell that instead of it costing extra mana to counter the spell you gain some benefit, like gain life or something else.
Example
Great Counter Spell 1WU (C)
Counter target creature spell, unless you gain 4 life.
I know the wording is off, but is it even possible to word it? or should I just move on?
Cool card. A definite block to any shenanigans by well....any thing. I like it. So does this thing have a cost? I'm thinking it would have to be around 6 or 7?
Not sure about the power level or how playable a effect like this is? Any Suggestions on how to make it work?
Orgos, Essence Engineer1U
Creature Human (M)
Evolve
Players can't cast spells with a converted mana cost of X or more. Where X is the number of +1/+1 counters on ~.
0/3
Not sure entirely where to post this, but can anyone help me with a wording issue on MSE.
I have a mechanic Congregate N (When this creature enters the battlefield, the next N creature(s) you control to enter the battlefield this turn enter/enters) with a +1/+1 counter.)
I keep having the plural and singular words not matching with the numbers I place. For example if I put Congregate 1 then it reads (When this creature enters the battlefield, the next creature you control to enter the battlefield this turn enters with a +1/+1 counter.)
but when I have Congregate 2 it reads (When this creature enters the battlefield, the next 2 creatures you control to enter the battlefield this turn enters with a +1/+1 counter.
Yea the new version is much better. Although I did like the 1st version too. Maybe if the first version read something like this
Unstable Ground1R
Sorcery (U)
Exile target land. It’s controller reveals cards from the top of their library until they reveal a land card, puts that card onto the battlefield tapped, then puts the rest on the bottom of their library in any order. The Void changes the land itself.
It would be a way like @Hackworth said to mana screw them a bit.
Rabid Pyregrand2(R/G)(R/G)
Creature - Elemental (R)
Bloodrush -- GR, Discard Rabid Pyregrand: Target attacking creature gets +3/+3 until end of turn and fights target creature you don't control. (Each deals damage equal to its power to the other.)
"I have no disrespect for life, just no tolerance for ignorance of it" The Pyregrand Caller to Ghor-Clan Chief
4/4
Is there a magic (No pun) number or percentage to the number of cards that need to have a Themed Mechanic/Keyword on them, for any given set?
Say there are 20 commons in a set of one color let's say white.
So 20 white commons. How many of these cards would have the sets keyword/mechanic? (I.E. something called "Gleam") Or what percentage? Is this a feel thing or is it a number thing?
It depends on the ability itself, and how much you want to push that ability's flavor into the set. Take, for example, grandeur. There are no grandeur commons, because mechanically it was designed to make legends less annoying to make multiple copies of, and common legends are just wrong flavor-wise.
Yea that's what I was thinking. I was just curious to if there is a norm or ball park number.
Is there a magic (No pun) number or percentage to the number of cards that need to have a Themed Mechanic/Keyword on them, for any given set?
Say there are 20 commons in a set of one color let's say white.
So 20 white commons. How many of these cards would have the sets keyword/mechanic? (I.E. something called "Gleam") Or what percentage? Is this a feel thing or is it a number thing?
this seems pretty good. Its a "suspend target card for however long its on the battlefield". Seems cool. Really cool! But it seems under costed. Maybe for 1UB or even 2UB to be safe.
Savage Brute 2RG
Creature- Ogre
Brawl(Whenever this creature enters the battlefield it fights target creature. If that creature would be put into the graveyard this turn put a +1/+1 counter on this creature. To fight Each creature deals damage equal to its power to the other.)
4/3
Haha ok well this card works(Serra Angel). Although flying and vigilance aren't really green abilities, but they are blue and white so I think this works. Why not add something like "when ~ etb gain 4 life". Just a thought.
Colossal Growth2G Instant
Target creature gets +5/+5 until end of turn.
DJK, Thanks for the response. I can get behind what you are saying with congregate. I'm not disregarding your version, just trying to see if I can come up with something better or different that works.
As for mutate, still working on this one. I didn't take into account a few things when I was thinking of the mechanic. Needs some reworking.
So Reanimate as I see it does need some working. So as I woke up this morning I had a idea for it! Reanimate (COST) (COST: Exile this creature card from your graveyard. Put a 2/2 Black Zombie creature token onto the battlefield)
This is a rough idea of what I can see happening. I think this could be scaled by how large the creature is? So if a 1 drop had Reanimate the cost would be higher, but if a 5 drop had it the cost would be cheaper? And rather than having haste its at instant speed. (Not sure if that's a bit too strong. I'm thinking yes. I'll probably make it a sorcery speed though.)
Hmm ok well I wasn't going to change the color weighting, but more along the lines of green effects on non-green cards being splashed on other colors. (Just a little bit here and there) It was also a way for me to justify the Green mana in all the clans. So according to what your saying I need to come up with another Hook for the set?
Example
Great Counter Spell 1WU (C)
Counter target creature spell, unless you gain 4 life.
I know the wording is off, but is it even possible to word it? or should I just move on?
Not sure about the power level or how playable a effect like this is? Any Suggestions on how to make it work?
Orgos, Essence Engineer 1U
Creature Human (M)
Evolve
Players can't cast spells with a converted mana cost of X or more. Where X is the number of +1/+1 counters on ~.
0/3
I have a mechanic Congregate N (When this creature enters the battlefield, the next N creature(s) you control to enter the battlefield this turn enter/enters) with a +1/+1 counter.)
I keep having the plural and singular words not matching with the numbers I place. For example if I put Congregate 1 then it reads (When this creature enters the battlefield, the next creature you control to enter the battlefield this turn enters with a +1/+1 counter.)
but when I have Congregate 2 it reads (When this creature enters the battlefield, the next 2 creatures you control to enter the battlefield this turn enters with a +1/+1 counter.
any help with the correct way to format it
Unstable Ground 1R
Sorcery (U)
Exile target land. It’s controller reveals cards from the top of their library until they reveal a land card, puts that card onto the battlefield tapped, then puts the rest on the bottom of their library in any order.
The Void changes the land itself.
It would be a way like @Hackworth said to mana screw them a bit.
Creature - Elemental (R)
Bloodrush -- GR, Discard Rabid Pyregrand: Target attacking creature gets +3/+3 until end of turn and fights target creature you don't control. (Each deals damage equal to its power to the other.)
"I have no disrespect for life, just no tolerance for ignorance of it" The Pyregrand Caller to Ghor-Clan Chief
4/4
Yea that's what I was thinking. I was just curious to if there is a norm or ball park number.
Say there are 20 commons in a set of one color let's say white.
So 20 white commons. How many of these cards would have the sets keyword/mechanic? (I.E. something called "Gleam") Or what percentage? Is this a feel thing or is it a number thing?
Savage Brute 2RG
Creature- Ogre
Brawl(Whenever this creature enters the battlefield it fights target creature. If that creature would be put into the graveyard this turn put a +1/+1 counter on this creature. To fight Each creature deals damage equal to its power to the other.)
4/3
Colossal Growth 2G
Instant
Target creature gets +5/+5 until end of turn.
As for mutate, still working on this one. I didn't take into account a few things when I was thinking of the mechanic. Needs some reworking.
So Reanimate as I see it does need some working. So as I woke up this morning I had a idea for it! Reanimate (COST) (COST: Exile this creature card from your graveyard. Put a 2/2 Black Zombie creature token onto the battlefield)
This is a rough idea of what I can see happening. I think this could be scaled by how large the creature is? So if a 1 drop had Reanimate the cost would be higher, but if a 5 drop had it the cost would be cheaper? And rather than having haste its at instant speed. (Not sure if that's a bit too strong. I'm thinking yes. I'll probably make it a sorcery speed though.)
Hmm ok well I wasn't going to change the color weighting, but more along the lines of green effects on non-green cards being splashed on other colors. (Just a little bit here and there) It was also a way for me to justify the Green mana in all the clans. So according to what your saying I need to come up with another Hook for the set?