I and probably a dozen other members have posted something like the M2011 skeleton. I think I was the first one to use the half-Haakon text, i.e. "You may cast Cardname from your graveyard" followed by period and end of sentence. I know I posted that on a 1B 1/1 skeleton I can't find now, and a 2B 2/2 zombie for that matter. WotC's version is better I suppose, uncancelable but who would bother anyway?
Anyway sorry for lack of proof in the form of a link, but I figure the bragging rites here is so insignificant there is no need. I just found it amusing to see something I posted and people argued with me about now in a spoiler.
Gladewind Barracks - XU Creature - Wall {R}
Corrode X, Defender
Whenever a +1/+1 counter is removed from ~, draw a card.
0 / 2
This could be too good, especially when not used as a blocker. I mean, it can be a cantrip chump blocker for two mana, 3 mana gets you 2 cards and a chump, etc. The only bad play here is casting it for one mana.
The idea of having nonartifact creatures corrode is kinda morbid.
The name is weird, probably should be changed. I like the the black one that regenerates, but I'm not so much a fan of the word "corrode". Here's how I'd do that one:
Rotcorpse 1B
Creature - Zombie Warrior
~ enters the battlefield with 2 +1/+1 counters.
When ~ would be destroyed, regenerate it and remove a +1/+1 counter from it.
0/0
The reason the elder dragon legends had their cost was to prevent Animate Dead shemananigans, since an early bolas is game over due to that discard ability. You can't remove Bolas's upkeep without addressing the possibility of cheating him to play. I mena, if you actually cast him then you're golden dude but if someone pulls off a quick 7/7 flyer that wipes your hand every turn that's a pretty un-fun game, made worse when it can also destroy enchantments (which is supposed to be disallowed in his colors but Nicol Bolas, Planeswalker is an example of WtoC not caring about their own rules) so he needs either Phage ETB text or something that addresses the situation.
I don't know how to word it elegantly, but a turbo-slug variant that wouldn't let you sack it to avoid the cost would have to say something beginning with "Whenever ~ ETB," I'd take it to the rulings thread. They can sort those things out.
I want to bring back up the difference between Journey's End and Manamorpse. Say its turn two for a green deck and they have a Manamorpse, they can basically cycle it for free and truth be told it's not a terrible card to put in a mono green deck. Journey's End on the other hand untaps two lands for one mana. Let's say you have two forests, this means you have three mana. Or let's say you have turn one forest and mana dude, this means turn two another land + Journey's End lets you cast something 4cc, let's say Bloodbraid Elf for instance. Now imagine you have this in multiples, you could be looking at 5cc on turn two. Now a card for one mana has its points but isn't broken, but this is a cantrip that generates mana. Manamorpse is a cantrip that filters mana, turning GG into BR if that's what you need. Let's also consider multi-mana producing lands. Back in the days of Urza Tron, U to untap two lands would have been usable since this could net you five mana. In eight-post though, incidentally the exact right colors for this kind of thing, you can have your cantrip me making 15 colorless mana in the stupid-late game but really with two Cloudpost/Vesuva's and one basic landy you have 8 mana, incidentally enough to cast and use Oblivion Stone. And as a cantrip, there is never a time when it is bad to draw this. Okay if you only have colorless lands it sits in your hand but you have to be an idiot to let this happen. You not only thin your deck out by 4 cards but also allow dangerous leaps. I could honestly see a G cost card to untap 3 lands, an almost Dark Ritual for green requiring three land (so maybe Seething Song then?), but I can't stress enough the problems with mana generation on a cantrip.
Would sacrificing the creature negate the drawback? I thought it would work like that Pacts, which obviously don't need to be in play for you to have to pay the cost.
It wasn't a 187 trigger saying that next upkeep you have to pay a cost or lose, it was a "At the beginning of the upkeep after ~ enters the battlefield under your control" statement. It was worded to not trigger if it wasn't around by your upkeep. As for Rebirth from Death, you don't have to use Imprint by name, but I'm saying its easier to make this a creature rather than a sorcery that makes a token. I'm also not a fan of Embryo as a creature type, egg works equally well here.
This is why text versions of cards are always a good thing. Now there is one card we can not properly discuss. Well, two really but one was a 2RR double Simoon.
Desperate Duplicant1GU
Creature - Mutant Shapeshifter {R}
When ~ becomes the target of a spell, copy that spell and put a token onto the battlefield that is a copy of ~. You may choose new targets for that spell.
2/2
So wait, if you play a spell that targets you can copy it targeting the original, thus giving you infinite 2/2's. Even if your spell destroys the origianl, say Lightning Bolt, you put all the copies of the spell onto the original creature and keep all the token copies.
If you limit the duplication to being targeted by your opponent, you have a useless creature because they never will. If you can copy it with your own spells, there is potential for infinite chains. Therefore, there is no way to work this idea properly.
Text is good, it makes it easier to quote you. Also, you didn't give proper artist credit, so some of these renders are going to get taken down by mods.
Journey's End is like Manamorpse but it gains you mana instead of just filtering. This is a 4 if in every blue or green deck.
There is no way to make Rocket Powered Turbo Slug outside of unglued. There is no balancing factor for a free 3/1 goblin who you can sacrifice to such effects as Skirk Prospector to avoid the drawback.
Rebirth from Death seems overcomplicated, why not just make it a 0/1 creature that imprints a creature from graveyard? Why have a sorcery call into being a token that will die in one turn? And if you want a 3cc Zombify I'd go white over blue.
Sweeping Attack might be undercosted, but it's certainly not out of the question.
Limit Overload Command to lands only and it's still sick. By the time you can cast it, that's pretty much game. Compare it to say Choice of Damnations, you effectively get the free combo piece of Patron of the Nezumi and double the effect for purposes of getting the kill shot.
On the other hand, a card with a usable effect that is made better with another card is good design space. See Pious Kitsune, 3cc for 1 life per turn is okay but with another named card you get a radical increase in life gain. The way to do what you want in Magic would probably be for the legend to copy your Dragon tribal spells, then make a tribal spell that simply puts one dragon creature to play. Honestly though, helping dragon tribal is dangerous since Dragonstorm already exists and has been abused pretty hard in its day.
Whenever you play a spell that deals damage to a target player or creature, draw a card.
0/2
The templating is way off. The enchantress has to target a creature or player, then when you cast say Lightning Bolt that spell hasn't done damage to the enchantress's target so you wouldn't draw. You would instead have to say "Whenever a spell you control deals damage to a creature or player, draw a card." but that would be easily broken with multi-target spells. Anyway, you don't need to turn all burn spells into cantrips. Burn is good enough, it really is.
"Breaking the pie" is officially the new "broken".
Not to get too much into an argument of semantics, but I've always felt that the way to do color pie was to include the words "effective" into any statement about [Color] can't have [Mechanic]. White can't have effective burn, but it is welcome to ineffective burn. White can draw cards in fact, but not in straightforward ways. So then, even if red is not the best color for damage prevention or regeneration it could still get them so long as they aren't stepping on white and green toes. I tried to extend this red life gain once, but people couldn't get pas certain things... I'll not dredge that particular thought up any more than I already have.
Suppose there were a (2/G) instant to regenerate target creature, nobody would complian. So then, a 1R instant that regenerates a creature in a more flavorful red way would follow. This proposal is much less radical than the Planar Chaos pie redistribution. In the end, if a red regeneration spell is not as powerful as its green counterpart in 90+% of all situations I'm okay with it. Red has enchantment removal now, its just nowhere as good as Naturalize. You don't add red to a deck to remove enchantments, and by a similar token I wouldn't see someone add red to a deck for regeneration. Instead the idea seems to be give red some regeneration so they can have access to the mechanic without going to other colors and causing instability in their mana base.
Let me combine the previous two Cauterizes into something I'd like to see:
Cauterize 2R
Instant
Put a -1/-1 counter on target creature and regenerate that creature.
Draw a card
It can be used offensively like Zap, killing Stuffy Doll incidentally, and a cantrip -1/-1 counter is never bad. You can also save your own creatures at a cost, but it's a good option for a cantrip. Also plays into Kulrath Knight and bones persist. Green wouldn't be envyous, since I'm pretty sure you could reprint Refresh at 1G safely.
I suppose, but I don't think white players would be too excited by this kind of thing. Generally (I note there are exceptions to this trend, and don't need a full list) you can take any mechanic to any color so long as the original color still does it best, and that is why I think there could be red damage prevention if it was coupled with the damage since this is a real drawback.
I don't know that would be all that useful, since it couldn't save white weenies it would basically just only be used to target opponent's creatures and since it wouldn't kill 4+ toughness creatures it'd be just chump removal. White wouldn't use such a card, but red might.
Trial By Fire 1R
Instant
~ deals 3 damage to target creature. Until end of turn, prevent all damage that would be dealt to that creature.
Save your own dragon, burn your opponent's losers. And of coarse, if they pump in response then you have only yourself to blame. I think the idea has some merit, but I don't think it would be good to do this sort of thing on more than a small handful of cards. If you do this too much and you confuse colors.
Well, it would tap a creature with toughness 3 or less, so that's something. This seems like weird design space because it is unintuitive. Maybe black would be better, since black (1) damages creatures, (2) regenerates, and (3) can directly tap creatures. I suppose this could be shoe-horned into red, I'd name it Cauterize.
Anyway sorry for lack of proof in the form of a link, but I figure the bragging rites here is so insignificant there is no need. I just found it amusing to see something I posted and people argued with me about now in a spoiler.
This could be too good, especially when not used as a blocker. I mean, it can be a cantrip chump blocker for two mana, 3 mana gets you 2 cards and a chump, etc. The only bad play here is casting it for one mana.
The name is weird, probably should be changed. I like the the black one that regenerates, but I'm not so much a fan of the word "corrode". Here's how I'd do that one:
Rotcorpse 1B
Creature - Zombie Warrior
~ enters the battlefield with 2 +1/+1 counters.
When ~ would be destroyed, regenerate it and remove a +1/+1 counter from it.
0/0
Sadly though this is just Phantom Nomad in black.
I want to bring back up the difference between Journey's End and Manamorpse. Say its turn two for a green deck and they have a Manamorpse, they can basically cycle it for free and truth be told it's not a terrible card to put in a mono green deck. Journey's End on the other hand untaps two lands for one mana. Let's say you have two forests, this means you have three mana. Or let's say you have turn one forest and mana dude, this means turn two another land + Journey's End lets you cast something 4cc, let's say Bloodbraid Elf for instance. Now imagine you have this in multiples, you could be looking at 5cc on turn two. Now a card for one mana has its points but isn't broken, but this is a cantrip that generates mana. Manamorpse is a cantrip that filters mana, turning GG into BR if that's what you need. Let's also consider multi-mana producing lands. Back in the days of Urza Tron, U to untap two lands would have been usable since this could net you five mana. In eight-post though, incidentally the exact right colors for this kind of thing, you can have your cantrip me making 15 colorless mana in the stupid-late game but really with two Cloudpost/Vesuva's and one basic landy you have 8 mana, incidentally enough to cast and use Oblivion Stone. And as a cantrip, there is never a time when it is bad to draw this. Okay if you only have colorless lands it sits in your hand but you have to be an idiot to let this happen. You not only thin your deck out by 4 cards but also allow dangerous leaps. I could honestly see a G cost card to untap 3 lands, an almost Dark Ritual for green requiring three land (so maybe Seething Song then?), but I can't stress enough the problems with mana generation on a cantrip.
It wasn't a 187 trigger saying that next upkeep you have to pay a cost or lose, it was a "At the beginning of the upkeep after ~ enters the battlefield under your control" statement. It was worded to not trigger if it wasn't around by your upkeep. As for Rebirth from Death, you don't have to use Imprint by name, but I'm saying its easier to make this a creature rather than a sorcery that makes a token. I'm also not a fan of Embryo as a creature type, egg works equally well here.
This is why text versions of cards are always a good thing. Now there is one card we can not properly discuss. Well, two really but one was a 2RR double Simoon.
So wait, if you play a spell that targets you can copy it targeting the original, thus giving you infinite 2/2's. Even if your spell destroys the origianl, say Lightning Bolt, you put all the copies of the spell onto the original creature and keep all the token copies.
If you limit the duplication to being targeted by your opponent, you have a useless creature because they never will. If you can copy it with your own spells, there is potential for infinite chains. Therefore, there is no way to work this idea properly.
Journey's End is like Manamorpse but it gains you mana instead of just filtering. This is a 4 if in every blue or green deck.
There is no way to make Rocket Powered Turbo Slug outside of unglued. There is no balancing factor for a free 3/1 goblin who you can sacrifice to such effects as Skirk Prospector to avoid the drawback.
Rebirth from Death seems overcomplicated, why not just make it a 0/1 creature that imprints a creature from graveyard? Why have a sorcery call into being a token that will die in one turn? And if you want a 3cc Zombify I'd go white over blue.
Sweeping Attack might be undercosted, but it's certainly not out of the question.
The templating is way off. The enchantress has to target a creature or player, then when you cast say Lightning Bolt that spell hasn't done damage to the enchantress's target so you wouldn't draw. You would instead have to say "Whenever a spell you control deals damage to a creature or player, draw a card." but that would be easily broken with multi-target spells. Anyway, you don't need to turn all burn spells into cantrips. Burn is good enough, it really is.
Not to get too much into an argument of semantics, but I've always felt that the way to do color pie was to include the words "effective" into any statement about [Color] can't have [Mechanic]. White can't have effective burn, but it is welcome to ineffective burn. White can draw cards in fact, but not in straightforward ways. So then, even if red is not the best color for damage prevention or regeneration it could still get them so long as they aren't stepping on white and green toes. I tried to extend this red life gain once, but people couldn't get pas certain things... I'll not dredge that particular thought up any more than I already have.
Suppose there were a (2/G) instant to regenerate target creature, nobody would complian. So then, a 1R instant that regenerates a creature in a more flavorful red way would follow. This proposal is much less radical than the Planar Chaos pie redistribution. In the end, if a red regeneration spell is not as powerful as its green counterpart in 90+% of all situations I'm okay with it. Red has enchantment removal now, its just nowhere as good as Naturalize. You don't add red to a deck to remove enchantments, and by a similar token I wouldn't see someone add red to a deck for regeneration. Instead the idea seems to be give red some regeneration so they can have access to the mechanic without going to other colors and causing instability in their mana base.
Let me combine the previous two Cauterizes into something I'd like to see:
Cauterize 2R
Instant
Put a -1/-1 counter on target creature and regenerate that creature.
Draw a card
It can be used offensively like Zap, killing Stuffy Doll incidentally, and a cantrip -1/-1 counter is never bad. You can also save your own creatures at a cost, but it's a good option for a cantrip. Also plays into Kulrath Knight and bones persist. Green wouldn't be envyous, since I'm pretty sure you could reprint Refresh at 1G safely.
Instant
~ deals 3 damage to target creature. Until end of turn, prevent all damage that would be dealt to that creature.
Save your own dragon, burn your opponent's losers. And of coarse, if they pump in response then you have only yourself to blame. I think the idea has some merit, but I don't think it would be good to do this sort of thing on more than a small handful of cards. If you do this too much and you confuse colors.
Well, it would tap a creature with toughness 3 or less, so that's something. This seems like weird design space because it is unintuitive. Maybe black would be better, since black (1) damages creatures, (2) regenerates, and (3) can directly tap creatures. I suppose this could be shoe-horned into red, I'd name it Cauterize.