Knowledge is Painful 2BB
Sorcery
Each player loses life equal to the number of cards in his or her hand.
Just to riff:
Knowledge is Power2BB
Sorcery
Any number of target players each draw two cards. Then each player loses life equal to the number of cards in his or her hand.
That time is upon us once again, and with the new (and returning) mechanics spoiled, it's time to start cooking with some fresh gas!
Priest of Unburial2WB
Creature - Human Cleric [R]
When ~ enters the battlefield, create a 2/2 black Zombie creature token.
Zombie creatures you control get +1/+1.
Embalm 3WB
2/3
Embalm being: "{cost}, exile this card from your graveyard: Create a token that's a copy of it except it's white and a Zombie in addition to its other types. Embalm as a sorcery."
Puzzlebox Sphinx3UU
Artifact Creature - Sphinx [U]
Flying
When ~ attacks, you may exert it. If you do, cards in your hand have "Cycling 2" until your next turn.
3/3
Exert being "Doesn't untap during your next untap step." implemented as an on-attack trigger, though I don't see why that should be a limitation!
Goldcoil Gorgon2BBB
Creature - Gorgon [R]
Deathtouch T, Exert ~: Exile target creature, create a colorless artifact token named Gold with "Sacrifice this artifact: Add one mana of any color to your mana pool."
4/5
Nice batch. I especially like how the Priest's various abilities interact.
Amonkhet has Exert, Embalm, -1/-1 counters, and brick counters. Is it just me or does this feel like "Memory Issues: The Set"?
So I've created this card, which is not a particularly clever design or anything, but I enjoy it and wanted to share that with you. Enjoy!
Nuts1G
Sorcery (U)
Create two 1/1 green Squirrel creature tokens.
// Bolts3RR
Sorcery (U)
Bolts deals 3 damage to each of two target creatures.
Love this.
I've been meaning to post this one for a while:
Boo W
Instant
Create a 1/1 white Spirit creature token with flying.
/// Hiss 1G
Instant
Create a 1/1 green Snake creature token.
Creatures you control gain deathtouch until end of turn.
---{Fuse}---
These are amazing- they feel uncommon, legendary, and weird in an old-school Magic kind of way. These 2 legends look perfect for Legends 2.
Is Girgor's "scry that many cards" the correct wording for this kind of effect? It works for card draw because that uses a "draw [NUMBER] cards" template, but scry isn't an action performed on cards. The correct wording would most likely be "...scry X, where X is the amount of damage dealt to Girgor."
Ugin's Insight and Oath of Jace do use Scry X in their wording, but I like the current wording better and it would be consistent with WotC's recent efforts to minimize the use of X on cards.
I disagree with the above poster that Breath of Nature could be B. Keeping it WG would work best.
Dang, I just realized Astrolabe posted that. Sorry man, I'm really crushing you today.
No problem.
Black does get stuff like TREEofPERdition and Sorin Markov, so having this card be BG isn't completely out of the question. I do strongly prefer WG though and was just throwing BG out there as an option.
With the right flavor, I think this card also fits Abzan's general vibe:
Master the Sands 2WBG
Sorcery
Each player's life total becomes the number of lands he or she controls.
I suspect Breath of Life would be GW these days. While green definitely does life gain and loves lands; white is the color of setting/resetting life totals and creating symmetrical effects/rules that just happen to benefit it. BG could also be a workable color combo here since it also sets/resets life totals. The card is definitely interesting though, especially if you can land ramp into it.
I'm trying to avoid keyworded enabler mechanics right now; one of the aims of these decks is to see how difficult rapidfire is to enable in a "normal" game and to thus get a sense of how much support/enablers it will need in the set.
As for flashback, I keep ruling it out as being "too easy". However, I've learned from bitter experience that being stubborn about a design decision can make your life way harder than it needs to be, so I'm definitely going to put it on the list of "things to try".
Sorry for the double-post, but while thinking about the original Yamazaki's I noticed that these probably should be altered in a certain way that has not been brought up yet... right after you give them the legendary supertype you probably intended, you should consider giving each member of the cycle partner.
As much as I'd love to see that - it would require quite a bit of rules retooling because Commander is still singleton. I don't think you can legally have two copies of Bruse Tarl, Boorish Herder as your commander just to pay commander tax only half the time.
What about this?:
Brotherhood (You can have two commanders if both have brotherhood and the same name.)
If you control exactly two permanents named ~NAME~, the "legend rule" doesn't apply to them.
I think brotherhood would put you well past common , but it's just an idea.
I really like this vein of design a lot, especially when you can get a good flavor connection (Meat Shortage, Disturbed Feast, Shutter Geist). My one caveat is that it would be confusing to play with all these cards in the same environment, since it could be hard to remember which cards key off which types.
This is one of two duel decks that I'll be using to test the rapidfire mechanic from Deadsands, my Wild West set that I'm working on. Rapidfire rewards you for casting two or more spells in a turn. Right now I'm playing around with several different ways to use it.
This deck is designed to be a rampy/big spells deck. I don't expect rapidfire to be featured prominently in green in the set, but I felt RG was the best color combo to build this type of deck with.
Creatures
4x Fearless Frontiersman G
Creature- Human Scout
When Fearless Frontiersman enters the battlefield, you may put a land card from your hand onto the battlefield tapped.
1/1
4x Earthspeaker Mystic 1G
Creature- Human Shaman T: Add G to your mana pool.
0/2
3x Medicine Man 1G
Creature- Human Shaman
Flash
When Medicine Man enters the battlefield, you may return another creature you control to its owner’s hand.
1/1
3x Intrepid Explorers 2G
Creature- Human Scout
When Intrepid Explorers enters the battlefield, draw a card.
2/1
4x Timberwolf Alpha 2G
Creature- Wolf Rapidfire — Whenever you cast your second spell each turn, create a 2/2 green Wolf creature token.
2/2
3x Raiding Party 2RG
Creature- Human Warrior Rapidfire — Whenever you cast your second spell each turn, you may have Raiding Party fight target creature you don’t control.
3/3
3x Stiff-Legged Bear 2GG
Creature- Bear Horror
Flash Rapidfire — Stiff-Legged Bear enters the battlefield with two +1/+1 counters on it if you’ve cast two or more spells this turn.
3/3
2x Beckon the Hellkites 4RR
Instant
Create a 4/4 red Dragon creature token with flying. Rapidfire — Create two of those tokens instead if you’ve cast two or more spells this turn.
1x Flameblaze Hellkite 5RR
Creature- Dragon
Flying Rapidfire — Whenever you cast your second spell each turn, Flameblaze Hellkite deals 5 damage to target creature or player.
5/5
Spells
3x Guns Blazing R
Instant
Guns Blazing deals 2 damage to target creature or player. Rapidfire — Guns Blazing deals 3 damage to that creature or player instead if you’ve cast two or more spells this turn.
3x Transcendent Ritual G
Enchantment 2R, Sacrifice Transcendent Ritual: Add five mana in any combination of colors to your mana pool.
3x Right Between the Eyes 1R
Instant
Right Between the Eyes deals 1 damage to target creature. Rapidfire — Right Between the Eyes deals 5 damage to that creature instead if you’ve cast two or more spells this turn.
There's nothing wrong with this mechanic and I think that, in isolation, "Harmony" is roughly as evocative as "Delirium".
Some pros and cons vs Delirium:
-Requires less speciality cards to enable, since you can just play/cast permanents.
-Won't go as high as Tarmy numbers, since you won't be able to count instants or sorceries.
-Static abilities that depend on Harmony, such p/t boosts, can be disrupted with removal.
None of these things are deal breakers and can be designed around easily enough.
It would probably be easier to grok and give you more design space to work with if you choose a flat number, like 3 or 4, instead of X.
Rat Mage 1BB
Creature- Human Wizard
When ~ enters the battlefield, target player discards a card.
Minimize 2- B
2/2
I.e., on this card, minimize will work like evoke in most cases.
Custom Card Creation
Just to riff:
Knowledge is Power 2BB
Sorcery
Any number of target players each draw two cards. Then each player loses life equal to the number of cards in his or her hand.
Nice batch. I especially like how the Priest's various abilities interact.
Amonkhet has Exert, Embalm, -1/-1 counters, and brick counters. Is it just me or does this feel like "Memory Issues: The Set"?
Love this.
I've been meaning to post this one for a while:
Boo
W
Instant
Create a 1/1 white Spirit creature token with flying.
///
Hiss
1G
Instant
Create a 1/1 green Snake creature token.
Creatures you control gain deathtouch until end of turn.
---{Fuse}---
Ugin's Insight and Oath of Jace do use Scry X in their wording, but I like the current wording better and it would be consistent with WotC's recent efforts to minimize the use of X on cards.
No problem.
Black does get stuff like TREEofPERdition and Sorin Markov, so having this card be BG isn't completely out of the question. I do strongly prefer WG though and was just throwing BG out there as an option.
With the right flavor, I think this card also fits Abzan's general vibe:
Master the Sands
2WBG
Sorcery
Each player's life total becomes the number of lands he or she controls.
How about this?:
-3 Medicine Man
-1 Fearless Frontiersman
+4 Explore
I'm trying to avoid keyworded enabler mechanics right now; one of the aims of these decks is to see how difficult rapidfire is to enable in a "normal" game and to thus get a sense of how much support/enablers it will need in the set.
As for flashback, I keep ruling it out as being "too easy". However, I've learned from bitter experience that being stubborn about a design decision can make your life way harder than it needs to be, so I'm definitely going to put it on the list of "things to try".
What about this?:
Brotherhood (You can have two commanders if both have brotherhood and the same name.)
If you control exactly two permanents named ~NAME~, the "legend rule" doesn't apply to them.
I think brotherhood would put you well past common , but it's just an idea.
This deck is designed to be a rampy/big spells deck. I don't expect rapidfire to be featured prominently in green in the set, but I felt RG was the best color combo to build this type of deck with.
Creatures
4x
Fearless Frontiersman
G
Creature- Human Scout
When Fearless Frontiersman enters the battlefield, you may put a land card from your hand onto the battlefield tapped.
1/1
4x
Earthspeaker Mystic
1G
Creature- Human Shaman
T: Add G to your mana pool.
0/2
3x
Medicine Man
1G
Creature- Human Shaman
Flash
When Medicine Man enters the battlefield, you may return another creature you control to its owner’s hand.
1/1
3x
Intrepid Explorers
2G
Creature- Human Scout
When Intrepid Explorers enters the battlefield, draw a card.
2/1
4x
Timberwolf Alpha
2G
Creature- Wolf
Rapidfire — Whenever you cast your second spell each turn, create a 2/2 green Wolf creature token.
2/2
3x
Raiding Party
2RG
Creature- Human Warrior
Rapidfire — Whenever you cast your second spell each turn, you may have Raiding Party fight target creature you don’t control.
3/3
3x
Stiff-Legged Bear
2GG
Creature- Bear Horror
Flash
Rapidfire — Stiff-Legged Bear enters the battlefield with two +1/+1 counters on it if you’ve cast two or more spells this turn.
3/3
2x
Beckon the Hellkites
4RR
Instant
Create a 4/4 red Dragon creature token with flying.
Rapidfire — Create two of those tokens instead if you’ve cast two or more spells this turn.
1x
Flameblaze Hellkite
5RR
Creature- Dragon
Flying
Rapidfire — Whenever you cast your second spell each turn, Flameblaze Hellkite deals 5 damage to target creature or player.
5/5
Spells
3x
Guns Blazing
R
Instant
Guns Blazing deals 2 damage to target creature or player.
Rapidfire — Guns Blazing deals 3 damage to that creature or player instead if you’ve cast two or more spells this turn.
3x
Transcendent Ritual
G
Enchantment
2R, Sacrifice Transcendent Ritual: Add five mana in any combination of colors to your mana pool.
3x
Right Between the Eyes
1R
Instant
Right Between the Eyes deals 1 damage to target creature.
Rapidfire — Right Between the Eyes deals 5 damage to that creature instead if you’ve cast two or more spells this turn.
Lands
6x Mountain
10x Forest
4x Rootbound Crag
4x Copperline Gorge
Some pros and cons vs Delirium:
-Requires less speciality cards to enable, since you can just play/cast permanents.
-Won't go as high as Tarmy numbers, since you won't be able to count instants or sorceries.
-Static abilities that depend on Harmony, such p/t boosts, can be disrupted with removal.
None of these things are deal breakers and can be designed around easily enough.
It would probably be easier to grok and give you more design space to work with if you choose a flat number, like 3 or 4, instead of X.