At the beginning of your upkeep, each player may bid life for control of this creature. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of this creature.
4/4
4/4 for 3 is really strong even with this "downside". I could see this as a Vampire for WRB otherwise I'd make it at least 4cc.
Trying out a Return to Kamigawa set and I wanted some weird one-drops to represent Spirits become real.
Ancestral SpiritW
Creature — Spirit Incarnation (R)
This creature has the keyword abilities of all Spirits.
1/1
Arcane SpiritU
Creature — Spirit Incarnation (R)
This creature has power and toughness equal to the highest power and toughness among Spirits.
1/1
Veil SpiritB
Creature — Spirit Incarnation (R)
Non-Spirit creatures you don’t control are copies of this creature and lose this ability.
1/1
Ire SpiritR
Creature — Spirit Incarnation (R)
Splice costs you activate cost "Tap two untapped Spirits you control" to activate.
1/1
Soul SpiritG
Creature — Spirit Incarnation (R)
You have power and toughness equal to the total power of Spirits you control. (You can attack and T. You can’t do anything while tapped. You can’t die.)
1/1
A cycle of "Ultimatums" revolving around the number 2.
Cruel CreedUUBBRR
Sorcery (R)
Target opponent sacrifices two creatures. Return two target creature cards from your graveyard to the battlefield under your control.
Knights’ KnackWWBBRR
Instant (R)
Create two 2/2 white Knight creature tokens with first strike. You draw two cards and gain 2 life. Knights’ Knack deals 2 damage to any two targets.
Sore SightRRGGWW
Instant (R)
Creatures you control get +6/+6 until end of turn.
Soul SlueBBGGWW
Sorcery (R)
Exile two target creatures. Return two target permanent cards from your graveyard to your hand. Create two 1/1 white Spirit creature tokens with flying. Exile Soul Slue.
Spirit ShineRRWWUU
Sorcery (R)
Take two extra turns. Skip your combat and draw steps during those turnsYou can't draw cards and creatures you control can't attack during those turns. Exile Spirit Shine.
Terribly TriteWWUUBB
Instant (R)
Destroy two target tapped creatures. Return two target nonland permanents to their owner’s hand. Target opponent discards two cards.
Titan’s TouchGGWWUU
Instant (R)
Creatures you control gain hexproof, indestructible and can’t be blocked until the beginning of your next turn's end step.
Turning TideGGUUBB
Instant (R)
Creatures you control get +2/+2 until end of turn. Tap or untap two target permanents. Creatures you don’t control get -2/-2 until end of turn.
Twice TodayUURRGG
Sorcery (R)
You may cast cards with converted mana cost 2 from your graveyard this turn without paying their mana costs. If a card you cast this way would be put into your graveyard from anywhere this turn, exile it instead.
Wild WrathBBRRGG
Sorcery (R)
Add two -1/-1 counters to each creature you don’t control. Wild Wrath deals 2 damage to each planeswalker you don’t control and each opponent. Add two loyalty counters to each planeswalker you control.
These are awesome and seem well balanced. Nice job.
Staycation is a bit non-ituitive since we've only seen explore tied to a creature, when a creature comes into play or something similar. So... did you mean "target creature explores" or did you mean you explore which would probably change the rules:
(Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
The bolded part wouldn't make sense. But omitting it would still work with a rule change, then you would print this reminder text on this card.
Also, this should trigger once per combat (barring being hit by first strikers) not once per creature, yes?
Yeah its supposed to be target creature explores. Fixed. I don't think I need "up to" because it wouldn't do anything without a creature anyways.
As for triggering multiple times, I intended it to function as a green No Mercy because I made a cycle of enchantments with combat triggers so, no it's not once per combat, I want multiple triggers.
Thank you for your comments.
Edit: It appears I did indeed have the wording incorrect (Dealt damage vs creature deals damage), but I changed it to the intended function.
While I agree that there's memory issues in most situations you could just look in your graveyard to see if there's a 5 cost spell. Sure theres always shuffling your graveyard into your library but thats why it's like ascend. Also for reckon, you don't need to have the permanent on the field for it to work, if you play a 5 cost spell, then any reckon card on a later turn, youre still reckoned. It's not a trigger.
Staycation GG
Enchantment (R)
Whenever a creature deals damage to you, target creature you control explores.
Dragonflame Throne 4
Artifact (R)
At the beginning of your combat step, target creature you control gets +2/+0 until end of turn for each Dragon you control.
Whenever a creature is dealt damage by a red source you control, you may pay 1R. If you do, Dragonflame Throne deals that much damage to that creature’s controller.
Cone of Contemplation 3BB
Sorcery (R)
Target opponent may search their library for a card, put it into their hand, then shuffle their library. If they do, search your library for two cards, put them into your hand, then shuffle your library. If they don’t, you draw three cards and that player loses 3 life.
Wax Figure 3
Artifact (R)
Imprint — When Wax Figure enters the battlefield, exile a creature card from an opponent’s graveyard. 2: Wax Figure becomes a copy of the imprinted card until end of turn.
Preparation Leader1W
Creature - Human Soldier
Reckon (If you've cast a spell with converted mana cost 5 or greater this game, you are reckoned.)
Vigilance
At the beginning of your end step, if you're reckoned, create a 1/1 white Human creature token.
2/2
Ominous Signs1RR
Enchantment
Reckon (If you've cast a spell with converted mana cost 5 or greater this game, you are reckoned.)
Nonpermanent spells you cast cost 1 less to cast. 1R, Sacrifice ~: Discard your hand, then draw three cards. Activate this ability only if you're reckoned.
Witnesses of the End2GG
Sorcery
Reckon (If you've cast a spell with converted mana cost 5 or greater this game, you are reckoned.)
Create a 1/1 white Human creature token for each creature you control.
If you're reckoned, you may put a creature card from your hand onto the battlefield.
Mox Quartz0
Legendary Artifact
Reckon (If you've cast a spell with converted mana cost 5 or greater this game, you are reckoned.)
When ~ enters the battlefield, you gain 2 life. T: Add one mana of any color. Activate this ability only if you’re reckoned.
Prophecy Stones
Land
Reckon (If you've cast a spell with converted mana cost 5 or greater this game, you are reckoned.) T: Add C. 4: ~ becomes a 5/5 Giant land creature until end of turn. Activate this ability only if you’re reckoned.
Jester's Ploy B
Instant
As an additional cost to cast ~, reveal your hand.
Each opponent chooses one --
- You exile a card from your hand.
- You search your library for three cards and exile them, then shuffle your library.
Choose a card you own from outside the game and put it into your hand.
I formatted it a little but I think this is your intended functionality?
This is way to strong at B and instant. Having access to any card at all times? I'd make it 1B sorcery and put the card from outside the game on top of your library. That will weaken it substantially but will still probably only lead to degenerate games.
That makes a lot of sense. What about something more like this:
Focused Guy G
Creature - Human Monk
Attune (As the enters the battlefield, add a focus counter to another permanent you control. It's focused.)
Focused guy gets +1/+1 as long as it's focused.
1/1
Human Mercenary W
Creature - Human Soldier
Attune (As the enters the battlefield, add a focus counter to another permanent you control. It's focused.)
Sacrifice Human Mercenary: Another focused creature you control gains indestructible until end of turn.
Now only works on other permanents and name change so as not to be confusing.
So just like charge counters from Mirrodin. Not a bad idea, some of the cards do some scary things but that's the specific cards fault. The name needs work as 'focus' brings to mind several specific images and this kind of general counter you want to have a generic energy like name.
Yes, it's basically a generic charge counter and very similar to energy as well. I'm trying to find ways to differentiate it. Also, I agree the name could be better but I wanted something generic and focus was the best I could come up with. Open to suggestions.
This mechanic has a few problems. First of all, it's really slow. Not only do you have to spend time distributing counters to make it work, but not all of these cards can even do anything the turn they get counters. The land, in particular, is terrible. Either it's a land that doesn't tap for mana, a 5 color land that ruins your deck's synergy, or a bad Mirrodin's Core. Except, it's the only way here to benefit from multiple counters on the same creature, which brings me to my next issue. Beyond "merely" being a parasitic AB mechanic, you pretty much need a focus counter-creature ratio of 1:1 to be worthwhile. Too many counters is useless because there's no point in doubling up, and too few weakens your cards that rely on them. The tiny amount of wiggle room afforded simply can't support a mechanic in which you intend to include creatures that need counters yet can't make them.
I agree with pretty much all of what you said although there's a few things I'd like you to consider. Yes they're slow, but I figured with the right cards you could speed them up. For example:
Attune with Focus G
Sorcery
Search your library for a basic land card, reveal it, then put it into your hand. Shuffle your library afterwards. Add a focus counter to up to two permanents you control.
Suddenly, they become much better. And yes, the land is terrible, what about this one?
Training Facility
Land
T: Add 1.
T: Add one mana of any color that shares a color with a permanent you control that has a focus counter on it.
As to your other points, I intentionally left off "ETB add focus" on purpose on most cards so you'd have your focus makers and focus users on seperate cards. It makes it different than energy.
There will be cards that scale off focus and as long as you have at least 1 focus most of the cards will "turn on". You do make a good point about useless cards though, the Zombie Bird is a dead card without ener...focus. But thats intentional.
So when Dauntless Bodyguard was spoiled it kinda reminded me of this mechanic I've been playing with, Focus.
Focus counters have no effect themselves but go on any permanent and other cards have effects for focus counters.
Human Mercenary W
Creature - Human Mercenary (C)
When Human Mercenary enters the battlefield, add a focus counter to another creature you control.
Sacrifice Human Mercenary: A creature of your choice you control with a focus counter on it gains indestructible until end of turn.
2/1
Crab King 1U
Creature - Elder Crab (U)
Creatures you control with focus counters on them gain hexproof.
2/2
Zombie Bird 4B
Creature - Zombie Bird (U)
Flying B, T, Sacrifice a creature with a focus counter on it: Destroy target non-Zombie creature.
3/1
Giant Wizard 4RR
Creature - Giant Wizard (R) R: Add a focus counter to a creature you control. 1RR: Target creature with a focus counter on it gains indestructible until end of turn. 4RR: Create a 6/6 red Beast creature token. Add a focus counter to it. 7RR, sacrifice any number of creatures with focus counters on them: Giant Wizard deals damage to target player equal to the total power of the sacrificed creatures.
3/3
Treefolk Druid 1G
Creature - Treefolk Druid (C) T: Add a focus counter to a creature you control. T: Add G for each focus counter among creatures you control.
1/3
Focus Golem 4
Creature - Golem (U)
Whenever a Golem enters the battlefield under your control, add a focus counter to a permanent you control.
Tap two untapped permanents with focus counters on them: Creatures you control named Focus Golem get +2/+2 until end of turn.
2/2
Monk's Monastery
Land (U) T: Add a focus counter to a permanent you control. T, Remove a focus counter from a permanent you control: Add one mana of any color.
Magus of Experience 3WWW
Creature - Human Soldier (R)
Vigilance 4W, T: Sacrifice Magus of Experience: If you have exactly 1 life, you win the game.
3/6
Magus of Time 4UUU
Creature - Sphinx Wizard (R)
Flying U, T, Sacrifice Magus of Time: This turn, instant and sorcery spells you control have rebound.
7/7
Magus of Payback 5BB
Creature - Demon Spirit (R)
Deathtouch 1B, T, Sacrifice Magus of Payback: Each player’s life total becomes the lowest life total among all players.
5/5
Magus of Reaction 2RR
Creature - Kor Ally (R)
First strike 2R, T, Sacrifice Magus of Reaction: This creature deals X damage to each creature, where X is the number of creatures on the battlefield.
4/2
Magus of Moments 2GG
Creature - Beast Shaman (R)
Trample 3G, T, Sacrifice a creature and Magus of Moments: You draw cards equal to the sacrificed creature’s power, then you gain life equal to its toughness.
4/4
Magus of Eternity 6
Creature - God Construct (M)
Indestructible
Magus of Eternity enters the battlefield with X eternity counters on it, where X is equal to your life total. 6, T, Sacrifice Magus of Eternity: Your life total becomes equal to the number of eternity counters on Magus of Eternity.
6/6
Avaricious Avenger
1BW
Creature - Angel
Flying, Lifelink
At the beginning of your upkeep, each player may bid life for control of this creature. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of this creature.
4/4
4/4 for 3 is really strong even with this "downside". I could see this as a Vampire for WRB otherwise I'd make it at least 4cc.
Ancestral Spirit W
Creature — Spirit Incarnation (R)
This creature has the keyword abilities of all Spirits.
1/1
Arcane Spirit U
Creature — Spirit Incarnation (R)
This creature has power and toughness equal to the highest power and toughness among Spirits.
1/1
Veil Spirit B
Creature — Spirit Incarnation (R)
Non-Spirit creatures you don’t control are copies of this creature and lose this ability.
1/1
Ire Spirit R
Creature — Spirit Incarnation (R)
Splice costs you activate cost "Tap two untapped Spirits you control" to activate.
1/1
Soul Spirit G
Creature — Spirit Incarnation (R)
You have power and toughness equal to the total power of Spirits you control. (You can attack and T. You can’t do anything while tapped. You can’t die.)
1/1
Cruel Creed UUBBRR
Sorcery (R)
Target opponent sacrifices two creatures. Return two target creature cards from your graveyard to the battlefield under your control.
Knights’ Knack WWBBRR
Instant (R)
Create two 2/2 white Knight creature tokens with first strike. You draw two cards and gain 2 life. Knights’ Knack deals 2 damage to any two targets.
Sore Sight RRGGWW
Instant (R)
Creatures you control get +6/+6 until end of turn.
Soul Slue BBGGWW
Sorcery (R)
Exile two target creatures. Return two target permanent cards from your graveyard to your hand. Create two 1/1 white Spirit creature tokens with flying. Exile Soul Slue.
Spirit Shine RRWWUU
Sorcery (R)
Take two extra turns.
Skip your combat and draw steps during those turnsYou can't draw cards and creatures you control can't attack during those turns. Exile Spirit Shine.Terribly Trite WWUUBB
Instant (R)
Destroy two target tapped creatures. Return two target nonland permanents to their owner’s hand. Target opponent discards two cards.
Titan’s Touch GGWWUU
Instant (R)
Creatures you control gain hexproof, indestructible and can’t be blocked until the beginning of your next turn's end step.
Turning Tide GGUUBB
Instant (R)
Creatures you control get +2/+2 until end of turn. Tap or untap two target permanents. Creatures you don’t control get -2/-2 until end of turn.
Twice TodayUURRGG
Sorcery (R)
You may cast cards with converted mana cost 2 from your graveyard this turn without paying their mana costs. If a card you cast this way would be put into your graveyard from anywhere this turn, exile it instead.
Wild Wrath BBRRGG
Sorcery (R)
Add two -1/-1 counters to each creature you don’t control. Wild Wrath deals 2 damage to each planeswalker you don’t control and each opponent. Add two loyalty counters to each planeswalker you control.
Yeah its supposed to be target creature explores. Fixed. I don't think I need "up to" because it wouldn't do anything without a creature anyways.
As for triggering multiple times, I intended it to function as a green No Mercy because I made a cycle of enchantments with combat triggers so, no it's not once per combat, I want multiple triggers.
Thank you for your comments.
Edit: It appears I did indeed have the wording incorrect (Dealt damage vs creature deals damage), but I changed it to the intended function.
Enchantment (R)
Whenever a creature deals damage to you, target creature you control explores.
Dragonflame Throne 4
Artifact (R)
At the beginning of your combat step, target creature you control gets +2/+0 until end of turn for each Dragon you control.
Whenever a creature is dealt damage by a red source you control, you may pay 1R. If you do, Dragonflame Throne deals that much damage to that creature’s controller.
Cone of Contemplation 3BB
Sorcery (R)
Target opponent may search their library for a card, put it into their hand, then shuffle their library. If they do, search your library for two cards, put them into your hand, then shuffle your library. If they don’t, you draw three cards and that player loses 3 life.
Wax Figure 3
Artifact (R)
Imprint — When Wax Figure enters the battlefield, exile a creature card from an opponent’s graveyard.
2: Wax Figure becomes a copy of the imprinted card until end of turn.
Instant
As an additional cost to cast ~, reveal your hand.
Each opponent chooses one --
- You exile a card from your hand.
- You search your library for three cards and exile them, then shuffle your library.
Choose a card you own from outside the game and put it into your hand.
I formatted it a little but I think this is your intended functionality?
This is way to strong at B and instant. Having access to any card at all times? I'd make it 1B sorcery and put the card from outside the game on top of your library. That will weaken it substantially but will still probably only lead to degenerate games.
Focused Guy G
Creature - Human Monk
Attune (As the enters the battlefield, add a focus counter to another permanent you control. It's focused.)
Focused guy gets +1/+1 as long as it's focused.
1/1
Human Mercenary W
Creature - Human Soldier
Attune (As the enters the battlefield, add a focus counter to another permanent you control. It's focused.)
Sacrifice Human Mercenary: Another focused creature you control gains indestructible until end of turn.
Now only works on other permanents and name change so as not to be confusing.
Yes, it's basically a generic charge counter and very similar to energy as well. I'm trying to find ways to differentiate it. Also, I agree the name could be better but I wanted something generic and focus was the best I could come up with. Open to suggestions.
I agree with pretty much all of what you said although there's a few things I'd like you to consider. Yes they're slow, but I figured with the right cards you could speed them up. For example:
Attune with Focus G
Sorcery
Search your library for a basic land card, reveal it, then put it into your hand. Shuffle your library afterwards. Add a focus counter to up to two permanents you control.
Suddenly, they become much better. And yes, the land is terrible, what about this one?
Training Facility
Land
T: Add 1.
T: Add one mana of any color that shares a color with a permanent you control that has a focus counter on it.
As to your other points, I intentionally left off "ETB add focus" on purpose on most cards so you'd have your focus makers and focus users on seperate cards. It makes it different than energy.
There will be cards that scale off focus and as long as you have at least 1 focus most of the cards will "turn on". You do make a good point about useless cards though, the Zombie Bird is a dead card without ener...focus. But thats intentional.
Focus counters have no effect themselves but go on any permanent and other cards have effects for focus counters.
Human Mercenary W
Creature - Human Mercenary (C)
When Human Mercenary enters the battlefield, add a focus counter to another creature you control.
Sacrifice Human Mercenary: A creature of your choice you control with a focus counter on it gains indestructible until end of turn.
2/1
Crab King 1U
Creature - Elder Crab (U)
Creatures you control with focus counters on them gain hexproof.
2/2
Zombie Bird 4B
Creature - Zombie Bird (U)
Flying
B, T, Sacrifice a creature with a focus counter on it: Destroy target non-Zombie creature.
3/1
Giant Wizard 4RR
Creature - Giant Wizard (R)
R: Add a focus counter to a creature you control.
1RR: Target creature with a focus counter on it gains indestructible until end of turn.
4RR: Create a 6/6 red Beast creature token. Add a focus counter to it.
7RR, sacrifice any number of creatures with focus counters on them: Giant Wizard deals damage to target player equal to the total power of the sacrificed creatures.
3/3
Treefolk Druid 1G
Creature - Treefolk Druid (C)
T: Add a focus counter to a creature you control.
T: Add G for each focus counter among creatures you control.
1/3
Focus Golem 4
Creature - Golem (U)
Whenever a Golem enters the battlefield under your control, add a focus counter to a permanent you control.
Tap two untapped permanents with focus counters on them: Creatures you control named Focus Golem get +2/+2 until end of turn.
2/2
Monk's Monastery
Land (U)
T: Add a focus counter to a permanent you control.
T, Remove a focus counter from a permanent you control: Add one mana of any color.
Creature - Human Soldier (R)
Vigilance
4W, T: Sacrifice Magus of Experience: If you have exactly 1 life, you win the game.
3/6
Magus of Time 4UUU
Creature - Sphinx Wizard (R)
Flying
U, T, Sacrifice Magus of Time: This turn, instant and sorcery spells you control have rebound.
7/7
Magus of Payback 5BB
Creature - Demon Spirit (R)
Deathtouch
1B, T, Sacrifice Magus of Payback: Each player’s life total becomes the lowest life total among all players.
5/5
Magus of Reaction 2RR
Creature - Kor Ally (R)
First strike
2R, T, Sacrifice Magus of Reaction: This creature deals X damage to each creature, where X is the number of creatures on the battlefield.
4/2
Magus of Moments 2GG
Creature - Beast Shaman (R)
Trample
3G, T, Sacrifice a creature and Magus of Moments: You draw cards equal to the sacrificed creature’s power, then you gain life equal to its toughness.
4/4
Magus of Eternity 6
Creature - God Construct (M)
Indestructible
Magus of Eternity enters the battlefield with X eternity counters on it, where X is equal to your life total.
6, T, Sacrifice Magus of Eternity: Your life total becomes equal to the number of eternity counters on Magus of Eternity.
6/6
I'm sure theres something crazy you could do with Naban, Dean of Iteration and Arcane Adaptation. Mishra's Self-Replicator is begging to be broken. The Mending of Dominaria and Fall of the Thran could be a thing. I'm definitely going to be casting Tezzeret's Touch on Gilded Lotus at some point.
What else is there?
http://www.magicdrafting.com/savedpools/36727
Karn.dec really is going to own.
Edit: I'm obviously going W/B legends with a blue splash for time of ice and tragic poet combo + Oath of Teferi! Nuts!