- JuanCu
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Feb 4, 2014JuanCu posted a message on Launch Giveaway!Phyrexian Rager, in its two iterations. I don't know why. Maybe it was the awesome art, the feeling of "finally, it's all out war" from the invasion, or casting it and feeling the board development without hand advantage degradation.Posted in: Announcements
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Enchantment
When Cram enters the battlefield, exile the top 6 cards of your library.
You may play cards exiled with Cram, and you can't cast spells from your hand.
At the beginning of your end step, you may pay 2. If you do, sacrifice Cram.
(This design I really like. First you 'enter Cram mode' by becoming restricted to these subjects exclusively. But then you also have the End Step deadline looming! You don't want to miss that window to pay 2, or you may end up burned out next turn, with nothing to do!)
Abuzz With Posibilities 1
Sorcery - Lesson
Scry 2
"All the Schools seem so cool! How will I ever choose?"
--
Induction Emblem 3
Artifact
When Induction Emblem enters the battlefield, scry 1, then choose a color.
T: Add one mana of the chosen color.
"This time, I'm really sure."
Messy Backpack 1
Artifact
When Messy Backpack enters the battlefield, draw a card, then exile a card at random from your hand. You may look at that card anytime.
You may play the card exiled with Messy Backpack if you have no cards in hand. When you do, if the played card is an artifact, draw a card.
"I forgot I had that!"
Packed Schedule U
Echantment
1, Pay 1 life: Scry 1
1U: Draw a card, then discard a card.
2U: Draw a card.
If you own Packed Schedule, you can't cast spells unless you've activated two different abilities from enchantments this turn.
"Why do I do this to myself?"
(Donating this card would be too evil. Edit: I mean, this is why I added "If you own", otherwise it's a 2 card win the game.)
Monologue Tax 2W
Enchantment - Aura Curse
Enchant player
Enchanted player's spells cost 2 more to cast.
As a player casts a spell, attach Monologue Tax to that player.
Geometric Nexus
Land
T: Add C.
4GU, T, Discard a card: Create a 0/0 green and blue Fractal creature token, then put a +1/+1 counter on it for each creature you control with base power 0.
Perplexing Test 1UU
Enchantment
When Perplexing Test enters the battlefield, secretly choose a card type.
Whenever an opponent casts a spell, they may pay C.
Sacrifice Perplexing Test, Reveal the chosen card type: Counter target spell of the chosen type if its controller declined to pay for Perplexing Test. If you do, draw a card.
"I knew they were gonna ask that!"
So, here is a revision with that in mind. Now the scry is always the effect of an Ingredient Instant or Ingredient Sorcery, and the main (brew) effects are triggered abilities (using 'opponent' or 'up to one', so they can't be fizzled into being detrimental). Also, renamed Brew into infuse, because it has more conjugations.
Devilweed Imp 2R
Ingredient Creature - Imp
When Devilweed Imp or its infused spell resolves, you may discard a card. If you do, draw a card.
Infuse R (R, Exile this card from your graveyard: Infuse this on target instant or sorcery spell you control.)
2/2
Batwing Fumes 4B
Ingredient Sorcery
Scry X, where X is the number of cards infused on Batwing Fumes.
When Batwing Fumes or its infused spell resolves, each opponent sacrifices a creature.
Infuse 2B (2B, Exile this card from your graveyard: Infuse this on target instant or sorcery spell you control.)
Sparkpowder Pinch 4R
Ingredient Instant
Scry X, where X is the number of cards infused on Sparkpowder Blast.
When Sparkpowder Pinch or its infused spell resolves, it deals 3 damage to target creature or planeswalker an opponent controls.
Infuse 3R (3R, Exile this card from your graveyard: Infuse this on target instant or sorcery spell you control.)
Batwing Fumes 4B
Ingredient Sorcery
Each opponent sacrifices a creature.
Brew 2B (Exile X Ingredient cards from your graveyard and pay their Brew costs to add their effects to an instant or sorcery spell you control. If that spell was also an Ingredient, add Scry X as well.)
I like that this version feels more like putting a bunch of stuff in a cauldron and stirring. The bonus for mixing two Ingredients this time is a simple Scry 1 (or better for more ingredients) but a lesser effect makes it less parasitic, so that's ok. On the rulings aspect, this would be a 'anytime' ability like morphs. I don't think that would cause too much trouble (casting an instant is already 'anytime'), but it could also be an activated ability if you put < : > in there, it just reads better this way, I feel.
Also, mix in some Ingredient Creatures into the pot!
Devilweed Imp 2R
Ingredient Creature - Imp
When Devilweed Imp resolves, you may discard a card. If you do, draw a card.
Brew R (Exile X Ingredient cards from your graveyard and pay their Brew costs to add their effects to an instant or sorcery spell you control. If that spell was also an Ingredient, add Scry X as well.)
2/1
A bit less standard than 'enters the battlefield', but the Ingredient supertype marks this as a special kind of effect.
Batwing Fumes 3B
Sorcery
Each opponent sacrifices a creature.
Brew 2BB (You may card this card from your graveyard for its Brew cost if you control an instant or sorcery spell. Then exile it. Halve this cost to 1B if you control an spell with Brew.)
Kzari, Cauldron Enthusiast 1RB
Legendary Creature - Human Witch (R)
Whenever you cast an instant or sorcery spell, mill 1.
At the beginning of each end step, if you cast two or more spells from your graveyard this turn, put an Indestructible counter on Kzari and Kzari can't block.
3/3
Batwing Fumes 1B
Sorcery
Each opponent sacrifices a creature.
Brew 3B (Then if you cast this card from your hand for 3B, exile it brewing. Cast it later for 3B. Reduce that cost by 2 if you cast it paired with another brewing card.)
Brewing is kinda a kicker flashback. You may get a simple edict for 1B, or a flashback edict for 3B + 3B later.
However, two ingredients may mix together for a more efficient effect!
Devilblood Olio 2R
Sorcery
Create two 1/1 red Devil creature tokens.
Brew 3R (Then if you cast this card from your hand for 3R, exile it brewing. Cast it later for 3R. Reduce that cost by 2 if you cast it paired with another brewing card.)
Mix Batwing Fumes and Devilblood Olio in a cauldron, and you get a 2RB sorcery for both effects combined!
But how does 'paired' casting work, you ask? Easy, you follow the same steps for casting a card, except for both cards at the same time! Then they are put in the stack in the order you choose. They are two spells at all times.
So, that's Brew, a parasitic ability, but the flashback option also works perfectly fine alone. Sure, 4 less may sound like a lot, but you'd have to work to set that up anyways, and telegraph it in advance.
Btw, I know paired is already a concept with creatures, but I think both meanings could coexist (like Counter and Counter.) It may alternatively use the 'Splice onto' mechanic, but I feel like this is more natural, as that mechanic can splice multiple spells, not only pairs.
Oh, right, I thought I was still using Boast-style wording. I'll change it back, and I'll borrow Saga terminology ("after") to designate the two windows for the activation: either the phase the creature entered the battlefield (usually a Main phase), or your next First Main phase. This is better, actually, because it enables using more aggressive stuff (like +1/+1 counters) without it becoming combat tricks (unless you blink or flash.) And it's easier to remember, since it can't happen anytime during whole turns. You play it, and may use it right then. Otherwise, draw the next turn, and use it, or lose it.
Potion Brewer 1W
Creature - Human Peasant
Showcase - W: Gain 3 life. (Activate this ability only once, either after this enters the battlefield, or after your next draw step.)
1/4
Here is a simple mechanic I made for Vectori:
Fairshape Initiate 1W
Creature - Human Artificer (C)
Showcase - W: Create a 1/1 colorless Servo creature token. Activate this ability only once, either the turn this enters the battlefield, or the turn it loses summoning sickness.
2/2
Angleform Designer U
Creature - Merfolk Artificer (U)
Untapped Golems you control have Hexproof.
Showcase - 3U: Create a 4/4 colorless Golem artifact creature token. Activate this ability only once, either the turn this enters the battlefield, or the turn it loses summoning sickness.
1/1
Inspired by Boast, Showcase is just an activated ability with some restrictions to make it interesting. It's also similar to foretell in that you can distribute a cost in two turns, or one. Should you cast Fairshape on turn 2? It may be riskier, but curve better. Also, plays to White blink / rescue effects.
As for the difference in flavor, W would create small creatures, gain life, or put +1/+1 counters (boons), while U may create big creatures (Golems of war) and mess with the opponent's stuff (i.e: doing no good.)
I do believe the colors have a broad scope of philosophies, so there can be many conflicts between any pair. (Are those the ones described by Maro?)
I should totally adapt Vectiline though, you are right it's the weakest one. I thought about an Ethics school as an option before assigning colors, but practically all color conflicts could be distilled to ethics, it's too broad. So I'll stick with Engineering, but try to fit that clearer conflict...
Vectiline - "Ideals brought forth"
Engineering WU (Responsibility vs Agency)
W students constrain their creations with many fail-safes, ensuring they can only be used for good.
U students create objects adaptable to any use. It's the user's job to use it adequately.
(These are Magic concepts for new Schools, this time based on allied colors. Like Strixhaven, each is focused in an academic subject, and they explore the conflict inherent between the two colors.)
Glintscale - "A good credit is spent twice"
Economy UB (Regulation vs Greed)
U students try to increase efficiency, and regulate the system.
B students try to game the system for themselves.
Formulei - "The right mixture: luck and skill."
Chemistry BR (Control vs Chaos)
B students apply the formulas with great care, wary of unexpected results.
R students relish experimentation, and huge explosions.
Wanderstroll - "Seek the horizon, find yourself"
Geography RG (Fight vs Join)
R explorers are looking for extreme experiences, and seek trophies just for fun.
G explorers join the jungle as part of the ecosystem, leaving almost no trace behind.
Rumblehoof - "Healthy body, healthy mana."
Sports GW (Individual vs Team)
W players always support the team above themselves.
G players prefer solo sports, or being the strongest/leader of the pack (the food chain aspect of green.)
Vectiline - "Ideals brought forth"
Engineering WU (Responsibility vs Agency)
W students constrain their creations with many fail-safes, ensuring they can only be used for good.
U students create objects adaptable to any use. It's the user's job to use it adequately.
Vectiline - "New purposes for classic lines."
Engineering WU (Tradition vs Innovation)
W students create objects based on the classics.
U students try to invent completely original stuff.
--
and since I can't end without a card, here is a not-too-inspired mechanic for Vectiline, plus another for Rumblehoof.
Bored Designer 2U
Creature - Human Artificer (C)
When this enters the battlefield, create a Diversion token (it's an artifact with "t, Sacrifice this artifact: Tap target creature.")
2/2
Rumblehoof Supporter 2W
Creature - Human Student (U)
Creatures you control have +1/+1 if you strained this turn (you strain if you spend 5 or more mana on a single cost.)
2/2
Silvergale Caller 2W
Creature - Human Cleric (C)
This has +1/+2 and lifelink as long as you have momentum (you have momentum if 2 or more creatures entered the battlefield under your control this turn.)
3/2
While you can get momentum by casting 2 spells (creature spells, that is), there are many situations where the two differ, like blinks, or creating tokens. Just a single Dwarven Reinforcements triggers momentum. So I would make this a RW archetype, two colors that already have used 2nd spell cast triggers, and love creating wee tokens.
A good common to help the theme:
Sparkcaster Shaman 2R
Creature - Human Shaman (C)
Haste
Whenever this creature attacks, create a 1/1 red Elemental creature token that's tapped and attacking. Exile it at the end of turn.
2/2
Finally, obligatory uncommon signpost:
Silvergale Enforcer 1RW
Creature - Human Soldier (U)
Whenever Silvergale Enforcer attacks, if you have momentum, draw a card. Otherwise, create a 1/1 white Soldier creature token.
(You have momentum if 2 or more creatures entered the battlefield under your control this turn.)
2/3
Oozing Host 1B
Creature - Human (U)
Deathtouch
Taint 2BB (If you cast this for 2BB, it enters the battlefield with a Larva counter on it. When it dies, return it to the battlefield.)
1/1
Just a kickered rebound for creatures. Not too deep or impressive.
Then I gave it a twist:
Oozing Host 1B
Creature - Human
Deathtouch
Taint 2BB (If you cast this for 2BB, it enters the battlefield with a Larva counter on it. When it dies, you may sacrifice a creature. If you do, return this card to the battlefield. Otherwise, create two 1/1 black Horror creature tokens.)
1/1
A lot longer, but this gives the mechanic character. Taint cards synergize with each other, since you can use the tokens from one to recover another creature that's bigger, or better in the moment (it's hard to give up 3 creatures for a simple 1/1 deathtouch, but sometimes it's the right move.) Also, Taint decks gain synergies with cards that reward going wide, sacrificing effects, or cheap creatures in general.
It goes from being a generic kicker, to becoming the whole strategy for a color pair.
Now some generals:
Granidor, Tainter Supreme 4BB
Legendary Creature - Human Wizard
At the beginning of your end step, create a 1/1 black Horror creature token.
T, Pay 2 life: Put a Larva counter on target nontoken creature you control without a Larva counter on it. When it dies, you may sacrifice a creature. If you do, return that card to the battlefield. Otherwise, create two 1/1 black Horror creature tokens.
4/5
Lugreza, Acolyte of Growth 2GB
Legendary Creature - Elf Cleric
GB, T, Exile another creature you control with a Larva counter on it: Create a 7/7 Horror creature token with Trample.
Taint 4BG (If you cast this for 4BG, it enters the battlefield with a Larva counter on it. When it dies, you may sacrifice a creature. If you do, return this card to the battlefield. Otherwise, create two 1/1 black Horror creature tokens.)
3/4
Snapback Curse 3BB
Instant
Destroy target creature.
If you riposte, gain 4 life (you riposte if a permanent you control is being targeted.)
Fireball Installation 2R
Instant
Fireball Installation deals 3 damage to any target.
Display 3RR (If you cast this for 3RR, create an Art artifact token and exile this card attached to it. When it leaves the battlefield, you may cast this card without paying its mana cost.)
Eager Dissector 3B
Creature - Vampire Wizard
T, Dissect a creature card: Gain 3 life. (To dissect a card, sacrifice it, discard it, or exile it from your graveyard. Draw a card if you sacrifice this way.)
2/2
Digger Assistant 2W
Creature - Human Wizard
Whenever Digger Assistant attacks, excavate. (To excavate, exile the top card of your library, then you may put a card you've excavated into your hand. If it's an artifact, land, or spirit, discard a card. If it's not, discard two cards.)
2/1
Calculous Mauler 3G
Creature - Bear Wizard
Trample is genetic for you.
1G, T: Integrate target creature (put a genetic or +1/+1 counter on it.) Activate this ability only as a sorcery.
2/2
Sorcery
Do each in a random order. Increase X by 1 after each part:
* This deals X damage to each creature.
* This deals X damage to each opponent and each planeswalker they control.
* Exile the top X cards of your library. You may cast them until the end of your next turn.
Scramble for Action XXWW
Sorcery
Do each in a random order. Increase X by 1 after each part:
* Distribute X +1/+1 counters among creatures you control.
* Create X 1/1 white Soldier creature tokens with lifelink.
* Scry X and gain X life.
Unexpected Gifts XXBBB
Do each in a random order. Increase X by 1 after each part:
* Each opponent discards X cards at random.
* Each opponent sacrifices X creatures.
* Draw X cards and lose X life.