That 2/2 version for 3 is way overpowered. Legendary isn't an issue, it's nigh unblockable, and it sticks around an extra turn before you have to pay BB again?
That first guy's very fair, and this is what he is, technically:
BB
Haste, Shadow
~ is indestructible.
If ~ would be put into a graveyard from play, pay BB instead.
~ can't attack unless you pay BB.
B: ~ gets +1/+1 until end of turn.
1/1
How is that overcosted?
Your "technically" is incorrect as you would be paying BBBB in most cases, indestructible creatures can block, and he actually goes into the graveyard and returns to play your next turn.
You can get any Sliver and put it into play during your first turn? That's completely overpowered. Also, the Legendary aspect of this is pointless as you have to sacrifice it in order for it to be useful.
Sliver Hollows
Legendary Land-Sliver Lair
:symtap:, Sacrifice Sliver Hollows: Search your library for a Sliver card and put it into play under target players control.
I don't like this idea. While Magic as a game has to change, this seems like a forced change, with too much upheaval and not enough potential. Most players like to have their graveyard take up as little space as possible, and this prevents them from fanning or stacking their cards in an efficient manner. Also, it discourages proper graveyard upkeep. Technically, a graveyard has to remain in order because of older cards that care about graveyard order, and counters in the graveyard tend to allow players to forget which order the cards are in.
I agree.
Having counters on a spell is one thing as the minute it resolves, you don't have to worry about it anymore, but having counters on cards in your graveyard is where it would get confusing as you would have to have some kind of method to remember how many counters are on each card without cluttering up your graveyard. I could see this being a mechanic that will have players constantly reordering their cards (by accident) just so they can make space for each card with a counter.
Tap in a mana cost, well, you pay the cost as you play the spell, so... tap what? You certainly can't tap a spell as you play it. If you want to tap something as an additional cost or have something CIPT, write it out in the first line of the text box.
He's suggesting that a permanent that would normally have "_ comes into play tapped" instead have the tap ("T") instead of saying that it comes into play tapped. Spells aren't included because they can't be tapped.
Examples:
Breeding Pool Land - T
Forest Island (T Add G or U to your mana pool.)
As Breeding Pool comes into play, you may pay 2 life to untap it.
Charcoal Diamond - T
Artifact T: Add B to your mana pool.
I toyed with the idea of that in order to make more room for card abilities, but decided in the end that it would end up being too confusing for new players and I also like the way the cards look now without having the tap symbol in the corner.
Could any of the following style work for dual lands?
BU_DUAL
Land
When CARDNAME comes into play, search your library for a Swamp and Island card and remove it from the game or sacrifice CARDNAME. For each land removed from the game, you lose a life. T: Add B or U to your mana pool.
Too wordy? I'm trying to find a good draw back for the ability without copying other lands.
BU_DUAL_2
Land T: Add 1 to your mana pool and flip CARDNAME.
---
Legendary Land T: Add B or U to your mana pool.
BU_DUAL_3
Land
Imprint - When CARDNAME comes into play, you may remove two target basic lands you control from the game. (The removed card is imprinted on this artifact.) T: Add one mana that any imprinted card could produce to your mana pool.
What do you think? I'm sure that I've overlooking something important (other than wording) or that some/all of these cards have already been printed/thought up by other people. :X
Holy Cleanse (a.k.a. Deathlace) - W
Instant
Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)
Cycle of Existence (a.k.a. Tortured Existence) - G
Enchantment G, Discard a creature card: Return target creature card from your graveyard to your hand.
Flame Imp (a.k.a. Pit Imp) -
Creature - Demon
Flying
:symrg:: CARDNAME gets +1/+0 until end of turn. Play this ability no more than twice each turn.
0/1
Strength of Anger (a.k.a. Fevered Strength) - 2R
Instant
Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.
New Cards:
Arrow Storm - 1W
Instant
CARDNAME deals one damage to target creature or player.
If you paid any R to play CARDNAME, search your library for a card named CARDNAME, reveal it, and put it into your hand. Shuffle your library afterwards.
Sunken Temple
Legendary Land
All lands in play is an Island in addition to its other types. T, Sacrifice CARDNAME: Search your library for an Island and put it into play tapped.
Cannibal Crusader - 1WBB
Creature - Zombie
Cumulative upkeep: Sacrifice a creature
During your upkeep, put a +1/+1 counter on CARDNAME.
3/3
Toxic Zombie — face down creatures don't have any abilities while face down, so I don't think the alternate method of turning it face up would work...
You could just do it as a regular morph trigger like Willbender:
When [CARDNAME] is turned face up, it deals 1 damage to each creature blocking or blocked by it.
Could maybe even be pushed up to 2 damage.
Face down creatures don't have any abilities, but I thought that the card would still trigger and flip over while it's morphed. hmm..
Vial Mage — You want the Two-Headed Dragon wording for the first ability, and there is no reason to leave out the "may" in the card draw.
[CARDNAME] can't be blocked except by two or more creatures.
Whenever [CARDNAME] deals combat damage to a player, you may draw a card.
In white and green, this could be a 2/3, but i do see that you are making a mirror of sorts for Shadowmage Infiltrator.
Toxic Zombie - 1BB
Creature - Zombie
Morph B
If CARDNAME is blocking or blocked by a creature, turn it face up if it is morphed. If you do, it deals one damage to all creatures blocking or blocked by it.
2/1
Vial Mage - 1RG
Creature - Human Wizard
CARDNAME can't be blocked except by two or more creatures.
Whenever CARDNAME deals combat damage to a player, you may draw a card.
1/3
I would be quite surprised if this card didn't in fact read (assuming true at all)...
Unknown name W
instant
deal 2 damage to target attacking or blocking creature
I heard from another source that it deals two damage to an attacking or blocking creature (like pokerbob's example above). My source, however, has told me cards in the past that ended up changed but s/he's mostly correct.
Degrade -
Instant
Kicker:
Target creature can't regenerate this turn. If the kicker cost was paid, no creatures can regenerate this turn.
Landscape Globe
Legendary Artifact
Suspend - 3-0
When CARDNAME comes into play, you may sacrifice two lands. If you do put a charge counter on it. T: Add one mana of any color to your mana pool if CARDNAME has a charge counter on it.
Black-Blue Mill Creature - UB
Creature - Undecided
If CARDNAME would deal combat damage to a player, you may sacrifice it instead. If you do, that player puts the top five card of his or her library into his or her graveyard.
0/1
Goblin Worshipper - RR
Creature - Goblin
Whenever a Goblin is put into the graveyard from play, put a 1/1 red spirit token into play.
1/1
They all look good except for Show of Hands which is pretty weak. For 3RR, you should be able to do 4 damage outright. I think it could come down to 1RR or 2R, because it's still a bit of a gamble.
Well I made it more expensive, since you get to look at their hand. That's something that red doesn't do.
Heatwave - 1R
Instant
CARDNAME deals one damage to all creatures and an additional one damage to all white or blue creatures.
Show of Hands - 3RR
Sorcery
Each player reveals his hand. CARDNAME deals four damage to the player that revealed a card with the highest casting cost out of all cards revealed this way.
A Devil's Deal - 1BB
Sorcery
Target opponent chooses one: You draw two cards; or that player loses two life and you gain two life.
Entwine: U
Placeholder - 3U
Instant
Return target non-land perminent to its owner's hand. 2UU: Return CARDNAME to your hand at the beginning of your next upkeep.
Countdown - 1U
Enchantment
CARDNAME comes into play with ten countdown counters on it.
Whenever a non-instant spell is played, remove a counter on Countdown.
When the last counter is removed, sacrifice Countdown. Each of that player's opponent draws two cards.
Your "technically" is incorrect as you would be paying BBBB in most cases, indestructible creatures can block, and he actually goes into the graveyard and returns to play your next turn.
I agree.
Having counters on a spell is one thing as the minute it resolves, you don't have to worry about it anymore, but having counters on cards in your graveyard is where it would get confusing as you would have to have some kind of method to remember how many counters are on each card without cluttering up your graveyard. I could see this being a mechanic that will have players constantly reordering their cards (by accident) just so they can make space for each card with a counter.
He's suggesting that a permanent that would normally have "_ comes into play tapped" instead have the tap ("T") instead of saying that it comes into play tapped. Spells aren't included because they can't be tapped.
Examples:
Breeding Pool Land - T
Forest Island (T Add G or U to your mana pool.)
As Breeding Pool comes into play, you may pay 2 life to untap it.
Charcoal Diamond - T
Artifact
T: Add B to your mana pool.
I toyed with the idea of that in order to make more room for card abilities, but decided in the end that it would end up being too confusing for new players and I also like the way the cards look now without having the tap symbol in the corner.
BU_DUAL
Land
When CARDNAME comes into play, search your library for a Swamp and Island card and remove it from the game or sacrifice CARDNAME. For each land removed from the game, you lose a life.
T: Add B or U to your mana pool.
Too wordy? I'm trying to find a good draw back for the ability without copying other lands.
BU_DUAL_2
Land
T: Add 1 to your mana pool and flip CARDNAME.
---
Legendary Land
T: Add B or U to your mana pool.
BU_DUAL_3
Land
Imprint - When CARDNAME comes into play, you may remove two target basic lands you control from the game. (The removed card is imprinted on this artifact.)
T: Add one mana that any imprinted card could produce to your mana pool.
What do you think? I'm sure that I've overlooking something important (other than wording) or that some/all of these cards have already been printed/thought up by other people. :X
I agree. The only change that I would suggest is that you lower the attack power to 3 or 2.
Instant
Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)
Cycle of Existence (a.k.a. Tortured Existence) - G
Enchantment
G, Discard a creature card: Return target creature card from your graveyard to your hand.
Flame Imp (a.k.a. Pit Imp) -
Creature - Demon
Flying
:symrg:: CARDNAME gets +1/+0 until end of turn. Play this ability no more than twice each turn.
0/1
Strength of Anger (a.k.a. Fevered Strength) - 2R
Instant
Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.
New Cards:
Arrow Storm - 1W
Instant
CARDNAME deals one damage to target creature or player.
If you paid any R to play CARDNAME, search your library for a card named CARDNAME, reveal it, and put it into your hand. Shuffle your library afterwards.
Sunken Temple
Legendary Land
All lands in play is an Island in addition to its other types.
T, Sacrifice CARDNAME: Search your library for an Island and put it into play tapped.
Cannibal Crusader - 1WBB
Creature - Zombie
Cumulative upkeep: Sacrifice a creature
During your upkeep, put a +1/+1 counter on CARDNAME.
3/3
Oops... I meant to make it RG
Creature - Zombie
Morph B
If CARDNAME is blocking or blocked by a creature, turn it face up if it is morphed. If you do, it deals one damage to all creatures blocking or blocked by it.
2/1
Vial Mage - 1RG
Creature - Human Wizard
CARDNAME can't be blocked except by two or more creatures.
Whenever CARDNAME deals combat damage to a player, you may draw a card.
1/3
I heard from another source that it deals two damage to an attacking or blocking creature (like pokerbob's example above). My source, however, has told me cards in the past that ended up changed but s/he's mostly correct.
I'm just a nobody though. =)
Instant
Kicker:
Target creature can't regenerate this turn. If the kicker cost was paid, no creatures can regenerate this turn.
Landscape Globe
Legendary Artifact
Suspend - 3-0
When CARDNAME comes into play, you may sacrifice two lands. If you do put a charge counter on it.
T: Add one mana of any color to your mana pool if CARDNAME has a charge counter on it.
Black-Blue Mill Creature - UB
Creature - Undecided
If CARDNAME would deal combat damage to a player, you may sacrifice it instead. If you do, that player puts the top five card of his or her library into his or her graveyard.
0/1
Goblin Worshipper - RR
Creature - Goblin
Whenever a Goblin is put into the graveyard from play, put a 1/1 red spirit token into play.
1/1
Well I made it more expensive, since you get to look at their hand. That's something that red doesn't do.
Instant
CARDNAME deals one damage to all creatures and an additional one damage to all white or blue creatures.
Show of Hands - 3RR
Sorcery
Each player reveals his hand. CARDNAME deals four damage to the player that revealed a card with the highest casting cost out of all cards revealed this way.
A Devil's Deal - 1BB
Sorcery
Target opponent chooses one: You draw two cards; or that player loses two life and you gain two life.
Entwine: U
Placeholder - 3U
Instant
Return target non-land perminent to its owner's hand.
2UU: Return CARDNAME to your hand at the beginning of your next upkeep.
Countdown - 1U
Enchantment
CARDNAME comes into play with ten countdown counters on it.
Whenever a non-instant spell is played, remove a counter on Countdown.
When the last counter is removed, sacrifice Countdown. Each of that player's opponent draws two cards.