Its a fairly broken ability, but I don't see it as too powerful with the current parameters.
Ninja Turkey does feel awfully Blue. If you wanted to make it green and still make it a Ninja, you could give it vigilance and flying until end of turn instead. Arguably that would feel more white, but I'd say it still feels green enough. Alternatively you could give it the ability of Aura Gnarlid.
"Creatures with a power less that CARDNAME's power can't block it"
Flavour is not a reason to make a mechanic broken.
The Naga have no apparent theme other than having the type "Naga". Instead of posting a dozen cards with weak mechanical ties, instead try to develop a strong mechanic and showcase it with just one or two cards.
Yeah, its true flavour isn't a good reason for a broken mechanic. I'll go fix it.
In regards to your Naga comment, what of Goblins, Elves or Merfolk in Magic? Do they have specific things they do, or are they just a bunch of cards with weak mechanical ties? From my analysis, each tribe has a basic overarching strategy related to their colour. For example goblins are very very rarely bigger than a 3/3 and usually try to win in the early game. Elves usually try to ramp and abuse large numbers of creatures and mana. However, not all tribal cards conform to their tribe's strategies.
The Naga cards have a rough strategy. They're a defensive magic race, that taps creatures (to represent constriction) and grow over time. These are particularly expressed in these cards:
Naga Contrictor (Life gain and tap. Very defensive) Naga Enforcer (Grows bigger over time with more mana) Naga Philosopher (Grows other Naga bigger with life gain. Has a nice big body to absorb damage) Naga Combat Master (Taps things. Great blocker as it pretty much kills anything it blocks, hence defensive) Jade Scales (The more your creatures block, attack or just survive damage, they get bigger. Growing theme)
I would have thought the theme was fairly apparent, but its good to know its not quite getting through. Do you have any ideas how I might better express the strategy?
I deliberately wanted to make Swarm an ability that worked like Hornet bees attacking prey. Perhaps it should trigger on damage to a player rather than just attacking, but it'd definitely lose flavour if it was just when an insect entered the battlefield. What did you think of the Naga cards?
So, I've been working on an ever-changing Tribal and 'psychic' themed set, where my cards have been accepted and cut from the set due to storyline changes and structure changes. So, rather than them just going to waste, I thought I'd see what you guys thought of them. There are 2 tribes I've made cards for: Insects and Naga. It's a lot of cards, so take you're time reading them. Some feedback on how you think they might work together would be great.
<b>Insects description</b>
<spoiler>Insects on this plane are special because they communicate psychically as well as their normal forms of communication. They can all link their minds with their hive queen, who is the central psychic being in the hive and who dictates and manages the rest of the insects. If a queen is strong enough, they can overtake another insect horde and add them to their own, regardless of that insects species. This means both bees and ants can be parts of the same psychic hive.</spoiler>
<b>Naga description</b>
Naga are basically snake people, who have the bodies of snakes, with torsos and arms of humans. Some Naga grow human legs as well, which they use to move themselves around in addition to their tails. They live in the forest and act as it's guardians. Naga have limited psychic powers, and prefer to control others using hypnosis. Due to their reptilian minds, they are naturally mentally resistant to psychic control.
Insect cards:
<spoiler> Hive Mother3GGG
Psionic Creature- Insect (MR)
Trample
Swarm 3 (Whenever this creature deals damage to a player, put 3 1/1 green insect tokens onto the battlefield)
As long as you control another Insect, Hive Mother cannot be the target of spells or abilities opponents control.
Hive Mother’s power and toughness is equal to the number of Insects you control.
*/*
Aerial Lord2GG
Creature- Insect (R)
Flying
Swarm 2 (Whenever this creature deals damage to a player, put 2 1/1 green insect tokens onto the battlefield)
Insect creatures get +1/+1 and gain flying.
1/2
Psychic StrengthG (This card isn't specifically an insect card)
Psionic Instant
Reveal any number of cards in your hand. Target creature you control gets +1/+1 until end of turn for each creature revealed this way.
Mystic Worker1G
Creature- Insect (c)
Swarm 1 (Whenever this creature deals damage to a player, put a 1/1 green insect token onto the battlefield)
T: Add G to your mana pool.
1/1
Defender of the Hive2G
Creature- Insect (C)
Flying
Swarm 1 (Whenever this creature deals damage to a player, put a 1/1 green insect token onto the battlefield)
1/4
Mammoth Beetle4G
Creature- Insect (C)
G: Mammoth Beetle gains trample until end of turn.
5/6
Ravenous LocustG
Creature- Insect (C)
Whenever Ravenous Locust deals damage to a player, put a +1/+1 counter on Ravenous Locust. As long Ravenous Locust has 2 or more +1/+1 counters on it, it has flying.
1/1
Swarm of Aphids5G
Sorcery (UC)
Destroy target land. Then put 2 1/1 green insect tokens onto the battlefield. Then, if you control 5 or more insects, shuffle Swarm of Aphids into your library.
Search for Nectar2G
Sorcery (C)
For each insect creature you control search your library for a basic land. Reveal them and put one onto the battlefield tapped. Then put the remaining lands into your hand. Shuffle your library.
Insect Soldier3R
Creature – Insect (UC)
Swarm 1 (Whenever this creature attacks, put a 1/1 green insect token onto the battlefield).
Whenever an insect enters the battlefield, put a+1/+1 counter on it.
3/2
Terminating termite - RG
Psionic Creature - Insect
Whenever this creature attacks you may have it fight with target creature.
3/1
Hornet Mentality3R
Enchantment ®
Whenever you take damage, put an ‘Aggro’ counter on Hornet Mentality. Whenever a creature you control enters the battlefield, it gets +X/+0 and haste until end of turn, where X is equal to the number of Aggro counters on Hornet Mentality.
Cannible Mantis3RG
Creature - Insect (Uc)
Flash
Sacrifice a creature: Cannible Mantis gets +1/+1 and flying until end of turn.
3/3
Safirian Firefly1R
Creature - Insect
Flying
Swarm 1
When this creature attacks, its gets +1/+0 until end of turn for each other insect creature attacking this turn.
0/1
Honeywax Hive
Land
Honeywax Hive enters the battlefield tapped unless you control 2 or more insect creatures.
T: Add R or G to your mana pool.
</spoiler>
Naga cards:
<spoiler> Naga Combat Master1WW
Creature – Naga Warrior (UC)
Whenever Naga Combat Master attacks, you may tap target creature.
Whenever Naga Combat Master blocks, its power becomes equal to the toughness of the blocked creature.
1/3
Slitherwood Druid1G
Creature – Naga Druid (C) T: Add G or W to your mana pool.
Whenever this creature blocks, it gets +1/+2 until end of turn.
1/1
Naga Contrictor – 2GW
Psionic Creature – Naga Soldier (UC)
Vigilance T: Tap target creature. That creature doesn’t untap during it’s controller’s untap steps as long as Naga Constrictor remains tapped.
At the beginning of your upkeep you may choose not to untap Naga Constrictor. If you don’t, you gain 2 life.
3/4 Some methods never die. They just adapt.
Naga Enforcer – 1GW
Creature – Naga Soldier (C) 1GW: Put a +1/+1 on Naga Enforcer. Naga Enforcer gains first strike until end of turn. If you activate this ability twice during a turn Naga Enforcer gains double strike.
3/3
Naga Philosopher – 2W
Psionic Creature – Naga (R)
Whenever you gain life, put a +1/+1 counter on target creature. If that creature is a Naga creature, put another +1/+1 counter on it.
1/4
Naga Forest Sentinel – 4GW
Creature – Naga Giant (UC)
Vigilance
Whenever Naga Forest Sentinel blocks or is blocked, put 3 +1/+1 counters on it.
5/5
Hissing Hypnotist – 3G
Psionic Creature – Naga Wizard (R) T: Target creature attacks this turn if able. T: Target creature blocks this turn if able. 1G: Untap Hissing Hypnotist.
3/3
Wisdom of the Naga – 1G
Psionic Instant – Naga (R)
Until end of turn, whenever a Naga creature you control deals damage to a player, target player draws a card.
Fangs of War – 2GW
Sorcery – Naga (UC)
Naga creatures you control get +2/+1 and gain lifelink and deathtouch until end of turn.
Psionic Constriction – 1W
Psionic Enchantment – Naga Aura (C)
Enchant creature
Enchanted creature cannot attack of block. Enchanted creature doesn’t untap during its owner’s untap step.
As long as you control a Naga, enchanted creature’s activated abilities can’t be activated.
Shedding Skin –G
Psionic Instant – Naga (C)
Target Naga creature gains hexproof and haste until end of turn.
Biaga, the Double Minded – 3GW
Legendary Psionic Creature – Naga Druid (MR)
When Biaga, the Double Minded enters the battlefield, put a +1/+1 counter on all Naga creatures you control.
Other Naga creatures have hexproof and double strike if they have a +1/+1 counter on them.
4/4 “They say two heads are better than one. I suppose that’s why they worship Biaga”
Lysess, the Massive – 6GG
Legendary Psionic Creature – Naga Giant (MR)
Trample, hexproof, lifelink
Other Naga you control get +1/+1.
Whenever Lysess, the Massive attacks, put a +1/+1 counter on it for each creature the defending player controls.
3/7
“The biggest Naga ever known. It is said she carries the forest of snakes on her back.”
Viac, the Swift – 2WW
Legendary Psionic Creature – Naga Soldier (MR)
Flash, double strike.
Other Naga creatures and spells you control gain flash, first strike and vigilance. 3WW: Creatures you control get +2/+2 until end of turn.
3/3
Jade Scales1GW
Enchantment (UC)
Whenever a creature you control is dealt damage, put a +1/+1 counter on it.
Naga Nestmother – 2GW
Creature – Naga (R)
Lifelink
When Naga Nestmother enters the battlefield, put 2 1/1 green white Naga Snake creature tokens onto the battlefield.
3/3
Naga Nesting Grounds
Land – Naga (R)
Naga Nesting Grounds enters the battlefield tapped.
Whenever a Naga permanent enters the battlefield under your control, you gain 1 life. T: Add GG or WW or GW to your mana pool.
</spoiler>
In its current form, it does little but support you as a player. Most planeswalkers have SOME way to protect themselves. Its a fairly powerful planeswalker, but I don't see it being super useful, as I don't think it will survive for too long.
You have a decent Idea, though you need to add more rules and directions to this post, maybe not everybody knows the exact rules of the Hydra Challenge. I suppose the creatures work just like hydra heads, or at least you can attack the creatures directly, because if not, you will probably need a burn deck to have any chance in this mode. I don't know too much about the Hydra challenge, it takes a while for shipments to arrive in Germany, so forgive me if I get something wrong.
I am now considering this. I forgot about how incredible masses of tokens could be and this deck certainly has a way of producing lots of them.
As I see it, there are 2 ways of fixing the problem:
1. Give all the small creatures an ability that makes them poor at blocking. Eg: 'This creature cannot block alone'
This significantly reduces the decks ability to stall.
2. Allow my opponents to attack any creature, not just the Queen.
I suppose there is a final method, which is to make cards which support players within the deck. Something like:
Scrambled signals
Sorcery
During the next two turns, Queen of the Swarm's creatures cannot attack.
During the next two turns, Queen of the Swarm's creatures cannot block, except in multiples of 3.
One Hundred Hornets doesn't quite work because the creature will never die before the second part of the card happens. It will always survive because state based actions aren't carried out during the resolution of the spell.
I think I know a way of fixing this:
"Deal 5 damage to target creature. At end of turn, if that creature is still on the battlefield, deal 3 damage to each other creature that player controls."
I loved the concept of the Hydra deck, however I wish there were more challenges! I'm sure more will come into play, but first of all, I want to make my own.
The aim of Face the Swarm is to defeat the Queen of the Swarm by dealing damage to her. The Swarm player plays with no hand and begins with Queen of the Swarm on the battlefield.
This is my first attempt at this, so I have no idea how it actually plays.
The cards:
1x Queen of the Swarm
Legendary Creature - Queen Insect
Hexproof, indestructible
At the beginning of your upkeep you may reveal the top 2 cards of your library, choose one and play it, or put a 1/1 green Insect creature onto the battlefield.
Whenever Queen of the Swarm is dealt damage, prevent that damage and put a -1/-1 for each damage prevented this way.
1/15
4x Beehive
Creature - Insect hive
At the beginning of your upkeep put a 1/1 green Bee creature token with flying onto the battlefield.
0/3
4x Ant Mound
Creature - Insect hive
At the beginning of your upkeep put a 1/1 green Ant creature token onto the battlefield.
0/4
3x Soldier Ant
Creature - Insect
Trample
If you control a hive, Warrior Bee gets +1/+1. T: Soldier Ant fights target creature without flying.
3/2
4x Drone Bee
Creature - Insect
Flying
If you control a hive, Warrior Bee gets +1/+1.
Whenever Drone Bee deals damage to a player, reveal the top card of the Swarm Deck. You may play any card revealed this way.
1/2
3x Warrior Bee
Creature - Insect
Flying
If you control a hive, Warrior Bee gets +1/+1. T: Warrior Bee fights target creature with flying.
2/3
4x Anger of the Swarm
Sorcery
Until the end of the turn, all insect creatures you control get +1/+1.
2x Cricketing communication
Sorcery
Put a 1/1 green Insect creature token onto the battlefield for each insect creature you control.
3x One Hundred Hornets
Sorcery
Deal 5 damage to target creature. If that survives, deal 3 damage to each creature and each player.
2x Field of Flowers
Enchantment
At the beginning of your upkeep reveal the top card of your library. If it is a creature you may play it. If it is a sorcery, remove a -1/-1 counter from Queen of the Swarm.
2x Defend the Hive
Sorcery
Reveal the top 3 cards of your library. Put any creatures revealed this way into the battlefield. Send any other cards revealed this way to the graveyard. Then put a 1/1 green Bee insect token onto the battlefield for each opponent.
3x Home of the Hive
Sorcery
Reveal the top card of your library until you find hive creature. You may play that hive creature. Shuffle all the remaining revealed cards back into the Swarm deck.
3xHunt the Killer
Sorcery
For each Insect creature in your graveyard, put a 1/1 green Bee Insect creature token into play with flying.
1x Gigantic Kuwagata
Creature - Insect
First Strike
When Kawaga Gargantuan Beetle enters the battlefield, deal 1 damage to each creature without flying.
6/6
Firepeak Nest
Land - Mountain Firepeak Nest comes onto the battlefield tapped and with a 'egg' counter if you control a dragon. T: Add R to your mana pool.
Remove an egg counter from Firepeak Nest,1RT : Put a red 1/1 Dragon creature token called "Hatchling" on to the battlefield with flying and "Whenever a dragon you control other than Hatchling attacks, put a +1/+1 counter on this creature"
Hatchlings are supposed to learn from the dragons around them. That's how they grow. I've changed them so they only grow if another dragon is around.
Wrath of Dragons - I'd rather play Rolling Thunder. You need dragons out for this to do anything, by the time you have out two or thre 5/5 dragons, you shouldn't need to play this.
You have a point there. Not much use to this really, huh?
Firepeak Nest - This seems interesting. What do the egg counters do? As far as I can see, they do nothing. So why have it come in with a counter? Beyond that, I really like the rest of the card. The Hatchling should have. "Whenever a creature dealt damage by a dragon dies this turn, put +1/+1 counter on it." Because the adults feed the young.
I assume the land needs the counter to make that hatchling. Right now it's also strictly better than a mountain, so it needs to also enter the battlefield tapped or not be a mountain and tap for colorless, or something.
Yeah, I need to change the Egg counter. Potentially, I should make it remove the egg counter instead of sacrificing it. And yes, it should come into play tapped. I'm not sure that the power of the updated ability is high enough, but I can see the point behind it. I'll consider the change.
Har Karl - The +1 seems better than Sorrin, Lord of Innistrad's. You get a 1/1 dude with Flying. Very good. Should have a drawback. It's just as good as Bitterblossom. The -2 is restricted to just Dragons, so I'm not sure how much you'd use it or want to use it. The ultimate might be a bit much. You lose all your lands and everything that's not a dragon, but you field wipe your opponent and just swing face with your Dragon army.
Surely the drawback for his first ability is his high-ish mana cost? Its better than bitterblossom, but it costs a lot more and its destroyed more easily. The second ability is mainly a 'kill something' ability, and its there just in case something too powerful comes along. The -7 is very strong, but its supposed to be a game ender, though, maybe I should makes its cost 5 to justify the huge ultimate. Though, maybe the ultimate is too cheap. Maybe a -8 or even -9?
Volcanic Meltdown is a tad weak considering the cost. Killing your own lands is pretty bad and for 1 damage PER land I'm not gonna play it. However 2 damage per land is much more reasonable and I don't think its completely broken.
Change it to "Volcanic Meltdown deals X damage to target player and each creature he or she controls, where X is equal to double the number of mountains sacrificed this way."
Amaeus the Archmagus is insane for his cost. Compare him to Angel of Senerity. Sure he doesn't have flying or that extra 1 toughness, but he has flash, can counter spells and return stuff to a players hand, including himself. For 5UUUU, you can prevent your opponent from playing anything from killing your stuff and remove their entire field over the course of the game. Not to mention, he can dodge removal with that second ability. Make him tap for the second ability and make it more expensive, something like 3U at least. Also, he's incredible blue, so why not make his initial cost 4UUU?
Wrath of DragonsXXRR
Sorcery - Dragon
Each Dragon creature you control deals X damage to target creature or player.
Thunderous Dragonclaw3R
Instant - Dragon
Deal 2 damage to target creature or player. If you control a Dragon, you may destroy target artifact or land.
Firepeak Nest
Land - Mountain
Firepeak Nest comes onto the battlefield tapped and with a 'egg' counter if you control a dragon. T: Add R to your mana pool.
Remove an egg counter from Firepeak Nest,1RT: Put a red 1/1 Dragon creature token called "Hatchling" on to the battlefield with flying and "Whenever a dragon you control other than Hatchling attacks, put a +1/+1 counter on this creature"
Mirrorcoat Scales1R
Enchantment - Dragon
Whenever a Dragon you control is dealt damage, Mirrorcoat Scales deals 1 damage to target creature.
Incubator3
Artifact RT: Exile target Dragon card from your hand. R,T: You may play Dragon card from exile for the rest of the turn. If you play a Dragon creature from exile, it enters the battlefield with a +1/+1 counter on it.
Dragon cards played from exile cost 1 less to cast.
Dragonic Dragoon1R
Creature - Human Dragon Soldier
As long as you control another Dragon, Dragonic Dragoon gets +1/+1 and first strike
2/1
Harkarl, Dragonfather3RR
Planeswalker - Harkarl
+1: Put a 1/1 red Dragon creature token named "Hatchling" onto the battlefield with flying "Whenever a dragon you control other than Hatchling attacks, put a +1/+1 counter on this creature"
-2: Target Dragon you control gets +2/+2 until end of turn and may fight target creature you don't control.
-7: Destroy all other nonDragon permanents.
{4}
Whats not standard, more than 1 lotus petal? it's hard to make a "right" post when most of you magic nerds are so picky and lawyeristic; when rules of a game are almost governed by laws and these laws, are overwhelmed. I just wanted an opinion about the deck idea, is'nt that kind of asking congress what I think of my deck without initiating the idea. so, how about I get some support here or lay back into your little minimal ideas of how you think magic should not be played, so **** off and hear what I got to say. I
By wrong forum, I simply mean that this is in the wrong place. People will be more than happy to help you elsewhere on the site. I don't think I have the expertise to comment on it, as I only really understand modern, extended and Standard formats. This is FAR beyond the magic sets I'm familiar with and you'll find that few people that read THIS forum will be able to give you answers you need.
However, if you post it again at this place you might get more people who are happy to help you: Legacy forums
This is kinda what i am trying out right now a few little changes. It is Boros Mid range. I would put Assemble the Legions in over BlazeIt Commando i feel it will just produce alot more tokens and dodges Anger the Gods and other removal. Only thing i can really think ppl will have main boarded that can deal with this is Detention Sphere. Spear of Heliod over Ajani though, just think it will bring more to the table when u have tokens out there.
Thanks for the suggestions. I agree with you that the spear suits it much better. Detention Sphere will be a problem. Perhaps sideboarding a Brave the elements might work? Detention Sphere does target, so it'd work, I think...
Staying Power
Its a fairly broken ability, but I don't see it as too powerful with the current parameters.
Ninja Turkey does feel awfully Blue. If you wanted to make it green and still make it a Ninja, you could give it vigilance and flying until end of turn instead. Arguably that would feel more white, but I'd say it still feels green enough. Alternatively you could give it the ability of Aura Gnarlid.
"Creatures with a power less that CARDNAME's power can't block it"
Perhaps something like this:
Slithering Binder WG
Creature - Naga
T: Tap target creature. You gain 1 life.
1/2
Yeah, its true flavour isn't a good reason for a broken mechanic. I'll go fix it.
In regards to your Naga comment, what of Goblins, Elves or Merfolk in Magic? Do they have specific things they do, or are they just a bunch of cards with weak mechanical ties? From my analysis, each tribe has a basic overarching strategy related to their colour. For example goblins are very very rarely bigger than a 3/3 and usually try to win in the early game. Elves usually try to ramp and abuse large numbers of creatures and mana. However, not all tribal cards conform to their tribe's strategies.
The Naga cards have a rough strategy. They're a defensive magic race, that taps creatures (to represent constriction) and grow over time. These are particularly expressed in these cards:
Naga Contrictor (Life gain and tap. Very defensive)
Naga Enforcer (Grows bigger over time with more mana)
Naga Philosopher (Grows other Naga bigger with life gain. Has a nice big body to absorb damage)
Naga Combat Master (Taps things. Great blocker as it pretty much kills anything it blocks, hence defensive)
Jade Scales (The more your creatures block, attack or just survive damage, they get bigger. Growing theme)
I would have thought the theme was fairly apparent, but its good to know its not quite getting through. Do you have any ideas how I might better express the strategy?
<b>Insects description</b>
<spoiler>Insects on this plane are special because they communicate psychically as well as their normal forms of communication. They can all link their minds with their hive queen, who is the central psychic being in the hive and who dictates and manages the rest of the insects. If a queen is strong enough, they can overtake another insect horde and add them to their own, regardless of that insects species. This means both bees and ants can be parts of the same psychic hive.</spoiler>
<b>Naga description</b>
Naga are basically snake people, who have the bodies of snakes, with torsos and arms of humans. Some Naga grow human legs as well, which they use to move themselves around in addition to their tails. They live in the forest and act as it's guardians. Naga have limited psychic powers, and prefer to control others using hypnosis. Due to their reptilian minds, they are naturally mentally resistant to psychic control.
Insect cards:
<spoiler>
Hive Mother 3GGG
Psionic Creature- Insect (MR)
Trample
Swarm 3 (Whenever this creature deals damage to a player, put 3 1/1 green insect tokens onto the battlefield)
As long as you control another Insect, Hive Mother cannot be the target of spells or abilities opponents control.
Hive Mother’s power and toughness is equal to the number of Insects you control.
*/*
Aerial Lord 2GG
Creature- Insect (R)
Flying
Swarm 2 (Whenever this creature deals damage to a player, put 2 1/1 green insect tokens onto the battlefield)
Insect creatures get +1/+1 and gain flying.
1/2
Psychic Strength G (This card isn't specifically an insect card)
Psionic Instant
Reveal any number of cards in your hand. Target creature you control gets +1/+1 until end of turn for each creature revealed this way.
Mystic Worker 1G
Creature- Insect (c)
Swarm 1 (Whenever this creature deals damage to a player, put a 1/1 green insect token onto the battlefield)
T: Add G to your mana pool.
1/1
Defender of the Hive 2G
Creature- Insect (C)
Flying
Swarm 1 (Whenever this creature deals damage to a player, put a 1/1 green insect token onto the battlefield)
1/4
Mammoth Beetle 4G
Creature- Insect (C)
G: Mammoth Beetle gains trample until end of turn.
5/6
Ravenous Locust G
Creature- Insect (C)
Whenever Ravenous Locust deals damage to a player, put a +1/+1 counter on Ravenous Locust. As long Ravenous Locust has 2 or more +1/+1 counters on it, it has flying.
1/1
Swarm of Aphids 5G
Sorcery (UC)
Destroy target land. Then put 2 1/1 green insect tokens onto the battlefield. Then, if you control 5 or more insects, shuffle Swarm of Aphids into your library.
Search for Nectar 2G
Sorcery (C)
For each insect creature you control search your library for a basic land. Reveal them and put one onto the battlefield tapped. Then put the remaining lands into your hand. Shuffle your library.
Insect Soldier 3R
Creature – Insect (UC)
Swarm 1 (Whenever this creature attacks, put a 1/1 green insect token onto the battlefield).
Whenever an insect enters the battlefield, put a+1/+1 counter on it.
3/2
Terminating termite - RG
Psionic Creature - Insect
Whenever this creature attacks you may have it fight with target creature.
3/1
Hornet Mentality 3R
Enchantment ®
Whenever you take damage, put an ‘Aggro’ counter on Hornet Mentality. Whenever a creature you control enters the battlefield, it gets +X/+0 and haste until end of turn, where X is equal to the number of Aggro counters on Hornet Mentality.
Cannible Mantis 3RG
Creature - Insect (Uc)
Flash
Sacrifice a creature: Cannible Mantis gets +1/+1 and flying until end of turn.
3/3
Safirian Firefly 1R
Creature - Insect
Flying
Swarm 1
When this creature attacks, its gets +1/+0 until end of turn for each other insect creature attacking this turn.
0/1
Will of the Hive 1RG
Instant ©
Until end of turn, whenever a spell or ability targets just one nonland permanent, it now targets all other possible other legal targets on the battlefield.
Honeywax Hive
Land
Honeywax Hive enters the battlefield tapped unless you control 2 or more insect creatures.
T: Add R or G to your mana pool.
</spoiler>
Naga cards:
<spoiler>
Naga Combat Master 1WW
Creature – Naga Warrior (UC)
Whenever Naga Combat Master attacks, you may tap target creature.
Whenever Naga Combat Master blocks, its power becomes equal to the toughness of the blocked creature.
1/3
Slitherwood Druid 1G
Creature – Naga Druid (C)
T: Add G or W to your mana pool.
Whenever this creature blocks, it gets +1/+2 until end of turn.
1/1
Naga Contrictor – 2GW
Psionic Creature – Naga Soldier (UC)
Vigilance
T: Tap target creature. That creature doesn’t untap during it’s controller’s untap steps as long as Naga Constrictor remains tapped.
At the beginning of your upkeep you may choose not to untap Naga Constrictor. If you don’t, you gain 2 life.
3/4
Some methods never die. They just adapt.
Naga Enforcer – 1GW
Creature – Naga Soldier (C)
1GW: Put a +1/+1 on Naga Enforcer. Naga Enforcer gains first strike until end of turn. If you activate this ability twice during a turn Naga Enforcer gains double strike.
3/3
Naga Philosopher – 2W
Psionic Creature – Naga (R)
Whenever you gain life, put a +1/+1 counter on target creature. If that creature is a Naga creature, put another +1/+1 counter on it.
1/4
Naga Forest Sentinel – 4GW
Creature – Naga Giant (UC)
Vigilance
Whenever Naga Forest Sentinel blocks or is blocked, put 3 +1/+1 counters on it.
5/5
Hissing Hypnotist – 3G
Psionic Creature – Naga Wizard (R)
T: Target creature attacks this turn if able.
T: Target creature blocks this turn if able.
1G: Untap Hissing Hypnotist.
3/3
Wisdom of the Naga – 1G
Psionic Instant – Naga (R)
Until end of turn, whenever a Naga creature you control deals damage to a player, target player draws a card.
Fangs of War – 2GW
Sorcery – Naga (UC)
Naga creatures you control get +2/+1 and gain lifelink and deathtouch until end of turn.
Psionic Constriction – 1W
Psionic Enchantment – Naga Aura (C)
Enchant creature
Enchanted creature cannot attack of block. Enchanted creature doesn’t untap during its owner’s untap step.
As long as you control a Naga, enchanted creature’s activated abilities can’t be activated.
Shedding Skin –G
Psionic Instant – Naga (C)
Target Naga creature gains hexproof and haste until end of turn.
Biaga, the Double Minded – 3GW
Legendary Psionic Creature – Naga Druid (MR)
When Biaga, the Double Minded enters the battlefield, put a +1/+1 counter on all Naga creatures you control.
Other Naga creatures have hexproof and double strike if they have a +1/+1 counter on them.
4/4
“They say two heads are better than one. I suppose that’s why they worship Biaga”
Lysess, the Massive – 6GG
Legendary Psionic Creature – Naga Giant (MR)
Trample, hexproof, lifelink
Other Naga you control get +1/+1.
Whenever Lysess, the Massive attacks, put a +1/+1 counter on it for each creature the defending player controls.
3/7
“The biggest Naga ever known. It is said she carries the forest of snakes on her back.”
Viac, the Swift – 2WW
Legendary Psionic Creature – Naga Soldier (MR)
Flash, double strike.
Other Naga creatures and spells you control gain flash, first strike and vigilance.
3WW: Creatures you control get +2/+2 until end of turn.
3/3
Jade Scales 1GW
Enchantment (UC)
Whenever a creature you control is dealt damage, put a +1/+1 counter on it.
Naga Cloudeater - 2(W/G)
Creature – Naga (C)
Reach
2/3
Naga Scaleblade – 1W
Creature – Naga (C)
First strike
2/2
Naga Nestmother – 2GW
Creature – Naga (R)
Lifelink
When Naga Nestmother enters the battlefield, put 2 1/1 green white Naga Snake creature tokens onto the battlefield.
3/3
Naga Nesting Grounds
Land – Naga (R)
Naga Nesting Grounds enters the battlefield tapped.
Whenever a Naga permanent enters the battlefield under your control, you gain 1 life.
T: Add GG or WW or GW to your mana pool.
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I am now considering this. I forgot about how incredible masses of tokens could be and this deck certainly has a way of producing lots of them.
As I see it, there are 2 ways of fixing the problem:
1. Give all the small creatures an ability that makes them poor at blocking. Eg: 'This creature cannot block alone'
This significantly reduces the decks ability to stall.
2. Allow my opponents to attack any creature, not just the Queen.
I suppose there is a final method, which is to make cards which support players within the deck. Something like:
Scrambled signals
Sorcery
During the next two turns, Queen of the Swarm's creatures cannot attack.
During the next two turns, Queen of the Swarm's creatures cannot block, except in multiples of 3.
I think I know a way of fixing this:
"Deal 5 damage to target creature. At end of turn, if that creature is still on the battlefield, deal 3 damage to each other creature that player controls."
Does that work?
The aim of Face the Swarm is to defeat the Queen of the Swarm by dealing damage to her. The Swarm player plays with no hand and begins with Queen of the Swarm on the battlefield.
This is my first attempt at this, so I have no idea how it actually plays.
The cards:
1x Queen of the Swarm
Legendary Creature - Queen Insect
Hexproof, indestructible
At the beginning of your upkeep you may reveal the top 2 cards of your library, choose one and play it, or put a 1/1 green Insect creature onto the battlefield.
Whenever Queen of the Swarm is dealt damage, prevent that damage and put a -1/-1 for each damage prevented this way.
1/15
4x Beehive
Creature - Insect hive
At the beginning of your upkeep put a 1/1 green Bee creature token with flying onto the battlefield.
0/3
4x Ant Mound
Creature - Insect hive
At the beginning of your upkeep put a 1/1 green Ant creature token onto the battlefield.
0/4
3x Soldier Ant
Creature - Insect
Trample
If you control a hive, Warrior Bee gets +1/+1.
T: Soldier Ant fights target creature without flying.
3/2
4x Drone Bee
Creature - Insect
Flying
If you control a hive, Warrior Bee gets +1/+1.
Whenever Drone Bee deals damage to a player, reveal the top card of the Swarm Deck. You may play any card revealed this way.
1/2
3x Warrior Bee
Creature - Insect
Flying
If you control a hive, Warrior Bee gets +1/+1.
T: Warrior Bee fights target creature with flying.
2/3
4x Anger of the Swarm
Sorcery
Until the end of the turn, all insect creatures you control get +1/+1.
2x Cricketing communication
Sorcery
Put a 1/1 green Insect creature token onto the battlefield for each insect creature you control.
3x One Hundred Hornets
Sorcery
Deal 5 damage to target creature. If that survives, deal 3 damage to each creature and each player.
2x Field of Flowers
Enchantment
At the beginning of your upkeep reveal the top card of your library. If it is a creature you may play it. If it is a sorcery, remove a -1/-1 counter from Queen of the Swarm.
2x Defend the Hive
Sorcery
Reveal the top 3 cards of your library. Put any creatures revealed this way into the battlefield. Send any other cards revealed this way to the graveyard. Then put a 1/1 green Bee insect token onto the battlefield for each opponent.
3x Home of the Hive
Sorcery
Reveal the top card of your library until you find hive creature. You may play that hive creature. Shuffle all the remaining revealed cards back into the Swarm deck.
3xHunt the Killer
Sorcery
For each Insect creature in your graveyard, put a 1/1 green Bee Insect creature token into play with flying.
1x Gigantic Kuwagata
Creature - Insect
First Strike
When Kawaga Gargantuan Beetle enters the battlefield, deal 1 damage to each creature without flying.
6/6
1x Massive Millipede
Creature - Insect
Trample
6/6
1x Meganeura (This is a dragonfly)
Creature - Insect
Flying
5/5
Total cards: 40 + Queen of the Swarm
Firepeak Nest
Land - Mountain
Firepeak Nest comes onto the battlefield tapped and with a 'egg' counter if you control a dragon.
T: Add R to your mana pool.
Remove an egg counter from Firepeak Nest,1RT : Put a red 1/1 Dragon creature token called "Hatchling" on to the battlefield with flying and "Whenever a dragon you control other than Hatchling attacks, put a +1/+1 counter on this creature"
Hatchlings are supposed to learn from the dragons around them. That's how they grow. I've changed them so they only grow if another dragon is around.
You have a point there. Not much use to this really, huh?
Yeah, I need to change the Egg counter. Potentially, I should make it remove the egg counter instead of sacrificing it. And yes, it should come into play tapped. I'm not sure that the power of the updated ability is high enough, but I can see the point behind it. I'll consider the change.
Surely the drawback for his first ability is his high-ish mana cost? Its better than bitterblossom, but it costs a lot more and its destroyed more easily. The second ability is mainly a 'kill something' ability, and its there just in case something too powerful comes along. The -7 is very strong, but its supposed to be a game ender, though, maybe I should makes its cost 5 to justify the huge ultimate. Though, maybe the ultimate is too cheap. Maybe a -8 or even -9?
Good point, time to change that.
Change it to "Volcanic Meltdown deals X damage to target player and each creature he or she controls, where X is equal to double the number of mountains sacrificed this way."
Amaeus the Archmagus is insane for his cost. Compare him to Angel of Senerity. Sure he doesn't have flying or that extra 1 toughness, but he has flash, can counter spells and return stuff to a players hand, including himself. For 5UUUU, you can prevent your opponent from playing anything from killing your stuff and remove their entire field over the course of the game. Not to mention, he can dodge removal with that second ability. Make him tap for the second ability and make it more expensive, something like 3U at least. Also, he's incredible blue, so why not make his initial cost 4UUU?
Sorcery - Dragon
Each Dragon creature you control deals X damage to target creature or player.
Thunderous Dragonclaw 3R
Instant - Dragon
Deal 2 damage to target creature or player. If you control a Dragon, you may destroy target artifact or land.
Firepeak Nest
Land - Mountain
Firepeak Nest comes onto the battlefield tapped and with a 'egg' counter if you control a dragon.
T: Add R to your mana pool.
Remove an egg counter from Firepeak Nest,1RT: Put a red 1/1 Dragon creature token called "Hatchling" on to the battlefield with flying and "Whenever a dragon you control other than Hatchling attacks, put a +1/+1 counter on this creature"
Mirrorcoat Scales 1R
Enchantment - Dragon
Whenever a Dragon you control is dealt damage, Mirrorcoat Scales deals 1 damage to target creature.
Incubator 3
Artifact
RT: Exile target Dragon card from your hand.
R,T: You may play Dragon card from exile for the rest of the turn. If you play a Dragon creature from exile, it enters the battlefield with a +1/+1 counter on it.
Dragon cards played from exile cost 1 less to cast.
Dragonic Dragoon 1R
Creature - Human Dragon Soldier
As long as you control another Dragon, Dragonic Dragoon gets +1/+1 and first strike
2/1
Harkarl, Dragonfather 3RR
Planeswalker - Harkarl
+1: Put a 1/1 red Dragon creature token named "Hatchling" onto the battlefield with flying "Whenever a dragon you control other than Hatchling attacks, put a +1/+1 counter on this creature"
-2: Target Dragon you control gets +2/+2 until end of turn and may fight target creature you don't control.
-7: Destroy all other nonDragon permanents.
{4}
By wrong forum, I simply mean that this is in the wrong place. People will be more than happy to help you elsewhere on the site. I don't think I have the expertise to comment on it, as I only really understand modern, extended and Standard formats. This is FAR beyond the magic sets I'm familiar with and you'll find that few people that read THIS forum will be able to give you answers you need.
However, if you post it again at this place you might get more people who are happy to help you: Legacy forums
Thanks for the suggestions. I agree with you that the spear suits it much better. Detention Sphere will be a problem. Perhaps sideboarding a Brave the elements might work? Detention Sphere does target, so it'd work, I think...