I'm curious, how good is Ascendant in a non-Martyr build? It seems like it'd be hard to hit 30 life, especially if your opponent is doing damage to you.
Recoil Elemental 2RR
Creature - Elemental
Whenever a creature deals damage to Recoil Elemental, you may have Recoil Elemental deal 3 damage to that creature.
3/3
Wall of Wills 1WW
Creature - Spirit Wall
Defender, flying
Whenever Wall of Wills blocks a creature with power 3 or greater, prevent all combat damage that creature would deal this turn.
0/2
Angel's Oath 1W
Enchantment
Angel's Oath comes into play with a charge counter on it.
At the beginning of your upkeep, if your life total is equal to or lower to the number of charge counters on Angel's Oath, you may sacrifice Angel's Oath. If you do, put a 4/4 Angel creature token with flying and vigilance into play.
Whenever you're dealt damage, put that many charge counters on Angel's Oath.
Strange Device 3
Artifact Creature - Construct
You may look at the top card of your library. (You may do this at any time.)
Whenever Strange Device attacks or blocks, you may shuffle your library.
1/3
Twist and Turn 1U
Instant
Exchange the power and toughness of two target creatures until end of turn.
Duel looks pretty neat. Could it be worded like so:
Target player chooses a creature he or she controls. That creature blocks this turn if able. Other creatures that player controls can't block this turn. Then, another target player chooses a creature he or she controls. That creature attacks this turn if able. Other creatures that player controls can't attack this turn.
It's kind of wordy, but I think it does match your original intent.
Ayora, Blood Witness 2BB
Planeswalker - Ayora (R)
+3: You lose 3 life and draw a card.
-2: Destroy target creature.
-20: Target player loses the game.
{3}
Face of War RRR
Creature - Avatar (R)
Haste
As long as Face of War is attacking, Face of War has flying as long as another creature with flying is attacking. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
Face of War's power is equal to the number of attacking creatures you control.
*/1
Gatewatcher Sphinx 2UW
Creature - Sphinx (U)
Flying, vigilance
Gatewatcher Sphinx blocks each turn if able.
As long as a creature is attacking you, nonland cards in your hand have flash.
1/5
Unravel 1U
Instant (U)
Counter target spell if any additional costs were paid to cast it.
Lumina, Soul of Dawn 3WWW
Legendary Creature - Angel Avatar (R)
Flying, protection from black and from red.
Angels you control have "If a source an opponent controls would deal damage to you, prevent 1 of that damage."
4/4
It's not a creature, it's just an ability I'm looking to use at some point. It's also in the wrong forum, so if a mod sees this, moving it to rulings would be lovely.
"Lethal damage is determined by a creature's power rather than it's toughness."
Is that the right wording for an ability that replaced power with toughness for the purposes of damage calculation only? I want -X/-X effects to work as normal, combat damage to be assigned as normal, effects that look at a creature's toughness to work as normal, etc.
Coming back to this, I like AdoniS' solution since it preserves auras, counters, and equipment.
How about:
"At the beginning of your first combat phase each turn, you may gain control of target creature until end of combat. If you do, that creature and ~ attack this turn if able."
Specifically, I'm worried about:
306.4. A permanent is removed from combat if it leaves play, if its controller changes, if an effect specifically removes it from combat, if it's a planeswalker that's being attacked and stops being a planeswalker, or if it's an attacking or blocking creature that regenerates (see rule 419.6b) or stops being a creature. A creature that's removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker that's removed from combat stops being attacked.
I couldn't find exactly when a creature is put into combat - when it attacks, or are all creatures a player controls put into combat when a player enters their combat phase? It seems like there'd be no issues in the first case, and it simply wouldn't work in the second.
Fleeting Horror 4UB
Creature - Illusion Horror [R]
Fleeting Horror costs 1 less to play for each other spell played this turn.
Fear, shroud
Vanishing
Fleeting Horror comes into play with X time counters on it, where X is six minus the number of other spells played this turn.
5/4 Some darkest hours last longer than others.
Yes, the possible interaction of storm and cascade is ridiculous, which is the intent. As for creatures having storm, I'm not sure it it's an issue, but I'll fix the templating anyways.
Well, technically you'd write it as WWUUBBRRGG. The irony is that this is really powerful, but you have to have, well, a ****-ton of mana to do anything. I suppose it's fair, if a game-winner, but 10 mana should win you the game, and this even needs at least one other card.
The intent is actually that it gives cascade and storm to itself as well - I'm not sure that it comes through in the text.
Gargantuan's Rage 1RG
Instant
Double target creature's power for each creature blocking it.
Marisi War-shaman 1RG
Creature - Cat Shaman
Haste
As long as Marisi War-shaman is attacking, spells you play have cascade.
2/2
Duplicant's Mask 2
Artifact - Equipment
When equipped creature attacks, if it has flying, attacking creatures you control gain flying until end of turn. The same is true for fear, first strike, double strike, landwalk, protection, and trample.
Equip 2
Sagacious Sphinx 2WUB
Artifact Creature - Sphinx
Flying 2, T: Draw two cards, then discard two cards.
Sacrifice an artifact: untap Sagacious Sphinx.
3/3
Power Unbound WWUUBBRRGG
Sorcery
Power Unbound can't be countered.
Spells you play this turn have cascade.
Instant and sorcery spells you play this turn have storm.
Cascade, storm
Creature - Elemental
Whenever a creature deals damage to Recoil Elemental, you may have Recoil Elemental deal 3 damage to that creature.
3/3
Wall of Wills 1WW
Creature - Spirit Wall
Defender, flying
Whenever Wall of Wills blocks a creature with power 3 or greater, prevent all combat damage that creature would deal this turn.
0/2
Angel's Oath 1W
Enchantment
Angel's Oath comes into play with a charge counter on it.
At the beginning of your upkeep, if your life total is equal to or lower to the number of charge counters on Angel's Oath, you may sacrifice Angel's Oath. If you do, put a 4/4 Angel creature token with flying and vigilance into play.
Whenever you're dealt damage, put that many charge counters on Angel's Oath.
Strange Device 3
Artifact Creature - Construct
You may look at the top card of your library. (You may do this at any time.)
Whenever Strange Device attacks or blocks, you may shuffle your library.
1/3
Twist and Turn 1U
Instant
Exchange the power and toughness of two target creatures until end of turn.
Target player chooses a creature he or she controls. That creature blocks this turn if able. Other creatures that player controls can't block this turn. Then, another target player chooses a creature he or she controls. That creature attacks this turn if able. Other creatures that player controls can't attack this turn.
It's kind of wordy, but I think it does match your original intent.
Planeswalker - Ayora (R)
+3: You lose 3 life and draw a card.
-2: Destroy target creature.
-20: Target player loses the game.
{3}
Face of War RRR
Creature - Avatar (R)
Haste
As long as Face of War is attacking, Face of War has flying as long as another creature with flying is attacking. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.
Face of War's power is equal to the number of attacking creatures you control.
*/1
Gatewatcher Sphinx 2UW
Creature - Sphinx (U)
Flying, vigilance
Gatewatcher Sphinx blocks each turn if able.
As long as a creature is attacking you, nonland cards in your hand have flash.
1/5
Unravel 1U
Instant (U)
Counter target spell if any additional costs were paid to cast it.
Lumina, Soul of Dawn 3WWW
Legendary Creature - Angel Avatar (R)
Flying, protection from black and from red.
Angels you control have "If a source an opponent controls would deal damage to you, prevent 1 of that damage."
4/4
Is that the right wording for an ability that replaced power with toughness for the purposes of damage calculation only? I want -X/-X effects to work as normal, combat damage to be assigned as normal, effects that look at a creature's toughness to work as normal, etc.
That's what I get for randomly picking sylables until I get something I like, I guess
I do like the updated version, though it's not quite a hyper-aggressive two drop anymore.
Legendary Creature - Human Rogue
First Strike, deathtouch, lifelink, vigilance
2/2
Too much, even for a legend?
How about:
"At the beginning of your first combat phase each turn, you may gain control of target creature until end of combat. If you do, that creature and ~ attack this turn if able."
Specifically, I'm worried about:
306.4. A permanent is removed from combat if it leaves play, if its controller changes, if an effect specifically removes it from combat, if it's a planeswalker that's being attacked and stops being a planeswalker, or if it's an attacking or blocking creature that regenerates (see rule 419.6b) or stops being a creature. A creature that's removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker that's removed from combat stops being attacked.
I couldn't find exactly when a creature is put into combat - when it attacks, or are all creatures a player controls put into combat when a player enters their combat phase? It seems like there'd be no issues in the first case, and it simply wouldn't work in the second.
4UB
Creature - Illusion Horror [R]
Fleeting Horror costs 1 less to play for each other spell played this turn.
Fear, shroud
Vanishing
Fleeting Horror comes into play with X time counters on it, where X is six minus the number of other spells played this turn.
5/4
Some darkest hours last longer than others.
Thanks for the help guys.
edit: Blinking would destroy all auras and counters on it though, wouldn't it? That's unfortunate, but if there's no alternative it'll do.
With regards to Power Unending:
Yes, the possible interaction of storm and cascade is ridiculous, which is the intent. As for creatures having storm, I'm not sure it it's an issue, but I'll fix the templating anyways.
The intent is actually that it gives cascade and storm to itself as well - I'm not sure that it comes through in the text.
1RG
Instant
Double target creature's power for each creature blocking it.
Marisi War-shaman
1RG
Creature - Cat Shaman
Haste
As long as Marisi War-shaman is attacking, spells you play have cascade.
2/2
Duplicant's Mask
2
Artifact - Equipment
When equipped creature attacks, if it has flying, attacking creatures you control gain flying until end of turn. The same is true for fear, first strike, double strike, landwalk, protection, and trample.
Equip 2
Sagacious Sphinx
2WUB
Artifact Creature - Sphinx
Flying
2, T: Draw two cards, then discard two cards.
Sacrifice an artifact: untap Sagacious Sphinx.
3/3
Power Unbound
WWUUBBRRGG
Sorcery
Power Unbound can't be countered.
Spells you play this turn have cascade.
Instant and sorcery spells you play this turn have storm.
Cascade, storm