True, I could shorten it as such, but since I want to make it "Refracted spells", instead of all copies, it seems a moot point. And yes, it does kinda screw green and black over, but green and black have Fight and targeted removal (respectively) to deal with these creatures in the right situations, and green has BIG creatures. Actually, green and black seem like the colors MOST capable of dealing with Refraction. Red (which would have refraction tertiarily) uses direct damage to kill creatures, so it kinda would always be 2 for 1ed in a bad way. Blue has bounce, so also 2 for ones, but it also has counters, so not as bad. White has lockdown enchantments, which wouldn't work, because the copy would resolve and then disappear.
I like that, quite a lot. Also, mirrors and reflections would seem like a "retarget it by bouncing it", rather than "The spell affects me and I share it or get revenge". So, Refracted spells cannot trigger Refraction?
@Misty Infiltrator- I like it, but I think the second ability might be underdependant for its duration. It is a permanent effect, so I think it should be more blue-heavy. Maybe 3UUU?
Avros, the Starborn 2UB
Creature- Yvrik Wizard {M}
Flying UB: Target creature gains flying. Exile it at the beginning of the next end step.
2/3
@Brush with Misfortune-
Narrow Innistrad-esque weirdness. This would SO go in my Oddrare cube (oh wait, it got stolen >_>).
@Rainbow Cockatiel
Could easily be WW.
Aberrant Yvrik BG
Creature- Yvrik {U} T,1BG: Exile target creature card in a graveyard. If you do, gain life equal to that card's converted mana cost.
2/1
Perhaps "Choose a new target for the copy." (because I didn't intend self targeting, I actually hate that idea flavourwise) and "Refraction is not triggered by copied spells or abilities" (for balance, I don't know how it works flavourfully but whatever)
So, in total,
Refraction (when this permanent becomes the target of a spell or ability, copy that spell or ability. Choose different targets for the copy. Refraction is not triggered by copied spells or abilities.)
I was intro'd to Magic during 9th, and started actually playing upon the release of Morningtide (might explain my Lorwyn fanboy-ness, huh?). Still, to this day, decks I make myself with no input from the intertubes SUCK, flat out. I think this is due to my lack of understanding of the complexities of the game, mana curve being the first thing to come to mind. A link to a good explanation of this and any other complex fundamental, or just an explanation, would be amazing.
Alright, cool. Keyword- Refraction (when this permanent becomes the target of a spell or ability, copy that spell or ability. You may choose new targets for the copy.). It definitely sits rigidly in UW, though, right? I'm kinda bad with my color wheel.
Mechanic name suggestions? I mean, it could be used on a variety of artifacts, but I don't see it ever being used in creatures outside of blue or white. Maybe black, occasionally, but why not make all creatures with this ability Astaari?
The Astaari are crystalline humanoids, aligned with white and blue mana, that live on the polar continents of [plane(s)]. They have a characteristic mechanic, Refraction (when this permanent becomes the target of a spell or ability, copy that spell or ability. Choose different targets for the copy. Refraction is not triggered by copied spells or abilities.) , which stems from refracting the energy of spellcraft through their bodies.
I'd love to see this tribe get used in several sets, the basic flavour is set but so much more could be done with them, depending on the set.
Sample Astaari-
Knight of the Crystal Fortress (U/W)(U/W)
Creature- Astaari Knight {R}
Refraction (when this permanent becomes the target of a spell or ability, copy that spell or ability. Choose new targets for the copy. Refraction is not triggered by copied spells or abilities.)
Vigilance
2/2
Crystal Guardian 2WU
Creature- Astaari Warrior {C}
Refraction (when this permanent becomes the target of a spell or ability, copy that spell or ability. Choose new targets for the copy. Refraction is not triggered by copied spells or abilities.)
2/4
If you like the flavour or mechanics, make cards for them, in your own sets or other threads if you wish. Post the links here, though, so I can add them to my "sample list", and keep track of my brainchild.
@Sleeping Woods-
The ability is less overcosted than it is poorly scaled. 1GG for a 2/3 or so seems better.
From page 1032 of this topic-
Saving Grace 4W
Enchantment (R)
Whenever a creature dies, exile all auras you own attached to it.
Whenever a creature enters the battlefield, you may attach any number of Aura cards exiled by Saving Grace to it. No good deed goes unrewarded.
Idea for a parallel.
Damning Curse 4B
Enchantment {R}
Whenever a creature dies, exile all auras, except those you control, attached to it.
Whenever a creature enters the battlefield, you may attach any number of Aura cards exiled by Damning Curse to it. No good deed goes unpunished.
@Feast of Dreams- Perhaps the most viable mill-bonus card I've ever seen. Maybe overcosted?
Knight of the Crystal Sheveks(U/W)(U/W)
Creature- Astaari Knight {R}
Crystalform (when this creature becomes the target of a spell or ability, copy that spell or ability. You may choose a new target for the copy).
Vigilance
2/2
You could easily cut RUG's ability (and go for straight tribal elemental effects, no keywords).
Famine is excellent, perhaps a bit overpowered, even. Perhaps change it to "loses one life for each permanent with a famine counter on it".
Tax is overpowered. You're either drawing 5 cards a turn or your opponents have no mana. This mechanic could be cut (in favor of some effects like Zedruu's, shifting control of permanents and such, but nothing keyworded), or shifted WAY down in powerlevel.
Cut GWB's ability. It doesn't seem flavorful. Go with toughness-heavy treefolk and elves to support them, and some lifegain. This is where your token effects should be, with your elves and treefolk.
RWB... I don't know what to say. I love the flavor, but I think your mechanic leaves something to be desired. Reprint Haunt, or just have a couple of cards that create 1/1 white spirits when they die (and an enchantment that does it for all creatures). Sacrificing things is good, and I don't think you need a mechanic if you have ways to make sacrifices beneficial (like a few creatures that die and make tokens, but small ones, thus more sacrifice fodder).
Avros, the Starborn 2UB
Creature- Yvrik Wizard {M}
Flying
UB: Target creature gains flying. Exile it at the beginning of the next end step.
2/3
Narrow Innistrad-esque weirdness. This would SO go in my Oddrare cube (oh wait, it got stolen >_>).
@Rainbow Cockatiel
Could easily be WW.
Aberrant Yvrik BG
Creature- Yvrik {U}
T,1BG: Exile target creature card in a graveyard. If you do, gain life equal to that card's converted mana cost.
2/1
So, in total,
Refraction (when this permanent becomes the target of a spell or ability, copy that spell or ability. Choose different targets for the copy. Refraction is not triggered by copied spells or abilities.)
I'd love to see this tribe get used in several sets, the basic flavour is set but so much more could be done with them, depending on the set.
Sample Astaari-
Knight of the Crystal Fortress (U/W)(U/W)
Creature- Astaari Knight {R}
Refraction (when this permanent becomes the target of a spell or ability, copy that spell or ability. Choose new targets for the copy. Refraction is not triggered by copied spells or abilities.)
Vigilance
2/2
Crystal Guardian 2WU
Creature- Astaari Warrior {C}
Refraction (when this permanent becomes the target of a spell or ability, copy that spell or ability. Choose new targets for the copy. Refraction is not triggered by copied spells or abilities.)
2/4
If you like the flavour or mechanics, make cards for them, in your own sets or other threads if you wish. Post the links here, though, so I can add them to my "sample list", and keep track of my brainchild.
The ability is less overcosted than it is poorly scaled. 1GG for a 2/3 or so seems better.
From page 1032 of this topic-
Saving Grace 4W
Enchantment (R)
Whenever a creature dies, exile all auras you own attached to it.
Whenever a creature enters the battlefield, you may attach any number of Aura cards exiled by Saving Grace to it.
No good deed goes unrewarded.
Idea for a parallel.
Damning Curse 4B
Enchantment {R}
Whenever a creature dies, exile all auras, except those you control, attached to it.
Whenever a creature enters the battlefield, you may attach any number of Aura cards exiled by Damning Curse to it.
No good deed goes unpunished.
Knight of the Crystal Sheveks(U/W)(U/W)
Creature- Astaari Knight {R}
Crystalform (when this creature becomes the target of a spell or ability, copy that spell or ability. You may choose a new target for the copy).
Vigilance
2/2
Firstly, five keyworded mechanics is a bit much.
You could easily cut RUG's ability (and go for straight tribal elemental effects, no keywords).
Famine is excellent, perhaps a bit overpowered, even. Perhaps change it to "loses one life for each permanent with a famine counter on it".
Tax is overpowered. You're either drawing 5 cards a turn or your opponents have no mana. This mechanic could be cut (in favor of some effects like Zedruu's, shifting control of permanents and such, but nothing keyworded), or shifted WAY down in powerlevel.
Cut GWB's ability. It doesn't seem flavorful. Go with toughness-heavy treefolk and elves to support them, and some lifegain. This is where your token effects should be, with your elves and treefolk.
RWB... I don't know what to say. I love the flavor, but I think your mechanic leaves something to be desired. Reprint Haunt, or just have a couple of cards that create 1/1 white spirits when they die (and an enchantment that does it for all creatures). Sacrificing things is good, and I don't think you need a mechanic if you have ways to make sacrifices beneficial (like a few creatures that die and make tokens, but small ones, thus more sacrifice fodder).