Primitive Elves G
Creature - Elf Druid {U}
While you're searching your library, count Primitive Elves as though it was a basic land. T: Add G to your mana pool.
[0/1]
Would this work? Criticism/suggestions are welcome.
Strikeshock is meant to be targeted by Excavation Beetle's ability, but I think the beetle's thing is probably exaggeratedly fancy (though this system does prevent a card from ever gaining two different stat-setting abilities).
Note that Skillpass doesn't need {K} to exist: "Skillpass 2G — Trample (2G, Reveal this card from your hand: Target creature gains trample until end of turn.)" does the same thing in a clearer way.
It's basically a simpler Forecast... Too simple: at a first glance though, these effect would need to be costed higher to be fair, even in a custom cube. Especially since this looks to be repeated intant-speed stuff.
I agree about the memory issue of such a "splice onto creature" though.
Perhaps it would be better if you could only Skillpass as a sorcery, or alternatively, rather than revealing the card you'd have to discard it instead?
And about the Skillpass <cost> -- [Keyword] template: I considered this, but I really want to branch {k} out to more than just keywords, namely activated abilities. Using that template for such abilities would look atrocious, unfortunately.
Firebreathing Mentor 2RR
Creature-Shaman {U}
{k}R: ~ gets +1/+0 until end of turn.
Skillpass R
1/1
as opposed to:
Firebreathing Mentor 2RR
Creature-Shaman {U} R: ~ gets +1/+0 until end of turn.
Skillpass R--R: This creature gets +1/+0 until end of turn.
1/1
This has an incredible number of memory issues, since gaining the ability doesn't appear to be temporary. The fact that the cards don't have the ability themselves is just confusing, and the fact that Excavation Beetle gets abilities from another source is even more confusing.
I'm unclear how the Sorcery passes its First Strike onto a creature, since it doesn't have Spellpass, too.
Bottom line- this increases the complexity of the cards its on by several notches, and I can't imagine this being on commons. I'd scrap it.
My bad, those should have "until end of turn" clauses on them. And yes, Strikebolt should have Skillpass 1R.
And the fact that cards don't really have their {k} Abilities only apply to nonpermanents; as such Trample Teacher would still have Trample when on the battlefield.
EDIT: On another note, should Skillpassing have a sorcery time restriction?
Toying around with mechanics for a custom set, and I came up with this (I just posted this here for some feedback because I feel unsure if it's worth expanding):
Trample Teacher2GG Creature - Beast {U}
{k} Trample
Skillpass 2G(2G, Reveal this card from your hand: Target creature gains all of this card's {k} abilities until end of turn.)
[4/3]
Excavation BeetleB Creature - Insect {C}
{k}1BB: Excavation Beetle gains all {k} abilities of target card in your graveyard until end of turn.
[1/1]
{k} abilities could also appear on nonpermanents: (I imagine the textbox being split in two, the upper half devoted to the spell's normal effect and the bottom one for any {k} abilities it has, which would not affect the card itself normally.)
StrikeshockR Sorcery{C}
Strikeshock deals 2 damage to target creature or player.
///////{k} First strike///////////
Skillpass 1R
Oh and {k} would be visually represented by some sort of symbol, right now I'm relying on the Future Sight Creature type symbol for renders.
Thoughts?
12/30/12-- Added 'Until end of turn' clauses which I totally forgot as I posted this, also added Skillpass tp Strikebolt.
The WBR dragon really ought to have flying because
1) Intimidate is kinda lame on a tri-colored card.
2) There's nothing white about it otherwise.
Either way, this is going to say "When ETB, destroy three target lands" unless the player has a ton of throwaway tokens. For a tri-colored mythic, seems reasonable, though at that cost it's probably OP.
1) Quite true. Changing it to flying.
2) I was going for a mini-Armageddon effect, which is kinda white/red.
What if it was this instead:
Arau Kann, Sundrainer2WBR Legendary Creature -- Dragon{M}
Flying
When Arau Kann, Sundrainer enters the battlefield, choose up to three target lands you don’t control. For each of those lands, you gain 3 life unless their controller sacrifices that permanent.
[4/4]
RUG wording could be streamlined a bit. "Gain control of target creature until end of turn if it has the greatest power or is tied for the greatest power among creatures its controller controls. Untap it/haste." Basic landwalk is a weird ability, but if it fits anywhere it's probably Muraganda.
The set is actually going to be set in that plane, haha. It will have a "basic land matters"-subtheme.
I don't think this captures "even the mightiest." The restriction makes it seem like "only the mightiest."
You're right. Here's an earlier version of the card, but I fear it's too OP:
Iloy-Gubatari, Rexus Prime2URG Legendary Creature--Elemental{M}
Basic landwalk 2URG, T: Gain control of target creature for as long as you control Iloy-Gubatari, Rexus Prime. Untap that creature. It gains haste until end of turn.
[4/3]
Impetusaurus: "If I untap with this, at the end of each turn, destroy all creatures I don't control." Yeah, stupid OP. (EDIT: Just noticed he doesn't put a counter on himself, still, if you're playing him in your deck, you probably have tons of ways to do so cheaply, such as Ajani 3.0.)
Yeah I realized that after I posted it, haha. Is this better?
Impetusaurus 2GBW Legendary Creature--Dinosaur{M}
Creatures you control get +2/+2 and have vigilance.
You may cast Impetusaurus from your graveyard.
[5/5]
The crab is a weird one. I'm assuming that black mana symbol is supposed to be blue. He pumps up toughness except when he's pumping up power? Seems the most fiddly of any of the mythics to make your deck work around, and I'm not getting a sense of this wedge's mechanical themes, either.
Yeah it was supposed to be blue. I just figured the About Face ability would fit U/R and the toughness boost hits white. It is rather a confusing card. Perhaps this would be better?
Kalasagar, Worldmantle2RWU Legendary Creature--Crab{M}
Whenever you untap Kalasagar, you may draw two cards, then discard a card.
Creatures you control get +0/+X, where X is Kalasagar's toughness.
[3/5]
I'd like to get some feedback on this cycle because they're going to be pretty iconic in terms of flavor for a set I'm working on:
Arau Kann, Sundrainer 2WBR Legendary Creature -- Dragon {M}
Intimidate
When Arau Kann, Sundrainer enters the battlefield, choose up to three target lands you don’t control. For each of those lands, their controllers may sacrifice another permanent. If a player doesn’t, exile that land.
[4/4]
I know it's weird that this doesn't have flying, but I figured Intimidate would fit its colors more. Wording needs help, I think.
Iloy-Gubatari, Rexus Prime2URG Legendary Creature--Elemental{M}
Basic landwalk URG, T: Choose a player, then choose target creature that player controls. Gain control of that creature until end of turn if it has, or is tied for, the greatest power among creatures the chosen player controls. Untap that creature. It gains haste until end of turn.
[4/3]
Is the tap ability too weak? I wanted to get a "This tames even the mightiest of creatures"-vibe.
Impetusaurus2BGW Legendary Creature--Dinosaur{M}
When Impetusaurus enters the battlefield, put a +1/+1 counter on each other creature you control. 2GW: Put a +1/+1 counter on each other creature you control. 2WB: Destroy all creatures without a +1/+1 counter on them.
[5/5]
Too strong? And yeah, Dinosaur is a legit creature type in this set.
Kalasagar, Worldmantle2RWU Legendary Creature--Crab{M} RU, T: Switch the power and toughness of each other creature you control until end of turn.
Other creatures you control get +0/+X, where X is Kalasagar, Worldmantle’s toughness.
[3/5]
Balanced enough?
The Mimeoplasm completes this set and fills the GUB wedge.
So yeah, comments, suggestions? Feel free to point out any errors in wording. And Merry Christmas, MTGS.
(Whenever one or more creatures you control attack, choose one. That creature and each creature that blocks it this combat battle on this terrain.)
Creatures battling on BLAH BLAH do BLAH BLAH.
That's perfect! Mind if I use this on a custom set if I credit you? I'll be using it except i'll reword it into this:
(Whenever one or more creatures you control attack, choose one. That creature and each creature that blocks it do combat on this terrain.)
Molten Staircase1RR
Enchantment - Terrain (Whenever a creature you control attacks, you may have it and up to two creatures that block it deal their damage on this Terrain.)
Whenever a creature you don't control deals combat damage on Molten Staircase, that creature deals 1 damage to itself.
{2}
That's definitely much more elegant, but wouldn't restricting how many creatures you control do combat on a terrain make it overpowered? I guess it depends what bonus the terrain grants.
Eh, looks like Terrain's not workable, the way its headed. I got a few different designs for it, but each one is even more complex than the last.
The first terrain designs I made only applied to creatures you controlled, but I wanted terrain to affect creatures your opponents control too. But I agree that it's probably easier.
Coldwave Sea2U
Enchantment--Terrain {U} (Whenever a creature you control attacks or blocks, you may have its blockers or the creatures its blocking, if any, do combat on this terrain. Up to one set of creatures can do combat in this.)
Creatures you don't control doing combat in Coldwave Sea don't untap during their controller's next untap step. {1}
This way terrain could have effects affecting your creatures and/or your opponents.
I don't think it's a better fix, so if anyone has a good idea to make it more elegant I'd appreciate it. Or should I abandon this idea altogether?
Creature - Elf Druid {U}
While you're searching your library, count Primitive Elves as though it was a basic land.
T: Add G to your mana pool.
[0/1]
Would this work? Criticism/suggestions are welcome.
Are they working right for you now? I haven't got a proper connection since yesterday.
Perhaps it would be better if you could only Skillpass as a sorcery, or alternatively, rather than revealing the card you'd have to discard it instead?
And about the Skillpass <cost> -- [Keyword] template: I considered this, but I really want to branch {k} out to more than just keywords, namely activated abilities. Using that template for such abilities would look atrocious, unfortunately.
Firebreathing Mentor 2RR
Creature-Shaman {U}
{k}R: ~ gets +1/+0 until end of turn.
Skillpass R
1/1
as opposed to:
Firebreathing Mentor 2RR
Creature-Shaman {U}
R: ~ gets +1/+0 until end of turn.
Skillpass R--R: This creature gets +1/+0 until end of turn.
1/1
My bad, those should have "until end of turn" clauses on them. And yes, Strikebolt should have Skillpass 1R.
And the fact that cards don't really have their {k} Abilities only apply to nonpermanents; as such Trample Teacher would still have Trample when on the battlefield.
EDIT: On another note, should Skillpassing have a sorcery time restriction?
Trample Teacher 2GG
Creature - Beast {U}
{k} Trample
Skillpass 2G (2G, Reveal this card from your hand: Target creature gains all of this card's {k} abilities until end of turn.)
[4/3]
Excavation Beetle B
Creature - Insect {C}
{k}1BB: Excavation Beetle gains all {k} abilities of target card in your graveyard until end of turn.
[1/1]
{k} abilities could also appear on nonpermanents: (I imagine the textbox being split in two, the upper half devoted to the spell's normal effect and the bottom one for any {k} abilities it has, which would not affect the card itself normally.)
Strikeshock R
Sorcery {C}
Strikeshock deals 2 damage to target creature or player.
///////{k} First strike///////////
Skillpass 1R
Oh and {k} would be visually represented by some sort of symbol, right now I'm relying on the Future Sight Creature type symbol for renders.
Thoughts?
12/30/12-- Added 'Until end of turn' clauses which I totally forgot as I posted this, also added Skillpass tp Strikebolt.
✓ Gives us a new action word
✓ Good name
✓ Faith in WotC restored
That, sir, is mathematical.
^That's from the My Take on Gatecrash Guild Mechanics thread I made three days ago.
I love the mechanic.
1) Quite true. Changing it to flying.
2) I was going for a mini-Armageddon effect, which is kinda white/red.
What if it was this instead:
Arau Kann, Sundrainer 2WBR
Legendary Creature -- Dragon {M}
Flying
When Arau Kann, Sundrainer enters the battlefield, choose up to three target lands you don’t control. For each of those lands, you gain 3 life unless their controller sacrifices that permanent.
[4/4]
The set is actually going to be set in that plane, haha. It will have a "basic land matters"-subtheme.
You're right. Here's an earlier version of the card, but I fear it's too OP:
Iloy-Gubatari, Rexus Prime 2URG
Legendary Creature--Elemental {M}
Basic landwalk
2URG, T: Gain control of target creature for as long as you control Iloy-Gubatari, Rexus Prime. Untap that creature. It gains haste until end of turn.
[4/3]
Yeah I realized that after I posted it, haha. Is this better?
Impetusaurus 2GBW
Legendary Creature--Dinosaur {M}
Creatures you control get +2/+2 and have vigilance.
You may cast Impetusaurus from your graveyard.
[5/5]
Yeah it was supposed to be blue. I just figured the About Face ability would fit U/R and the toughness boost hits white. It is rather a confusing card. Perhaps this would be better?
Kalasagar, Worldmantle 2RWU
Legendary Creature--Crab {M}
Whenever you untap Kalasagar, you may draw two cards, then discard a card.
Creatures you control get +0/+X, where X is Kalasagar's toughness.
[3/5]
Arau Kann, Sundrainer 2WBR
Legendary Creature -- Dragon {M}
Intimidate
When Arau Kann, Sundrainer enters the battlefield, choose up to three target lands you don’t control. For each of those lands, their controllers may sacrifice another permanent. If a player doesn’t, exile that land.
[4/4]
I know it's weird that this doesn't have flying, but I figured Intimidate would fit its colors more. Wording needs help, I think.
Iloy-Gubatari, Rexus Prime 2URG
Legendary Creature--Elemental {M}
Basic landwalk
URG, T: Choose a player, then choose target creature that player controls. Gain control of that creature until end of turn if it has, or is tied for, the greatest power among creatures the chosen player controls. Untap that creature. It gains haste until end of turn.
[4/3]
Is the tap ability too weak? I wanted to get a "This tames even the mightiest of creatures"-vibe.
Impetusaurus 2BGW
Legendary Creature--Dinosaur {M}
When Impetusaurus enters the battlefield, put a +1/+1 counter on each other creature you control.
2GW: Put a +1/+1 counter on each other creature you control.
2WB: Destroy all creatures without a +1/+1 counter on them.
[5/5]
Too strong? And yeah, Dinosaur is a legit creature type in this set.
Kalasagar, Worldmantle 2RWU
Legendary Creature--Crab {M}
RU, T: Switch the power and toughness of each other creature you control until end of turn.
Other creatures you control get +0/+X, where X is Kalasagar, Worldmantle’s toughness.
[3/5]
Balanced enough?
The Mimeoplasm completes this set and fills the GUB wedge.
So yeah, comments, suggestions? Feel free to point out any errors in wording. And Merry Christmas, MTGS.
That's perfect! Mind if I use this on a custom set if I credit you? I'll be using it except i'll reword it into this:
(Whenever one or more creatures you control attack, choose one. That creature and each creature that blocks it do combat on this terrain.)
That's definitely much more elegant, but wouldn't restricting how many creatures you control do combat on a terrain make it overpowered? I guess it depends what bonus the terrain grants.
Eh, looks like Terrain's not workable, the way its headed. I got a few different designs for it, but each one is even more complex than the last.
The Other Guys reference? ;D
Coldwave Sea 2U
Enchantment--Terrain {U}
(Whenever a creature you control attacks or blocks, you may have its blockers or the creatures its blocking, if any, do combat on this terrain. Up to one set of creatures can do combat in this.)
Creatures you don't control doing combat in Coldwave Sea don't untap during their controller's next untap step.
{1}
This way terrain could have effects affecting your creatures and/or your opponents.
I don't think it's a better fix, so if anyone has a good idea to make it more elegant I'd appreciate it. Or should I abandon this idea altogether?