Thrall of the Ancient Tooth 2UG
Creature - Merfolk Puppet
When this creature comes into play, put a 2/2 Flying Alligator token onto the battlefield. If that token is put into the graveyard, destroy Thrall of the Ancient Tooth.
"Uhm..."
1/2
Seamus McFinnegan1GG
Legendary Creature - Leprechaun (R) T: Target creature gains Hexproof and Unblockable until end of turn. G: Return Seamus McFinnegan to his owner's hand.
"You can only see the little people if you aren't looking for 'em..."
1/2
Destroy target attacking creature and gain life equal to its toughness. If that creature is black, exile it instead and gain life equal to its toughness.
"The darkness envelops us, but we are not shadows yet!"
Next: A goblin walking up the steps to the gallows
When this creature dies, put a red 1/1 Elemental token with Mountainwalk, a blue 1/1 Elemental token with Islandwalk, and a green 1/1 Elemental token with Forestwalk onto the battlefield.
Mind control is only great because it's an uncommon. If it becomes a rare it could surely get a power boost IMO. Hell, I say Volition Reins is pretty much an upgraded Mind Control already, and that's an uncommon. (Yes it's not strictly better, but it does so much more)
The reason I don't like the condition is that it's so easy to play around. Remember that only 1/5 of the format actually wants to utilize contraptions (or w.e) The rest of the decks can easily just board them out and make the card worthless. That doesn't sound like a lot of fun.
That's why I'd rather drop the cost on it and focus it on stealing the aura/enchantment/equipment attached to the creature. It might play some fun mindgames with opponents too (should I go ahead and attach that Sword...?)
Also, as written, Piracy would discourage adding components to creatures. With this change, it doesn't discourage it too much, because stealing a component is (more likely to be) less valuable than stealing an equipment.
Thanks for your feedback. I have been concerned about creating too much complexity/confusion via placing emphasis on yet another zone (in this case exile). I will look over your ideas, though I think my conflict between colors with Red having a warfare/equipment sub-theme is one of my favorite aspects of the set. Do you think it would really be that bad?
It depends on how it's implemented. I think the best bet would be to keep it minimal in the first set, then expand the frequency in later sets.
Personally, I think the whole "Red = barbarians" is cliche. If you place them as the scapegoats, then you can have people wondering if red is behind it or not. (Because let's face it, random blinking chaos IS something red might instigate for their own reasons.) If they're attacking everyone, then wouldn't all the colors combine and just snuff them out?
If you want red to have a warfare theme, why not make them freedom fighters against the white hegemony? Maybe you could throw subtle allusions to white occupying traditional "red" territory, and red fighting back for their land/freedom (though that might be tough to make "subtle").
If you're going to do exile matters, I think you're bound to have confusion. The best thing to do is embrace it, and make your set rock so hard that it justifies it. Look at DFC in this last set. Changing the card back would have been unthinkable, but WotC said, "Screw this, it fits, we're doing it." Has it been cool enough to justify it? Sales would indicate the answer is, at least partially, a yes.
Easy ways to introduce "blinks" would be temporary creature exile. To imply that blinking out of existence is bad, maybe there's a mechanic that makes cards stronger the longer they're on the battlefield. (for example, "Experience - During your upkeep, you may choose to tap this creature. If you do so, add a +1/+1 counter to this creature.")
The biggest problem I see with "exile matters" is that it lessens the impact of the GY, and might make the set somewhat insular. Exile is a place where things disappear, so (in my eyes) you shouldn't be worried about counting what's exiled, or interacting with them. (Note: Cards like Fiend of the Shadows may indicate a changing attitude towards exile... heck, in an Innistrad game with this girl out, you may have to keep track of the battlefield, both graveyards, all creatures in graveyards, flashback spells, exiled cards AND this special "exiled by Fiend of the Shadows" zone!)
I don't like the implications that the Fiend of the Shadows card brings up, but you might want to look at that design space.
I just don't think "exile matters" is enough to carry a set. WotC seems to want to limit exile (we'll see about this next set) because it adds another layer that people have to worry about (active play zone + graveyard + exile zone).
Also, the flavor of this set is pretty lacking. White/green vs blue/black is somewhat typical, and the story doesn't pull weight. Just looking at the idea of a world partially "blinking" out of existence, and I can brainstorm a few ideas...
White, the aging rulers of this world, are desperately trying to maintain their grip on the population as more and more instances of "blinking" appear in the world. There have already been grumblings that their leadership has become ineffective, though nothing is said within earshot of the local guards.
Blue is trying to figure out this phenomenon, whether by tech or magic. They're for hire to whoever pays the most; right now, White has the most coffers.
Red is looked upon by most as the primary culprit, since chaos is their thing. (Are they innocent or not? Something to be discovered through the block.) Suffice to say, they don't appreciate getting the finger pointed at them, and are more than willing to point it right back at the ruling party.
Black sees this as the perfect time to throw off the oppressive monarchy.. .after all, if White isn't saving the populace, isn't it about time they gave a chance to someone else? Meritocracy should rule the day! (Or might makes right, anyways...)
And green? A huge chunk of green has fallen right off the map. It seems that green is affected by the blinks more than anyone else, and they've retreated further from society, relying on their own brands of knowledge to answer this problem. Maybe the aforementioned Vanishing/Phasing/Fading.
So, what mechanics do we get out of this? White/blue are searching for answers, so card draw/tutoring seems relevant. Black is trying to take over, so it gets the usual black stuff, perhaps with some form of blackmail/tax ability. (ie Target creature gets a -1/-1 counter unless opponent pays 1 mana.) Maybe red is looking into the blinks and trying to see what's going on with them (some form of blink mechanic), and green has gone solo (strong cards for mono-green, less synergy with other colors in the set).
You'll also probably need a mechanic (likely negative, which WotC also doesn't like doing) to get across the desperation and fear of possibly blinking out of existence at any time. Maybe cheap "exile until end of turn" spells. Maybe Vanishing/Fading/Phasing. It's going to be hard to convey "anything can happen" in gameplay mechanics.
Oh, and after looking at some other token-making spells, it'd probably be best to just move Mass Production to rare and take away the CMC restriction.
Edit: I like Lull to Sleep, but I think there should be a better term for it if it's kept as a sorcery. "Knockout Grenade" maybe? And I could see a steam-powered rider on there with the typical Sleep "don't untap next turn" text.
Transmogrify II is much cleaner than Transmogrify, to the point where I think the first one is a non-starter.
And instead of moving Piracy to Rare, why not just steal an attached permanent instead of the permanent and all attachments? ie "Gain control of target permanent attached to an opponent's creature, then re-attach to target creature you control". I would've said "attached to an opponenet's permanent, then reattach to your permanent if a legal target" but I didn't want to get bogged down in sorting out that rules text.
Thrall of the Ancient Tooth 2UG
Creature - Merfolk Puppet
When this creature comes into play, put a 2/2 Flying Alligator token onto the battlefield. If that token is put into the graveyard, destroy Thrall of the Ancient Tooth.
"Uhm..."
1/2
Next: A hand reaching out from a mass of snakes
Legendary Creature - Leprechaun (R)
T: Target creature gains Hexproof and Unblockable until end of turn.
G: Return Seamus McFinnegan to his owner's hand.
"You can only see the little people if you aren't looking for 'em..."
1/2
Land (R)
T: Put a growth counter on this land.
If this land has three growth counters, transform it.
/////////////////////////////////////////////////////////
Abundant Forest
Land
T: Add GG to your mana pool.
IIW: The Emperor's New Clothes
Instant
Destroy target attacking creature and gain life equal to its toughness. If that creature is black, exile it instead and gain life equal to its toughness.
"The darkness envelops us, but we are not shadows yet!"
Next: A goblin walking up the steps to the gallows
Creature - Soldier (UC)
Defender
When this creature dies, put a red 1/1 Elemental token with Mountainwalk, a blue 1/1 Elemental token with Islandwalk, and a green 1/1 Elemental token with Forestwalk onto the battlefield.
1/3
IIW: something to do with a well cooked meal
That's why I'd rather drop the cost on it and focus it on stealing the aura/enchantment/equipment attached to the creature. It might play some fun mindgames with opponents too (should I go ahead and attach that Sword...?)
Also, as written, Piracy would discourage adding components to creatures. With this change, it doesn't discourage it too much, because stealing a component is (more likely to be) less valuable than stealing an equipment.
It depends on how it's implemented. I think the best bet would be to keep it minimal in the first set, then expand the frequency in later sets.
Personally, I think the whole "Red = barbarians" is cliche. If you place them as the scapegoats, then you can have people wondering if red is behind it or not. (Because let's face it, random blinking chaos IS something red might instigate for their own reasons.) If they're attacking everyone, then wouldn't all the colors combine and just snuff them out?
If you want red to have a warfare theme, why not make them freedom fighters against the white hegemony? Maybe you could throw subtle allusions to white occupying traditional "red" territory, and red fighting back for their land/freedom (though that might be tough to make "subtle").
If you're going to do exile matters, I think you're bound to have confusion. The best thing to do is embrace it, and make your set rock so hard that it justifies it. Look at DFC in this last set. Changing the card back would have been unthinkable, but WotC said, "Screw this, it fits, we're doing it." Has it been cool enough to justify it? Sales would indicate the answer is, at least partially, a yes.
Easy ways to introduce "blinks" would be temporary creature exile. To imply that blinking out of existence is bad, maybe there's a mechanic that makes cards stronger the longer they're on the battlefield. (for example, "Experience - During your upkeep, you may choose to tap this creature. If you do so, add a +1/+1 counter to this creature.")
The biggest problem I see with "exile matters" is that it lessens the impact of the GY, and might make the set somewhat insular. Exile is a place where things disappear, so (in my eyes) you shouldn't be worried about counting what's exiled, or interacting with them. (Note: Cards like Fiend of the Shadows may indicate a changing attitude towards exile... heck, in an Innistrad game with this girl out, you may have to keep track of the battlefield, both graveyards, all creatures in graveyards, flashback spells, exiled cards AND this special "exiled by Fiend of the Shadows" zone!)
I don't like the implications that the Fiend of the Shadows card brings up, but you might want to look at that design space.
Also, the flavor of this set is pretty lacking. White/green vs blue/black is somewhat typical, and the story doesn't pull weight. Just looking at the idea of a world partially "blinking" out of existence, and I can brainstorm a few ideas...
White, the aging rulers of this world, are desperately trying to maintain their grip on the population as more and more instances of "blinking" appear in the world. There have already been grumblings that their leadership has become ineffective, though nothing is said within earshot of the local guards.
Blue is trying to figure out this phenomenon, whether by tech or magic. They're for hire to whoever pays the most; right now, White has the most coffers.
Red is looked upon by most as the primary culprit, since chaos is their thing. (Are they innocent or not? Something to be discovered through the block.) Suffice to say, they don't appreciate getting the finger pointed at them, and are more than willing to point it right back at the ruling party.
Black sees this as the perfect time to throw off the oppressive monarchy.. .after all, if White isn't saving the populace, isn't it about time they gave a chance to someone else? Meritocracy should rule the day! (Or might makes right, anyways...)
And green? A huge chunk of green has fallen right off the map. It seems that green is affected by the blinks more than anyone else, and they've retreated further from society, relying on their own brands of knowledge to answer this problem. Maybe the aforementioned Vanishing/Phasing/Fading.
So, what mechanics do we get out of this? White/blue are searching for answers, so card draw/tutoring seems relevant. Black is trying to take over, so it gets the usual black stuff, perhaps with some form of blackmail/tax ability. (ie Target creature gets a -1/-1 counter unless opponent pays 1 mana.) Maybe red is looking into the blinks and trying to see what's going on with them (some form of blink mechanic), and green has gone solo (strong cards for mono-green, less synergy with other colors in the set).
You'll also probably need a mechanic (likely negative, which WotC also doesn't like doing) to get across the desperation and fear of possibly blinking out of existence at any time. Maybe cheap "exile until end of turn" spells. Maybe Vanishing/Fading/Phasing. It's going to be hard to convey "anything can happen" in gameplay mechanics.
Keyword - Tear
(Tear up target opposing card. Good luck getting removed from THAT zone!)
Enchantment
At the end of your upkeep, put a 2/2 Devil token on the battlefield under your control.
1: Prevent this effect. Any player may activate this ability.
"The passageway must be guarded day and night..."
IIW: A cyberpunk-ish equipment
"Devil in the details"... I guess take that as you wish.
Edit: I like Lull to Sleep, but I think there should be a better term for it if it's kept as a sorcery. "Knockout Grenade" maybe? And I could see a steam-powered rider on there with the typical Sleep "don't untap next turn" text.
Transmogrify II is much cleaner than Transmogrify, to the point where I think the first one is a non-starter.
And instead of moving Piracy to Rare, why not just steal an attached permanent instead of the permanent and all attachments? ie "Gain control of target permanent attached to an opponent's creature, then re-attach to target creature you control". I would've said "attached to an opponenet's permanent, then reattach to your permanent if a legal target" but I didn't want to get bogged down in sorting out that rules text.
Technically, it's only multicolored if you want it to be...