Author Topic: Essence - new card type  (Read 8686 times)

Den

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Essence - new card type
« on: February 23, 2009, 04:40:48 PM »
Essence is my idea for a new card type for Magic.

Why do we need a new card type?
In Magic, Instants and Sorceries share a common pool of subtypes. These are also called spell types. So far, the only spell type in the game is Arcane. Spell types by definition only appear on instants and sorceries. To put these spell types on permanent types--land, creature, artifact, enchantment--we need a new card type the same way WotC created a new card type called Tribal to put creature types onto non-creature cards. Ergo, I shall name this new card type Essence.

What is Essence?
Essence is a new card type very much like Tribal. What Tribal does for creature types, Essence will do for spell types. Hence, Essence type and spell type are synonymous. Essence can appear on permanent cards, before its main card type. That is, we can have an Essence Enchantment, Essence Land, Essence Artifact, and Essence Creature. Then, the essence type follows the card type after the long dash. For instance, any of the following may be seen on a card's type line:
Quote
Instant - Arcane
Sorcery - Arcane
Essence Land - Arcane

What else is it good for?
In addition to allowing spell types to appear on permanent cards, we can give Essence permanents special rules. These are some ideas:

A) From the concept of snow mana, we can have Essence permanents that produce mana infuse some essence of the same spell type into the mana. Such mana that is produced by Essence permanents can be used to pay for spells with the same spell type regardless of color requirements. For instance, suppose we are trying to play the Kamigawa spell Into the Fray, which costs to play. Suppose we also have an Essence Land like this:
Quote
Arcane Source
Essence Land - Arcane
: Add to your mana pool.

Arcane Source can provide . This can be used as colorless mana for regular spells. Furthermore, this mana can be used to pay for colored mana required by Arcane spells. So this is what happens during a game:
  • Tap Arcane Source to add mana.
  • Use the mana to pay for the in Into the Fray's mana cost. Even though Into the Fray requires red mana, the mana that came from Arcane Source is essentially any color when paying for Arcane spells.

We could have an artifact that produces colored mana, and if the spell's subtype matches the artifact's essence type, then the mana is essentially any color. So the following diamond here alone will be enough to pay for Into the Fray:
Quote
Arcane Diamond

Essence Artifact - Arcane
: Add to your mana pool.

Will there be other spell types besides Arcane?
Definitely, this was the main intent of allowing spell types to be found on permanents. Limiting Arcane to only instants and sorceries severely limited design space. By opening them up to permanents via Essence, we should see much more card interactions for spell types, as Tribal did for creature types.

Here are some ideas for new spell types:
Psychic, Entropy, Force, Fractal

One idea for a new set is to have those four new spell types plus Arcane form an alliance of colors, similar to the tri-color shards of Alara. They may be arranged like so:
- Arcane - secret knowledge, library, tutor, arcane-cycling, divulge, rebel search, small Gifts Ungiven: search 2, opponent chooses one, other goes grave
- Psychic - mental games, hand, taunt, madness, vandalism
- Entropy - "Entropy increases as matter and energy in the universe degrade to an ultimate state of inert uniformity", graveyard,  <type> threshold?, trigger at upkeep if in grave, diffusion, displace
- Force - mass, acceleration, growing, momentum
- Fractal -  pattern, repetition, uniformity, formula, consistency, sliver-like, scry, ripple

Will there be new keywords for the new spell types?
Absolutely. I'm trying to come up with keyword actions similar to clash.



For Psychic, taunt is a keyword action similar to clash, except that we use cards in hand. Taunt goes hand in hand with Psi.
Quote
501.TAU. Taunt

501.TAUa To taunt, a player chooses a card from his or her hand and places it face down on the table. He or she is now a taunter and the card is a taunt card until the taunting contest ends.

501.TAUb "To taunt an opponent" means "Choose an opponent. You and that opponent each taunt."

501.TAUc After every taunter has chosen his or her taunt card, all taunt cards are revealed. Each taunter gets psi points equal to his or her taunt card's converted mana cost or total psi value, whichever is higher. If a taunter has no cards in hand to place face down, that taunter starts with 0 psi points. Then, starting with the active player, each player may discard a card from his or her hand and choose to increase any taunter's psi points, until no one discards any more cards. A card discarded this way adds points equal to its total psi value; if it has no psi value, it adds points equal to its converted mana cost but at least 1 point. A taunter wins if he or she has more psi points than every other taunter. After the winner is determined, all taunt cards are discarded [previously returned to their owners' hands], and the taunting contest ends.

Quote
502.PSI. Psi

502.PSIa Psi is a triggered ability that functions while the card is in a player's hand. Psi N means "When this card is discarded, you may have target player displace N cards."

503.PSIb Cards with Psi are also used in a taunting contest. See Taunt.

502.PSIc If a permanent has multiple instances of Psi, each triggers separately. For example, when a card with Psi 2 and Psi 3 is discarded, two triggered abilities are created. Also, this card would grant 5 total psi points during taunts.

SAMPLE CARDS
Quote
Humiliating Loss

Sorcery - Psychic
~ deals 3 damage to target player. Taunt that player. If you win, ~ deals 3 damage to each creature that player controls.
Psi 5



For Entropy and Psychic, Displace (formerly yank) is a new keyword action that instructs you to put cards from the top of your library to your graveyard. The spell or ability may have various effects based on the qualities of the cards revealed this way, such as card type, converted mana cost, colors, power and toughness, etc. Existing cards, like Millstone, will be errataed to use displace.
Quote
501.DIS. Displace

501.DISa To "displace N cards" means to put the top N cards from the top of your library into your graveyard.

501.DISb If an effect tells you to put a displaced card to another zone besides the graveyard, that card goes from the library directly to the other zone. The card is still considered to have been displaced.

SAMPLE CARDS
Quote
Entropy Land Play

Sorcery - Entropy
Displace 3 cards. Put any land cards displaced this way into play tapped.



Withdraw is a keyword action that puts a permanent in play into its owner's hand. Existing cards that say to return a permanent to its owner's hand will be errataed to use withdraw.

Quote
501.WIT. Withdraw

501.WITa To withdraw a permanent, its controller moves the permanent to its owner's hand.

SAMPLE CARD
Quote
Unsummon

Instant
Withdraw target creature.



For Force, permanents can grow over time represented by accumulating counters.

Quote

502.GRO. Grows

502.GROa Grows is a static ability that functions while in play. "Grows up to N [counter type] counter(s)" means "At the beginning of your upkeep, if this permanent has less than N [counter type] counters on it, put a [counter type] counter on it."

502.GROb Grows without a number means "At the beginning of your upkeep, put a [counter type] counter on this permanent."

502.GROc If a permanent has multiple instances of grows, each triggers separately.

FAQ
A permanent with "Grows up to N [counter type] counter(s)" can have more than N such counter(s) on it if they were put there via other methods, such as Timecrafting and Coretapper.

SAMPLE CARD
Quote
Force Bear (aka Grizzly Cub)

Essence Creature - Force Bear
Grows up to two +1/+1 counters.
0/1
« Last Edit: August 22, 2013, 12:09:16 PM by Den »

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Re: Essence - new card type
« Reply #1 on: February 25, 2009, 11:17:29 PM »
Keywords and mechanics, continued.



For Entropy, Diffusion is a keyword ability similar to Flashback. Remove cards in the graveyard from the game to play this card from the graveyard.
Quote
502.DIF. Diffusion

502.DIFa Diffusion is a triggered ability and also a static ability that functions while the object is in the graveyard. "Diffusion" means "When this object is put into the graveyard from the battlefield or the stack, you may have target player displace a card."

502.DIFb "Diffusion N - [cost]", in addition to the aforementioned triggered ability, also means "You may play this card from your graveyard by paying [cost] and exiling other cards in any graveyards totaling N or more diffusion points rather than paying its mana cost." If the cost is missing, that card can't be played from the graveyard this way.

502.DIFc A card with "Diffusion N" is worth N diffusion points. A card without Diffusion is worth 1 diffusion point.

502.DIFd If a permanent has multiple instances of diffusion, each works separately. For example, a card with Diffusion 2 and Diffusion 3 is worth 5 diffusion points.

SAMPLE CARDS
Quote
Entropy Tutor

Sorcery - Entropy
Search your library for a card and put that card into your hand. Then shuffle your library.
Diffusion 3 -



For Arcane, Divulge is a new keyword ability that lets you play a spell from the library as you're searching it, similar to Panglacial Wurm. The rulings are just copied from the Coldsnap FAQ.

Quote
502.DIV. Divulge

502.DIVa Divulge is a static ability that functions while the object is in your library. "Divulge [cost]" means "While you're searching your library, you may play this card from your library by paying [cost] rather than paying its mana cost."

502.DIVb This card's ability works only while you're searching your own library. The effect that caused you to search needs to say "search" and "library," and you need to be looking through your own library for this to work.

502.DIVc Playing this card while searching your library follows all the normal rules for playing that spell, except for timing and what zone it is being played from. The spell goes on the stack. You have to pay its divulge cost and any applicable additional costs, which means you can play mana abilities while you're playing this while you're searching your library.

502.DIVd After you play this card, you pick up the search effect where you left off. When the search effect finishes resolving, the active player gets priority with this card on the stack. Any abilities that triggered when the spell was played are put on the stack now.

502.DIVe If you have enough mana, you can play multiple cards with divulge during a single search effect.

502.DIVf A card with divulge that you play while searching your library can't be found by the search effect.

SAMPLE CARDS
Quote
Arcane Counter (Objection)

Instant - Arcane
Counter target spell or ability.
Divulge

Arcane Fog

Instant - Arcane
No damage is dealt this turn.
Divulge

Arcane Shapeshifter

Essence Creature - Arcane Shapeshifter
As ~ comes into play, you may choose a creature in play. If you do, ~ comes into play as a copy of that creature.
Divulge



For Force, Momentum is a new keyword ability that is exactly the ability found on existing creatures like Slith Firewalker.

Quote
502.MOM. Momentum

502.MOMa Momentum is a triggered ability that means "Whenever this creature deals combat damage to a player, put a +1/+1 counter on it."

502.MOMb If a creature has multiple instances of momentum, each triggers separately.



Vandalism is a new form of damage like Wither. A player that takes damage from a source with vandalism displaces cards instead of losing life.
Quote
502.VAN. Vandalism

502.VANa Damage dealt to a player by a source with vandalism doesn't cause the player to lose life. Rather, if a creature has vandalism N, for each damage the creature deals to a player, that player displaces N cards.

502.90b Multiple instances of vandalism are cumulative. E.g. if a creature with vandalism 2 gains vandalism 1, it now has vandalism 3.

502.90c A creature with vandalism 0 or less loses the vandalism ability.



Inertia allows a card to return from the void to the player's hand.
Quote
502.INE. Inertia

502.INEa Inertia is a replacement effect and an activated ability. Inertia [cost] means "If this object would be put into the graveyard from anywhere, exile it instead" and "[cost]: Put this card from the exile zone into your hand. This ability can be played only when the card is in the exile zone and only by the card's owner when he or she could play a sorcery."

Version 2
Quote
502.INE. Inertia

502.INEa Inertia is a replacement effect and a static ability. Inertia means "If ~ would be put into the graveyard from anywhere, exile it instead" and "This card can be played from the exile zone."



Magnetism triggers whenever the creature attacks or blocks and gives it bonuses for other attacking or blocking creatures that share the same color or subtype.
Quote
502.MAG. Magnetism

502.MAGa Magnetism is a triggered ability. "Magnetism N" means "Whenever this creature attacks or blocks, until end of turn it gets +1/+1 for each other creature you control that shares a color or subtype with it that attacked or blocked this combat, up to +N/+N."



Mindlink: Whenever this permanent deals damage to a player, draw N cards.
Quote
502.MIN. Mindlink

502.MINa Mindlink is a triggered ability. Mindlink N means "Whenever this permanent deals damage to a player, draw N cards."

502.MINb If a creature has multiple instances of mindlink, each triggers separately.



Manalink: Whenever this permanent deals damage, add  :m1 to your mana pool for each damage dealt.
Quote
502.MAN. Manalink

502.MANa Manalink is a triggered ability that means "Whenever this permanent deals damage, at the beginning of your next main phase, add  :m1 to your mana pool for each damage dealt."

502.MANb If a creature has multiple instances of manalink, each triggers separately.



Scrylink: Whenever this permanent deals damage, scry that much.
Quote
502.SCR. Scrylink

502.Scrya Scrylink is a triggered ability that means "Whenever this permanent deals damage, scry that much."

502.SCRb If a creature has multiple instances of scrylink, each triggers separately.



Attract to force creatures to block.
Quote
502.ATT. Attract

502.ATTa Attract is a triggered ability. "Attract [text]" means "Whenever this creature attacks, you may untap any number of target [text] that the defending player controls. These [text] must block this creature if able."



Repulse can't be block be certain creatures.
Quote
502.REP. Repulse

502.REPa Repulse is a static ability. "Repulse [text]" means "Can't be blocked by [text]."
« Last Edit: April 23, 2011, 09:46:28 PM by Den »

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Fractal Cards
« Reply #2 on: February 27, 2009, 08:38:02 AM »
All Fractal cards and ideas go in this post.

- Fractal -  pattern, repetition, uniformity, formula, consistency, sliver-like, scry, ripple

Fractal will be about copying and splicing.
Common Fractal creatures have ripple. Uncommon and rare creatures can clone themselves infinitely.
Instants and sorceries have ripple or splice; sometimes both.
Fractal enchantments have abilities that affect fractal or nonfractal permanents.

SAMPLE CARDS
Quote

Fractal Source
Essence Land - Fractal
: Add to your mana pool.
, : Scry .

Fractal Diamond

Essence Artifact - Fractal
~ comes into play tapped.
: Add to your mana pool.
Ripple 4

Fractal Ripple Soldier

Essence Creature - Fractal Kithkin Soldier
First strike
Ripple 4
2/2

Fractal Ripple Trampler

Essence Creature - Fractal Elephant
Trample
Ripple 4
3/3

Fractal Ripple Soul-Lifer

Essence Creature - Fractal Human Cleric
Whenever a creature enters the battlefield, you may gain 1 life.
Ripple 4
1/2

Fractal Ripple Swimmer

Essence Creature - Fractal Merfolk Rogue
Islandwalk
Ripple 4
2/1

Fractal Cloning Bird

Essence Creature - Fractal Bird Scout
~ enters the battlefield with two +1/+1 counters on it.
Flying
, , Remove two +1/+1 counters from ~: Put a copy of ~ onto the battlefield.
1/1

Fractal Cloning Scry-Fateseal

Essence Creature - Fractal Wizard
~ enters the battlefield with two +1/+1 counters on it.
Whenever a player casts a Fractal spell, you may scry 2 or fateseal 2.
, , Remove two +1/+1 counters from ~: Put a copy of ~ onto the battlefield.
0/1

Fractal Cloning Lyrist

Essence Creature - Fractal Human Druid
~ enters the battlefield with two +1/+1 counters on it.
, Sacrifice ~: Destroy target artifact or enchantment.
, , Remove two +1/+1 counters from ~: Put a copy of ~ onto the battlefield.
0/1

Fractal Cloning Mindlinker

~ enters the battlefield with two +1/+1 counters on it.
Mindlink 1(Whenever this creature deals damage to a player, its controller draws a card.).
, , Remove two +1/+1 counters from ~: Put a copy of ~ onto the battlefield.
1/1

Fractal Clone

Essence Creature - Fractal Shapeshifter
You may have ~ enter the battlefield as a copy of any permanent on the battlefield.
0/0

Fractal Sharing Barrier

Essence Enchantment - Fractal
You and all Fractal creatures you control have absorb 1.

Fractal Sharing Tome

Essence Artifact - Fractal
Lands and Fractal spells you play have ripple 3.

Fractal Sharing Shroud

Essence Enchantment - Fractal
You and all Fractal permanents you control have shroud.

Fractal Sharing Moat

Essence Enchantment - Fractal
Non-Fractal creatures your opponents control can't attack you unless their controller pays for each creature he or she controls that's attacking.

Fractal Sharing Nullchantment

Essence Enchantment - Fractal
All non-Fractal enchantments and artifacts your opponents control lose all abilities.

Fractal Sharing Pestilence

Essence Enchantment - Fractal
At end of turn, if no creatures are in play, sacrifice ~.
XB: ~ deals X damage to each creature and each player. Scry X.

Fractal Ripple Lifelink

Instant - Fractal
Target creature gets +1/+1 and lifelink until end of turn.
Ripple 4

Fractal Ripple Pump

Instant - Fractal
Target creature gets +1/+1 and trample until end of turn.
Ripple 4

Fractal Ripple Ritual

Instant - Fractal
Add two mana of any color to your mana pool.
Ripple 4

Fractal Ripple Splice Tokenator

Sorcery - Fractal
Put two 1/1 green Saproling creature tokens into play.
Ripple 4
Splice onto Fractal and/or green--Tap two untapped creatures you control

Fractal Splice Scry

Instant - Fractal
Scry 2, then draw a card.
Splice onto Fractal and/or blue

Fractal Splice Recall

Instant - Fractal
Draw a card for each Fractal and/or blue permanent you control.
Splice onto Fractal and/or blue

Fractal Splice Lifestream

Sorcery - Fractal
Gain 1 life for each land and Fractal permanent you control.
Splice onto Fractal and/or green

Fractal Splice Exile

Instant - Fractal
Exile target non-Fractal, nonwhite permanent.
Splice onto Fractal and/or white—Exile a permanent you control.

Fractal Splice Counterspell

Instant - Fractal
Counter target non-Fractal spell.
Splice onto Fractal and/or blue--Withdraw two permanents you control.
« Last Edit: October 02, 2010, 01:41:34 AM by Den »

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Arcane cards
« Reply #3 on: February 27, 2009, 08:42:52 AM »
All Arcane cards and ideas go into this post.

- Arcane - secret knowledge, library, tutor, arcane-cycling?, rebel search

A major theme is searching your library. Which leads to Arcanecycling and Divulge.

Divulge is a new keyword ability that lets you play a spell from the library as you're searching it, similar to Panglacial Wurm. Perhaps put cards from your graveyard on the bottom of your library, like Jotun Grunt.

SAMPLE CARDS
Quote
Arcane Source
Essence Land - Arcane
: Add to your mana pool.
Divulge

Arcane Diamond

Essence Artifact - Arcane
~ comes into play tapped.
: Add to your mana pool.
Arcanecycling

Arcane Shapeshifter

Essence Creature - Arcane Shapeshifter
As ~ enters the field, you may choose a creature in the field. If you do, ~ enters the field as a copy of that creature.
Divulge

Arcane Healer

Essence Creature - Arcane Cleric
: Prevent 1 damage to target creature or player.
Arcanecycling
0/2

Arcane Sphinx

Essence Creature - Arcane Sphinx
Flash
Flying
When ~ enters the field, tap all lands target player controls.
Divulge
3/4

Arcane Cockroach

Essence Creature - Arcane Insect
At the beginning of your upkeep, you may put two cards in a single graveyard on the bottom of their owner's library. If you don't,  sacrifice ~.
4/2

Arcane Lifer

Essence Creature - Arcane Human Cleric
Whenever a player shuffles his or her library, you gain 1 life and target player loses 1 life.
2/2

Arcane Horror

Essence Creature - Arcane Horror
Repulse non-black creatures
Mindlink 2
Divulge
3/3

Arcane Wall

Essence Creature - Arcane Wall
Defender, Flying
Divulge
3/5

Arcane Tome

Essence Artifact - Arcane
,,Discard a card: Search your library for an Arcane card. Then shuffle your library.
,,Sacrifice ~: Search your library for a card. Then shuffle your library.

Arcane Oring

Essence Enchantment - Arcane
When ~ enters the field, remove another target creature or enchantment from the game.
When ~ leaves the field, return the removed card to play under its owner's control.

Arcane Counter

Instant - Arcane
Counter target spell.
Divulge

Arcane Fog

Instant - Arcane
Prevent all damage that would be dealt this turn.
Divulge

Arcane Trap

Instant - Arcane
~ deals 2 damage to each attacking and blocking creature your opponents control.
Divulge

Arcane Terror

Instant - Arcane
Destroy target nonblack creature. It can't be regenerated.
Divulge

Arcane Wrath

Sorcery - Arcane
Destroy all enchantments and creatures. They can't be regenerated.
Arcanecycling

Arcane Bounce

Instant - Arcane
Withdraw target creature.
Arcanecycling

Arcane Enlightened

Sorcery - Arcane
Each player may search his or her library for an artifact or enchantment card with converted mana cost 3 or less and put it into play, then shuffle his or her library.
« Last Edit: May 25, 2010, 07:09:45 PM by Den »

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Psychic cards
« Reply #4 on: February 27, 2009, 08:46:37 AM »
All Psychic cards and ideas go into this post.

- Psychic - mental games, hand, taunt, madness, offensive displace

For Psychic, taunt is a keyword action similar to clash, except that we use cards in hand. Any player may discard to try to win the taunting contest. As such, it plays well with Madness. However, I'm leaning towards vandalism as the secondary mechanic, after taunt.

SAMPLE CARDS
Quote
Psychic Source
Essence Land - Psychic
: Add to your mana pool.
Psi 2

Psychic 2striker

Essence Creature - Psychic Berserker
Double strike, Vandalism 2
Psi 5
2/2

Psychic Assassin

Essence Creature - Psychic Assassin
Vandalism 2
When ~ enters the field, taunt target player. If you win, that player sacrifices two creatures.
Psi 5
2/2

Psychic Fire Drake

Essence Creature - Psychic Drake
Flying, Vandalism 2
 :mr : +1/+0 until end of turn. Play this ability no more than three times each turn.
Psi 5
2/3

Psychic Tim

Essence Creature - Psychic Wizard
Vandalism
,: ~ deals two damage to target creature or player.
Psi 4
2/1

Psychic Wall

Essence Creature - Psychic Wall
Defender, Flying
Whenever a source deals damage to ~, the source's controller displaces that many cards.
Psi 4
0/6

Psychic Warlord

Essence Creature - Psychic Soldier
Vandalism 3
Other creatures you control that have vandalism gain vandalism 1.
Psi 5
3/3

Psychic Looter

Essence Creature - Psychic Merfolk Rogue
Mindlink 1
When ~ enters the field, each player draws two cards.
When ~ leaves the field, each player discards two cards.
Psi 3
3/3

Psychic Illusion

Essence Creature - Psychic Illusion
Vandalism 2, Mindlink 2
Whenever ~ deals damage to a player, that player discards a card.
Psi 4
2/2

Psychic Giant

Essence Creature - Psychic Giant Warrior
Vandalism 2
When ~ enters the field, target opponent shuffles two cards in his or her hand into his or her library. Then, that player displaces 4 cards.
Psi 5
3/3

Psychic Weird

Essence Creature - Psychic Weird
Vandalism 2, Mindlink 2
Whenever ~ attacks, taunt the defending player. If you win, tap all creatures that player controls.
Psi 5
3/3

Psychic Purple Drake

Creature - Drake
Madness--, Discard a card
Flying
Psi 5
2/2

Worrier's Day

Essence Enchantment - Psychic
At the beginning of each player's upkeep, that player puts a -1/-1 counter on a creature he or she controls. If he or she doesn't, ~ deals 1 damage to him or her.
Psi 4

Psychic Tome

Essence Enchantment - Psychic
At end of turn, if an opponent displaced a card this turn, you may draw a card.
Psi 5

Psychic Humiliating Loss

Sorcery - Psychic
Target player displaces 6 cards. Taunt that player. If you win, ~ deals 6 damage to each creature that player controls.
Psi 6

Devastating Loss

Sorcery - Psychic
Each opponent sacrifices a land. Taunt each opponent. Each opponent who loses a taunt this way sacrifices one more land.
Psi 6

Psychic Mill

Sorcery - Psychic
Target player displaces 10 cards. Taunt that player. If you win, that player displaces 10 more cards.
Psi 7

Psychic Revival

Sorcery - Psychic
Put target creature card in any graveyard into play.
Psi 5

Psychic Delusion

Sorcery - Psychic
Each player's life total becomes the number of cards in his or her hand.
Psi 10
« Last Edit: October 02, 2010, 12:59:08 AM by Den »

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Entropy cards
« Reply #5 on: February 27, 2009, 09:04:21 AM »
All Entropy cards and ideas go into this post.

- Entropy - "Entropy increases as matter and energy in the universe degrade to an ultimate state of inert uniformity", graveyard,  <type> threshold?, trigger at upkeep if in grave, diffusion, displace

Major theme is interacting with the graveyard and the void (removed from the game zone). Use cards in graveyard as resource. Diffusion lets you play entropy cards from the graveyard. Displace will move cards from your library into your graveyard, while granting bonuses to your spells and permanents.

SAMPLE CARDS
Quote
Entropy Source
Essence Land - Entropy
: Add to your mana pool.
Diffusion 2 -

Entropy Bear

Essence Creature - Entropy Bear
When ~ enters the field, displace 2 cards. If any of the displaced cards is a Entropy or creature card, put a +1/+1 counter on ~.
Diffusion 2
2/2

Entropy Insect

Essence Creature - Entropy Insect
Trample
Diffusion 2 -
4/1

Entropy Lhurgoyf

Essence Creature - Entropy Lhurgoyf
~'s power and toughness is equal to the number of cards in all voids.
Diffusion 3 -
*/*

Entropy Demon

Essence Creature - Entropy Demon
Haste
When ~ enters the field, each player displaces 2 cards.
Diffusion 6 -
5/3

Entropy Warrior

Essence Creature - Entropy Ogre Warrior
Imprint - When ~ enters the field, displace 3 cards. You may exile an Entropy or creature card displaced this way.
~ gets +X/+X, where X is the imprinted card's converted mana cost.
Diffusion 2
1/1

Entropy Shaman

Essence Creature - Entropy Shaman
Whenever a player displaces a card, you gain that much life. (For example, if three cards are displaced at a time, you gain 3 life.)
Diffusion 2
2/2

Entropy Zombie

Essence Creature - Entropy Zombie
When ~ enters the field, you may choose a card in target player's graveyard. If you do, search that player's graveyard, hand, and library for all cards with that name and exile them, then that player shuffles his or her library.
Diffusion 3
4/3

Entropy Beast

Essence Creature - Entropy Beast
~ can't be countered.
Diffusion 2 -
2/2

Entropy Treefolk

Essence Creature - Entropy Treefolk
Diffusion 3
3/5

Deathseeking Roadie

Creature - Vampire Rogue
Deathtouch, deathtouch, provoke, provoke
Diffusion 4 -
2/1

Entropy Tutor

Sorcery - Entropy
Search your library for a card and put that card into your hand. Then shuffle your library.
Diffusion 3 -

Entropy Land Play

Sorcery - Entropy
Each player displaces 3 cards and puts into the field tapped all land cards displaced this way.
Diffusion 2

Entropy Burn

Instant - Entropy
Displace 3 cards. ~ deals damage to target creature or player equal to the highest converted mana cost among the displaced cards plus 1 damage for each Entropy card displaced this way.
Diffusion 2

Entropy Draw 7

Sorcery - Entropy
Each player draws seven cards, then discards seven cards.
Diffusion 7

Entropy Naturalize

Instant - Entropy
Destroy target artifact or enchantment.
Diffusion 2 -

Entropy Decimate

Sorcery - Entropy
Destroy target artifact, target creature, and target land.
Diffusion 3

« Last Edit: May 06, 2010, 05:02:10 PM by ADMIN »

Den

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Force cards
« Reply #6 on: February 27, 2009, 09:10:37 AM »
All Force cards and ideas go into this post.

- Force - mass, acceleration, temper, momentum, growth, impulse

The major theme is getting more than what you paid for and having an unstoppable army. Your permanents will grow over time, and momentum means unblocked creatures get bigger and bigger. Impulse means your spells and abilities get bigger or better if criteria are met.

SAMPLE CARDS
Quote
Force Berserker

Essence Creature - Force Goblin Soldier
Haste, Magnetism 2
1/1

Force Angel

Essence Creature - Force Angel Soldier
Flying, Magnetism 2
2/2

Force Trampler

Essence Creature - Force Elephant Soldier
Trample, Magnetism 3
2/2

Force Soldier

Essence Creature - Force Human Soldier
Vigilance, Magnetism 2
1/3

Force Cub (Grizzly Cub)

Essence Creature - Force Bear
Grows up to two +1/+1 counters.
0/1

Force Armorer (Dwarven Outfitter)

Essence Creature - Force Dwarf Armorer
Graft 1
Grows up to two +1/+1 counters.
1/1

Force Guardian

Essence Creature - Force Spirit
Impulse - ~ enters the field with 7 +1/+1 counters if you have 5 life or less.
Flying
3/3

Force Biskelion (Advanced Biskelion)

Essence Artifact Creature - Force Construct
Grows up to two +1/+1 counters.
, Remove a +1/+1 counter from ~: ~ deals 1 damage to target creature or player.
1/1

Force Dwarf (Angry Dwarf)

Essence Creature - Force Dwarf Soldier
Grows up to three +1/+1 counters.
Defenseless (This creature can't block.)
Impulse - ~ has double strike as long as there are 3 or more +1/+1 counters on it.
0/1

Force Werebear

Essence Creature - Force Human Bear Druid
Grows up to three +1/+1 counters.
:mt: Add :mg to your mana pool.
Impulse:mt: Add :mr or :mw to your mana pool. Use this ability only if there are 3 or more +1/+1 counter on ~.
1/1

Force Troll

Essence Creature - Force Troll Warrior
Magnetism 2
: Regenerate ~.
2/2

Force Deathtoucher

Essence Creature - Force Snake
Deathtouch
Attract Human creatures
2/2

Force Brightness

Essence Creature - Force Spirit
Repulse non-white creatures
Magnetism 2
2/2

Force Thallid

Essence Creature - Force Fungus
Grows spore counters
Remove three spore counters from ~: Put a 1/1 green Saproling creature token into play.
Sacrifice a Saproling: Saprolings you control have magnetism 2 until end of turn.
3/3

Force Colorchanger

Essence Creature - Force Human Wizard
Magnetism 3
1: Target permanent becomes the color or colors of your choice until end of turn.
1/1

Force Skyscraper

Essence Creature - Force Beast
Reach
Attract creatures with flying
8/10

Force Firefighter

Essence Creature - Force Merfolk Wizard
Attract red creatures
3/3

Force Waterfighter

Essence Creature - Force Dwarf Wizard
Attract blue creatures
3/3

Force Groundling

Essence Creature - Force Elemental
Magnetism 4
Repulse creatures with flying
3/4

Force Doublestriker

Essence Creature - Force Dwarf Berserker
Double strike, Magnetism 2
1/1

Force Landowner

Essence Creature - Force Human Advisor
Impulse - As long as you control the most or tied for the most lands among all players, spells and abilities you play cost less.
2/4

Force Bolt

Instant - Force
~ deals 3 damage to target creature.
Impulse - If you control 3 or more nonland permanents, ~ deals an additional 3 damage to that creature's controller.

Force Flicker

Instant - Force
Exile target creature and each other creature that shares a color or subtype with it. At end of turn, put the exiled cards into play under their owner's control.

Force Regrowth

Sorcery - Force
Return a card from your graveyard to your hand.
Impulse - If there are ten or more cards in your graveyard, return two cards from your graveyard to your hand instead.

Force Bounce

Sorcery - Force
Withdraw target creature and each other creature in play that shares a color or subtype with it.

Convert Mass

Sorcery
Gain life equal to target creature's mass.

Big Shake

Sorcery
Sacrifice a creature. ~ deals damage equal to half the creature's mass, rounded down, to target player and each creature he or she controls.

Evolve

Sorcery
Sacrifice a creature. Search your library for a creature card with the same mass and put it into your hand. Then shuffle your library.

Massive Ooze

Creature - Ooze
Grows half its mass in +1/+1 counters
2/2
« Last Edit: May 08, 2010, 11:41:28 PM by Den »

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Re: Essence - new card type
« Reply #7 on: June 11, 2009, 09:48:41 PM »
updated: new abilities and cards
inertia, magnetism, mindlink, manalink, scrylink, attract, repulse

magnetism goes into force, but should general 'radiance for color + tribal' go into fractal?

for instance is
"Withdraw target creature and each other creature in play that shares a color or subtype with it."
a Force spell, or Fractal?

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Force mechanics
« Reply #8 on: February 07, 2010, 12:13:23 PM »
new idea for Force:

Suppose we define a creature's mass as its total power and toughness, as in Wild Pair.

Green creatures usually have equally high P/T. White sometimes has more toughness and red has higher power for 1 toughness, but these come at cheaper cost. Compare this to Naya in Alara Block where they care about power and only when a creature's power is greater than 5. In other words, Naya cards favor offense but only after a threshold.

The deal with mass is it counts both values. Thus, effects can work for either defense or offense, but it works more efficiently if one is significantly higher than the other. For example, Ball Lightning gives a mass of 7 for measly 3 mana. Usually for 3 mana you get a Gray Ogre variant, i.e., 2/2 for total mass of 4. Furthermore, gold creatures, such as those in Alara Block, have higher than normal P/T values at the same cost. For example, Woolly Thoctar has ridiculous 9 mass for 3 mana. So you see, gold creatures especially from Naya already play well with mass.

Moreover, each +1/+1 counter increases a creature's mass by 2; conversely, a -1/-1 counter decreases its mass by 2. It can make for some swingy effects.

Sample cards:

Convert Mass

Sorcery
Gain life equal to target creature's mass.

Big Shake

Sorcery
Sacrifice a creature. ~ deals damage equal to half the creature's mass, rounded down, to target player and each creature he or she controls.

Evolve

Sorcery
Sacrifice a creature. Search your library for a creature card with the same mass, reveal it, and put it into your hand. Then shuffle your library.

Massive Ooze

Creature - Ooze
Grows half its mass in +1/+1 counters
2/2

(2/2, 3/3, 4/4, 6/6, 9/9, 13/13, 19/19, 28/28, and so on).
« Last Edit: May 09, 2010, 04:05:03 PM by Den »

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Fractal mechanics
« Reply #9 on: May 06, 2010, 12:39:23 PM »
New ideas for Fractal.

Fractal shall cover copying and splicing effects.

Fractazoa

Essence Creature - Fractal Jellyfish
~ enters the battlefield with a +1/+1 counter on it.
: Tap or untap target creature.
, , Remove a +1/+1 counter from ~: Put a copy of ~ onto the battlefield.
0/1

Deport

Instant - Fractal
Exile target non-Fractal, nonwhite permanent.
Splice onto Fractal and/or white--Exile a permanent you control

Fractal Clone

Essence Creature - Fractal Shapeshifter
You may have ~ enter the battlefield as a copy of any permanent on the battlefield.
0/0
« Last Edit: May 09, 2010, 03:04:17 AM by Den »

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Arcane Mechanics
« Reply #10 on: May 11, 2010, 08:08:10 PM »
Arcanecycling is probably too focused and strong, so most or all should be uncommon or rare. Arcane still wants common search, so basic landcyclers can be common.

e.g.
Arcane Echoes

Instant - Arcane
Exile all cards from target player's graveyard.
Basic landcycling

Arcane Warp

Instant - Arcane
All your opponents' creatures get -3/-0 until end of turn.
Basic landcycling

Arcane Gallantry

Essence Enchantment - Arcane Aura
Enchant creature
Enchanted creature gets +5/+5 and has lifelink.
Basic landcycling
« Last Edit: January 24, 2011, 03:04:46 PM by Den »

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Snow as Essence type
« Reply #11 on: July 25, 2010, 04:35:01 PM »
Could Snow be done as a spell type?

Snow-covered Island = Basic Essence Land - Snow Island
Frost Raptor = Essence Creature - Snow Bird

However, a problem with this is if the card type changes during the game--e.g. turning a creature into an artifact--it would lose its Snowness. This is a problem which I did not foresee with Essence in general.
« Last Edit: October 01, 2010, 11:57:00 PM by Den »

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Block and Set design
« Reply #12 on: October 02, 2010, 12:05:11 AM »
How to make a block behind the Essence idea?

A)
First set only has Essence cards from its main colors. e.g. Arcane cards will only be found in .
Second set starts to mix and corrupt the Essences, but only dabbling. e.g. Arcane cards will be found in and , but majority of Arcane cards are still .
Third set will see cards with more than one Essence types. e.g. a card that is both Arcane and Fractal.


B)
Watermarks for different Essence types.
« Last Edit: April 24, 2011, 01:37:31 AM by Den »

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Re: Fractal mechanics
« Reply #13 on: January 24, 2011, 03:23:48 PM »
Fractal shall cover copying and splicing effects.

How about an extension of Echo?

Fractal Echo Angel

Essence Creature - Fractal Angel
Echo
Flying
When ~'s echo cost is paid, put a token that's a copy of ~ onto the battlefield.
2/2

Fractal Echo Mongoose

Essence Creature - Fractal Mongoose
Echo
Shroud
When ~'s echo cost is paid, put a token that's a copy of ~ onto the battlefield.
2/1

Fractal Echo Jellyfish

Essence Creature - Fractal Jellyfish
Echo
Flying
When ~'s echo cost is paid, put a token that's a copy of ~ onto the battlefield and draw a card.
1/1
« Last Edit: January 24, 2011, 05:01:49 PM by Den »

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Re: Snow as Essence type
« Reply #14 on: March 02, 2011, 11:17:14 PM »
Could Snow be done as a spell type?

Snow-covered Island = Basic Essence Land - Snow Island
Frost Raptor = Essence Creature - Snow Bird

However, a problem with this is if the card type changes during the game--e.g. turning a creature into an artifact--it would lose its Snowness. This is a problem which I did not foresee with Essence in general.

Conversely, what if Essence types were done as supertypes like Snow? e.g. Fractal Creature, Psychic Sorcery, etc. Having similar properties and rules to Snow. i.e. Snow permanents produce mana that can pay for :ms . Likewise, mana by Fractal permanents can pay for Fractal costs. There can also be hybrid costs, e.g. { :ms:mw } can be paid by Snow mana or white mana.

Also, we want icons for these supertypes and put them in the corner of the card--like the tombstone from Odyssey block.

If they are used as supertypes, Snow could replace Arcane as the WUB faction.
« Last Edit: April 24, 2011, 01:45:20 AM by Den »

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Re: Essence - new card type
« Reply #15 on: March 15, 2011, 07:22:43 PM »
Dropping the idea of Essence as spell types.

Essence is a quality of a card, just like color. Think of them as orthogonal to colors. They are indicated on the type line as symbols before the supertypes.

Fractal
Creature - Human Warrior

Mystic
Instant

Psychic
Enchantment

Entropy
Legendary Creature - Dragon

Force
Land
« Last Edit: April 24, 2011, 01:46:02 AM by Den »

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Re: Essence - new card type
« Reply #16 on: April 29, 2015, 12:42:26 PM »
use card subtypes as components, like alchemy.

Ex.
Exile from your graveyard 2 Entropy cards.

Discard an Arcane card and a Fractal card.

As long as you control two or more Fractal permanents, ...
« Last Edit: April 29, 2015, 12:53:33 PM by Den »