Author Topic: Mechanics  (Read 15388 times)

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Mechanics
« on: October 04, 2010, 11:52:06 PM »
Collateral damage: damage dealt to an opponent is dealt to all opponents.
Humans can be gay.
Superman is superhuman.
Q.E.D. Superman can be supergay.

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Paralyze and Paralysis
« Reply #1 on: June 19, 2011, 12:30:13 AM »
Quote
701. Keyword Actions

701.PA. Paralyze

701.17a To "paralyze" a permanent means "Tap that permanent. It doesn't untap during its controller's next untap step."

Quote
702. Keyword Abilities

702.PA. Paralysis

702.PAa Paralysis is a triggered ability. "Paralysis" means "Whenever this creature attacks, you may paralyze target permanent."

cf Frost Titan, Sleep, Frost Breath, etc.
« Last Edit: June 19, 2011, 12:47:51 AM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Vehicles
« Reply #2 on: December 31, 2012, 10:22:37 PM »
Contrary to Auras and Equipments, reverse the direction of attachment, like so:

Quote
301.N. Some artifacts have the subtype "Vehicle". A vehicle can have creatures attached to it.

301.Na A creature attached to a Vehicle rides that Vehicle. The Vehicle carries creatures attached to it.

301.Nb A creature cannot ride more than one Vehicle. However, a Vehicle may carry more than one creature.

301.Nc A Vehicle has a maximum capacity value in the bottom left corner of the card. A Vehicle can carry no more than that many creatures. If an effect attempts to attach a creature to a Vehicle already at maximum capacity, the creature doesn't move.

301.Nd A Vehicle is cast and enters the battlefield just like any other artifact. A Vehicle doesn't enter the battlefield with any creatures attached. The carry keyword ability attaches a creature you control to the Vehicle. Control of the creature matters only when the carry ability is activated and when it resolves. Spells and other abilities may also attach a creature to a Vehicle. If an effect attempts to attach a creature to an object that it can't ride, the creature doesn't move.

301.Ne A Vehicle may also be a creature. A Vehicle cannot ride or carry itself. It may still carry other creatures, and it may ride on other Vehicles.

301.Nf A Vehicle's controller is separate from the riding creatures' controllers; the two need not be the same. Changing control of the creature doesn't change control of the Vehicle, and vice versa. Only the Vehicle's controller can activate its abilities. However, if the Vehicle grants an ability to the riding creature (with "gains" or "has"), the creature's controller is the only one who can activate that ability.

301.Ng During the declare attackers or blockers step, creatures riding a vehicle cannot be declared as attackers or blockers. Instead, a Vehicle may be declared as attacking or blocking. If a Vehicle is declared as attacking or blocking, all creatures riding the Vehicle also become attackers or blockers. A tapped Vehicle cannot be declared as an attacker. When declaring a Vehicle as an attacker, tap the Vehicle (unless it has vigilance), but not the creatures it carries. All creatures riding the same Vehicle attack the same player or planeswalker as the Vehicle they ride on.

301.Nh A creature may block a Vehicle, but not its riders. In this case, all creatures riding the Vehicle are considered blocked by the blocking creature. Normal combat damage rules apply, except damage cannot be assigned to a noncreature Vehicle.

301.Ni. If a non-Vehicle permanent has an ability that refers to the "riding creature," that phrase doesn't refer to any creature.
Quote
702.N. Carry
702.Na Carry is an activated ability of Vehicle cards. "Carry [cost]" means "[Cost]: Attach a creature you control to this permanent. Activate this ability only any time you could cast a sorcery."
702.Nb For more information about Vehicles, see rule 301, "Artifacts."
702.Nc If a permanent has multiple instances of carry, any of its carry abilities may be activated.
Quote
702.N. Disembark
702.Na Disembark is an activated ability of Vehicle cards. "Disembark [cost]" means "[Cost]: Unattach a creature you control that is attached to this permanent. Activate this ability only any time you could cast a sorcery."
702.Nb For more information about Vehicles, see rule 301, "Artifacts."
702.Nc If a permanent has multiple instances of disembark, any of its disembark abilities may be activated.

Spoked Buggy

Artifact - Vehicle
Riding creatures gain trample.
Carry (Attach a creature you control to this Vehicle. That creature rides this Vehicle.)

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Dampen
« Reply #3 on: January 03, 2013, 01:08:06 AM »
Dampen is a keyword ability on permanents.

Dampen means "When this permanent becomes tapped, you may exile the top card of target player's library."

To dampen a card is to exile a card as a result of this ability. If an effect says to dampen N cards, it means to exile the top N cards from than player's library. The dampen effect does not occur again if it's a replacement effect.

Ideas for triggers and other abilities off of dampen.

e.g.
When ~ exiles a card or permanent, if it's a land or land card, ~ gains +2/+2 (or +1/+1 counter or other abilities) until end of turn.

You may play cards exiled with ~. (Nightveil Specter is the same idea.)

When ~ exiles a card or permanent, you may scry X, where X is the card or permanent's converted mana cost.

When ~ exiles a card or permanent, if it's a creature card, you may cast it without paying its mana cost. (Probably on a rare and/or high CMC dampener.)

If a Merfolk you control would dampen a card, it dampens two cards instead. (Steamflogger Boss...)

White supports with enchantments that grant exiling abilities.

e.g.
Enchanted creature gains ", : Exile target creature with power 5 or greater."

Enchanted creature gains ", : Exile target card in a graveyard."

Whenever a creature you control exiles a card or permanent, you may gain 1 life.
« Last Edit: March 08, 2013, 04:53:34 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Development
« Reply #4 on: March 08, 2013, 04:53:04 PM »
Development (As you draw a card, you may reveal it. When you draw a creature card, if it was revealed, you may put a +1/+1 counter on this and it gains all creature types of the revealed card.)

Example
Hooz Ooze

Creature - Ooze Mutant
Hexproof
Development
1/1

Blue's Clues

Creature - Merfolk Rogue
Development
Whenever ~ deals combat damage to a player, you may draw a card.
1/1

Elf Seer

Creature - Elf Shaman
Development
When enters the battlefield, draw a card.
1/1
« Last Edit: March 11, 2013, 02:03:52 AM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Ethereal
« Reply #5 on: March 20, 2013, 11:31:42 AM »
Keyword: Ethereal
When this permanent dies, if it had no ethereal counters on it, return it to the battlefield under its owner's control with an ethereal counter on it.

Twist on persist and undying, but meant for enchantments (read: Auras) and maybe artifacts and lands.

Ethereal Skin

Enchantment - Aura
Enchant creature
Enchanted creature has Absorb 1.
Sacrifice ~: Regenerate enchanted creature.
Ethereal

Ethereal Castle

Enchantment
Creatures you control get +0/+2.
Sacrifice ~: Creature you control get +2/+0 until end of turn.
Ethereal

Ethereal Terramorpher
Land
~ enters the battlefield tapped.
, , Sacrifice ~: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Ethereal

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Living Aura
« Reply #6 on: March 26, 2013, 12:39:00 PM »
Living Aura (You may play this spell without choosing a target. As this Aura enters the battlefield, if it is unattached to a creature, you may put a 0/0 white Essence creature token onto the battlefield. If you do, attach this to it.)

Aura spells with Living Aura do not have to target. If you choose a target, it resolves like any other Aura, that is, it enters the battlefield attached to the target. If you don't choose a target, in that case, as it resolves, you may put a 0/0 token and attach the Aura to the token, but not another creature.

If the Living Aura enters play not as spell, then there are two cases. 1), it enters play attached to another creature or permanent (e.g. Sovereigns of Lost Alara ). In that case, you don't get a 0/0 token and don't get to attach it to the token. 2), it enters play unattached (e.g. Hypergenesis). In that case, you may choose to either A) put a 0/0 token and attach this Aura to it; or B) you may attach the Aura to another creature (the token is never created).

Obviously, Living Auras all should have Enchant creature and not other permanent types.

ex.
Living Brilliant Orb
Enchantment - Aura
Living Aura (You may play this spell without choosing a target. As this Aura enters the battlefield, if it is unattached to a creature, you may put a 0/0 white Essence creature token onto the battlefield. If you do, attach this to it.)
Enchant creature
Enchanted creature gets +2/+2 and protection from black.

Living Vigilance
Enchantment - Aura
Living Aura (You may play this spell without choosing a target. As this Aura enters the battlefield, if it is unattached to a creature, you may put a 0/0 white Essence creature token onto the battlefield. If you do, attach this to it.)
Enchant creature
Enchanted creature gets +2/+2 and vigilance.

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Semper Phi
« Reply #7 on: April 06, 2013, 01:02:25 AM »
:P = Pay or 2 life

Counter that Spell
:P
Instant
Counter target spell.

Sign that Blood
:P
Sorcery
Draw two cards.

Wrath that God
:P
Sorcery
Destroy all creatures.

Lightning that Bolt
:P
Instant
~ deals 4 damage to target creature or player.

Creep that Mold
:P
Sorcery
Destroy target noncreature permanent.
« Last Edit: April 06, 2013, 01:22:24 AM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #8 on: April 14, 2013, 11:13:25 PM »
Kicker that checks a condition only when cast, not when resolved. Remember, autokicker is optional even if you meet the conditions.

ex.

Autogrowth
Instant
Autokicker - You control three tapped Forests
Target creature gets +2/+2 until end of turn. If ~ was kicked, that creature gets +4/+4 until end of turn instead.

Autopath
Instant
Autokicker - You have 5 or less life
Exile target creature. If ~ was kicked, exile another target creature.

Autocounter
Instant
Autokicker - You drew a card this turn
Counter target spell. If ~ was kicked, draw a card.

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Snowy mechanics
« Reply #9 on: April 25, 2013, 08:37:54 PM »
Ice counters on players

Quote
new game rules for the Untap step

502.2a. Before the active player untaps any permanents, if that player has one or more ice counters, that player chooses X tapped permanents he or she controls, where X is the number of ice counters that player has. Those permanents don't untap during this untap step.

502.2b. After the active player has untapped all permanents that he or she could, that player loses an ice counter.

Which goes with Freezetouch

Quote
Freezetouch (Whenever this creature deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. Whenever this creature deals damage to a player, that player gains an ice counter. Players with ice counters don't untap that many tapped permanents during the untap step. At the end of the untap step, that player loses an ice counter.)

Quote from: gumOnShoe;10114270
That's some seriously nasty stuff LOA, but it definitely shows that there's potential.

Another rendition that doesn't use counters in existence:

Frostbite (Whenever this creature deals damage, put a frost counter on each damaged player or creature. If a permanent with a frost counter on it would untap, remove a frost counter instead. If a player with a frost counter would untap a permanent, remove a frost counter instead.)

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
RU Tease
« Reply #10 on: April 27, 2013, 09:25:41 PM »
Tease (At the beginning of each opponent's combat, target creature that player controls attacks if able.)

Tease is mostly blue and red ability. cf. Courtly Provocateur, Incite, Chemister's Trick

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Sephirot Mechanics
« Reply #11 on: May 30, 2013, 08:50:10 PM »
Chokhmah - Wisdom -- [effect] for each card in your hand.

Binah - Understanding (Whenever an opponent draws a card, you may put a +1/+1 counter on this.)

Daat - Hidden Truth N (Reveal the top N cards of your library. You may put a card with Hidden Truth in your hand and the rest on the bottom of your library.)

Chesed - Kindness N (If a player gained life this turn, this creature enters the battlefield with N +1/+1 counters on it.)

Gevurah - Severity -- Whenever an opponent or a permanent controlled by an opponent becomes a target of a spell or ability you control, [effect].

Tiferet - Symmetry (You may have an opponent copy this spell. You may choose new targets for the copy.)

Netzach - Endurance N - [cost] (You may play this card from your graveyard by paying [cost] and putting cards in your graveyards with converted mana cost totaling N or more onto the bottom of your library rather than paying its mana cost.)

Hod - Imprison - Exile something with N time counters on it. If it doesn't have imprison, it gains imprison. (Imprison means "At the beginning of your upkeep, if this card is in exile, remove a time counter from this card. If you can't, return this card to its owner's hand.")

Yesod - Soulforge (When this permanent enters the battlefield, you may copy target enchantment. If it's an Aura that can enchant this permanent, attach it to this permanent.)

Malkuth - Planestorm (When you cast this spell, copy this spell for each permanent that entered the battlefield this turn. You may choose new targets for the copies.)
« Last Edit: June 05, 2013, 07:15:09 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Vanguard
« Reply #12 on: June 01, 2013, 07:45:39 PM »
Vanguard
1. Attacking creatures with Vanguard must be blocked before attacking creatures without Vanguard if able.
2. Creatures with Vanguard must be assigned combat damage before creatures without Vanguard.

it can go in any color: white martyrs, blue walls, black masochists, red berserkers, artifact juggernauts
« Last Edit: June 08, 2015, 06:25:25 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Tidal
« Reply #13 on: July 23, 2013, 10:33:31 PM »
i think tides should stay longer than just a turn.

and possibly involve other players (caveat prophecy syndrome)

Tidal (At the beginning of each player's upkeep, that player may put a tide counter on ~. At the end of your turn, if ~ has 4 or more tide counters on it, remove all of them.)

OR

Tidal (: Put a tide counter on ~. Any player may activate this ability as a sorcery. At the end of your turn, if ~ has 4 or more tide counters on it, remove all of them.)

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Tribal Mechanics
« Reply #14 on: August 03, 2013, 12:00:56 AM »
Pyrrhic Berserker

Creature - Orc Berserker
Berserk (~ must attack if possible and can't be put into the graveyard during combat.)
5/3

Berserk keyword for Berserkers. They will take all the beatings and won't fall until the fight is over.


Shipworm

Creature - Worm
Islandwalk
Bore (When ~ deals combat damage to a player, that player puts that many cards from the top of his or her library into his or her graveyard. You may put a card in your graveyard third from the top of your library.)
2/1

'Bore' has many definitions, and this ability fits several of them. Also compare other digger and excavator cards.

Worms seem to fit best in black, green, and sometimes blue. Coincidentally, bore matches those colors quite well.

Scaldmage Revisionist

Creature - Merfolk Rogue
Trespass (~ can't be blocked unless defending player discards a card for each creature blocking it.)
Whenever ~ deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
2/2

Trespass for Rogues. A variation of unblockability shared by red, blue, and black (rogues). More interactive than straight unblockability.
« Last Edit: August 07, 2013, 11:31:26 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Dimir keywords: Emasculate & Rumor mill
« Reply #15 on: August 14, 2013, 11:17:43 PM »
Dimir keywords

how about combine extract and grind

Emasculate (When this creature deals damage to a player, you may search his or her library for a card and exile it. Then shuffle that library. Then that player reveals cards from the top of that library until he or she reveals a land card, then puts those cards into his or her graveyard.)

Can exile anti-mill tech and other dangerous stuff, while also grinding. Grinding makes it so that deck size nor creature power are factors. Even a 1/1 can be quite dangerous if not dealt with.

Alternate wording:
When ~ deals combat damage to a player, emasculate that player.

Daaifok Eunuch

Creature - Eunuch
When ~ deals combat damage to a player, emasculate that player, then draw a card.
2/2

rider on what black and blue specialize in, namely discard, countering spells, and milling.

Rumor mill (Whenever an opponent discards one or more cards, one or more of his or her spells are countered, or he mills one or more cards, put a +1/+1 counter on this creature.)

Rumoire Specter

Creature - Specter
Flying
Whenever ~ deals combat damage to a player, that player discards a card.
Rumor mill
2/2
« Last Edit: August 15, 2013, 07:55:50 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Bet on a duel
« Reply #16 on: August 20, 2013, 06:38:50 PM »
Bet on a duel

To bet on a duel, choose a first and second creature on the battlefield. There must be two different creatures chosen. If there are less than two creatures on the battlefield, then you can't bet. This doesn't target the creatures.

Then roll a six-sided die. Then compare the creatures' powers and/or toughnesses based on the die roll. You win the bet if:
On a 1, if the first creature has lesser power than the second.
On a 2, if the first creature has greater power than the second.
On a 3, if the first creature has lesser toughness than the second.
On a 4, if the first creature has greater toughness than the second.
On a 5, if the first creature has lesser total power and toughness than the second.
On a 6, if the first creature has greater total power and toughness than the second.

If none of the above are true, you lose the bet. Effects may happen based on whether you win or lose the bet. If either creature leaves the battlefield before the duel, then the bet is off and doesn't happen. In that case, you neither win nor lose the bet.

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Gold Cycle
« Reply #17 on: August 29, 2013, 09:03:28 PM »
: Furtiveness COST (You may cast this spell during your declare blockers step for its furtiveness cost. If you do, it enters the battlefield tapped and attacking.)

: Fanaticism (When ~ enters the battlefield, you may discard any number of cards. If you do, put that many +1/+1 counters on it and it gains haste until end of turn.)

: Beastmode COST (You may cast ~ during your upkeep by paying its beastmode cost. If you do, it gains haste and hexproof until end of turn.)

: Familia — When ~ enters the battlefield, do something with X, where X is the number of creatures you control more than target opponent.

: Aethersiege COST (You may cast ~ during an opponent's end step by paying its aethersiege cost.)
« Last Edit: December 03, 2013, 10:47:55 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #18 on: November 24, 2013, 10:57:16 PM »
Develop -- keyword action like scry

Variant 1

Develop N = Choose a card type. Look at the top N cards of your library. Choose any cards among them with the chosen card type, reveal them, and put them on top of your library, and put the rest on the bottom of your library.

Variant 2

Develop a <card type> = Look at the top three cards of your library. Choose any cards among them with that card type, reveal them, and put them on top of your library, and put the rest on the bottom of your library.

Variant 3

Develop N for a <characteristic of card> = Look at the top N cards of your library. You may reveal a <characteristic of card> from among them, put it into the hand and the rest onto the bottom of your library.


Censor -- keyword like overload

Censor "<word or phrase>" - <cost> (You may cast this spell for its censor cost. If you do, change its text by removing all instances of <word or phrase>.)
« Last Edit: November 25, 2013, 11:08:53 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #19 on: December 03, 2013, 10:01:20 PM »
On the heels of my previous Overload variant, Censor, comes another plausible Overload variant, called Substitute.

Substitute <cost> (You may cast this spell for its substitute cost. If you do, change its text by replacing the first instance of "you" with "target player" and other instances of "you" with "that player".)

Jackal Zombie
Creature - Zombie Hound
Substitute
When ~ enters the battlefield, you lose 2 life.
2/2

Dead Hand
Sorcery
Substitute
Draw two cards. You lose 2 life.

Free-range Chicken
Creature - Bird
Substitute
Flying
When ~ enters the battlefield, you gain 3 life.
3/3

You get the idea.
« Last Edit: December 03, 2013, 10:05:46 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #20 on: December 14, 2013, 12:37:25 AM »
Edge--when CARDNAME is countered or put into the graveyard from the battlefield, do SOMETHING.

Mainly used on Aura.


Serrated Edge
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has first strike.
Edge--when CARDNAME is countered or is put into the graveyard from the battlefield, you may put a +1/+1 counter on target creature.

Keen Edge
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and can attack as though it were untapped.
Edge--when CARDNAME is countered or is put into the graveyard from the battlefield, you may tap all creatures target player controls.

Balanced Edge
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3 and has lifelink.
Edge--when CARDNAME is countered or is put into the graveyard from the battlefield, you may gain 5 life.


RWU seems the most tempo oriented colors. so a mechanic to let you play their spells at instant speed.

Devise (  : Reveal this card from your hand. Until end of turn it gains flash.)

Delayed Bolt
Sorcery
Devise
CARDNAME deals 3 damage to target creature or player.

Sawed off shotgun
Artifact - Equipment
Devise
When CARDNAME enters the battlefield, if it was devised, you may attach it to a creature you control.
Equipped creature gets +2/+0 and has first strike.
Equip
« Last Edit: December 14, 2013, 04:05:49 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #21 on: December 26, 2013, 09:32:25 PM »
Just thought of a Simic mechanic, actually an ability word to interact with the moving of counters. There are already enough mechanics that put +1/+1 counters on creatures (graft, bloodthirst, evolve, scavenge, unleash). How about one that triggers when such a counter is added or removed. Thus

Symbiotic--Whenever one or more +1/+1 counters are put on or removed from a creature you control, do such and such for each counter put on or removed this way.

Symbiotic Tapper
Creature - Merfolk Wizard
Symbiotic--Whenever one or more +1/+1 counters are put on or removed from a creature you control, tap up to that many creatures.

Symbiotic Librarian
Creature - Snake Wizard
Symbiotic--Whenever one or more +1/+1 counters are put on or removed from a creature you control, you draw a card.

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #22 on: February 16, 2014, 03:19:46 PM »
Sticking around just one more turn:
Linger (When this dies, if it had no death counters on it, return it to the battlefield under its owner's control with a death counter on it. At the beginning of each upkeep, if this has a death counter on it, sacrifice it at the beginning of the next end step.)

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #23 on: August 11, 2014, 03:02:29 PM »
Transparent (You may spend mana as though it were mana of any color to cast this spell.)

- doesnt change the spell's color or mana cost.
- rest of set may have themes like "mana cost matters", multicolor, color matters
- not as dangerous as phyrexian mana, tempo-wise

Ex.
Spare Tap
Instant
Transparent
Tap target permanent.

Spare Fire
Instant
Transparent
~ deals 2 damage to target creature or player. That damage can't be prevented.

Spare Glimpse
Sorcery
Transparent
Target player mills 4.

Spare Life
Instant
Transparent
Target player gains 4 life.

Spare Growth
Instant
Transparent
Target creature gets +1/+1 until end of turn. If was spent to cast ~, that creature gets +3/+3 until end of turn instead.

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Green's Evolution
« Reply #24 on: January 18, 2015, 01:48:44 AM »
i think green is the most boring color. So I want to come up with a green mechanic that aligns with evolution. Actually slivers are pinnacle of evolution, however we cant steal their mechanic.

So i thought of using library as a gene pool. Mill some creature cards, gain abilities based on what cards were milled or in your graveyard. Too similar to blue shapeshifters and black's cairn wanderer. Although it could still work for green, since thats only a few specific cards, not a trend.

Ex.
Mutant #1
Creature - Beast
Mutate 1 - (: mill yourself 3. ~ gets +1/+1 until end of turn.)
~ has trample as long as there is a creature card with trample in your graveyard.
2/2

And so on for other keywords and abilities.

On further exploration, i want a way to signify that the creature has evolved after some event. Maybe exiled cards, like imprint. Or counters or new terminology, like monstrosity that tells you explicitly that the creatures turned monstrous. For our purpose we can say the creature has mutated.

Mutant #2
Creature - Beast
: Mutation 1. (If this creature isn't mutated, put a +1/+1 counter on it and it becomes mutated.)
As long as ~ is mutated, it has trample.
2/2

And then there's Natural Order / birthing pod. Sacrifice the creature and search for something better. You can chain into other mutations.

Mutant #3
Creature - Beast
Mutate (, sacrifice ~: Search your library for a green creature with cmc +1 or less. Activate only as sorcery.)
2/2

Say not just Mutants, but people can turn into other types. like Hero or Villain, etc. Something like this:

 General template:
 <COST>: <CREATURE TYPE> mutate 1. (If this creature isn't a <CREATURE TYPE>, put a +1/+1 counter on it and it becomes a <CREATURE TYPE> in addition to its other types.)

 ex.
 <cost>: Mutant mutate 1. (If this creature isn't a Mutant, put a +1/+1 counter on it and it becomes a Mutant in addition to its other types.)
 <cost>: Hero mutate 2. (If this creature isn't a Hero, put a +2/+2 counter on it and it becomes a Hero in addition to its other types.)
 <cost>: Villain mutate 3. (If this creature isn't a Villain, put a +3/+3 counter on it and it becomes a Villain in addition to its other types.)

 Play around with wording.
 "Mutate 1 into Mutant."

besides creature types, you can mutate into other colors and even card types.

 ex.
 Mutate N into black. (It's black in addition to other colors.)
 Mutate N into artifact. (It's artifact in addition to other types.)

 Mutate N into black artifact Mutant.

 etc.
« Last Edit: April 23, 2015, 03:51:37 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Suit cards
« Reply #25 on: January 30, 2015, 11:04:26 PM »
From MTG Salvation's Collaborative Create-A-Booster!

Iacta is a realm of gamblers, games and wild bets. The richest beings of a hundred planes are invited by the demon-dons to gamble their life's earnings, and even their lives, on games of chance and arena brawls between armies and titanic beings.

Spoiler  "Iacta mechanics":
Parley — Each player reveals the top card of his or her library. For each nonland card revealed this way, [DO X]. Then each player draws a card.

Bet (To bet, exile the top three cards of your library and name a card type, then choose a card exiled this way at random. You win the bet if the chosen card is of the named type. Then return the exiled cards to the bottom of your library in a random order.)

Creature roulette (When this spell is cast but before it is revealed, target opponent chooses a target creature.)

Scry X (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Spoiler  "Iacta":
Actuarial Homunculus
Creature - Homunculus (C)
: Look at top card of your library. You may exile that card.
"Investment trial false 60 percent positive... Ukor imports probability reduction factor four... stocks rising 14 percent... Crucius steeplechase profit immediate..."
1/2

Feral Influence
Instant (C)
Target creature gains trample until end of turn.
Parley — Each player reveals the top card of his or her library. For each nonland card revealed this way, that creature gets +2/+2 until end of turn. Then each player draws a card.
"You are indeed at an advantage, Lord Vrixmal. But have you considered how your favored ones will manage without the gift of rational thought?" —Hezra, Bagnium madam

Thopter Sentry
Artifact Creature - Construct (C)
Flying
Dealers use them to prevent cheating. Collectors use them to find debtors.
1/2

Blood Downs Stakesman
Creature - Human Warrior (C)
When Blood Downs Stakesman enters the battlefield, bet. If you win the bet, Blood Downs Stakesman gains haste until end of turn. (To bet, exile the top three cards of your library and name a card type, then choose a card exiled this way at random. You win the bet if the chosen card is of the named type. Then return the exiled cards to the bottom of your library in a random order.)
3/1

One-Armed Bandit
Creature - Goblin Rogue (C)
Haste
At the beginning of the end step, sacrifice One-Armed Bandit and draw a card.
2/1

Divert Attention
Instant (C)
Untap target attacking or blocking creature and remove it from combat.
Draw a card.
"All you need to stop that mob outside your gates is a single bag of gold sovereigns." —Mercer

Underdog's Glory
Instant (C)
Creature roulette (When this spell is cast but before it is revealed, target opponent chooses a target creature.)
Target creature gets +4/+8 until end of turn.
"A popular victor is good. A popular and hopelessly outmatched victor is truly great." - Gen-tairei, Lord of the Hedged Wagermark
Common 8 of 8: (There are two foil cards in this pack - one common, and one of random rarity.)

Ace of Teardrop
Suit Instant (C)
Scry X, where X is 1 plus the number of cards named Ace of Teardrop in each graveyard.

Ace of Skull
Suit Instant (C)
Target creature gets -X/-X until end of turn, where X is 1 plus the number of cards named Ace of Skull in each graveyard.

Ace of Fire
Suit Instant (C)
Target creature gets +X/+0 until end of turn, where X is 2 plus the number of cards named Ace of Fire in each graveyard.

Ace of Tree
Suit Instant (C)
Put X 1/1 green Snake tokens onto the battlefield, where X is 1 plus the number of cards named Ace of Tree in each graveyard plus 1.

Ace of Sun
Suit Instant (C)
Gain 3 life, then gain 3 life for each card named Ace of Sun in each graveyard.


Notes:

Suit is a new supertype. There may be rules and cards referring to suit cards. They may affect deckbuilding rules, or even inspire a new format.
« Last Edit: January 30, 2015, 11:06:16 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Advanced Mana Symbols
« Reply #26 on: February 05, 2015, 12:27:12 AM »
T/2 = half-tap

  • An untapped permanent may be half-tapped to activate its ability. It becomes half-tapped.
  • A half-tapped permanent may be half-tapped to activate its ability. It becomes tapped.
  • A half-tapped creature can't attack or block, or use a :mt or :mq ability.


Tribrid Life Mana = 3-way Phyrexian mana
  • = 2/w/b = Pay :mw or :mb or 2 life
  • Use Taai Gik circle, each side has a color divided by 'S'
  • Cf.

« Last Edit: February 05, 2015, 01:20:28 AM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #27 on: February 07, 2015, 12:50:02 PM »
Azorius Mechanic based on Propaganda:

Bureaucracy (When this creatures blocks another creature, that creature doesn't deal combat damage this turn unless its controller pays :m1.)

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Overflow damage
« Reply #28 on: February 11, 2015, 10:44:58 PM »
(Damage from spells that "trample" over to the creature's controller.)

Might be easier to introduce a new simple term to make it future proof. say "overflow" damage.

~ deals 3 overflow damage to target creature. (Any excess damage beyond lethal damage to the creature is dealt to its controller.)

Red spells deal overflow damage.

Quote
Lethal damage is the amount of damage it would take to destroy the creature. Usually, this just means looking at the creature’s toughness, but you also take damage that’s already been dealt and currently marked on the creature into account. For instance, if you Shock a 4/4, then it’s a 4/4 with two damage marked on it, so two more damage would be lethal for it.

And that’s it. You don’t take anything else into account. Things like protection, indestructibility, and damage prevention effects don’t matter when it comes to assigning lethal damage, you just look at the creature’s current toughness and damage that’s currently marked on the creature.--Magic Judge Rules Blog
« Last Edit: February 11, 2015, 10:51:09 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Common Legends
« Reply #29 on: February 13, 2015, 12:20:52 AM »
Grandeur is not that special under the current legendary rules. It's almost like an ETB effect or morbid, and I'd rather my creatures have those than grandeur.

If multiple copies are the issue, then maybe replace them, ala Cycling or Transmute.

Substitute <cost> (<cost>, Discard this card: Search your library for a nonlegendary creature card with converted mana cost equal or less than this card, reveal it, and put it into your hand. Then shuffle your library. Substitute only as a sorcery.)

or

Substitute <cost> (<cost>, Discard this card: Search your library for a legendary creature card with converted mana cost equal or less than this card, reveal it, and put it into your hand. Then shuffle your library. Substitute only as a sorcery.)

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #30 on: February 21, 2015, 12:06:32 AM »
Possess sounds like it should modify the other creature. which leads me to make an Aura version of this (kind of reverse bestow)

Beneficent Soul
Creature - Spirit
Flying
Possess (You may cast this as an Aura enchantment spell with enchant creature from your graveyard for its possess cost. If this would leave the battlefield, exile it instead.)
Enchanted creature gets +2/+2 and has flying.
2/2

it could also be called Embody

Reform N (When this dies, manfest the top N cards of your library).
« Last Edit: August 10, 2015, 10:11:43 PM by ADMIN »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #31 on: February 23, 2015, 06:08:59 PM »
guild

Decompose N (When this dies, summon N 1/1 green Saproling creature tokens.)

Rotting Flesh
Creature -- Beast
Decompose 3
4/4

Respawn (When this dies, manifest the top card of your library).

Sultai Fungus
Creature -- Fungus
Respawn
1/1
« Last Edit: February 24, 2015, 10:44:36 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #32 on: March 04, 2015, 02:33:34 PM »
Social Justice Warrior
Creature - Human Warrior
Insanity (When this creature enters the battlefield, you may discard a card.)
When Social Justice Warrior goes insane, exile target permanent.
2/1

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #33 on: March 06, 2015, 03:05:02 PM »
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

(Lore can go on any card type.)


Izzet Mechanic (goes on instants and sorceries):

Spellbond (When this card is put into the graveyard, you may exile it and another instant or sorcery card in your graveyard. When you cast a spell with the same name as either card, copy the other and cast it free.)


Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #34 on: March 24, 2015, 01:03:30 PM »
-touch mechanics

Icetouch (When this deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)

Paintouch (This deal 1 more damage to creatures.)

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Healtouch (Damage this deals to another creature prevents that much damage to this.)

Rider keyword action: touch
When this creature touches another creature, EFFECT.
« Last Edit: March 24, 2015, 01:38:52 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #35 on: March 24, 2015, 01:41:55 PM »
Assist <cost> (<cost>: During declare blockers step, put this card onto the battlefield from your hand tapped and attacking blocked by a blocking creature.)

--for Chaos Boros
« Last Edit: August 11, 2015, 10:53:06 AM by ADMIN »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #36 on: April 01, 2015, 11:10:09 AM »
Gestation <cost> (<cost>,  :mt : Put a +1/+1 counter on ~. You may remove all +1/+1 counters from it. If you do, put a creature card with converted mana cost less than or equal to the counters removed this way from your hand onto the battlefield tapped.)

Gestation <cost> (At the beginning of your upkeep, put a birth counter on this. <cost>, , Remove all birth counters from this: Put a creature card with converted mana cost less than or equal to the counters removed this way from your hand onto the battlefield tapped.)

Alternatively, instead of putting card from hand, you can say "look at top X cards of your library and put a creature card from among them onto the battlefield tapped."

Fits Simic best. It'll be funny to have an Elf give birth to a Dragon. Other wordings can put any number of creature cards with total CMC less than / equal to counters.

Develop <cost> (As you cast an instant or sorcery spell, you may discard this card from your hand and pay its develop cost. If you do, add this card's effects to that spell and draw a card.)

Fits Izzet best. Too much like lesser cantrip.

Symbiosis (When this or another creature enters the battlefield, if this doesn't have a +1/+1 counter on it, you may put a +1/+1 counter on both creatures and pair them. They remain paired for as long as you control both of them.)

Simic's mega-soulbond. Symbiosis can only pair once to prevent repetitive soulbond shenanigans. Instead rewards the creatures with +1/+1 counters upon pairing. Of course, you may append other benefits for being paired ala soulbond.
« Last Edit: September 13, 2015, 01:29:35 AM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Blaspheme
« Reply #37 on: April 21, 2015, 05:29:47 PM »

Rakdos mechanic:

graveyard kicker:

Blaspheme N (When ~ enters the battlefield, you may exile N cards from any graveyard.)
When ~ blasphemes, yadda yadda yadda.




Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #38 on: April 26, 2015, 11:34:08 PM »
Evergreen mechanic:

Counterattack (When this is dealt damage by a creature, this deals its power damage to that creature. When this is dealt damage by a noncreature source, this deals its power damage to that source's controller.)

Mainly red, white, sometimes black or green.

« Last Edit: April 26, 2015, 11:43:14 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #39 on: April 28, 2015, 05:17:37 PM »
Unique - <ability> (Only one unique ability from the same name applies at any one time.)

Inspired thread

Peace
Creature - Incarnation
Other creatures you control get +2/+2.
Unique - As long as Peace is in your graveyard and you control a plains, creatures you control get +1/+1. (Only one unique ability from the same name applies at any one time.)
6/6

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #40 on: April 29, 2015, 11:44:39 AM »
Action keyword

Augur N (Look at the top N cards of your library. You may pay or 2 life to put one of them into your hand. Put the rest on the bottom of your library.)

Between scry and cantrip. mainly black, blue, Dimir, sometimes other colors. In So Ling only white & black. Dimir and Esper.

ex.
Destroy target creature. Then augur 1.

Counter target spell. Then augur 1.

If you would augur, augur that many plus one instead.


Engage target player. If your engaged card's cmc is higer/lower, effect. (Both players draws a card. Then they discard a card simultaneously.)

Izzet action keyword. Looting minigame. usually red wants lower cmc, blue higher. not as random as clash. Izzet and Grixis. (cf. Taunt)
« Last Edit: May 02, 2015, 12:31:29 AM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #41 on: May 02, 2015, 12:31:00 AM »
An issue with enchantment, specifically auras, is card disadvantage. which is very not which likes card advantage. to fix that, you need to make auras harder to get rid of. i'm thinking something like hexproof taxing:

On instants and sorceries:
Red tape (As long as this spell is on the stack, spells your opponents cast that targets the target of this spell cost more to cast.)

On Auras:
Red tape (As long as this spell is on the stack or on the battlefield, spells your opponents cast that targets the target of this spell, permanent, or enchanted permanent cost more to cast.)

Azorious or Bant. goes great with Heroic decks.

Disappointed with Cipher and Encode. Doesn't match what those words mean. A more appropriate ability is to change the text on a card. So introducing Cryptic.

UB Dimir - Cryptic = change text on a card

Cryptic is an ability word so it can go on different types of cards. On permanents, they're activated or triggered abilities. On instant and sorcery spells, they're additional costs.

Fishy Tourist Guide
Creature - Merfolk Rogue
Islandwalk
Cryptic--: Change the text of this card by replacing all instances of one basic land type with another. (This effect lasts indefinitely.)
2/2

Phototropic Vampire
Creature - Vampire
~ can't be blocked by black creatures.
Cryptic--: Change the text of this card by replacing all instances of one color word with another. (This effect lasts indefinitely.)
4/4

Profiling
Instant
Destroy target black creature.
Cryptic--As you cast this spell, you may change the text of this card by replacing all instances of one color word with another. If you do, pay an additional .

More examples in spoiler.
Spoiler:

Enchantment - Aura
Enchant land
Enchanted land is an Island.
Cryptic--: Change the text of this card by replacing all instances of one basic land type with another. (This effect lasts indefinitely.)


Sorcery
Destroy target plains.
Cryptic--As you cast this spell, you may change the text of this card by replacing all instances of one color word with another. If you do, pay an additional .


Sorcery
All green creatures get -3/-3 until end of turn.
Cryptic--As you cast this spell, you may change the text of this card by replacing all instances of one color word with another. If you do, pay an additional .


Instant
Counter target red spell.
Cryptic--, replace color


Instant
Put target green creature on top of its owner's library.
Cryptic--, replace color

Creature
Cryptic--At the beginning of combat, you may pay . If you do, change the text of this card by replacing all instances of one color word with another. (This effect lasts indefinitely.)
When this deals combat damage to a player, that player reveals er hand. Choose a red card from among them. That player discards it.


Instant
Exile target white permanent until end of turn.
Cryptic--, replace color

Decode
Instant
Search your library for an instant card, reveal it, and put it into your hand. then shuffle your library.
Cryptic--, replace card type

Decrypt
Sorcery
Return target creature card from your graveyard to your hand.
Cryptic--, replace card type


Sorcery
Black creatures you control can't be blocked until end of turn.
Cryptic--, replace color


Instant
Blue creatures you control gain deathtouch until end of turn.
Cryptic--, replace color


Dimir, Azorius, and Esper
« Last Edit: August 11, 2015, 10:56:12 AM by ADMIN »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #42 on: May 06, 2015, 04:33:33 AM »
DFC instants and sorceries (based on this goblin artisan card )

'Flashforward' (you may cast it from your graveyard and transformed for this cost. Then exile it.)

Rulings: it goes to graveyard face up. It is exiled face up. Only time it is face down is on the stack if it's cast with flashforward.

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #43 on: May 09, 2015, 11:59:13 AM »
Canopy Drifter
Land - Forest Floatplane
(T: Add G or 2 to your mana pool.)
~ enters the battlefield tapped.

Floatplane is a new land type that produces 2.


i think Azorius could be where tapping enchantments make sense. laws that have as strong influence as the inhabitants. tap enchantments to enforce the law.

ex.
on creatures:
Lawful -- manacost, tap, tap an untapped enchantment you control: effect

on enchantments:
manacost, t: effect


« Last Edit: May 09, 2015, 12:15:36 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #44 on: May 13, 2015, 08:51:16 PM »
While thinking about weird mana (purple mana?), it was just a silly thought to tap untapped lands you control to pay for stuff instead of actual mana. However silly, this led to a new keyword action that can be used on not just lands, but other permanents as well.

Disable a permanent = tap an untapped permanent you control

"Purple" mana = disable a land

e.g.

Ancestral Caller
Sorcery
As an additional cost to cast ~, disable two lands. (Tap two untapped lands you control.)
Draw a card.

Purple Haze
Enchantment - Aura
Enchant player
At the beginning of enchanted player's upkeep, that player disables a creature. (That player taps an untapped creature he or she controls.)

Pen is Mightier
Instant
As an additional cost to cast ~, you may disable any number of creatures. (Tap any number of  untapped creatures you control.)
Creatures you control get +1/+1 for each creature disabled to cast ~.


Disable is to be an evergreen keyword action, especially pushed to coincide with the release of a hypothetical "purple" mana set.

Purple mana started as a term for the 6th color in Magic, but over time became synonymous with weird mana or color pie expansion. These example cards are more in the vein of @foo_intherain's idea of "purple" cards.

I sort of wanted something like Exchange, but that's not special since it's just another ability. e.g.

Extra fees - Disable two creatures (As an additional cost to cast ~, tap two untapped creatures you control.)

Disable also coincides with the idea I had for Azorius about tapping enchantments as a cost. Since DJK3654 mentioned Convoke, it seems this is an area worth expanding upon. Cards not related to convoke has had costs that disable one's permanents, usually creatures. It's also similar to Detain, another Azorius keyword action. I'm sure something could work out if disable becomes a part of Azorius' identity. (but not only restricted for a Ravnica-esque block, since disable is meant to be evergreen.)

e.g. Azorius cards with enchantment theme

Azorius Flyer
Creature - Bird Knight
Disable an enchantment: ~ gains flying until end of turn.
2/3

Blockade
Instant
Target player disables X creatures.

(Works around hexproof, however opponent gets to choose which creatures gets tapped.)

Boot Camp
Sorcery
As an additional cost to cast ~, disable two creatures.
Put five 1/1 white Soldier tokens onto the battlefield.

(has cross-guild synergy with Selesnya and Boros.)
« Last Edit: May 14, 2015, 11:42:08 AM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #45 on: May 19, 2015, 10:34:17 AM »
new supertype that signifies this permanent can be attacked

suggested names:
Prize
Elite
Honor

rider for noncreatures:
Structure N (This enters the battlefield with N structure counters on it. Each damage removes 1 structure counter. This dies when no structure counters on it.)

e.g.
City of Mana
Prize Land
(~ can be attacked.)
Structure 7 (This enters the battlefield with 7 structure counters on it. Each damage removes 1 structure counter. This dies when no structure counters on it.)
: Add one mana of any color to your mana pool.

Shouryu, Dungeon Boss
Legendary Prize Creature - Dragon
(~ can be attacked.)
Flying
: ~ gets +1/+0 until end of turn.
When ~ is attacked, it deals 2 damage to each creature attacking it.
6/6

Mack's Guffin
Prize Artifact
(~ can be attacked.)
At the beginning of your draw step, draw an additional card.
When a creature deals combat damage to ~, that creature's controller gains control of ~.

Quest for Glory
Prize Enchantment - Quest
(~ can be attacked.)
When ~ enters the battlefield, an opponent gains control of it.
When a creature deals combat damage to ~, that creature's controller gains 3 life and draws a card.
, Sacrifice ~: Each opponent gains 3 life and draws a card. Activate this ability only any time you could cast a sorcery.
« Last Edit: May 19, 2015, 01:19:08 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #46 on: June 08, 2015, 04:00:45 PM »
Dimir keywords


Secrecy Charm
Instant
Choose one of the following--
  • Target player grinds 3.
  • Target creature has depowered until end of turn.
  • Transmute a card in your hand.

I went to the extreme with -X/-0 effects.
Quote
a creature with depowered has base power 0 and its power can't be modified by other effects or counters.


Depowered can replace both -X/-0 and transformation effects. Can go on spells or combat triggers.

Instant
Target creature gets depowered until end of turn.

Creature
Whenever ~ blocks a creature, that creature gets depowered until end of turn.


Exile-Mill could work as a keyword action. Exiling works better so that you can then 'steal' the spell with rider abilities. many conditions to trigger the exile-mill. With blue and black creatures favoring greater toughness over power, you can put it on low power creatures so it doesn't conflict with winning by damage.

Quote
Extract means exile to the top card of your library.

Extraction
Sorcery
Target player extracts 4.

Hate Speech
Sorcery
Target opponent extracts 2. You may play the extracted cards without paying their mana costs.

Dimir Hexmage
Creature
Whenever ~ deals damage to a player, that player extracts 3.
1/4

Trionic Crab
Creature
Whenever ~ attacks or blocks, target player extracts 3.
0/4

Opus Thief
Creature
Whenever ~ deals combat damage to a player, that player extracts 1.
You may play cards extracted by ~ from exile.
2/2

Tertiary in red.

Act on Impulse
Sorcery
Extract 3. Until end of turn, you may play cards extracted this way.


Quote
Reappear (When this dies, return it to its owner's hand.)
Reappear (At the end of turn, return it from your graveyard to the battlefield.)

cf. Fool's Demise, Puppet Master, Ringskipper, Dutiful Attendant, Endless Cockroaches

Might replace regeneration for black. Can also be splashed to other colors (particularly red phoenixes.) Although if regen goes, green would get more indestructible effects.

ex.

Fake Death
Instant
Target creature has reappear until end of turn.

Puppet Strings
Enchantment - Aura
Enchant creature
Enchant creature has reappear.

Bony Skeleton
Creature - Skeleton Warrior
Reappear
When ~ enters the battlefield, you lose 1 life.
2/2


Quote
Deception (This creature can't be blocked except by creatures with defender.)

This has only appeared on 2 cards: 1 blue, 1 blue/red hybrid. However, it can definitely fit black, with tertiary red.

Quote
Coldtouch (When ~ deals damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.)

Quote
Spy (When ~ deal combat damage to an opponent, scry 1.)

Quote
Incognito (~ can't be blocked by creatures that entered the battlefield since your last turn ended.)

Quote
Stealth <COST> (<COST>: Put this card onto the battlefield from your hand tapped and attacking. Until end of turn, it gains hexproof and can't be blocked.)

Note: Even though reminder text says tapped and attacking, it's only true if you activated during your combat phase.

Quote
Recycling (, Sacrifice this creature: Draw a card.)

Note: This counts as cycling for effects that trigger off cycling.

Quote
Skulk (Whenever this permanent becomes the target of a spell an opponent controls, you may sacrifice it. If you do, draw a card.)
« Last Edit: June 23, 2015, 10:42:43 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #47 on: June 17, 2015, 11:29:00 AM »
Stack matters for all colors

Related abilities:
split second
suspend
counterproof (can't be countered by spells or abilities)
life targ (when this is targeted by spell, gain life equal to spell's CMC)
death targ (when this is targeted by spell, spell's controller loses life equal to spell's CMC)
if you would make a choice, make an additional choice

Notes:
maybe targeting triggers

White - exile (with suspend), life targ
Blue - counter, exile, return to hand, drain mana, copy
Black - punisher, death targ
Red - split second, copy, counterproof
Green - CMC for effect, counterproof, drain mana

Ban
Instant
Exile target spell and put two time counters on it. If it doesn't have suspend, it gains suspend.

Bant Vanguard
Creature - Human Knight
Vanguard, life targ
2/2

Oppress
Instant
Counter target spell unless its controller sacrifices a creature.

Grixis Frayer
Creature - Vampire Warrior
Deathtouch, death targ
2/3

Sudden Shock
Instant
Split second
~ deals 2 damage to target creature or player.

Hormonal Growth
Instant
As you cast ~, choose this or another target spell.
Target creature gets +X/+X until end of turn, where X is the chosen spell's converted mana cost.

Naya Druid
Creature - Elf Druid
When ~ becomes the target of a spell, add the spell's mana cost to your mana pool.
1/2
« Last Edit: October 14, 2015, 03:13:24 PM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #48 on: July 01, 2015, 12:16:06 AM »
Gold artifact counters as victory condition
15 gold counters to win

Gold counter has sac: add one mana any color

Wealth - when control 7 or more gold counters, effect.

Interest: per upkeep get extra gold

Artifact interaction: destroy, steal, sac, summon,

if opponent has more gold, effect or drawback.

Capitalize - when damage opponent, get gold.

sac a gold counter: put charge or +1/+1 counter on this.
« Last Edit: July 01, 2015, 12:34:22 AM by Den »

Den

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 934
  • Selina is my Superstar
    • View Profile
    • Amuseum
Re: Mechanics
« Reply #49 on: July 11, 2015, 10:03:01 PM »
emblems that last only until end of turn.

You get an emblem with "Creatures you control have deathtouch" until end of turn.

///////////////////////

Whenever you cast a spell of a different color identity than ~, gain 1 life.

« Last Edit: July 11, 2015, 11:57:53 PM by Den »