Wide-Open Paradise
Land (R) T, Sacrifice Wide-Open Paradise: Each player may search his or her library for a Plains, Island, Swamp, Mountain, or Forest card and put it onto the battlefield. Each player who searched his or her library in this way shuffles it.
This is probably the most elegant and not overbalanced way to do this.
I like it! - Could definitely see that in Commander.
T, sacrifice ~: Sacrifice all Plains you control and search your library for up to that many Mountains. Put them onto the battlefield and then shuffle your library.
Eye Patch is not a great card, it's flavor fluff. I suppose it could be 0, 0.
I'm hesitant to reduce equip cost to 0. How about adding functional fluff: gaining vigilance. Eye patches were so they could quickly adjust to night vision.
I hear/know creatures cannot attach to permanents. It is why March of the Machines can counter Equipment cards.
I was wondering why this was? What is the official rule on it, specifically? I've been searching the official rules myself and I haven't gotten to that part yet. I figured the community would have more eyes and knowledge than I.
Ultimately, I'd like to figure a way to make creatures attach. I've always liked the Licids and I think cards like the above mentioned March of the Machines and enchantment equivalents would be cooler if they could attach.
Attaching creatures wouldn't be like banding where the attached creature's power and toughness affect combat, but attached creatures could be Terrored or lightning bolted. (Of course similar abilities to banding could be written, but the default powers of attaching a creature wouldn't be anything other than the mechanics to enable one creature to piggyback another and - If the host creature dies, the attached creature simply becomes detached and since it has its own body, the previously attached creature remains on the battlefield as a regular creature.
The friend and I developed a draft format after experiencing our first "Deck Builder" product. It was fun so now I'm sharing.
Setup:
1 Pile of each of the basic lands
5 Piles of randomized cards, face down, the top card of each revealed.
2 Packs each player, peeking not advised, shuffle in 3 of each basic land.
5 card starting hand, 7 max
-
Play normally with the addition:
1) As a sorcery, you may buy the top card of one of the 10 revealed piles for it listed price (if it says anything like "As additional cost to cast this, sacrifice~", you must make the appropriate sacrifice). When you buy the card, you choose to put it into your hand or graveyard. A land always goes into the graveyard. Nonbasic lands cost 1 to buy. You cannot buy lands if you have already played or bought a land this turn.
Note: We recognize the chance for shenanigans for buying a card to your hand and then being able to cast it. But paying double justified it each time it came up in play. We also toyed with the idea of paying 1 to buy a land and put it onto the battlefield tapped. But we never tested it. We didn't want the mana versatility of getting the right land whenever you wanted it, which is why we put it into the graveyard for the next game, or until the graveyard was shuffled into the library. We also toyed with putting All cards bought on the bottom of the library, but we never tested it and we liked cards going to the hand.
2) The misc token/etc that comes in a pack is a free land, you play it like a sorcery and get a land from the stack onto the battlefield untapped. (never felt broken) - It was later proposed that it could instead be used to exile a card from your graveyard, but it never came up to testing.
3) It was proposed as an original rule that when you could no longer draw cards, shuffle the graveyard into the library and continue the draw, but it never came up to testing.
-
4) After the game is over, keep your decks. The loser cuts one of the 5 piles to reset it.
5) Exiled cards remain exiled and do not return to their decks when the game is over.
-
*) Play until one of the 10 piles are gone.
==
I know it is a fun format, but as listed above, there are elements untested.
Try it and share your games, thoughts, experiences here.
I like it! - Could definitely see that in Commander.
Whenever a Cat enters the battlefield under your control, draw a card.
But I haven't been able to get fronts and backs to line up squarely.
What do y'all do; what suggestions do y'all have?
I'm hesitant to reduce equip cost to 0. How about adding functional fluff: gaining vigilance. Eye patches were so they could quickly adjust to night vision.
I was wondering why this was? What is the official rule on it, specifically? I've been searching the official rules myself and I haven't gotten to that part yet. I figured the community would have more eyes and knowledge than I.
Ultimately, I'd like to figure a way to make creatures attach. I've always liked the Licids and I think cards like the above mentioned March of the Machines and enchantment equivalents would be cooler if they could attach.
Attaching creatures wouldn't be like banding where the attached creature's power and toughness affect combat, but attached creatures could be Terrored or lightning bolted. (Of course similar abilities to banding could be written, but the default powers of attaching a creature wouldn't be anything other than the mechanics to enable one creature to piggyback another and - If the host creature dies, the attached creature simply becomes detached and since it has its own body, the previously attached creature remains on the battlefield as a regular creature.
Thanks.
Selesnya Evangel doesn't seem to be of the standard power level, but it should get a functional reprint.
MaRo is a resonance hog.
I'd like to use my Planeswalker's loyalty counters to roll the planar die.
This post is about making a format official not about house rules. Spam Warning t_c
Setup:
1 Pile of each of the basic lands
5 Piles of randomized cards, face down, the top card of each revealed.
2 Packs each player, peeking not advised, shuffle in 3 of each basic land.
5 card starting hand, 7 max
-
Play normally with the addition:
1) As a sorcery, you may buy the top card of one of the 10 revealed piles for it listed price (if it says anything like "As additional cost to cast this, sacrifice~", you must make the appropriate sacrifice). When you buy the card, you choose to put it into your hand or graveyard. A land always goes into the graveyard. Nonbasic lands cost 1 to buy. You cannot buy lands if you have already played or bought a land this turn.
Note: We recognize the chance for shenanigans for buying a card to your hand and then being able to cast it. But paying double justified it each time it came up in play. We also toyed with the idea of paying 1 to buy a land and put it onto the battlefield tapped. But we never tested it. We didn't want the mana versatility of getting the right land whenever you wanted it, which is why we put it into the graveyard for the next game, or until the graveyard was shuffled into the library. We also toyed with putting All cards bought on the bottom of the library, but we never tested it and we liked cards going to the hand.
2) The misc token/etc that comes in a pack is a free land, you play it like a sorcery and get a land from the stack onto the battlefield untapped. (never felt broken) - It was later proposed that it could instead be used to exile a card from your graveyard, but it never came up to testing.
3) It was proposed as an original rule that when you could no longer draw cards, shuffle the graveyard into the library and continue the draw, but it never came up to testing.
-
4) After the game is over, keep your decks. The loser cuts one of the 5 piles to reset it.
5) Exiled cards remain exiled and do not return to their decks when the game is over.
-
*) Play until one of the 10 piles are gone.
==
I know it is a fun format, but as listed above, there are elements untested.
Try it and share your games, thoughts, experiences here.
It would have been difficult to make a deck of even preconstructed quality.
Not worth the money at all. It was practically bootleg in quality.