Yeah, I worded that really badly. Basically, it has a built in Swerve if it's targeted.
And yes, Triple Strike. I don't really think Double Strike would really work on what is basically a Gatling Gun. Nor would copy and pasting Gatling Gull's ability to it.
So I really like Enter the Gungeon and thought up a few mechanics to go with a set of MTG during one of my many moments of staring into space in the shower. These mechanics make more sense in a Gungeon setting than MTG but I felt like I just needed to get them out...
Bullet Kin 1R
Creature -> Gundead
Jammed 2 (You may jam this creature as you cast it by removing 2 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead) Neither dead nor alive, they only see one thing...ammo.
2/2
Ashen Bullet Kin 1B
Creature -> Gundead
Multikicker 1B
Put a Curse Counter on target opponent for each time Ashen Bullet Kin's Multikicker cost was paid.
2/2
Mutant Bullet Kin 1U
Jammed 3 (You may jam this creature as you cast it by removing 3 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Mutant Bullet Kin is jammed, creatures your opponent controls get -1/-0
2/2
Shotgun Kin 2R
Creature -> Gundead
Jammed 2 (You may jam this creature as you cast it by removing 2 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Shotgun Kin dies, if it wasn't jammed, it deals 2 damage to target creature or player.
3/2
Sniper Kin 1RU
Creature -> Gundead
Flash, First Strike
Kicker 1U
When Sniper Kin is kicked, counter target creature spell. First to Fire, First to Win
3/1
Spent 1B
Creature -> Gundead Zombie
When Spent dies, target opponent gains a Curse Counter.
2/1
Shroomer 1RR
Creature -> Gundead
Jammed 3 (You may jam this creature as you cast it by removing 3 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Shroomer is blocked, it deals its combat damage to another creature your opponent controls. Accuracy isn't usually an issue if it still hits something.
3/2
Gunsinger 1BB
Creature -> Human Wizard
As long as Gunsinger is on the battlefield, target Gundead is Jammed.
1/1
Gatling Gull, Rapid Fire Raptor 2UR
Legendary Creature -> Bird Archer
Whenever you pay a Kicker cost, Gatling Gull, Rapid Fire Raptor deals 1 damage to target creature or player.
Whenever you pay a Multikicker cost, Gatling Gull, Rapid Fire Raptor deals 1 damage to target creature or player for each time that Multikicker cost was paid. U,T: The next non-creature spell you cast has 'Kicker 0: Draw a card' SQUAWK!
3/4
Gorgun, Accursed Gunwitch 1RBU
Legendary Creature -> Gorgon
Double Strike
Equipment Cards your opponent controls have no abilities. Beware the Gunwitch...whose stare can turn your trigger finger into stone.
2/5
Cursed Bullets 2B
Artifact -> Equipment
Equipped creature gets +X/+X where X is the number of Curse Counters the creature's controller has.
When Cursed Bullets are equip to a creature, it's controller gets a Curse Counter.
Equip 2 Scary!
Casy's Bat UR
Artifact -> Equipment T: All spells or ability targeting the equipped creature now target another creature.
Whenever Casey's Bat is equipped, it's controller gains a Curse Counter.
Equip: 3
Vulcan Cannon 2RR
Legendary Artifact -> Equipment
Equipped creature gets -1/-0 and Triple Strike (Creatures with Triple Strike deal damage during the First Strike damage step, during the Damage step and after the Damage Step.)
Equip: RR Boundless Slaughter!
I didn't know how expensive I should have made removing plunder counters. If they get cheaper, it would probably be best to increase the costs of the creature lands.
As for unplundering mana fix lands that enter plundered, the alternative usually is 'Enter the Battlefield tapped' which can't be tapped for mana at all. At least with the plunder lands, you have SOME mana to work with. It may be better with the cheaper T: Remove a plunder counter from this land.
We have a Pirate and Dinosaurs set coming up soon...and it reminds me of an old mechanic I thought of....The Plunder Mechanic which involves your lands.
Plundered lands lose all types and abilities and have 'T: Add 1 to your mana pool' and '1, T: Remove a Plunder Counter from this land'
You can only plunder non-Plundered lands. This prevents plundering one land over and over. Card effects can cause multiple plunder counters to be placed on a single land, though.
There would be 3 types of Lands to go with this mechanic.
[b]Abandoned Logging Camp[/b]
Land
Abandoned Logging Camp enters the battlefield with a Plunder Counter on it
T: Add G or W to your mana pool
[i]Overgrown with trees, this camp is ripe for new work.[/i]
[b]Ash Hills [/b]
Land
T: Add R or B to your mana pool. Plunder this land.
[b]Sunken Pyramid{/b}
Land
Sunken Pyramid enters the battlefield with 3 Plunder Counters on it.
T: Add [mana]U{/mana] to your mana pool.
When the last Plunder Counter is removed from Sunken Pyramid, create a 4/4 blue Flying Sphinx creature token.
[i] "I'm sure this used to be a nice home for SOMETHING...I'm not sure just what. [/i]
Now...for some cards that would plunder your lands
[b]Fresh Body[/b] B
Creature -> Zombie
When you cast Fresh Body, plunder target land you control
[i] "I don't care! I don't care! Just dig dig dig!" [/i}
2/2
[b] Magma Blast[/b] R
Instant
Magma Blast deals 3 damage to target creature or player.
Plunder target land you control.
[b] Goblin's Treasure Map [/b] 2
Artifact
T, plunder 2 lands you control, sacrifice Goblin's Treasure Map: Draw 2 cards.
[i] I'm sure it was here... [/i]
[b] Tree Thugger [/b] 1GG
Creature -> Treefolk
Trample
Whenever a land is plundered, put a +1/+1 counter on Tree Thugger.
Remove a +1/+1 counter from Tree Thugger: Remove a plunder counter from target land
[i] "No one cares if we do a little exploiting here...who is going to stop us? The trees?" [/i]
3/3
[b] Drink the Future [/b] U
Instant
Plunder target land you control. Draw a card. Scry 2.
[i] Literally. [/i]
Perhaps but Wroggi's ability targets player, not opponent. Combined with Jaggi which doesn't move the top discard card, you could arrange the stack to have Wroggi discard the top card of your own library for a second Jaggi activation or for Great Wroggi
I was a bit stumped on what to do with Great Baggi. I also forgot to delete the Great Wroggi's ability from it as well.
What does Parasitic mean? Also, I forgot a word in the last ability.
So I see that the next set called Ilaxan which also includes dinosaurs. It makes me think of possible Monster Hunter cards as you often hunt dinosaur like creatures.
This group are the Jaggi
And there numerous cousins. The main idea about the Jaggi is that when they notice you, they always let out a series of calls to signal others. The Alpha Males also do this but they're more to call large groups and issue orders to the other Jaggi.
Lesser Jaggi GG
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, reveal the top card of your library. If it's a Jaggi, you may put it onto the battlefield under your control. If not, put it on top of your library. The smart hunter knows that a Jaggi is never alone.
2/2
Jaggia 1GG
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, you may put a Jaggi in your graveyard on the bottom of your library.
2/3
Great Jaggi 2GG
Creature -> Jaggi
Other Jaggi you control get +1/+1
When Great Jaggi enters the battlefield, you may search your library for a Jaggi card with a converted mana cost of 2 or less and put it onto the battlefield.
{mana}GG {/mana}T: Another Jaggi you control fights target creature. 'Wolves? In our plane, we have things far worse than wolves that howl...'
3/4
Wroggi BB
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, you may put the top card of target player's library into the graveyard. 'Surely, we won't see Jaggi in the marshlands...right?'
2/2
Great Wroggi 2BB
Creature -> Jaggi
Other Jaggi you control have Wither
When Great Wroggi enters the battlefield, you may put a number of -1/-1 counters on target creature equal to the number of Jaggi you control.
{mana} BB {/mana}, T: Return target Jaggi with a converted mana cost of 2 or less from your graveyard to the battlefield.
3/4
Baggi UU
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, you may tap target creature. Lizards like Jaggi can't live in the arctic...right?
2/2
Great Baggi 2UU
Creature -> Jaggi
You may cast Jaggi cards as if they had Flash
When Great Baggi enters the battlefield, you may look at X cards on top of your library and add one card to your hand where X is the number of Jaggi you control. Put the rest of the cards on the bottom of your library in any order.
{mana} UU {/mana} T: You may cast target Jaggi exiled from the game without paying its mana cost.
3/4
Maccao WW
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, gain 1 life.
2/2
Great Maccao 2WW
Creature -> Jaggi
Other Jaggi you control have Vigilance
When Great Maccao enters the battlefield, create 2 1/1 white Jaggi creature tokens.
{mana} WW {/mana}, T: prevent all damage that would be dealt to target Jaggi you control
3/4
Ioprey RR
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, Ioprey deals 1 damage to that creature's controller. Well...at least...it's not a Jaggi?
2/2
Iodrome 2RR
Creature -> Jaggi
Other Jaggi you control have Haste
When Iodrome enters the battlefield, it deals 3 damage to target creature or player.
{mana} RR {/mana}T: X number of creatures cannot block this turn where X is the number of Jaggi you control.
3/4
Jaggi Burrow
Land
T: Add 1 to your mana pool
T: Add 1 mana of any color to your mana pool. Spend this mana only to cast Jaggi spells.
When a creature enters the battlefield under your opponent's control, create a 1/1 colorless Jaggi creature token only if you control a non-creature token Jaggi.
So I am an avid Age of Wonders fan. For those who don't know, Age of Wonders is a lesser known Turn-based Strategy game for the PC that was made by the folks who made Overlord (Age of Wonders was their first game)
The Age of Wonders universe could very much be a plane and in this game, towns generate gold and mana while you can also lay claim to income structures and mana nodes. I thought...that could be a setting for Magic and thought up a Node mechanic. I don't know if they would be considered broken or not...
Life Node
Land -> Node
T: Add W or G to your mana pool. Spend this mana only on W or G spells.
Earth Node
Land -> Node
T: Add G or R to your mana pool. Spend this mana only on G or R spells.
Fire Node
Land -> Node
T: Add R or B to your mana pool. Spend this mana only on R or B spells.
Death Node
Land -> Node
T: Add B or U to your mana pool. Spend this mana only on B or U spells.
Water Node
Land -> Node
T: Add U or W to your mana pool. Spend this mana only on U or W spells.
And there would be some more common versions as well
Elvish Orchard
Land -> Node
Windmill enters the battlefield tapped.
T: Add W or G to your mana pool. Spend this mana only on W or G spells.
Goblin Gold Mine
Land -> Node
Windmill enters the battlefield tapped.
T: Add G or R to your mana pool. Spend this mana only on G or R spells.
Orcish Furnace
Land -> Node
Windmill enters the battlefield tapped.
T: Add R or B to your mana pool. Spend this mana only on R or B spells.
Frostling Waterwheel
Land -> Node
Windmill enters the battlefield tapped.
T: Add B or U to your mana pool. Spend this mana only on B or U spells.
Halfish Windmill
Land -> Node
Windmill enters the battlefield tapped.
T: Add U or W to your mana pool. Spend this mana only on U or W spells.
There would also be Basic land type Nodes dedicated to that color.
Of course, there would be spells to interact with nodes
Alter Node G
Sorcery
In addition to it's mana cost, sacrifice a node. Search your library for a Node and put it onto the battlefield tapped. Shuffle your library.
Draw a card. The mana of this land can be altered by only a few simple words of encouragement
Node Serpent 2R
Creature -> Snake
Node Serpent gets +1/+1 if you control a Node
3/2
Finally, the mana from these nodes are pure and untainted...which is good for certain creatures and spells
Water Dancer 1WU
Creature -> Merfolk Rogue
Shroud
Pure: Water Dancer can be cast from your hand as if it has Flash if mana from a Node was used in its casting
3/4
Sadism 2GB
Enchantment
Whenever a creature you don't control dies, creatures you control get +1/+1 and Trample until the end of turn.
Pure: Whenever a creature you control dies, creatures you control get +1/+1 and Lifelink until the end of turn if mana from a Node was used in this spell's casting. Come Heaven or Hell...someone is going to die.
Rift Lord 2WGRBU
Creature -> Horror
Trample, Double Strike
Protection from Planeswalkers
Pure: Protection from Instants, Enchantments, Sorceries and Creature Abilities if mana from a Node was used in this spell's casting. Between this world and its shadow lurks a creature that is best left undisturbed.
6/12
And yes, Triple Strike. I don't really think Double Strike would really work on what is basically a Gatling Gun. Nor would copy and pasting Gatling Gull's ability to it.
Bullet Kin
1R
Creature -> Gundead
Jammed 2 (You may jam this creature as you cast it by removing 2 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
Neither dead nor alive, they only see one thing...ammo.
2/2
Ashen Bullet Kin
1B
Creature -> Gundead
Multikicker 1B
Put a Curse Counter on target opponent for each time Ashen Bullet Kin's Multikicker cost was paid.
2/2
Mutant Bullet Kin
1U
Jammed 3 (You may jam this creature as you cast it by removing 3 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Mutant Bullet Kin is jammed, creatures your opponent controls get -1/-0
2/2
Shotgun Kin
2R
Creature -> Gundead
Jammed 2 (You may jam this creature as you cast it by removing 2 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Shotgun Kin dies, if it wasn't jammed, it deals 2 damage to target creature or player.
3/2
Sniper Kin
1RU
Creature -> Gundead
Flash, First Strike
Kicker 1U
When Sniper Kin is kicked, counter target creature spell.
First to Fire, First to Win
3/1
Spent
1B
Creature -> Gundead Zombie
When Spent dies, target opponent gains a Curse Counter.
2/1
Shroomer
1RR
Creature -> Gundead
Jammed 3 (You may jam this creature as you cast it by removing 3 Curse counters from target opponent. Jammed creatures have Double Power, Toughness and Coverted Mana Costs and when a Jammed creature dies, exile it instead)
When Shroomer is blocked, it deals its combat damage to another creature your opponent controls.
Accuracy isn't usually an issue if it still hits something.
3/2
Gunsinger
1BB
Creature -> Human Wizard
As long as Gunsinger is on the battlefield, target Gundead is Jammed.
1/1
Gatling Gull, Rapid Fire Raptor
2UR
Legendary Creature -> Bird Archer
Whenever you pay a Kicker cost, Gatling Gull, Rapid Fire Raptor deals 1 damage to target creature or player.
Whenever you pay a Multikicker cost, Gatling Gull, Rapid Fire Raptor deals 1 damage to target creature or player for each time that Multikicker cost was paid.
U,T: The next non-creature spell you cast has 'Kicker 0: Draw a card'
SQUAWK!
3/4
Gorgun, Accursed Gunwitch
1RBU
Legendary Creature -> Gorgon
Double Strike
Equipment Cards your opponent controls have no abilities.
Beware the Gunwitch...whose stare can turn your trigger finger into stone.
2/5
Cursed Bullets
2B
Artifact -> Equipment
Equipped creature gets +X/+X where X is the number of Curse Counters the creature's controller has.
When Cursed Bullets are equip to a creature, it's controller gets a Curse Counter.
Equip 2
Scary!
Casy's Bat
UR
Artifact -> Equipment
T: All spells or ability targeting the equipped creature now target another creature.
Whenever Casey's Bat is equipped, it's controller gains a Curse Counter.
Equip: 3
Vulcan Cannon
2RR
Legendary Artifact -> Equipment
Equipped creature gets -1/-0 and Triple Strike (Creatures with Triple Strike deal damage during the First Strike damage step, during the Damage step and after the Damage Step.)
Equip: RR
Boundless Slaughter!
As for unplundering mana fix lands that enter plundered, the alternative usually is 'Enter the Battlefield tapped' which can't be tapped for mana at all. At least with the plunder lands, you have SOME mana to work with. It may be better with the cheaper T: Remove a plunder counter from this land.
Plundered lands lose all types and abilities and have 'T: Add 1 to your mana pool' and '1, T: Remove a Plunder Counter from this land'
You can only plunder non-Plundered lands. This prevents plundering one land over and over. Card effects can cause multiple plunder counters to be placed on a single land, though.
There would be 3 types of Lands to go with this mechanic.
[b]Abandoned Logging Camp[/b]
Land
Abandoned Logging Camp enters the battlefield with a Plunder Counter on it
T: Add G or W to your mana pool
[i]Overgrown with trees, this camp is ripe for new work.[/i]
[b]Ash Hills [/b]
Land
T: Add R or B to your mana pool. Plunder this land.
[b]Sunken Pyramid{/b}
Land
Sunken Pyramid enters the battlefield with 3 Plunder Counters on it.
T: Add [mana]U{/mana] to your mana pool.
When the last Plunder Counter is removed from Sunken Pyramid, create a 4/4 blue Flying Sphinx creature token.
[i] "I'm sure this used to be a nice home for SOMETHING...I'm not sure just what. [/i]
Now...for some cards that would plunder your lands
[b]Fresh Body[/b]
B
Creature -> Zombie
When you cast Fresh Body, plunder target land you control
[i] "I don't care! I don't care! Just dig dig dig!" [/i}
2/2
[b] Magma Blast[/b]
R
Instant
Magma Blast deals 3 damage to target creature or player.
Plunder target land you control.
[b] Goblin's Treasure Map [/b]
2
Artifact
T, plunder 2 lands you control, sacrifice Goblin's Treasure Map: Draw 2 cards.
[i] I'm sure it was here... [/i]
[b] Tree Thugger [/b]
1GG
Creature -> Treefolk
Trample
Whenever a land is plundered, put a +1/+1 counter on Tree Thugger.
Remove a +1/+1 counter from Tree Thugger: Remove a plunder counter from target land
[i] "No one cares if we do a little exploiting here...who is going to stop us? The trees?" [/i]
3/3
[b] Drink the Future [/b]
U
Instant
Plunder target land you control. Draw a card. Scry 2.
[i] Literally. [/i]
I was a bit stumped on what to do with Great Baggi. I also forgot to delete the Great Wroggi's ability from it as well.
What does Parasitic mean? Also, I forgot a word in the last ability.
However, I cannot, for the life of me, figure out how to get MTGO to show up other than Display which shows my entire desktop....
Does anyone have advice on how to stream MTGO or is it a Display Only problem?
This group are the Jaggi
And there numerous cousins. The main idea about the Jaggi is that when they notice you, they always let out a series of calls to signal others. The Alpha Males also do this but they're more to call large groups and issue orders to the other Jaggi.
Lesser Jaggi
GG
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, reveal the top card of your library. If it's a Jaggi, you may put it onto the battlefield under your control. If not, put it on top of your library.
The smart hunter knows that a Jaggi is never alone.
2/2
Jaggia
1GG
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, you may put a Jaggi in your graveyard on the bottom of your library.
2/3
Great Jaggi
2GG
Creature -> Jaggi
Other Jaggi you control get +1/+1
When Great Jaggi enters the battlefield, you may search your library for a Jaggi card with a converted mana cost of 2 or less and put it onto the battlefield.
{mana}GG {/mana}T: Another Jaggi you control fights target creature.
'Wolves? In our plane, we have things far worse than wolves that howl...'
3/4
Wroggi
BB
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, you may put the top card of target player's library into the graveyard.
'Surely, we won't see Jaggi in the marshlands...right?'
2/2
Great Wroggi
2BB
Creature -> Jaggi
Other Jaggi you control have Wither
When Great Wroggi enters the battlefield, you may put a number of -1/-1 counters on target creature equal to the number of Jaggi you control.
{mana} BB {/mana}, T: Return target Jaggi with a converted mana cost of 2 or less from your graveyard to the battlefield.
3/4
Baggi
UU
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, you may tap target creature.
Lizards like Jaggi can't live in the arctic...right?
2/2
Great Baggi
2UU
Creature -> Jaggi
You may cast Jaggi cards as if they had Flash
When Great Baggi enters the battlefield, you may look at X cards on top of your library and add one card to your hand where X is the number of Jaggi you control. Put the rest of the cards on the bottom of your library in any order.
{mana} UU {/mana} T: You may cast target Jaggi exiled from the game without paying its mana cost.
3/4
Maccao
WW
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, gain 1 life.
2/2
Great Maccao
2WW
Creature -> Jaggi
Other Jaggi you control have Vigilance
When Great Maccao enters the battlefield, create 2 1/1 white Jaggi creature tokens.
{mana} WW {/mana}, T: prevent all damage that would be dealt to target Jaggi you control
3/4
Ioprey
RR
Creature -> Jaggi
When a creature enters the battlefield under your opponent's control, Ioprey deals 1 damage to that creature's controller.
Well...at least...it's not a Jaggi?
2/2
Iodrome
2RR
Creature -> Jaggi
Other Jaggi you control have Haste
When Iodrome enters the battlefield, it deals 3 damage to target creature or player.
{mana} RR {/mana}T: X number of creatures cannot block this turn where X is the number of Jaggi you control.
3/4
Jaggi Burrow
Land
T: Add 1 to your mana pool
T: Add 1 mana of any color to your mana pool. Spend this mana only to cast Jaggi spells.
When a creature enters the battlefield under your opponent's control, create a 1/1 colorless Jaggi creature token only if you control a non-creature token Jaggi.
I was mainly trying to keep the flavor of Age of Wonders in the cards.
The Age of Wonders universe could very much be a plane and in this game, towns generate gold and mana while you can also lay claim to income structures and mana nodes. I thought...that could be a setting for Magic and thought up a Node mechanic. I don't know if they would be considered broken or not...
Life Node
Land -> Node
T: Add W or G to your mana pool. Spend this mana only on W or G spells.
Earth Node
Land -> Node
T: Add G or R to your mana pool. Spend this mana only on G or R spells.
Fire Node
Land -> Node
T: Add R or B to your mana pool. Spend this mana only on R or B spells.
Death Node
Land -> Node
T: Add B or U to your mana pool. Spend this mana only on B or U spells.
Water Node
Land -> Node
T: Add U or W to your mana pool. Spend this mana only on U or W spells.
And there would be some more common versions as well
Elvish Orchard
Land -> Node
Windmill enters the battlefield tapped.
T: Add W or G to your mana pool. Spend this mana only on W or G spells.
Goblin Gold Mine
Land -> Node
Windmill enters the battlefield tapped.
T: Add G or R to your mana pool. Spend this mana only on G or R spells.
Orcish Furnace
Land -> Node
Windmill enters the battlefield tapped.
T: Add R or B to your mana pool. Spend this mana only on R or B spells.
Frostling Waterwheel
Land -> Node
Windmill enters the battlefield tapped.
T: Add B or U to your mana pool. Spend this mana only on B or U spells.
Halfish Windmill
Land -> Node
Windmill enters the battlefield tapped.
T: Add U or W to your mana pool. Spend this mana only on U or W spells.
There would also be Basic land type Nodes dedicated to that color.
Of course, there would be spells to interact with nodes
Alter Node
G
Sorcery
In addition to it's mana cost, sacrifice a node. Search your library for a Node and put it onto the battlefield tapped. Shuffle your library.
Draw a card.
The mana of this land can be altered by only a few simple words of encouragement
Node Serpent
2R
Creature -> Snake
Node Serpent gets +1/+1 if you control a Node
3/2
Finally, the mana from these nodes are pure and untainted...which is good for certain creatures and spells
Water Dancer
1WU
Creature -> Merfolk Rogue
Shroud
Pure: Water Dancer can be cast from your hand as if it has Flash if mana from a Node was used in its casting
3/4
Sadism
2GB
Enchantment
Whenever a creature you don't control dies, creatures you control get +1/+1 and Trample until the end of turn.
Pure: Whenever a creature you control dies, creatures you control get +1/+1 and Lifelink until the end of turn if mana from a Node was used in this spell's casting.
Come Heaven or Hell...someone is going to die.
Rift Lord
2WGRBU
Creature -> Horror
Trample, Double Strike
Protection from Planeswalkers
Pure: Protection from Instants, Enchantments, Sorceries and Creature Abilities if mana from a Node was used in this spell's casting.
Between this world and its shadow lurks a creature that is best left undisturbed.
6/12