Another cycle of enchantments inspired by FRF's Siege cycle, this time focusing on Ixalan's four factions.
Rivals of Glory3WW
Enchantment
As ~ enters the battlefield, choose Empire or Legion.
* Empire - At the beginning of combat, target creature you control gains indestructible until end of turn.
* Legion - Whenever you lose life, create that many 1/1 white Vampire Soldier creature tokens with lifelink.
Rivals of Water3UU
Enchantment
As ~ enters the battlefield, choose Coalition or Heralds.
* Coalition - Whenever a creature enters the battlefield under your control, you may return another target nonland permanent to its owner's hand.
* Heralds - As long as it's your turn, creatures you control with +1/+1 counters on them have hexproof and can't be blocked.
Rivals of Blood3BB
Enchantment
As ~ enters the battlefield, choose Coalition or Legion.
* Coalition - Whenever a nontoken creature you control dies, create a 2/2 black Pirate creature token with menace.
* Legion - Whenever an opponent loses life, you may gain that much life.
Rivals of Fury3RR
Enchantment
As ~ enters the battlefield, choose Coalition or Empire.
* Coalition - Attacking creatures you control have double strike.
* Empire - If damage being dealt causes a triggered ability of a permanent you control to trigger, it triggers an additional time.
Rivals of Nature3GG
Enchantment
As ~ enters the battlefield, choose Empire or Heralds.
* Empire - At the beginning of combat during your turn, you may have target creature you control fight target creature an opponent controls.
* Heralds - At the beginning of your end step, put a +1/+1 counter on each tapped creature you control, then untap those creatures.
Private Mod Note
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Rollback Post to RevisionRollBack
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
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Rivals of Glory 3WW
Enchantment
As ~ enters the battlefield, choose Empire or Legion.
* Empire - At the beginning of combat, target creature you control gains indestructible until end of turn.
* Legion - Whenever you lose life, create that many 1/1 white Vampire Soldier creature tokens with lifelink.
Rivals of Water 3UU
Enchantment
As ~ enters the battlefield, choose Coalition or Heralds.
* Coalition - Whenever a creature enters the battlefield under your control, you may return another target nonland permanent to its owner's hand.
* Heralds - As long as it's your turn, creatures you control with +1/+1 counters on them have hexproof and can't be blocked.
Rivals of Blood 3BB
Enchantment
As ~ enters the battlefield, choose Coalition or Legion.
* Coalition - Whenever a nontoken creature you control dies, create a 2/2 black Pirate creature token with menace.
* Legion - Whenever an opponent loses life, you may gain that much life.
Rivals of Fury 3RR
Enchantment
As ~ enters the battlefield, choose Coalition or Empire.
* Coalition - Attacking creatures you control have double strike.
* Empire - If damage being dealt causes a triggered ability of a permanent you control to trigger, it triggers an additional time.
Rivals of Nature 3GG
Enchantment
As ~ enters the battlefield, choose Empire or Heralds.
* Empire - At the beginning of combat during your turn, you may have target creature you control fight target creature an opponent controls.
* Heralds - At the beginning of your end step, put a +1/+1 counter on each tapped creature you control, then untap those creatures.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.