Well, after seeing the famous WMtS and realizing that my head won't work in several spots, I decided to open a Multi-Phase WMtS, where we start from the set's base and end up with possible reprints. Because I'm crazy enough to make it work, I'll give the founding stones of each Phase.
Phase 1: Realm Scions.
Mornad was originally under the rule of a massive kingdom called the Realm, where all the races lived in harmony. But one day, a massive disease appeared, smoldering everyone who came in touch with it. The result was the kingdom falling and the races splitting. Now they trive for survival against the spirits of the Hell Curse, as they call it.
The Scions will be 5 enemy colored scions, with the first color being the primary color. Each Scion will have 12 primary color cards, one of which is a Rare Elemental Beast, 7 secondary color cards and 10 two-color cards, one of which is the Scion Leader, a Mythic Rare Legendary Creature.
The Talon of the Realm (WB) will be formed by Harpies. The Arm of the Realm (UR) will be formed by Dwarves. The Fang of the Realm (BG) will be formed by Nagas. The Eye of the Realm (RW) will be formed by Kor. The Whisper of the Realm (GU) will be formed by Faeries.
We'll begin, of course, picking each scion's mechanic, as well as the generic mechanic for the set.
Will be taking multiple posts, of course.
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Oooh... This is the sort of madness I like!
Hrmm... Can we suggest pre-existing mechanics if need be?
GU... Maybe "Memory"? Narcomoeba like effect, that says "when this card is put into your graveyard from your library do thing X"? They'd have to be small effects...
Or maybe we rename "Ninjutsu", "Formshift"?... Blue and green have flash creatures and transmutation of flesh is something simicy.
BG, "Gravestorm"? Things dieing seems like a thing green amd black would be interested in...
UR is usually instants/sorceries, but since they're dwarves this time, I think an artifact theme is more flavorful for the Arm of the Realm. One idea that I think reflects the blue and red simultaneously involves making token copies of artifacts. Maybe something like this.
COST: Manufacture X (Put a token that's a copy of target artifact with converted mana cost X or less onto the battlefield.)
That's probably too powerful.
Red and blue both have artifact recursion too, so this might be viable:
COST/TRIGGER: Refurbish X (Return target artifact card with converted mana cost X or less from your graveyard to your hand.)
I see RW as having an Aura/Equipment theme. We could have a condition, "Battle ready".
Battle ready -- As long as this creature is enchanted or equipped, EFFECT Battle ready -- As long as/if you control an enchanted or equipped creature, EFFECT
GU are the two best card drawing colors right? Maybe something that cares about cards in hand? Having more than a set number or merely more than an opponent? Hmmm... "Presence"? "Mentality"? "Wisdom"?
BW with harpies... Hmm... Maybe a lifegain trigger mechanic? "If you've gained X or more life this turn do thing X"? Ooh! I've had this idea were you exile a creature from your graveyard to give a creature on the battlefield all the first card's printed abilities! I know plenty of folks have struck this idea too, but maybe it'd work here?
I'm not really digging a "# of cards in hand" mechanic. Wizards already made that mistake (among many others) in Kamigawa. If we want to to card drawing, I was thinking something like "Draw a card, then DO SOMETHING for each card you've drawn this turn".
From what little I know about harpies, they're supposed to be an annoyance more than a big threat. Maybe some kind of reverse Ferocious, that works off low power/CMC (say 3 or less). On the flipside, there could instead be hate for big numbers, like Mistmeadow Skulk or Smite the Monstrous. Not really feeling lifegain from them, like with the usual Orzhov Vampires and Spirits.
I like the small power theme for the harpies. Perhaps they care about the sheer numbers of creatures you've got? A secondary hate of big cmc's sounds good.
I also like the cantrip+ idea for the faeries. But we may run into a costing problem if all their signature spells have to be cantrips to work. What to call it... "Sagacity"?
? Mana Glitch1U
Instant
Draw a card. Sagacity - Counter target spell unless its controller pays 1 for each card you've drawn this turn.
?
Additionally, at the risk of sounding too Shadowmoor-y, should this block have -1/-1 counters and/or wither? What with plague being a key element to this set.
Talon: I agree that the mechanic should based on "avoid the elephants", to put it a way. Big creature hate will really fit the theme and given Smite the Monstrous is already one of two colors, as well as black's Deathtouch being good to take down any heavy hitter without much power, I'm sold on it. For the mechanic, I will go with something I just went from the top of my head: "Nimble (This creature cannot be blocked by creatures with equal or less toughness.)" It makes the "heavy" cards useless on them, but may be hit hard by creatures ith big fists, but weak waists.
Eye: Battle Ready sounds Awesome! That would be a good idea, indeed, to have a mechanic to help enchanted/equipped creatures.
Whisper: Yeah, I'm with Groovelord, cards in hand may not be as good as drawn cards, specially given Blue and Green are good on it. Sagacity is in for the Whisper.
Arm: We already have the aura mechanic above, but I guess we can make this one work as well. I think Refurbish may work, but better change the name, maybe call it Restore or something like that.
Fang: It makes a lot of sense, actually, yes
And yes, wither may be a theme for the "infected". And as a generic set mechanic, it works.
It seems we're going the way of the Khans so far (4 new mechanics for clans, one re used for clans and one reused for set them.)
We'll go now into the second step.
Phase 2: Scion Cards
As mentioned above, each Scion is enemy colored. Now let's see. Each scion must have:
12 primary color cards, including a Rare Elemental Beast
7 secondary color cards
10 multicolor cards, including a Mythic Rare Legendary Creature of the corresponding scion species (Talon/WB: Harpies. Arm/UR: Dwarves. Fang/BG: Nagas. Eye/RW: Kor. Whisper/GU: Faeries.)
Each scion must have up to 5 creatures with Wither to represent the infested.
I wanna add another "scion" formed mainly of 20 infested creatures (4 for each color), i.e. creatures with Wither. Some of these should also reflect the infection as well.
About the smoldering, invisible infection, it's all Jace's and Chandra's fault. And Sarkhan's. You probably can guess what it is.
I was also thinking of giving WB a mechanic called Nimble. Great minds and all that, I guess.
Here are some basic, improvised creatures.
Runeblade Paladin2W
Creature -- Kor Knight (C)
Battle ready -- As long as Runeblade Paladin is enchanted or equipped, it gets +1/+1 and has first strike.
2/2
Wing-Gift Faerie2U
Creature -- Faerie
Flying
When Wing-Gift Faerie enters the battlefield, draw a card. Then, up to X target creatures gain flying until end of turn, where X is the number of cards you've drawn this turn.
2/1
Baaz Battlesmith1R
Creature -- Dwarf Artificer (C)
When Baaz Battlesmith enters the battlefield, you may restore 2. (To restore 2, return target artifact card with converted mana cost 2 or less from your graveyard to your hand.)
2/2
Fastidious Harpy1B
Creature -- Harpy (C)
Flying
When Fastidious Harpy enters the battlefield, you may have target creature get -2/-2 until end of turn if that creature's power is 4 or greater.
1/1
Naga Beast-Tamer3G
When Naga Beast-Tamer enters the battlefield, you may put an X/X green Beast creature onto the battlefield, where X is the number of permanents that were put into a graveyard this turn.
Well, those look very good, let's add them in. The Tamer got given the "Naga Knight". The Fairy was made Uncommon for the sake of powers.
Also, let's reduce the cards with Wither in each scion to up to 4 and the "infested scion" reduced to 15, 3 per color, to not over saturate the set with wither.
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Tainted Skyreaper1W
Creature - Harpie (C)
Flying, Wither Harpies who have fallen to the Hell Curse are the most dreaded of the infested. Still possessing enough self to fly, they can spread their smoldering affliction into even the most remote of holdouts.
1/2
Lost Kor LancerRR
Creature - Lor Knight (C)
Wither, First Strike
"Kander? Is that you? You were supposed to be here... Oh no... LOWER THE GATES!" - Hemnil, Westpost Sentinal
2/1
Struggling Tinker2U
Creature - Dwarf Artificer (C)
Wither 2U: Untap ~. "Day 4 - I can feel it. This horrid disease, but I must complete my work before I lose myself... Anna would've wanted that."
1/3
Ashen Dead2B
Creature - Zombie
Wither "Great, just great! Not even killing them ends this infernal curse." - Matriarch Skygloom
Lastly a multi-scion artifact.
Flare Beacon3
Artifact (C)
When ~ enters the battlefield, draw a card.
Sacrifice ~: Target creature cannot block this turn. Best case scenario it's a way to signel home. Worst case scenario it's a way to stun the infested.
^Recurrable for the arm, gravestorm fueler for the fang.
Well, those sound awesome. The Zombie got 1/3, because why not. The spider got this extra text: “The nature, once a wonderful realm of mystery and exploration, is not a threat to all our lives. And it won’t stop until it gets us.” — Lena, Naga druid.
So far so good, we have 11 solid cards to go into the roar.
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Miasma Mistmaker3B
Creature - Naga Shaman [C]
Whenever another permanent is put into a graveyard, target creature gets -1/-1 and loses flying until end of turn. Death is followed by decay.
1/3
Marsh Scavenger4G
Creature - Naga Shaman [U]
At the end of each turn, return target non-land card with converted mana cost X or less where X is the number of permanents put into a graveyard this turrn. So many of us fall, so many of them die. We must search for life amidst all this death.
3/3
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MtG is where you can hate white players or black players, and still not be racist.
Okay, we're into full steam it seems, as there are users working their way into this. Let's see what we have so far:
Mechanics:
The Talon of Realm(WB Harpies) with Nimble (This creature cannot be blocked by creatures with equal or more toughness.){Mine};
The Arm of Realm(UR Dwarves) with Restore X (Return target artifact card with converted mana cost X or less from the graveyard to your hand.) {named by me, but made by Groovelord};
The Fang of Realm(BG Nagas) with Gravestorm (When you cast this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies.) {from Bitter Ordeal, suggested by Indighost};
The Eye of Realm(RW Kor), with Battle Ready -- As long as this creature is enchanted or equipped/As long as you control an enchanted or equipped creature/If you control an enchanted or equipped creature, EFFECT {by Groovelord};
The Whisper of Realm(GU Faeries) with Sagacity -- EFFECT for each card you have drawn this turn {by Indighost};
Finally the set's mechanic being Wither {suggested by Indighost}.
Runeblade Paladin2W
Creature -- Kor Knight (C) Battle ready -- As long as Runeblade Paladin is enchanted or equipped, it gets +1/+1 and has first strike.
2/2
Wing-Gift Faerie2U
Creature -- Faerie (U)
Flying
When Wing-Gift Faerie enters the battlefield, draw a card.
Sagacity -- When Wing Gift Faerie enters the battlefield, up to X target creatures gain flying until end of turn, where X is the number of cards you've drawn this turn.
2/1
Baaz Battlesmith1R
Creature -- Dwarf Artificer (C)
When Baaz Battlesmith enters the battlefield, you may restore 2. (To restore 2, return target artifact card with converted mana cost 2 or less from your graveyard to your hand.)
2/2
Fastidious Harpy1B
Creature -- Harpy (C)
Flying
When Fastidious Harpy enters the battlefield, you may have target creature get -2/-2 until end of turn if that creature's power is 4 or greater.
1/1
Naga Beast-Tamer3G
Creature -- Naga Knight (U)
When Naga Beast-Tamer enters the battlefield, you may put a X/X green Beast creature onto the battlefield, where X is the number of permanents that were put into a graveyard this turn.
1/2
Tainted Skyreaper1W
Creature - Harpie (C)
Flying, Wither Harpies who have fallen to the Hell Curse are the most dreaded of the infested. Still possessing enough self to fly, they can spread their smoldering affliction into even the most remote of holdouts.
1/2
Lost Kor LancerRR
Creature - Lor Knight (C)
Wither, First Strike "Kander? Is that you? You were supposed to be here... Oh no... LOWER THE GATES!" - Hemnil, Westpost Sentinal
2/1
Struggling Tinker2U
Creature - Dwarf Artificer (C)
Wither 2U: Untap ~. "Day 4 - I can feel it. This horrid disease, but I must complete my work before I lose myself... Anna would've wanted that."
1/3
Smoldering WeaverG
Creature - Spider (C)
Reach, Wither. “The nature, once a wonderful realm of mystery and exploration, is now a threat to all our lives. And it won’t stop until it gets us.” — Lena, Naga druid.
1/2
Ashen Dead2B
Creature - Zombie (C)
Wither "Great, just great! Not even killing them ends this infernal curse." - Matriarch Skygloom
1/3
Flare Beacon3
Artifact (C)
When ~ enters the battlefield, draw a card.
Sacrifice ~: Target creature cannot block this turn. Best case scenario it's a way to signel home. Worst case scenario it's a way to stun the infested.
Miasma Mistmaker3B
Creature - Naga Shaman [C]
Whenever another permanent is put into a graveyard, target creature gets -1/-1 and loses flying until end of turn. Death is followed by decay.
1/3
Marsh Scavenger4G
Creature - Naga Shaman [U]
At the end of each turn, return target non-land card with converted mana cost X or less where X is the number of permanents put into a graveyard this turrn. So many of us fall, so many of them die. We must search for life amidst all this death.
3/3
I love how Red is shared by dwarf and kor. What you refurbish can be equipped by battle ready. This does not seem to be present with the other mixes.
Devastated Ruins
Land [R] T: Add C to your mana pool.
Tap three untapped creatures you control: Create an artifact token named Old World Relic.
Sacrifice five artifacts: Restore 3.
So it helps gravestorm, and is restore-y.
The flavor is like a building or city full of old -pre great curse that are full of scrap like damaged statues or fishing poles etc. Then they use parts for refurbishing.
Mmm... interesting... I like it. BTW, I added a card I posted in a challenge elsewhere:_
Wall of LifeXXX
Legendary Artifact (M)
Wall of Life enters the battlefield with X charge counters on it.
Pay a life: Put a charge counter on Wall of Life. 0: Wall of Life becomes an X/X Legendary Artifact Creature with defender and reach, where X is the amount of charge counters on it. Activate only if you control no other creatures.
When Wall of Life leaves the field, you gain life equal to the amount of charge counters on Wall of Life.
I dunno if thise one would be useful, I'll just put it for consideration.
Phase 1: Realm Scions.
Mornad was originally under the rule of a massive kingdom called the Realm, where all the races lived in harmony. But one day, a massive disease appeared, smoldering everyone who came in touch with it. The result was the kingdom falling and the races splitting. Now they trive for survival against the spirits of the Hell Curse, as they call it.
The Scions will be 5 enemy colored scions, with the first color being the primary color. Each Scion will have 12 primary color cards, one of which is a Rare Elemental Beast, 7 secondary color cards and 10 two-color cards, one of which is the Scion Leader, a Mythic Rare Legendary Creature.
The Talon of the Realm (WB) will be formed by Harpies. The Arm of the Realm (UR) will be formed by Dwarves. The Fang of the Realm (BG) will be formed by Nagas. The Eye of the Realm (RW) will be formed by Kor. The Whisper of the Realm (GU) will be formed by Faeries.
We'll begin, of course, picking each scion's mechanic, as well as the generic mechanic for the set.
Will be taking multiple posts, of course.
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Hrmm... Can we suggest pre-existing mechanics if need be?
GU... Maybe "Memory"? Narcomoeba like effect, that says "when this card is put into your graveyard from your library do thing X"? They'd have to be small effects...
Or maybe we rename "Ninjutsu", "Formshift"?... Blue and green have flash creatures and transmutation of flesh is something simicy.
BG, "Gravestorm"? Things dieing seems like a thing green amd black would be interested in...
COST: Manufacture X (Put a token that's a copy of target artifact with converted mana cost X or less onto the battlefield.)
That's probably too powerful.
Red and blue both have artifact recursion too, so this might be viable:
COST/TRIGGER: Refurbish X (Return target artifact card with converted mana cost X or less from your graveyard to your hand.)
I see RW as having an Aura/Equipment theme. We could have a condition, "Battle ready".
Battle ready -- As long as this creature is enchanted or equipped, EFFECT
Battle ready -- As long as/if you control an enchanted or equipped creature, EFFECT
BW with harpies... Hmm... Maybe a lifegain trigger mechanic? "If you've gained X or more life this turn do thing X"? Ooh! I've had this idea were you exile a creature from your graveyard to give a creature on the battlefield all the first card's printed abilities! I know plenty of folks have struck this idea too, but maybe it'd work here?
From what little I know about harpies, they're supposed to be an annoyance more than a big threat. Maybe some kind of reverse Ferocious, that works off low power/CMC (say 3 or less). On the flipside, there could instead be hate for big numbers, like Mistmeadow Skulk or Smite the Monstrous. Not really feeling lifegain from them, like with the usual Orzhov Vampires and Spirits.
I also like the cantrip+ idea for the faeries. But we may run into a costing problem if all their signature spells have to be cantrips to work. What to call it... "Sagacity"?
?
Mana Glitch 1U
Instant
Draw a card.
Sagacity - Counter target spell unless its controller pays 1 for each card you've drawn this turn.
?
Additionally, at the risk of sounding too Shadowmoor-y, should this block have -1/-1 counters and/or wither? What with plague being a key element to this set.
Talon: I agree that the mechanic should based on "avoid the elephants", to put it a way. Big creature hate will really fit the theme and given Smite the Monstrous is already one of two colors, as well as black's Deathtouch being good to take down any heavy hitter without much power, I'm sold on it. For the mechanic, I will go with something I just went from the top of my head: "Nimble (This creature cannot be blocked by creatures with equal or less toughness.)" It makes the "heavy" cards useless on them, but may be hit hard by creatures ith big fists, but weak waists.
Eye: Battle Ready sounds Awesome! That would be a good idea, indeed, to have a mechanic to help enchanted/equipped creatures.
Whisper: Yeah, I'm with Groovelord, cards in hand may not be as good as drawn cards, specially given Blue and Green are good on it. Sagacity is in for the Whisper.
Arm: We already have the aura mechanic above, but I guess we can make this one work as well. I think Refurbish may work, but better change the name, maybe call it Restore or something like that.
Fang: It makes a lot of sense, actually, yes
And yes, wither may be a theme for the "infected". And as a generic set mechanic, it works.
It seems we're going the way of the Khans so far (4 new mechanics for clans, one re used for clans and one reused for set them.)
We'll go now into the second step.
Phase 2: Scion Cards
As mentioned above, each Scion is enemy colored. Now let's see. Each scion must have:
12 primary color cards, including a Rare Elemental Beast
7 secondary color cards
10 multicolor cards, including a Mythic Rare Legendary Creature of the corresponding scion species (Talon/WB: Harpies. Arm/UR: Dwarves. Fang/BG: Nagas. Eye/RW: Kor. Whisper/GU: Faeries.)
Each scion must have up to 5 creatures with Wither to represent the infested.
I wanna add another "scion" formed mainly of 20 infested creatures (4 for each color), i.e. creatures with Wither. Some of these should also reflect the infection as well.
About the smoldering, invisible infection, it's all Jace's and Chandra's fault. And Sarkhan's. You probably can guess what it is.
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Here are some basic, improvised creatures.
Runeblade Paladin 2W
Creature -- Kor Knight (C)
Battle ready -- As long as Runeblade Paladin is enchanted or equipped, it gets +1/+1 and has first strike.
2/2
Wing-Gift Faerie 2U
Creature -- Faerie
Flying
When Wing-Gift Faerie enters the battlefield, draw a card. Then, up to X target creatures gain flying until end of turn, where X is the number of cards you've drawn this turn.
2/1
Baaz Battlesmith 1R
Creature -- Dwarf Artificer (C)
When Baaz Battlesmith enters the battlefield, you may restore 2. (To restore 2, return target artifact card with converted mana cost 2 or less from your graveyard to your hand.)
2/2
Fastidious Harpy 1B
Creature -- Harpy (C)
Flying
When Fastidious Harpy enters the battlefield, you may have target creature get -2/-2 until end of turn if that creature's power is 4 or greater.
1/1
Naga Beast-Tamer 3G
When Naga Beast-Tamer enters the battlefield, you may put an X/X green Beast creature onto the battlefield, where X is the number of permanents that were put into a graveyard this turn.
1/2
Also, let's reduce the cards with Wither in each scion to up to 4 and the "infested scion" reduced to 15, 3 per color, to not over saturate the set with wither.
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Tainted Skyreaper 1W
Creature - Harpie (C)
Flying, Wither
Harpies who have fallen to the Hell Curse are the most dreaded of the infested. Still possessing enough self to fly, they can spread their smoldering affliction into even the most remote of holdouts.
1/2
Lost Kor Lancer RR
Creature - Lor Knight (C)
Wither, First Strike
"Kander? Is that you? You were supposed to be here... Oh no... LOWER THE GATES!" - Hemnil, Westpost Sentinal
2/1
Struggling Tinker 2U
Creature - Dwarf Artificer (C)
Wither
2U: Untap ~.
"Day 4 - I can feel it. This horrid disease, but I must complete my work before I lose myself... Anna would've wanted that."
1/3
Smoldering Weaver G
Creature - Spider (C)
Reach, wither
1/2
Ashen Dead 2B
Creature - Zombie
Wither
"Great, just great! Not even killing them ends this infernal curse." - Matriarch Skygloom
Lastly a multi-scion artifact.
Flare Beacon 3
Artifact (C)
When ~ enters the battlefield, draw a card.
Sacrifice ~: Target creature cannot block this turn.
Best case scenario it's a way to signel home. Worst case scenario it's a way to stun the infested.
^Recurrable for the arm, gravestorm fueler for the fang.
So far so good, we have 11 solid cards to go into the roar.
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Creature - Naga Shaman [C]
Whenever another permanent is put into a graveyard, target creature gets -1/-1 and loses flying until end of turn.
Death is followed by decay.
1/3
Marsh Scavenger 4G
Creature - Naga Shaman [U]
At the end of each turn, return target non-land card with converted mana cost X or less where X is the number of permanents put into a graveyard this turrn.
So many of us fall, so many of them die. We must search for life amidst all this death.
3/3
Mechanics:
For cards we have:
Yeah, keep it coming, people!
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Devastated Ruins
Land [R]
T: Add C to your mana pool.
Tap three untapped creatures you control: Create an artifact token named Old World Relic.
Sacrifice five artifacts: Restore 3.
So it helps gravestorm, and is restore-y.
The flavor is like a building or city full of old -pre great curse that are full of scrap like damaged statues or fishing poles etc. Then they use parts for refurbishing.
Wall of Life XXX
Legendary Artifact (M)
Wall of Life enters the battlefield with X charge counters on it.
Pay a life: Put a charge counter on Wall of Life.
0: Wall of Life becomes an X/X Legendary Artifact Creature with defender and reach, where X is the amount of charge counters on it. Activate only if you control no other creatures.
When Wall of Life leaves the field, you gain life equal to the amount of charge counters on Wall of Life.
I dunno if thise one would be useful, I'll just put it for consideration.
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)