Unstoppable Excavator G
Creature – Mole U
When Unstoppable Excavator enters the battlefield, search your library for a basic land card, reveal it, shuffle your library and put the card on top of it.
2/1
Amteris, Pioner´s Guardian 1WW
Legendary Planeaswalker - Amteris M
+2: Put a deep counter on target nonland permanent. It becomes lost.
-X: Exite target permanent of converted mana cost X or less.
-7: Destroy all creatures.
4
Husem, Illution Locus 3UU
Planeswalker - Orel M
+1: Create a 4/4 blue Illusion creature token with flying and "When this creature deals damage, sacrifice it.
-3: Choose a permanent type. Permanents of the chosen type that control you opponents don't untap during their controller's next untap steep.
-8: Gain control of four target permanents.
5
Net Nest G
Enchantment R
When Net Nest enters the battlefield, you may sacrifice it. If you do, put a land card from your hand onto the battlefield tapped and gain 2 life.
Whenever a nonbasic land enters the battlefield under an opponent control, Put a land card from your hand onto he battlefield tapped.
Hardened Markis 1RR
Creature - Dwarf Knight R
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
When you cast Hardened Marquis or at the beginning of your upkeep, you may tap target conquered land, it doesn't untap during its controller's next untap steep. If you do, Hardened Marquis deals 2 damage to you.
4/3
Mist of Dreams U
Enchantment R
When Mist of Dreams enters the battlefield, target nonland permanent becomes lost. Put a lost counter on that permanent. (A lost permanent can’t attack, block, put its abilities into the stack unless its controller pays 1 for each deep counter on it.)
Whenever a lost permanent attacks, blocks or puts its abilities into the stack, put a deep counter on it.
Magma Blast XR
Sorcery U
Magma Blast deals 2 damage to up to one target creature.
Magma Blast Deals X damage to up to one target player.
Twin-Sword Duelist WW
Creature - Dwardf Soldier C
Vigilance
3/2
Ethereal Transmutator 3UU
Creature - Illusion R
When Ethereal Transmutator attacks, all creatures you control become copy of target creature you control until at end of turn.
3/4
Iridescent Christal 0
Artifact C 1, T: Add one mana of any color.
Unleashed Predator 2RR
Creature - Hellion U
When Unleashed Predator enters the battlefield, draw two cards, then discard two cards.
4/4
Walking Dream 1U
Creature - Illusion U
When Walking Dream enters the battlefield, target nonland permanent becomes lost and put two deep counters on it. (Lost permanents can’t attack, block, activate or trigger abilities unless their controller pays 1, for each deep counter on it.)
When Walking Dream dies, remove two deep counters from target permanent an opponent controls.
2/2
I have some feedback about complexity of play. If that is not something you want to worry about, please disregard.
All these mechanics use different counter types, which can make it difficult for players to keep track of the board state. WotC R&D actually has a rule for standard sets where they avoid having two types of counters in a set that both go on the same permanent type. For example they had -1/-1 and brick counters in Amonkhet, but the brick counters only went on non-creature artifacts.
In this case there is a high chance that a creature with Reshape will also end up with both -1/-1 and deep counters on it, especially since players might be incetivized to put deep counters on reshapers to make it harder to activate them. I also noticed you have both conquer and charge counters on land.
Collectively, these mechanics make doing combat and mana math much more complicated. Combat is tricky because you need to account for all the deep counter taxes, which are not uniform since creatures might have different numbers of counters. At the same time you need to worry about spending too much mana and tapping conquered lands, plus you need to remember the effective costs of your Interred spells (be careful not to tip the counter die when you pick them up to check their costs).
If this is something you want to consider in your design, I'd recommend giving Deep counters and Inter more consistent "flat rate" functionalities. For Inter, it would be a common cost of, say, 3 to inter, and there would be a listed "unsealing" cost. Yeah, this is just "spell-morph" but would make it a lot easier for players to remember the cost. For deep counters, they wouldn't stack, it would just be a fixed cost of 2 to do anything. Another way to do the "lost" mechanic would be to exile or shutdown a creature until its owner pays X to remove X deep counters.
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Creature – Mole U
When Unstoppable Excavator enters the battlefield, search your library for a basic land card, reveal it, shuffle your library and put the card on top of it.
2/1
Amteris, Pioner´s Guardian 1WW
Legendary Planeaswalker - Amteris M
+2: Put a deep counter on target nonland permanent. It becomes lost.
-X: Exite target permanent of converted mana cost X or less.
-7: Destroy all creatures.
4
Husem, Illution Locus 3UU
Planeswalker - Orel M
+1: Create a 4/4 blue Illusion creature token with flying and "When this creature deals damage, sacrifice it.
-3: Choose a permanent type. Permanents of the chosen type that control you opponents don't untap during their controller's next untap steep.
-8: Gain control of four target permanents.
5
Net Nest G
Enchantment R
When Net Nest enters the battlefield, you may sacrifice it. If you do, put a land card from your hand onto the battlefield tapped and gain 2 life.
Whenever a nonbasic land enters the battlefield under an opponent control, Put a land card from your hand onto he battlefield tapped.
Hardened Markis 1RR
Creature - Dwarf Knight R
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
When you cast Hardened Marquis or at the beginning of your upkeep, you may tap target conquered land, it doesn't untap during its controller's next untap steep. If you do, Hardened Marquis deals 2 damage to you.
4/3
Enchantment R
When Mist of Dreams enters the battlefield, target nonland permanent becomes lost. Put a lost counter on that permanent. (A lost permanent can’t attack, block, put its abilities into the stack unless its controller pays 1 for each deep counter on it.)
Whenever a lost permanent attacks, blocks or puts its abilities into the stack, put a deep counter on it.
Magma Blast XR
Sorcery U
Magma Blast deals 2 damage to up to one target creature.
Magma Blast Deals X damage to up to one target player.
Twin-Sword Duelist WW
Creature - Dwardf Soldier C
Vigilance
3/2
Ethereal Transmutator 3UU
Creature - Illusion R
When Ethereal Transmutator attacks, all creatures you control become copy of target creature you control until at end of turn.
3/4
Iridescent Christal 0
Artifact C
1, T: Add one mana of any color.
Unleashed Predator 2RR
Creature - Hellion U
When Unleashed Predator enters the battlefield, draw two cards, then discard two cards.
4/4
Walking Dream 1U
Creature - Illusion U
When Walking Dream enters the battlefield, target nonland permanent becomes lost and put two deep counters on it. (Lost permanents can’t attack, block, activate or trigger abilities unless their controller pays 1, for each deep counter on it.)
When Walking Dream dies, remove two deep counters from target permanent an opponent controls.
2/2
All these mechanics use different counter types, which can make it difficult for players to keep track of the board state. WotC R&D actually has a rule for standard sets where they avoid having two types of counters in a set that both go on the same permanent type. For example they had -1/-1 and brick counters in Amonkhet, but the brick counters only went on non-creature artifacts.
In this case there is a high chance that a creature with Reshape will also end up with both -1/-1 and deep counters on it, especially since players might be incetivized to put deep counters on reshapers to make it harder to activate them. I also noticed you have both conquer and charge counters on land.
Collectively, these mechanics make doing combat and mana math much more complicated. Combat is tricky because you need to account for all the deep counter taxes, which are not uniform since creatures might have different numbers of counters. At the same time you need to worry about spending too much mana and tapping conquered lands, plus you need to remember the effective costs of your Interred spells (be careful not to tip the counter die when you pick them up to check their costs).
If this is something you want to consider in your design, I'd recommend giving Deep counters and Inter more consistent "flat rate" functionalities. For Inter, it would be a common cost of, say, 3 to inter, and there would be a listed "unsealing" cost. Yeah, this is just "spell-morph" but would make it a lot easier for players to remember the cost. For deep counters, they wouldn't stack, it would just be a fixed cost of 2 to do anything. Another way to do the "lost" mechanic would be to exile or shutdown a creature until its owner pays X to remove X deep counters.