VoiddrinkerBB2
Whenever a player discards a card, Voiddrinker gets -1/-1 until end of turn.
Whenever a player removes a card in the graveyard from the game,
Voiddrinker gets +1/+1 until end of turn. It feeds upon the destruction of death itself.
Well, I always try to do things... differently. For a while, I was considering making it a white/green deck, but I decided against it in the end.
Force Cast3
Artifact - Equipment 1: Prevent the next 1 damage that would be dealt to equipped creature. U: Counter target spell targeting equipped creature.
Equip 0
Yeah, you got it kinda wrong in the end... I meant to have it be the spells color. However, I think that might be overpowered with delve combos (lots of free cards).
Using your wording here is my ability, as well as a weak alternative...
Fabricate (You may remove this card from the game if it is in your graveyard while playing a spell. The cost of that spell is reduced by one mana of the spell's color.)
Fabricate (You may remove this card from the game if it is in your graveyard while playing a spell. The cost of that spell is reduced by 1.)
Fabricate (Whenever this card is in the graveyard, you may remove it from the game. If you do so, the next spell you cast costs one colored mana less.)
Right, I KNOW thats the wrong wording, but I am having trouble finding wording that works, so I would appreciate help with this. Yes, it is for a forum game, but I am just having a lot of trouble with this.
The purpose is simple: remove your graveyard to play cards with less color. If you think it's overpowered, please say so. Card cost will have very little to do with weather it is overpowered, as mostly it will never be payed if the mechanic is used. If it IS overpowered, I will probably make it colorless instead of colored, or perhaps limit it to one sac per card.
So, what do you all think?
(I will post cards soon, though I doubt they are necessary.)
Yeah, this also has been done (Relentless Rats). Here is a implementation:
Pile MossG3
Creature - Fungus
Horde (A deck can have any number of cards named ~)
Sacrifice Pile Moss: Target creature named pile moss gets +2/+2 until end of turn.
2/2
Shrapnel Elemental RR5
Whenever a artifact is put into a graveyard from play, put a charge counter on Shrapnel Elemental.
All artifact creature tokens have +1/+1 for each charge counter on Shrapnel Elemental.
Remove a charge counter from Shrapnel Elemental: Put a colorless 3/0 artifact creature token into play under your control.
7/4
Deathpowered Shackles 2
Equip 2
Deathpowered Shackles can only be attached to non-black, non-artifact creatures.
Whenever equipped creature deals damage, put a counter on Deathpowered Shackles.
Equipped creature gets -1/-1 for each counter on Deathpowered Shackles.
I like this proposal:
Each color takes the ability of the color two to the right of it on the color wheel.
White uses a black ability (Tutoring is the only workable choice that comes to mind that still fits and is relatively original)
Blue uses a red ability (destruction sounds OK)
Black uses a green ability (Good, but keep Evil Presence in mind...)
Red uses a white ability (I don't like damage prevention here. Damage prevention just isn't very spectacular in any way)
Green uses a blue ability (Control sounds the awesome: best idea so far)
I will comment more soon, (and put up my own ideas) as soon as I have a spare moment.
I think we just go with this (and tweak it a lot, of course) just so we have a nice framework to build from.
The thing that bothers me most about the death penalty is the possibility of someone innocent getting convicted. I'm pretty sure that life in solitary prison is a good enough deterrent for any crime that can be deterred.
Murders fight Murders, Rapist fight Rapists, etc etc etc. No one crime would be excluded, if it's serious enough to get you in jail for the rest of your life, it'ld be allowed.
Wow, I would pay a lot of money for Fat Corrupt Businessmen fight Fat Corrupt Businessmen.
I just think some people have been playing too many Unreal games (although I can't argue that they aren't fun...)
Whenever a player discards a card, Voiddrinker gets -1/-1 until end of turn.
Whenever a player removes a card in the graveyard from the game,
Voiddrinker gets +1/+1 until end of turn.
It feeds upon the destruction of death itself.
Well, I always try to do things... differently. For a while, I was considering making it a white/green deck, but I decided against it in the end.
Artifact - Equipment
1: Prevent the next 1 damage that would be dealt to equipped creature.
U: Counter target spell targeting equipped creature.
Equip 0
Silent Stalkers G2
Creature - Elf Assassin
T: Destroy target tapped flying creature.
2/1
Countalistor 2
Artifact Creature
Sacrifice Vitalistor: Destroy target enchantment.
1/1
Using your wording here is my ability, as well as a weak alternative...
Fabricate (You may remove this card from the game if it is in your graveyard while playing a spell. The cost of that spell is reduced by one mana of the spell's color.)
Fabricate (You may remove this card from the game if it is in your graveyard while playing a spell. The cost of that spell is reduced by 1.)
Right, I KNOW thats the wrong wording, but I am having trouble finding wording that works, so I would appreciate help with this. Yes, it is for a forum game, but I am just having a lot of trouble with this.
The purpose is simple: remove your graveyard to play cards with less color. If you think it's overpowered, please say so. Card cost will have very little to do with weather it is overpowered, as mostly it will never be payed if the mechanic is used. If it IS overpowered, I will probably make it colorless instead of colored, or perhaps limit it to one sac per card.
So, what do you all think?
(I will post cards soon, though I doubt they are necessary.)
Never mind, I read the rules and such, and will post elsewhere.
Pile Moss G3
Creature - Fungus
Horde (A deck can have any number of cards named ~)
Sacrifice Pile Moss: Target creature named pile moss gets +2/+2 until end of turn.
2/2
(I rather like that card... great flavor )
How about banding?
Whenever a artifact is put into a graveyard from play, put a charge counter on Shrapnel Elemental.
All artifact creature tokens have +1/+1 for each charge counter on Shrapnel Elemental.
Remove a charge counter from Shrapnel Elemental: Put a colorless 3/0 artifact creature token into play under your control.
7/4
Next: 0/3 wall creature tokens with defender.
Equip 2
Deathpowered Shackles can only be attached to non-black, non-artifact creatures.
Whenever equipped creature deals damage, put a counter on Deathpowered Shackles.
Equipped creature gets -1/-1 for each counter on Deathpowered Shackles.
Next:
- Artifact
- Turns into a creature
- Haste
Each color takes the ability of the color two to the right of it on the color wheel.
White uses a black ability (Tutoring is the only workable choice that comes to mind that still fits and is relatively original)
Blue uses a red ability (destruction sounds OK)
Black uses a green ability (Good, but keep Evil Presence in mind...)
Red uses a white ability (I don't like damage prevention here. Damage prevention just isn't very spectacular in any way)
Green uses a blue ability (Control sounds the awesome: best idea so far)
I will comment more soon, (and put up my own ideas) as soon as I have a spare moment.
I think we just go with this (and tweak it a lot, of course) just so we have a nice framework to build from.
Are we making 2 cards (planeshifed + ability demo), or 10 (one set for each color)?
I just think some people have been playing too many Unreal games (although I can't argue that they aren't fun...)