Flowstone Tradesman R
Creature - Human Trader
Barter — (3/R), Have an opponent gain control of Flowstone Tradesman: Target creature gets +1/-1 until end of turn. (Barter only as a sorcery.)
1/1
It is still kinda screwy with two recruiters facing off, but if i made it "as long as you control" that would solve that, which I think is the only extremely nonsensical interaction. so it shall be done.
Response: The theory of recruit is that it will most of the time only recruit weaker creatures, because it triggers off of damage, which is dealt at the same time. This means that if a 1/1 with recruit (which wouldn't exist but bear with me) were involved in combat, it would die right after you gained the creature, giving it instantly back to your opponent.
Regarding mutliple recruiters blocking the same creature (which, because it is combat damage, is the only way it could happen) the ability reads in such a way that if either creature leaves play, the opponent regains control. I see this as making sense. The recruitment was a joint effort, and so both creatures are required in play to maintain it.
Finally, two recruiters against each other is a bit screwy. Would it make sense if i changed it from "as long as ~ remains in play" to "as long as you control ~" in which case the creatures would switch, then switch back, which doesn't necessarily make full sense but the outcome is the same. Although, for two recruiters to interact and for neither to die would be exceedingly rare, and if one dies, it loses its recruitment. Again, doesn't make sense but the final outcome does.
As a keyword, I know its powerful, but it is the least commonly used of the keywords I am introducing.
I know there are memory issues possible, but I think players could just be sensible about things (keep the recruited creature next to its recruiter, and if you have two of the same name, and you say "the one that recruited him" it really doesnt matter if you pointed to the right one or not if you just assume you did) and there wouldn't be too many issues. But again, there just plain will not be that many recruiters out there, compared to the other keywords.
Temporal Journey 2UU
Sorcery
Remove target creature you don’t control from the game with three time counters on it. It gains Suspend and "When this comes into play, target opponent gains control of it." “Time is the longest distance between two places.”
—Tennessee Williams
@iowercase, regarding your entry for tomorrow, I think the middle ability should just say "Put 2 loyalty counters on target other Planeswalker" but it looks cool
Fair Trade 3U
Tribal Enchantment - Merchant (U)
Whenever a nonland permanent comes into play, its controller may exchange control of it and a card of his or her choice with the same converted mana cost.
Baby garruk is actually four mana on turn two. But its important to remember that because he's a planeswalker you can't have more than one Garruk out at once. Still, he untaps the land you spent to play him so turn one forest garruk, untap land, elves. Turn two, forest, there's your four potential mana. I think he's fine though. Liliana and Jace are the problem children. I actually think Chandra's pretty bad, as power level goes.
Atrius, I like the concept of your card, and WUP that's just a creature that you sorcerized for the sake of the prompt. I have to go with Atrius, whose card is good, although i tihnk its not really as good as a sorcery (it seems instanty)
Creature - Human Trader
Barter — (3/R), Have an opponent gain control of Flowstone Tradesman: Target creature gets +1/-1 until end of turn. (Barter only as a sorcery.)
1/1
Edit: the change is made. more previews tomorrow
Regarding mutliple recruiters blocking the same creature (which, because it is combat damage, is the only way it could happen) the ability reads in such a way that if either creature leaves play, the opponent regains control. I see this as making sense. The recruitment was a joint effort, and so both creatures are required in play to maintain it.
Finally, two recruiters against each other is a bit screwy. Would it make sense if i changed it from "as long as ~ remains in play" to "as long as you control ~" in which case the creatures would switch, then switch back, which doesn't necessarily make full sense but the outcome is the same. Although, for two recruiters to interact and for neither to die would be exceedingly rare, and if one dies, it loses its recruitment. Again, doesn't make sense but the final outcome does.
As a keyword, I know its powerful, but it is the least commonly used of the keywords I am introducing.
I know there are memory issues possible, but I think players could just be sensible about things (keep the recruited creature next to its recruiter, and if you have two of the same name, and you say "the one that recruited him" it really doesnt matter if you pointed to the right one or not if you just assume you did) and there wouldn't be too many issues. But again, there just plain will not be that many recruiters out there, compared to the other keywords.
Sorcery
Remove target creature you don’t control from the game with three time counters on it. It gains Suspend and "When this comes into play, target opponent gains control of it."
“Time is the longest distance between two places.”
—Tennessee Williams
Tribal Enchantment - Merchant (U)
Whenever a nonland permanent comes into play, its controller may exchange control of it and a card of his or her choice with the same converted mana cost.
Creature - Kavu
Whenever you gain life, put a +1/+1 counter on ~.
0/1
Enchantment
Blocked creatures deal damage to their controller instead of to blocking creatures.
Mirrors for everyone!
Stax-36
Solesticio - 25
Green Opal - 18
MeatballWarrior - 16
penguinwriter - 12
Zaphod-11
WUPBRGspellsPlanarChaos - 10
Atrius - 9
orgolove - 5
seratonin - 5
BlackBull - 4
Dragoon26-4
flashstorm - 4
Chaos550 - 4
SnoopYah - 4
Cryptic_Hero - 4
void_nothing - 3
Ixias - 3
zu_faul-3
Savia - 1
Ghyrt - 1
Venser - 1
Kenny "Lan" Karasu - 1
Lenus Altair- 1
next. Atrius v. the world
Make a world permanent that is part of a horizontal cycle. You can explain the cycle, but please just make one card. Rarity.