Forest's Edge
Land - Forest
Forest's Edge enters the battlefield tapped.
(Tap: Add to your mana pool)
Tap another untapped land you control: Add to your mana pool. Activate this ability only once each turn.
This one provides more flexibility and there's no need to start putting tokens on lands (which can be problematic since I think most people like to stack lands on top of the table surface). Also provides a minor bonus in terms of being able to fix once on an opponent's turn.
I'm sorry, I can't see how the first one is broken. Two colors - blue and white - get counterspells, and it's clear that WOTC is trying to stop counter-spell dominated decks. The fact of the matter is that any played mass removal, whether pyroclasm or *** or the like will stop that one drop. Indeed, in most cases, the card isn't even that good (definately not maindeck worthy). Indeed, let's pretend that you sideboarded it in... who does it work w/? Only shroud guys, and how many of those are constructed playable in general?
If you had to choose which is more broken, this or Boil, which would you think is more broken?
I agree. There's aren't a lot of creatures with permanent shroud, and quite a few are awful (1-toughness insects some to mind). Heck I would probably play Gaea's Herald over this.
This mechanic can be salvaged by combining it with Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.).
Tada!
(although the drawback is that you wouldn't be able to spellswap the same spell multiple times)
Red Remove Soul 1R
Instant
The next creature target creature plays has "As this comes into play it deals damage to target player equal to its power." Its controller then sacrifices it.
What existing red card is this modelled after? It seems very familiar but I can't put my finger on it...
Anyhoo, here's an alternative blue creature kill spell:
Ray of Distortion XU
Instant
Choose one — Target creature gets -X/-0 until end of turn; or switch target creature's power and toughness until end of turn.
Entwine 1U
I'm not sure if this one actually works. I'm not too familiar with power/toughness switching interactions...
Here's a non-damage one for red:
Flowstone Eddy1R
Instant
Target creature gets +3/-3 until end of turn.
Strange, I was actually thinking about something similar to this after I made my thread. O.o
Well, here's an idea:
Gravelord Offering - 5BB Sorcery
Target creature's controller sacrifices it. Then you may put target creature card in a graveyard onto the battlefield under your control.
Could be a Mind Control without the enchanting part.
Fade into AEther3U
Sorcery (U)
Choose one -- Put target creature on top of its owner's library; or exile the top four cards of target player's library.
Entwine UU
I initially thought of maybe using kicker, but entwine works even better!
AEtheric Recalibration - 3C (White? Blue? Both? Hybrid?)
Sorcery
Choose target opponent. If you have less cards in hand then that player, that player discards a card and you draw a card. Repeat this process until you have the same number or one more cards in hand than that player.
Fits white's Balance, but not for card drawing. Fits blue's drawing, but not discarding. Fits black's discard, but black don't draw without sacrifices in life or resources.
I don't think white's balancing needs to be limited to sacrifice or discard. I can see card drawing working as well as long as in the end, the effect results in a balancing-type effect. So this card could be white.
Hmm.. what other effects do we need? Black artifact kill and red enchantment kill are a bit difficult to come up with...
I thought it would be fun to come up with ways to allow colours to do things that are normally taboo, but using all the abilities they currently have access to. I loved planar chaos, but the color-bending was a too blatant (i.e. explicit blue discard)
I want to keep this thread fun, so let's keep the arguments of whether this is right or wrong outside, and instead focus on coming up with the most obtuse and creative ways of doing things.
So here's blue creature kill (semi-inspired by Jonathan's thread):
Archive Collapse4UU
Sorcery
Put target creature on top of its owner's library. That player puts the top 3 cards of his or her library into his or her graveyard. Shoddy goblin architecture caused the entire east wing to collapse -- taking the poor librarian with it.
And here's green creature kill (convoluted, but works in most cases. There is some potential for abuse with glorious anthem -type effects though...):
Primal Bifurcation 4GG
Sorcery
Put an X/X green ooze creature token onto the battlefield, where X is the toughness of target creature. The token deals damage equal to its power to that creature. That creature deals damage equal to its power to the token. Sacrifice the token. You know how rabbits can multiply themselves rapidly? Sometimes that doesn't work out... -- Multiverse zoo research notes
This one is a bit awkward to word...anyone have a better idea?
Alternatively, there's this:
Wirewood Stinger2G
Creature - Insect
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
Deathtouch (Creatures dealt damage by this creature are destroyed. You can divide this creature's combat damage among any of the creatures blocking or blocked by it.)
1/1
(might even be able to tack on the rare green haste)
So what are your wacky ideas?
You can come up with mana costs and the like if you want, but the real focus is on how you can abuse and combine a color's current abilities.
Entity Fade - 4U Instant
Choose target creature. Its owner shuffles it into his or her library.
It doesn't destroy or exile the creature, but it's pretty much removal. Would it be suitable for blue to have a card like this, or would it fit more in white (thinking about Condemn)?
I think the card would work in both blue and white. The closest blue example I can find is Spin into Myth. The bottom of the library is arguably a harsher location for the creature than a random shuffle.
edit: Actually compared to Spin into Myth, the cost of this card is perfectly fine.
Good combination of abilities. However, the creature in its current form is a much better Voice of All, which itself was an excellent card. You'll need to think of a way to differentiate it. Either by lower the p/t, raising the mana cost (in which case you could probably give the return ability a discount), or including more than two white mana symbols in the cost.
Seek WisdomXWW
I think the cost for this one is fine. Chord of Calling was XGGG for creatures, but it was also an instant and had convoke.
Dragon Hunters2WW
Fine as is. Maybe even a bit underwhelming since its pretty narrow. Perhaps the addition of first strike would make it more appealing.
Spirit of the Raptor2W
You could probably use a wording similar to Protean Hydra
If combat damage would be dealt to Spirit of the Raptor, prevent that damage and remove that many +1/+1 counters from it instead.
Whenever a +1/+1 counter is removed from Spirit of the Raptor, put a 1/1 white bird creature token with flying into play.
I assumed you intended the birds to have flying. I also assumed you mean for the raptor to split apart for each combat damage it would have taken, in which case the replacement effect would be needed.
edit: actually now I see that you render uses a different wording from the text you posted. The render is definitely fine. The text version is a better Lightning Blow, but that isn't saying very much...
Since you're referencing Ghostfire here, you might want to include the line that will make it colorless. It doesn't really provide much marginal benefit over the "damage can't be prevented" line, but it works better with the card name.
You also forgot the trap subtype.
Maggot-Swarm Trap :3mana::symb::symb:
I believe the correct wording would be "Whenever a creature with Protection enters the battlefield under an opponent's control..." ala Blood Seeker
I do like the design, but I think that you end up with an inelegant card if you try to mash these two into a split card. Overall I think it would be better if you had two separate cards.
By far, the more interesting of the sides is the "spell" side, which is fine as is. I don't really care much for the "shaper" side, since that just seems like extra gravy.
If you break off "spell" as one card, then you can also go with a better card name. Maybe Spellshaper's catalyst/mastery? or something like that...
If you want to stick with the split card concept, then you will need to rename your card to something a bit more interesting... since split cards are usually read with "and" between both card names and most form an idiom (in English at least.. not sure what they do with foreign translations). So right now your card would be read as "spell and shaper". It might also be confusing to have a card named spell.
Naming split cards can be quite difficult in this aspect... the only one I can come up with is rather "Un"-like, but I quite like it
Carrot and Stick
After all, spellshapers are just the respective spell on a stick
Black is the color of graveyard manipulation. Plain and simple.
Graveyard recursion makes more sense in black than Green to me, even though I can totally see what Green would have to do with some recursion
In this case you can also imagine digging up the body and keeping the dirt
Funny how there are rampant complaints about power creep, but a lot of people seems to ignore the printing of very reasonable cards like this. In fact, we end up getting complaints that all these "normal" power level cards are crap and need to be more powerful and less "boring". It really is impossible to satisfy everyone.
Yeah i know you cant have everything at once. I didnt play during ravnica. Im still fairly new- I played when it was in standard and i wish those duals were back because i have a bunch of them- I just dont get why they are bringing out more allied duals we just got some last set. We dont need anymore allied help- we have the trip lands, m10 duals, borderposts, and now these- we have enough fixing for allied colors is my point we dont have to have enemy colors just yet but if you also remember there was enemy fixing in ravnica-looking at overgrown tomb. Yeah you can make the argument that trips can help fix for enemy and i will be using some but we do have enough allied fixing
Allied-color relationships are an integral part of the game (like the color wheel), which is why a vast majority of dual lands are for allied colors. It's usually rare in magic to see enemy-color duals or gold cards, unless its part of the identity of the set they are pushing. Although admittedly, they seem to be getting more common these days.
So it's not uncommon to get a whole string of allied-colored duals set after set.
Forest's Edge
Land - Forest
Forest's Edge enters the battlefield tapped.
(Tap: Add to your mana pool)
Tap another untapped land you control: Add to your mana pool. Activate this ability only once each turn.
This one provides more flexibility and there's no need to start putting tokens on lands (which can be problematic since I think most people like to stack lands on top of the table surface). Also provides a minor bonus in terms of being able to fix once on an opponent's turn.
I agree. There's aren't a lot of creatures with permanent shroud, and quite a few are awful (1-toughness insects some to mind). Heck I would probably play Gaea's Herald over this.
Tada!
(although the drawback is that you wouldn't be able to spellswap the same spell multiple times)
What existing red card is this modelled after? It seems very familiar but I can't put my finger on it...
Anyhoo, here's an alternative blue creature kill spell:
Ray of Distortion XU
Instant
Choose one — Target creature gets -X/-0 until end of turn; or switch target creature's power and toughness until end of turn.
Entwine 1U
I'm not sure if this one actually works. I'm not too familiar with power/toughness switching interactions...
Here's a non-damage one for red:
Flowstone Eddy 1R
Instant
Target creature gets +3/-3 until end of turn.
Ooh I really like this combination.
I initially thought of maybe using kicker, but entwine works even better!
I don't think white's balancing needs to be limited to sacrifice or discard. I can see card drawing working as well as long as in the end, the effect results in a balancing-type effect. So this card could be white.
Hmm.. what other effects do we need? Black artifact kill and red enchantment kill are a bit difficult to come up with...
I want to keep this thread fun, so let's keep the arguments of whether this is right or wrong outside, and instead focus on coming up with the most obtuse and creative ways of doing things.
So here's blue creature kill (semi-inspired by Jonathan's thread):
Archive Collapse 4UU
Sorcery
Put target creature on top of its owner's library. That player puts the top 3 cards of his or her library into his or her graveyard.
Shoddy goblin architecture caused the entire east wing to collapse -- taking the poor librarian with it.
And here's green creature kill (convoluted, but works in most cases. There is some potential for abuse with glorious anthem -type effects though...):
Primal Bifurcation 4GG
Sorcery
Put an X/X green ooze creature token onto the battlefield, where X is the toughness of target creature. The token deals damage equal to its power to that creature. That creature deals damage equal to its power to the token. Sacrifice the token.
You know how rabbits can multiply themselves rapidly? Sometimes that doesn't work out... -- Multiverse zoo research notes
This one is a bit awkward to word...anyone have a better idea?
Alternatively, there's this:
Wirewood Stinger 2G
Creature - Insect
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
Deathtouch (Creatures dealt damage by this creature are destroyed. You can divide this creature's combat damage among any of the creatures blocking or blocked by it.)
1/1
(might even be able to tack on the rare green haste)
So what are your wacky ideas?
You can come up with mana costs and the like if you want, but the real focus is on how you can abuse and combine a color's current abilities.
According to the gatherer ruling from the cardtag link, it does. (references Evermind being blue)
I think the card would work in both blue and white. The closest blue example I can find is Spin into Myth. The bottom of the library is arguably a harsher location for the creature than a random shuffle.
edit: Actually compared to Spin into Myth, the cost of this card is perfectly fine.
Good combination of abilities. However, the creature in its current form is a much better Voice of All, which itself was an excellent card. You'll need to think of a way to differentiate it. Either by lower the p/t, raising the mana cost (in which case you could probably give the return ability a discount), or including more than two white mana symbols in the cost.
Seek Wisdom XWW
I think the cost for this one is fine. Chord of Calling was XGGG for creatures, but it was also an instant and had convoke.
Dragon Hunters 2WW
Fine as is. Maybe even a bit underwhelming since its pretty narrow. Perhaps the addition of first strike would make it more appealing.
Spirit of the Raptor 2W
You could probably use a wording similar to Protean Hydra
If combat damage would be dealt to Spirit of the Raptor, prevent that damage and remove that many +1/+1 counters from it instead.
Whenever a +1/+1 counter is removed from Spirit of the Raptor, put a 1/1 white bird creature token with flying into play.
I assumed you intended the birds to have flying. I also assumed you mean for the raptor to split apart for each combat damage it would have taken, in which case the replacement effect would be needed.
Blades of the Defender W
Given the defense-oriented restriction, the cost is fine. Compare to Guided Strike and Lightning Blow.
edit: actually now I see that you render uses a different wording from the text you posted. The render is definitely fine. The text version is a better Lightning Blow, but that isn't saying very much...
Since you're referencing Ghostfire here, you might want to include the line that will make it colorless. It doesn't really provide much marginal benefit over the "damage can't be prevented" line, but it works better with the card name.
You also forgot the trap subtype.
Maggot-Swarm Trap :3mana::symb::symb:
I believe the correct wording would be "Whenever a creature with Protection enters the battlefield under an opponent's control..." ala Blood Seeker
Also forgot the trap subtype here
By far, the more interesting of the sides is the "spell" side, which is fine as is. I don't really care much for the "shaper" side, since that just seems like extra gravy.
If you break off "spell" as one card, then you can also go with a better card name. Maybe Spellshaper's catalyst/mastery? or something like that...
If you want to stick with the split card concept, then you will need to rename your card to something a bit more interesting... since split cards are usually read with "and" between both card names and most form an idiom (in English at least.. not sure what they do with foreign translations). So right now your card would be read as "spell and shaper". It might also be confusing to have a card named spell.
Naming split cards can be quite difficult in this aspect... the only one I can come up with is rather "Un"-like, but I quite like it
Carrot and Stick
After all, spellshapers are just the respective spell on a stick
When did that happen?
In this case you can also imagine digging up the body and keeping the dirt
Allied-color relationships are an integral part of the game (like the color wheel), which is why a vast majority of dual lands are for allied colors. It's usually rare in magic to see enemy-color duals or gold cards, unless its part of the identity of the set they are pushing. Although admittedly, they seem to be getting more common these days.
So it's not uncommon to get a whole string of allied-colored duals set after set.