"Overload target spell if it would make sense to do so."
Only feedback is best feedback.
Divine Punishment Show
Destroy target creature.
Spells that can destroy a creature of your choice should have a second black mana symbol! Did you consider ": Overload this creature until end of turn." for that creature that you posted above? Then again, some auras may grant abilities where that doesn't work again..
Following the Izzet Alchemist debacle, I'm reluctant to use that wording.
Brawler's Fury Show
Target creature fights each creature.
Sometimes, the will to beat someone to a pulp transcends reason, circumstance and ability to do so.
Extremely complicated, that's something for people like magicpablo666 that absolutely love math, nothing for people that "only" like math and nothing for average players.. And there's not much of a difference between the modes and their impact anyway!
I don't think it's that complicated. The first mode is pretty much "Destroy target creature, it deals damage to each creature equal to its power", the second one "Destroy each creature."
It has more nuance if you plan for it.
Flurry of Growth Show
Flurry of Growth
Target creature you control gets +1/+1 until the end of turn.
You could use the last card to destroy a smaller creature without destroying everything else, but who pays six mana to destroy a smaller creature? Although it's very interesting if you have the creature with the highest toughness, because then you could simply destroy each other creature.. The second option also does something different in some cases, but calculations for that second mode become incredibly complicated then.. Your new card is much cleaner, although it's pretty difficult to calculate the impact of your combat trick: You attack with a 2/3 creature plus a 3/4 creature plus a 4/5 creature into your opponent's 2/3 creature plus 3/4 creature plus 4/5 creature, what should you do when you have this card and six mana?
On complicated boards, it's hard to say in a vacuum. It certainly rewards thinking.
A bit late, but this has been Overload Week.
Revenge of the Meek Show
Revenge of the Meek
Target creature without the greatest power fights the creature with the greatest power. (If two creatures are tied for greatest power, choose one of them.)
No one likes the champion who's too good, no matter what side you're on.
The "target creature without the greatest power" bit reads a little awkwardly, but I guess to make overload or the flavor work it's needed. Seems too good compared to Blood Feud , but blood feud is bad so I guess it works. I am not sure it is worth overloading, though.
Don't forget that Blood Feud is monocoloured, and this needs two. Also, overloading will often result in mass removal.
Extensive Research Show
When CARDNAME enters the battlefield, search your library for a land card, a creature card, an instant card and a sorcery card, reveal them and exile them face down, then shuffle your library.
At the beginning of your upkeep, put one of the cards at random that was exiled with CARDNAME into your hand. If you can't, sacrifice it.
"It is the duty of a researcher to venture into experimentation not with the purpose to prove something, but to discover the truth of things."
I would say it feels more Simic than UG. I know that sounds silly, but sometimes a guild identity can modify a colour pair identity. Maybe it would be better at
Maddening Mutation Show
Enchantment - Aura
You control enchanted creature.
Enchanted creature gets +1/+1 and is a mutant in addition to its other types.
At the beginning of your upkeep, enchanted creature fights another creature. If there are no other creatures on the battlefield, it deals damage equal to its power to you instead.
"We can give it might. We cannot teach it restraint."
Omnibian Tyrant Show
Creature - Frog
: Target creature becomes a copy of CARDNAME. (This effect doesn't end at the end of turn.)
All glory to the Omnibian.
Mirina, Master Geneticist Show
Mirina, Master Geneticist
Legendary Creature - Elf Wizard
, : Exile target creature. Its controller puts a 3/3 green Beast token onto the battlefield.
: Put a green and blue Mutant creature token with "This creature's power and toughness are each equal to the number of creature cards exiled with Mirina, Master Geneticist." and "As long as a creature exiled with Mirina, Master Geneticist has flying, this has flying. The same is true for intimidate, first strike, double strike, deathtouch, haste, landwalk, protection, reach, trample, hexproof and vigilance."
Yea, that's never gonna fit, and I'm not sure you can link abilities that way between cards, but as long as we're in the fantasy fantasy card design realm, I think this is pretty neat.
I like Mirina, it's the Simic version of Death-Mask Duplicant . But yeah too muich text.
Simic Biomancer Show
Creature - Elf Wizard
At the beginning of your upkeep, reveal the top card of your library. Until end of turn, spells you cast that share a type with the revealed card cost less to cast. If you revealed a land card, add one mana of any colour to your mana pool at the beginning of your next precombat main phase instead.
When the Izzet started charging exorbitant prices for their power generators, Mirina had her researchers build their own energy sources.
Genetic Triumph Show
Exile the top five cards of your library. Put a green and blue Mutant creature token with power equal to the the sum of the power and toughness equal to the sum of the toughness of creature cards exiled this way.
"Some people say that genetics doesn't work that way, by taking a 'gene' for wings, or a 'gene' for firebreathing, or whatever, and mashing them together. I'll let them talk to my new beast to see if that changes their mind."
Mirina, Master Geneticist
This has been Simic Week.
Dynamic Limiter Show
Enchantment - Aura
Creatures other than enchanted creature get -X/-0, where X is equal to enchanted creature's power.
: Put a +1/+1 counter on enchanted creature.
Once they realised that most of their creations didn't "play well with others", the Simic developed technologies to capitalise on that.
I hate the name.
Boros Zealot Show
Creature - Goblin Soldier
At the beginning of each combat phase, untap CARDNAME.
CARDNAME attacks and blocks each turn if able.
Aurelia never cared much for goblins, but even she had to commend his will to fight.
Maybe up the cost by one? It needs first strike or the second ability is very lame.
Punish the Wicked Show
Punish the Wicked
You may return a creature you control to its owner's hand. Then, CARDNAME deals 5 damage to each creature.
"Ask me not why I slaughtered all of your unworthy companions. Ask yourself why I spared you."
War Rations Show
Whenever an opponent casts an instant or sorcery spell, if he or she cast another spell this turn, you may copy that spell and choose new targets for the copy.
"You will be allowed precisely what it is decided for the common good. If you are found using more resources than allotted, any extra will be requisitioned for the common good."
Boros Edict N.2
Total Commitment Show
Whenever a creature becomes tapped, CARDNAME deals 1 damage to that creature.
War is not for the weak. Be prepared to give your soul and blood if you want to succeed.
With all of white's tap effects, it can be a lot more controllable than Circle of Flame. But I guess it could be a bit overcosted.
Purifying Fire Show
Exile target creature with toughness X or less.
The flames do not purify the victim, but make the world a little cleaner by removing it.
Sunhome Skirmisher Show
Creature - Elemental Soldier
CARDNAME can't block
If CARDNAME would deal combat damage to a creature, instead put CARDNAME and that creature at the top of their owners' libraries.
This has been Boros Week.
CARDNAME deals damage to each creature equal to that creature's toughness.
The wrath of angels is in no way more merciful than that of gods.
Willing Servitude Show
Gain control of target creature you don't control unless that creature's controller chooses two other creatures he or she controls. If he or she does, gain control of those creatures instead.
"We offer protection, peace and wealth to those who join us, and, if that's not enough, wait until you hear what we inflict upon those who don't."
Zelinas, Orzhov recruiter
I know this may appear as a blue/black card, or even monoblue, but the flavour makes it feel Orzhov, in my opinion. As I've mentioned before, guild flavour can supercede colour pair flavour.
Bond of Subservience Show
Bond of Subservience
Enchantment - Aura
Enchanted creature gets -2/-2.
At the beginning of your upkeep, target creature you control gets +2/+2 until your next turn.
"Yes, we are extremely wealthy. Yes, you are rather poor. It is just further proof that you should give us your money, because clearly we know how to handle it and you don't."
Somhaur, Orzhov Pontiff
Angel of Dark Desires Show
Angel of Dark Desires
Creature - Angel
Pay 4 life: Destroy target creature other than CARDNAME, then put a desire counter on CARDNAME. Only your opponents may activate this ability.
At the beginning of your upkeep, draw a card for each desire counter on CARDNAME.
"The Orzhov desecrate the very concept of holiness. Their angels are hellish creations meant to satisfy their most depraved wishes from those of riches to other, more bawdy needs."
Probably multiplayer material.
The Rich Get Richer Show
The Rich Get Richer
At the beginning of your upkeep, if you have more life than any opponent, you gain 4 life.
At the beginning of your upkeep, if you have more cards in hand than any opponent, draw a card.
"Shut up, peasant. You shall be allowed to speak when you can afford the privilege to pay us for it."
Somhaur, Orzhov Pontiff
Orzov Enforcer Show
Creature - Human Advisor
Except for the first spell cast by each player each turn, spells cost an additional 2 life to cast.
"Money cannot buy happiness, or love, or truth, but who needs those things when you have power?"
I like the flavor, but this seems just weaker than Ethersworn Canonist (and harder to cast). Maybe if it made them discard for each spell after the first one as well..
Originally, it only affected your opponents, but then I remembered that all hate bears are symmetrical.
Cruel Demise Show
Exile target creature with the second greatest power. (If two or more creatures are tied for second greatest power, choose one of them.)
Rivalry and fair competition are two things the Orzhov abhor.
Overlord of Austerity Show
Overlord of Austerity
Creature - Angel Demon
Players can't draw cards or cast spells unless they pay 3 life for each card they would draw or spell they would cast.
Players can't gain life.
At the beginning of your upkeep, you lose 6 life.
The Patriarchs condensed all of their hypocrisy in one tyrant, allowing them to pursue wealth and pleasure while preaching poverty and obedience.
This has been Orzhov Week.
Rabid Assailant Show
Creature - Human Warrior
When CARDNAME enters the battlefield, target creature gets +3/+0 until the end of turn.
When CARDNAME deals combat damage to a player, return it to its owner's hand.
Bloodrush - , Discard CARDNAME: When target attacking creature deals combat damage to a player this turn, return it to its owner's hand.
His furor is only matched by his willingness to share the chaos.
Fists of the Furnace Show
Fists of the Furnace
Enchantment - Aura
Enchanted creature gets +3/+0 and first strike.
Bloodrush - , Discard CARDNAME: Target attacking creature gets +3/+0 and first strike until the end of turn.
Gruul raiders prefer to skip the counting in the "one-two punch" expression.
A bit similar to Viashino Shanktail , but you get the idea.
Kind Giant Show
Creature - Giant Soldier
Prevent all combat damage CARDNAME would deal to creatures.
Bloodrush - , Discard CARDNAME: Prevent all combat damage target attacking creature would deal to creatures.
He'll fight despotic injustic and horrific spellcraft, but he won't hurt a fly.
channel might be a more appropriate keyword for the blushing giant
Bloodrush is an awful keyword in terms of flavour because it is so damn narrow. I agree that channel is a better fit, but as I'm keeping conditions and effect largely similar, I'm going to keep on calling it bloodrush.
Rakdos Maulers Show
Creature - Goblin Warrior
Bloodrush - , Discard CARDNAME: Put a +1/+1 counter on target attacking crerature. That creature gains unleash. (This effect doesn't end at the end of turn.)
Turning "running with scissors" into an athletic event.
Strength of the Conclave Show
Strength of the Conclave
Creatures you control get +1/+1 until the end of turn.
Bloodrush - , Discard CARDNAME: Target attacking creature gets +3/+3 until the end of turn.
"Whether it's with a stampede of saprolings or the might of a single elemental, the Conclave will bury you, fiend."
Zunak, Selesnya strategist
Ward of Lights is certainly wordy
I don't know how a player would intuirivly think unleashed means cannot block
or bloodrush meanscast as a 1 time instant
these keyword are for flavor
Some cards can be more subtle about how they worked, or have multiple options.
Gruul Knifeteer Show
Creature - Goblin Warrior
Bloodrush - , Discard CARDNAME: Target attacking creature gets +3/+1 until the end of turn.
Overload (You may activate this card's abilities for its overload cost. If you do, change its text by replacing all instances of "target" with "each".)
"This one's for stabbin', and this one for gougin', and this one for pokin', and this one for slicin', and this one..."
Crazed Clawtooth Show
Creature - Cat Boar
Bloodrush - , Discard CARDNAME: Target attacking creature gains trample until the end of turn. When that creature deals combat damage to a player this turn, put two +1/+1 counters on it.
"For being worshippers of raw nature, the Gruul have a peculiar sense of what is allowed in terms of hybrids."
So ends Bloodrush Week, based on the most awful mechanic to try to innovate on that I've seen in years. Maybe it's just me, but I was thoroughly uninspired throughtout.
Joint Patrol Show
Creature - Human Soldier
Battalion - When CARDNAME and at least two other creatures attack, detain target creature.
The Azorius naturally thought they would take care of the paperwork afterwards, and the Boros took it upon themselves to supply the weaponry, but both thought they assumed they take control of the operation.
Rusted Guard Show
Creature - Gargoyle
CARDNAME enters the battlefield with four -1/-1 counters on it.
Battalion - When CARDNAME and at least two other creatures attack, remove a -1/-1 counter from it.
When the Boros were forced to retreat beyond their borders, ancient sentinels of past wars awoke to defend them. They had been forgotten by all, but they had loyally manned their posts for millennia.
Imposing Statue Show
Creatures can't attack unless their controller pays for each creature that is attacking.
: CARDNAME becomes a 4/4 colourless Construct artifact creature until the end of turn.
Battalion - When CARDNAME and at least two other creatures attack, it becomes a 6/6 white Human creature with first strike. (This effect doesn't end at the end of turn.)
Inspired by Pinocchio.
Okk Trainee Show
Creature - Goblin Warrior
CARDNAME can't attack or block alone unless it has at least an experience counter on it.
Battalion - When CARDNAME and at least two other creatures attack, you may put an experience counter on it.
Capable of fighting like a great warrior, needing to be coddled like a small child.
Fighter Replicant Show
Creature - Mutant Elemental Soldier
Battalion - When CARDNAME and at least two other creatures attacks, you may pay . If you do, create a token that is a copy of CARDNAME tapped and attacking.
"It's designed to be autonomous in taking over barricades, tollhouses, enemy outposts, friendly outposts, garrisons, fortified citadels, castles, fortresses, cities, regions, small kingdoms, entire planes and anything in its way."
Auramancer's Strength Show
Enchantment - Aura
Battalion - When enchanted creature and at least two other creatures attack, you may search your library for an aura card that could enchant it and reveal it. If you do, attach it to enchanted creature, then shuffle your library.
Mantle of Furor Show
Mantle of Furor
Enchantment - Aura
You control enchanted creature
CARDNAME enters the battlefield with three furor counters on it.
When there are no furor counters on CARDNAME, sacrifice it.
At the beginning of your upkeep, remove a furor counter from CARDNAME.
Battalion - When enchanted creature and at least two other creatures attack, put a furor counter on CARDNAME.
This has been Battalion week.
Orzhov Racketeer Show
Creature - Human Cleric
Other creatures you control with extort have extort. (Each instance of extort triggers separately.)
"The debt with the Orzhov is easily acquired, and never fully paid."
Captain of the Basilica Show
Captain of the Basilica
Creature - Human Soldier
Whenever you extort, you may have target creature get -1/-1 until the end of turn and CARDNAME get +1/+1 until the end of turn.
"We protect ourselves with more than just walls and fences."
What separates "Orzhov Racketeer" from Cavalry Master is that multiple instances are often pretty useless! Let's say that you have 2-3 "extort" creatures, then you're allowed to pay or when you're casting spells, and that's already hard enough.. But if you have 2-3 "extort" creatures and this creature, then you're allowed to pay or when you're casting spells, and that's pretty redundant..
I don't think that "Captain Of The Basilica" should keyword the activation of triggered abilities that can only be found on 5-10 cards in the whole game, so what about this version that's less narrow and that doesn't push you to play extort.dec? "Whenever the life totals of two or more players change, you may have target creature get -1/-1 until end of turn and this creature get +1/+1 until end of turn." This creature should probably have a higher power and lower toughness, because you'll play the most spells on your own turn and thus you would like to use this creature as attacker instead of blocker..
I don't think that multiple instances of extort are useless. I've played quite a bit with the format, and once you get to 6-7 mana, playing a 2-3 cmc spell means you can extort multiple times... provided you have the extorters. Many times I've wanted to extort with all my available mana, and couldn't. There's a big difference between being able to extort two times and four times, and it's definitely not redundant to be able to do so.
By that logic, extort itself shouldn't be keyworded, because it only appears on 5-10 cards in the whole game. That's the entire point of keywording things, so they can be addressed to more easily. The power and toughness debate is a more legitimate issue and one that comes down to personal preference. As the Orzhov have a grindy, defensive feel, I thought a defensive creature would be better.
Patriarch's Pet Show
Creature - Thrull
: Return CARDNAME to its owner's hand. You can't activate this ability during combat phases.
It's the perfect symbol of the Orzhov power: small, nearly useless, servile, ugly, and infinitely valuable because of the patriarch's mark stamped on its back.
How many cards that are refering to triggered "extort" abilities would you print? Unless we're talking about 50-60 cards with "extort" and 5-6 cards that are just refering to that mechanic, I don't think that you should keyword the reference.. Even Burning Vengeance + Secrets Of The Dead weren't as narrow as that reference and didn't require you to "flashback" something, although we're talking about >100 cards with "flashback" as keyword.. I'm not sure about your new card, it would mainly be abused in the same way as Cavern Harpy + Horned Kavu , but that was your intention.. I prefer cards like Whitemane Lion , because they provide a much larger variety of options!
1. Your proposed alternative ("whenever two players change life total...") is much less elegant, and it works differently, as it would trigger upon both players gaining or losing life at the same time.
2. The reason why Burning Vengeance and Secrets of the Dead do not say flashback is because saying "whenever you cast a spell with flashback" means it triggers of spells you play from your hand with flashback, and saying "whenever you cast a spell from your graveyard with flashback" is redundant: flashback is, in the format, the only way to cast spells from graveyards. Additionally, this wording gives compatibility with Retrace and a handful of other cards. Giving a general wording to the Captain's trigger means making it work in a much higher number of situations, a compatiblity it doesn't need.
3. Referencing other abilities by name happens often. That's the point of naming them. It wouldn't even be a new keyword, just a logical consequence of the ability. Devour was used in pretty much the same way (" If CARDNAME devoured / for each creature it devoured "), Kicker was referenced on cards that don't have kicker, and Djinn Illuminatus says: "Your spells have replicate" rather than "You may pay your spells' cost any number of times, for each time you did, copy the spell and you may choose a new target."
As for the Pet, it's supposed to be a repeatable source of extort, but I guess that it has other applications too.
Law of Riches Show
Law of Riches
Whenever a spell you control is extorted four or more times, you may copy that spell. You may choose new targets for the copy.
Those who have, do. Those who don't, serve those who do.
Can you even copy creature spells?
Well, copies of creature spells can't enter play, because they aren't cards or creature tokens! Although I support your off-color abilities every once in a while, these colors definitely shouldn't be capable of copying spells.. Just as with one of the last cards, I would prefer a more general wording: "Whenever you cast a spell, if life totals changed by eight or more points this turn, you may copy that spell. You may choose new targets for the copy." While refering to mechanics like "flashback" / "kicker" makes actually sense because of the many cards, expanding the reference doesn't make sense for mechanics like "kicker" / "devour" because that would require very strange wording.. The mechanic that you're currently designing cards for doesn't appear on many cards and it's rather simple to expand the reference, and that's different from the mechanics where that doesn't really make sense..
A more general ability wouldn't work, because the trigger is very different. Extort means a very specific action, it's simple, and it's already a verb. I don't understand why you are so opposed to the idea of referencing it as shorthand. Your suggestion is as follows:
"Whenever each of your opponents loses 1 life and you gain that much life, then..." which is unwieldy, inelegant and still refers pretty much only to extort. Linking the trigger to simultaneous changes in life total means that it would trigger off Flame Rift , for example, which is not what I want to do.
Corrupt Knight Show
Creature - Human Knight Rogue
CARDNAME enters the battlefield with a +1/+1 counter for each time it was extorted.
CARDNAME gets first strike as long as it has a counter on it.
"Honour on the battlefield or honour of the coin? Which one is less likely to get me killed?"
Cathedral of the Holy Coin Show
Cathedral of the Holy Coin
Whenever you pay for an extort cost with , you gain 1 life.
Whenever you pay for an extort cost with , each opponent loses 1 life.
(These effects are in addition to the effect of the extort.)
Corrupt Candidate Show
Creature - Human Advisor
When CARDNAME enters the battlefield, put two 1/1 white and black Human Cleric tokens on the battlefield with extort under target opponent's control.
"He can be blackmailed. He's a liability, and the public will not like it."
"He's the only one who can do the job. Public opinion is swayed easily."
This has been Extort week.
Players can't cast spells.
Creatures can't attack.
I didn't get much of that, but all comments are appreciated.
Return to Roots Show
Return to Roots
Enchantment - Aura
Enchanted creature is a 1/1 Mutant with no abilities except it gains evolve.
You'll probably never target your own creatures because of the very strong drawback, but always enchanting your opponent's creatures only deals with these creatures for a few turns, and then you'll feel really bad when you face the 3/3 or 4/4 or 5/5 version of that creature..
Wiping abilities can be very powerful. In the late game, when it's harder for a player to get creatures out, it can be a strong removal spell. Putting it on your creature, letting it grow and removing it somehow can be a legitimate tactic.
Cytoplast Sentinel Show
Creature - Human Soldier Mutant
Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, CARDNAME gains flying until the end of turn.
Whenever a creature with toughness greater than CARDNAME's toughness enters the battlefield under your control, CARDNAME gains vigilance until the end of turn.
I would feel really punished if my opponent simply destroyed this enchantment after putting some +1/+1 counters on that creature, because I would face his or her strongest creature with additional power + toughness, and that would prevent me from playing the card in the first place.. Your new card sounds nice, but it's harder to trigger than most other "evolve" creatures, and decreasing one of the printed stats by one point would make the card a little better, even though that would eliminate the symmetry with its abilities.. Since you would like to trigger its abilities more than 1-2 times, you should consider turning this creature into a 1/1 creature to increase the number of times its abilities would trigger.. Oh, and your previous card should have the second ability of Forced Worship + Agoraphobia + Cage Of Hands !
The "bounce to hand" ability suggestion is reasonable.
Gene Accumulator Show
Creature - Human Mutant
I wanted to use Legacy, an old keyword I made in this thread (when a creature with legacy dies, you may put auras attached to it and counters onto it onto another creature), but in the end, graft is a bit cleaner.
The same basic synergy as Simic Fluxmage , but your creature should be a 0/0 creature with "graft 1"..
It's similar, but I think it's different enough.
Zameck Snapjaw Show
Creature - Beast Mutant
As long as CARDNAME as at least one +1/+1 counter on it, it has flying.
You can complain that that's not how evolution works all you want, but you can't argue with the results.
For some reason, you're into "evolve" creatures where creating +1/+1 counters is pretty difficult, but where you receive other rewards for making them evolve.. That way, it's more of a puzzle piece than a creature that slowly becomes stronger and stronger!
Return to Roots is super cool, but it needs different flavour! Right? Roots implies some sort of plant-based creature, not a Mutant. . . I do like alliteration an awful lot though. Return to. . . Ribosome? That isn't really where interesting mutations would occur - I mean as far as I know. My knowledge of Genetics is pretty basic, but, well. Darn English and the re- prefix. I need to think of synonyms for Return that don't begin with R. . . Okay, well, no, those don't alliterate with the genetics terms that I'm familiar with either. Oh, plus flavour text. But, yes. I like the card a fair amount.
I think there's enough creatures with Evolve that slowly become stronger; I'm interested in different designs, where, yes, the evolve creature can be seen as part of a puzzle. Mechanics don't have to play exactly the same way on all cards and incarnations.
Return to Roots was concepted, and the flavour text would've supported this if I weren't super-uninspired this past few days, as making a creature regress to its primal stage when it still has to evolve to become better.
Creature - Shapeshifter Mutant
Whenever a +1/+1 counter is placed on CARDNAME, you may have it become a copy of target creature and gain evolve and this ability.
Very interesting! ^.^ You're rewarded for selecting creatures with lower stats, because otherwise gathering additional +1/+1 counters and activating the triggered ability again becomes too difficult in the future..
Living Carapace Show
Creature - Ooze Licid Mutant
, : CARDNAME loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect.
Enchanted creature gets +1/+1 for each +1/+1 counter on CARDNAME.
"Torch the corpses, burn all of their weapons. A Simic army can only be defeated by absolutely annihilating all that composes it."
Ruric Thar, Ghor-Clan chieftain
So, you would have to consider printed stats and pumping effects and +1/+1 counters on the creature and +1/+1 counters on the aura to determine the creature's power + toughness? Uh, I prefer cards that simply move +1/+1 counters from a creature onto another creature! And if you have the cards in front of you, how do you separate counters on enchanted creature from counters on the aura that's enchanting the creature?
Moving counters is an altogether different effect.
I would guess you can separate counters in the same way you can do it for Banshee's Blade , Jitte and the other artifacts and auras that have counters of their own and are attached to creatures.
Unstable Chyrsalid Show
Creature - Insect Mutant
Vanishing 4, evolve
When CARDNAME leaves play, put an X/X green Insect Mutant creature token with flying onto the battlefield, where X is the number of +1/+1 counters on CARDNAME.
Chrysalids never last for long, which sends Simic researchers into a frenzy in order to study them as much as possible in their short lifespan.
Might be some confusion with two different counter types at the same time...
Very interesting, that basically means that you can't "evolve" that creature and increase the power + toughness anymore when these four turns have passed.. The standard creature type for creatures with a very flexible power + toughness is ooze, because insects and most other creature types often don't make sense..
It wouldn't make sense for an Ooze to come out of an Insect, would it?
This has been Evolve week.
Dimir Agent Show
Creature - Spirit Rogue
CARDNAME is unblockable.
Whenever you cast a spell encoded onto CARDNAME, draw a card.
"Doors are such an outdated concept."
Yeah, the card would probably need completely different flavor, the main thing is that you don't produce super-large insect creature tokens.. I think that many players enjoyed searching for the best creatures to encode spells on, and it's pretty good that "Gatecrash" didn't include something like the perfect creature that almost everyone would have to play..
It turns out, that "One that can reliably hit the opponent" is the always the best creature to put cipher on...
Slith's Strength Show
Target creature gets +3/+3 until the end of turn. If you didn't cast CARDNAME from your hand, put a +1/+1 counter on it instead.
I don't really mind green "cipher" spells and it's a nice idea that some of them could become weaker once they're encoded on a creature, but maybe the original version should produce +1/+1 counters to increase the connection between its different modes even further..
I didn't want to have an overt connection. Since pump spells don't make much sense after they creature has hit, counters are the next logical step.
Kozyka Disease Show
Choose one - Put an infection counter on target creature; or destroy target creature with an infection counter on it.
I envision this as being one of a kind, so no other inection counters running around the format. Maybe it should reference a more common kind of counter, like -1/-1.
Very nice idea, you made really good use of the general concept of the "cipher" mechanic! But it's rather simple to destroy just one single creature as long as you're having the right creature, it's not much weaker as two-mana card..
Strength of the Dragon Show
Strength of the Dragon
CARDNAME deals 3 damage to target player.
The creature CARDNAME is encoded on gets +3/+3, it has flying and is a Dragon in addition to its other types.
A dragon is more than just a large flying, firebreathing lizard. It is the conjuction of flame and magic, might and will.
This doesn't really need to be another "cipher" spell, because it's just one aura (simply remove the spell's effect and increase the creature's power by three points) that can be attached to another creature when "enchanted" creature deals combat damage..
It doesn't work exactly like an aura. This can work even when you control no creatures, and you can't remove it with enchantment removal. Also, you can't move it when it deals combat damage, I'm not sure where you got that from.
Dimir Courier Show
Creature - Spirit Rogue
When CARDNAME dies, you may encode all spells encoded onto it onto target creature.
"Our plan is all-important, and messengers are expendable. Make sure all agents know what to do, regardless of the costs."
Doesn't copying encoded spells copy the "cipher" ability? It's the same thing almost every time, except you remove interaction from the game and prevent opponents from destroying the "aura".. As for your new card, why should you encode something on a two-mana 2/1 creature that doesn't have relevant abilities instead of some other creatures like Inkfathom Infiltrator in the first place? If you have another creature with more relevant abilities, you should encode spells to that other creature, and if you don't have another creature, this ability does nothing..
It doesn't copy the cipher ability. Unless I've been playing it wrong all this time, the one cipher copy you get on the original creature is going to stay on that creature.
As for the second card, there is some tension between getting the cipher spell effect now and putting it on a subpar creature, or waiting a bit to put it on one that can reliably hit. This would allow you to get your cipher out, while waiting for a better creature to come. Also, as a decently sized beater, you can encode stuff on it and send it to fight without fear of losing the cipher spell, as you can just pass it on when it dies.
Voidmind Seer Show
Creature - Spirit Wizard
: Draw a card, then discard a card.
: Cast a copy of a card encoded onto CARDNAME without paying its mana cost, then put a seeing counter onto CARDNAME. If there are three or more seeing counters on CARDNAME, remove them all and unencode that card from CARDNAME.
Its mind sees, but it cannot comprehend. It is merely a vessel of the will of Lazav.
I'm not sure what I could think of the card, the whole purpose of encoded spells was that they're "saboteur" abilities that depend on creatures that are unblocked.. They're supposed to be mediocre if you're able to connect once and they're supposed to be more powerful than similar cards if you're able to connect more than once.. It's also rather strong when combined with untapping effects! ^^;;
I've always got a tap dancing deck in the back of my mind
"Saboteur" is one way of characterising cipher; I think that "creatures learning spells" can also be done. I'd rather explore new spaces than just do designs WotC has already made.
Master Scholar Show
Creature - Human Wizard
: Reveal a card with cipher from your hand and encode it onto target creature.
You're posting too many cards that force you to play cipher.dec! ~.~ I think that it's a lot more appropriate - both flavorwise + mechanically - that you're teaching "cipher" spells during your main phases at sorcery speed and by casting these spells..
Back after some holiday...
Collective Study Show
Put a study counter on target creature you control, then draw a card for each study counter on creatures you control.
And finally, we conclude Cipher Week...
Dreadful Oblivion Show
Exile target creature. If there are other games to be played in this match, its owner doesn't shuffle that creature in the library before starting those games.
Unstable Clone Show
Put a token onto the battlefield that is a copy of target creature, then sacrifice it.
Its lifespan was severely limited when it developed a disturbing tendency to impersonate the researchers and attempt to escape.
Elemental Sentinel Show
Creature - Elemental Soldier
Flash, first strike
If CARDNAME was cast at any time a sorcery couldn't have been played, it gains "Sacrifice this at the end of turn" when it enters the battlefield.
Never has the term "stormtroopers" ever been more literal.
Fell the Mighty Show
Fell the Mighty
Remove all counters from target creature. That creature gets -1/-1 until end of turn for each counter that was removed this way.
For environments without -1/-1 counters.
Burnout Elemental Show
Creature - Elemental
: CARDNAME gets +2/+2 until the end of turn. Put a -1/-1 counter on it at the end of turn.
A flame stoked with great vigour burns out more quickly, but burns brighter.
Manxo, Instrument of War Show
Manxo, Instrument of War
Legendary Artifact Creature - Golem
If CARDNAME would put into a graveyard from anywhere, shuffle it into your library instead.
CARDNAME costs X less to cast, where X is the total power of creatures you control.
"I made Domo-do to assist me and provide me with insight. It was proof of my ingeunity, and the hope that this war could be won with wits and clevereness. Manxo is only proof of how degenerate this conflict has become."
Yurin, the Artificer Prince
Apparently there is no mana symbol for 20.
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