Obviously, I've already proposed this first one, but there are a few original ideas.
Parity - As long as this creature's power is even/odd, effect.
Artifact Creature - Drone (C)
Parity - As long as this creature's power is even, it has Flying and Hexproof.
"When it functions, it does so well."
Maximize - If you targeted X, effect.
That wasn't very clear, so let me elaborate via example.
Potential of Enmity
Destroy one, two, or three target attacking creatures.
Maximize - If you targeted three creatures this way, exile them instead.
"The more the merrier."1
Okay, One more:
Matrix Cost - If you pay the Ability Cost, X becomes XX.
Loyal Blow deals X deals X damage to target player, where X is the highest power amongst creatures you control.
Matrix Sacrifice a creature - If you pay Loyal Blow's Matrix cost X becomes XX.
I know this one is a little limited, but not as bad as Overload or Miracle right? But I plan on having a ton of X cards.
So, tell me if you like any of these or how you might change them, or the problems with them or whatever.
1. This may be replaced. I can see myself accidentally making this the flavour t for many of these. What can I say? My mind automatically goes to cliches.
Your first ability should care about hand sizes, because that allows more interaction with the normal flow of the game.. Your second ability should refer to costs, otherwise there's an extremely large difference between the minimal and maximal effects.. Your third ability escalates quickly, so you would have to prevent the players from setting the value X > 3, and numbers like 16 or 25 or 36 wouldn't make sense for most effects anyway..
X^X escalates way too quickly I think. No matter what effect you put it on, X=3 is going to turn the tables, and X=4 is probably going to win the game. Gain 256 life, make 256 token creatures, mill 256 cards, the effect doesn't really matter. Once you get to five or more, it gets stupidly strong. X^2 is still really strong, but it progresses a bit more naturally. Getting a 16/16 creature or dealing 25 damage isn't unheard of in regular Magic, and you don't get ludicrous numbers like 46656 just from a 6/6 creature.
Do 27 damage would win the game instantly.
You might get away with X^2. Cards like Overgrown Battlement and the entire mechanic of creatures giving a global +1/+X boost is kinda quadratic already.
Okay fine. You guys are no fun. X2 it is. But I will make a highly parasitic card that allows other X2 spells to become XX spells - just for the sake of making people laugh. Come on, and tell me you wouldn't be amused if Qmark's scenario went off in your face.
And Cats_and_Me, no to hand size. It has been done. And I'm not sure what you mean about the second ability. Like make 'em X spells? I'm not sure the set will need even more of those.
Mathematics-based set, you say?
Axiom of the Empty Set
Enchantment -- Axiom
Creatures you control aren't put into the graveyard for having 0 or less toughness
At the beginning of your upkeep, put a 0/0 Set creature token onto the battlefield.
Axiom of Infinity
Enchantment -- Axiom
At the beginning of your upkeep, put a +1/+1 counter on each creature you control.
Axiom of Choice
Enchantment -- Axiom
You choose the targets for all spells and abilities.
You can't cast ~ unless you control an Axiom named "Axiom of Choice."
Destroy target permanent. That permanent's controller puts two tokens that are copies of that permanent onto the battlefield under his or her control.
I know that I made cards that care about even + odd hand sizes, and maybe there are too many other people that did the same thing.. As for that second ability, I was thinking about something like this:
Potential Of Enmity -
You may tap up to three untapped creatures that you control. Potential Of Enmity deals three damage to target attacking creature, plus one damage for each creature tapped this way.
Maximize - If you tapped three creatures this way, Potential Of Enmity deals that much damage to another target attacking creature.
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