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Let's Design Some Evolve Cards!

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What is the new definition of Evolve?

Evolve is an ability word that means "Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, SOMETHING HAPPENS."

Rules for common Evolve creatures

The SOMETHING that happens is the same for all common Evolve creatures: "you may put a +1/+1 counter on CARDNAME."

+1/+1 counters a clever because they limit how much your creature can grow. It gets harder and harder to cast big enough creatures every time your Evolver evolves.

Common evolve creatures may have one evergreen keyword in addition to Evolve.

Creatures that add +1/+1 counters need to have "square stats," that means their power and toughness need to be equal, to make math easier.

Rules for uncommon and rare Evolve creatures

The SOMETHING that happens could be anything, as long as it feel like evolution. Generally, Evolve effects should effect the Evolve creature, but feel free to explore other interesting interactions.

Like Landfall, Evolve can do a lot of different things. Unlike lands, however, there is no hard limit to how many creatures you can put onto the battlefield in a turn. If your Evolve ability is powerful and shouldn't be triggered multiple times, you may want to increase the Evolver's base power and/or add +1/+1 counters as part of the Evolve effect.

What we need

We need green and red Evolve creatures of every rarity.

I feel like Evolve creatures and spells that ramp your mana are competing for slots at the low end of green's mana curve, so if I could see some designs for an uncommon Evolver that adds +1/+1 counters and ramps your mana in some way (not necessarily as a result of the Evolve trigger, could be a tap effect or an "enters the battlefield" trigger) that would put my mind at ease.

Here's what we have so far:

Cave Bear (common)
1G
Creature - Bear
2/2
Evolve - Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, you may put a +1/+1 counter on CARDNAME.


Eohippus (uncommon)
G
Creature - Horse
1/1
Evolve - Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, you may put a +1/+1 counter on CARDNAME.


I increased Eohippus's power to give him square stats and moved him to uncommon because he's so aggressive. I'm not married to either of these specific cards, but I'm pretty pleased with them. I'd love to see what kind of ideas the rest of you have, and what a red Evolver looks like with the latest Evolve template! I'm eager to see some exciting new uncommon and rare Evolvers, now that we have some flexibility with our effects!

-Ethan Fleischer 13 Jan 2011




Is Evolve still a non-sentient mechanic?

Mana Evolver - unc
1G
Creature-Druid
1/1
Evolve - +1/+1 counter
T: Add G to your mana pool for each +1/+1 counter on ~.


Terrible Cycle of Lands from Homelands Evolver - unc
1G
Creature-Druid
1/1
Evolve - +1/+1 counter
T: Add 1 to your mana pool. If there are one or more counters on ~, you may add G instead. Two or more, R or W. Three or more, B or U.
//Janky, I know

Paradise Evolver - unc
G
Creature-Druid
1/1
Evolve - add one mana of any color to your mana pool.


Land Evolver - unc
G
Creature-Druid
1/1
Evolve - put a land card from your hand OTB tapped.


Smooth Evolver - unc
G
Creature-Druid
1/1
Evolve - Scry 1.


--jtreat




Some evolve ideas:

Lavaspitter (Rare)
4RR
Creature - Beast
3/3
Evolve
Whenever a creature ETB under your control, you may have CARDNAME deal damage equal to its power to target creature or player


I'll be back for more later, gotta work

~Dan Emmons




Oh, yeah, the evolvers should be animals (or plants, I guess) but not elves or humans or minotaurs.

-Ethan Fleischer 13 Jan 2011





For cuteness, you could add Trample to the 1/1 Evolve =)

Enormous Ivy (c)
1
Creature - Plant
1/1 (or 2G 2/2)
Reach
Evolve


Enormous Ivy 2 (c)
Creature - Plant
1/1
Defender, Reach
Evolve
(Reach, like Flying, doesn't count right >.>)


Mana Tree (u)
1
Creature - Plant
1/1
Evolve
T: Add to your mana pool


Quick Raptor (c)
1
Creature - Lizard
1/1 (or 4R 3/3)
Haste
Evolve


Forestdwelling Raptor (c) (or cavedwelling, red card with Mountainwalk)
3
Creature - Lizard
2/2
Forestwalk
Evolve


Herbivorous Dinosaur (c)
4
Creature - Lizard
5/5
Evolve
"Here on Epolith, the big can grow even bigger."


Unstable Evolver (c)
Creature - Ooze
1/1
Evolve
When CARDNAME attacks or blocks, sacrifice it at end of combat.


Baby Dragon (u)
2
Creature - Lizard Dragon
1/1
Evolve
Flying
: CARDNAME gets +1/+0 until end of turn


- Toby or not Toby


Stonespine Dimetrodon (uncommon)
3R
Creature – Lizard
2/4
Evolve - target creature cannot block this turn.


Flameclaw predator (uncommon)
2R
Creature Lizard
2/1
Haste
Evolve – CARDNAME gets +3/+0 until end of turn


Lee C- Jan 13


You should probably have something like this:

1R
Creature-Lizard
Evolve
Creatures you control with +1/+1 counters on them have haste.
1/1


Robert Bruce


Stomping Dinosaur (U)
2
Creature - Lizard
4/4
Evolve - Put a +1/+1 counter on cardname and it gains trample until end of turn.


Raging Raptor (U)
2
Creature - Lizard
3/3
Evolve - Double CARDNAME's power until end of turn.


Stampeding Dinosaur (U)
2
Creature - Lizard
4/4
Evolve - Lizards you control get +1/+1 and trample until end of turn.


Preyhunter Dinosaur (U)
1
Creature - Lizard
2/2
Evolve
T: CARDNAME deals damage equal to its power to target creature. That creature deals damage equal to its power to CARDNAME.


Terastodon Mammoth (U)
5
Creature - Elephant
5/5
Evolve - Destroy target noncreature permanent.


Primal Basilisk (R)
4
Creature - Basilisk
6/6
Deathtouch
Evolve - All creatures able to block CARDNAME do so until end of turn.


- Toby or not Toby




Hi,

Here's a cheap red evolve creature. Could alternatively be 2/1 I think.

Mutating Cinder (uncommon)

Creature - Elemental
1/1
Evolve - Whenever a creature with power greater than CARDNAME's power enters
the battlefield under your control, you may put a +1/+1 counter on CARDNAME.
When CARDNAME attacks or blocks, sacrifice it at end of combat.


- Geoffrey




I think that the bonuses which Evolve grants should be permanent ones, to go along with the flavor. It makes the mechanic distinct from landfall or allies.

Giving creatures abilities if they have +1/+1 counters on them is the way to go if you want to diversify creature roles. It also gives non-creature magics an easy symbol for fiddling with time and natural evolution: adding +1/+1 counters.

Also if you're looking for deck construction guidance, Tooth and Claw will probably play somewhat similar to the Ally deck.

Spoiler:Show
9 Forest8 Mountain1 Terramorphic Expanse(18)

1 Awakener Druid1 Borderland Ranger1 Greenweaver Druid2 Highland Berserker1 Joraga Bard1 Kazuul Warlord1 Murasa Pyromancer2 Oran-Rief Survivalist1 Stonework Puma1 Tajuru Archer2 Tuktuk Grunts1 Turntimber Ranger(15)

1 Act of Treason1 Beast Hunt1 Fireball2 Giant Growth2 Lightning Bolt1 Overrun(8)


-Robert Bruce
As a note, there wasn't that hard a limit on how many lands you could play a turn
Fetch land, sac it, Knight of the reliquary away the new land for another sac land, sac it... then maybe play a harrow if I had one.
Playing 6 creatures a turn is actually much harder (unless you are playing elves).

Anyways, the commons should be obvious
1/1 Evolve +1/+1
2/2 Evolve +1/+1
since they are on theme and common you can have up to 3 of each in the deck
(off theme commons and any uncommons are limited to 2ofs in pre-constructed decks)
high power cantriping creatures would be a good fit here, they have to be green though
Like a Kavu Climber that fits your set...
Awakened Mammoth 3/3 ETB Draw a card
Flametrodon (uncommon) 2/2 Evolve +1/+1, Remove +1/+1: do 1 damage to target player/creature
Earth Wurm (uncommon) 3/3 Evolve +1/+1, Trollshroud (its a baby plated slagwurm!)

Expansion pre-con decks seem to have 18-24 cards for their core theme (placing/using counters and proliferate, infect cards, etc.)
Fatties and card draw (to find the fatties) are good support

--Cardkeeper


Roaming Hadrosaur Herd (uncommon)
3G
Creature - Lizard
*/*
CARDNAME's power and toughness are each equal to half the number of lands you control, rounded up.
Evolve - Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, you may look at the top card of your library. If it's a land card, you may reveal it and put it into your hand.


...or...

Roaming Hadrosaur Herd v2 (uncommon)
3G
Creature - Lizard
*/*
CARDNAME's power and toughness are each equal to half the number of lands you control, rounded up.
Evolve - Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in any order.


-VPS


Archaeophoenix (uncommon)
2RR
Creature - Phoenix
3/3
Flying
Evolve - Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, you may return CARDNAME from your graveyard to the battlefield.


-VPS




How about a vertical cycle?

Charmander (C)
1R
Creature-Lizard
Evolve
When this has three or more +1/+1 counters on it, you may sacrifice it. If you do, search your library for a card named Charmeleon and put it onto the battlefield. Shuffle your library.
1/1


Charmeleon (UC)
3RR
Creature-Lizard
Evolve
First Strike, Haste
When this has three or more +1/+1 counters on it, you may sacrifice it. If you do, search your library for a card named Charizard and put it onto the battlefield. Shuffle your library.
4/4


Charizard (R)
Creature-Lizard
?
?
?
7/7


Is this the Johnny piece of the puzzle?

-Robert Bruce

Here's a bunch of double-dip french vanilla cards covering a bunch of easy-to-design ground with the basic evolve effect of +1/+1 counters. You know, to get it out of the way and for easy reference. You can use these to fill in holes in the slots of your deck and such.

Haste

Little Hasty
1R
Creature - Lizard
1/1
Haste
Evolve - +1/+1 counter

Little Bigger Hasty
2R
Creature - Lizard
2/2
Haste
Evolve - +1/+1 counter

Medium Hasty
2RR
Creature - Lizard
3/3
Haste
Evolve - +1/+1 counter

Other Medium Hasty
4R
Creature - Lizard
3/3
Haste
Evolve - +1/+1 counter

Large Hasty
4RR
Creature - Lizard
4/4
Haste
Evolve - +1/+1 counter

First Strike

Little Striker
RR
Creature - Lizard
1/1
First Strike
Evolve - +1/+1 counter

Other Little Striker
2R
Creature - Lizard
1/1
First Strike
Evolve - +1/+1 counter

Bigger Striker
1RR
Creature - Lizard
2/2
First Strike
Evolve - +1/+1 counter

Other Bigger Striker
3R
Creature - Lizard
2/2
First Strike
Evolve - +1/+1 counter

Trample

Little Red Trampler
RR
Creature - Lizard
1/1
Trample
Evolve - +1/+1 counter

Other Little Red Trampler
2R
Creature - Lizard
1/1
Trample
Evolve - +1/+1 counter

Little Green Trampler
GG
Creature - Lizard
1/1
Trample
Evolve - +1/+1 counter

Other Little Green Trampler
2G
Creature - Lizard
1/1
Trample
Evolve - +1/+1 counter

Little Bigger Red Trampler
1RR
Creature - Lizard
2/2
Trample
Evolve - +1/+1 counter

Other Little Bigger Red Trampler
3R
Creature - Lizard
2/2
Trample
Evolve - +1/+1 counter

Little Bigger Green Trampler
1GG
Creature - Lizard
2/2
Trample
Evolve - +1/+1 counter

Other Little Bigger Green Trampler
3G
Creature - Lizard
2/2
Trample
Evolve - +1/+1 counter

Medium Red Trampler
4RR
Creature - Lizard
3/3
Trample
Evolve - +1/+1 counter
Other Medium Red Trampler
5R
Creature - Lizard
3/3
Trample
Evolve - +1/+1 counter

Medium Green Trampler
2GG
Creature - Lizard
3/3
Trample
Evolve - +1/+1 counter

Other Medium Green Trampler
4G
Creature - Lizard
3/3
Trample
Evolve - +1/+1 counter

Large Green Trampler
3GG
Creature - Lizard
4/4
Trample
Evolve - +1/+1 counter

Other Large Green Trampler
5G
Creature - Lizard
4/4
Trample
Evolve - +1/+1 counter

Giant Green Trampler
4GG
Creature - Lizard
5/5
Trample
Evolve - +1/+1 counter

Other Giant Green Trampler
6G
Creature - Lizard
5/5
Trample
Evolve - +1/+1 counter

Intimidate

Little Intimidator
1RR
Creature - Lizard
1/1
Intimidate
Evolve - +1/+1 counter

Other Little Intimidator
3R
Creature - Lizard
1/1
Intimidate
Evolve - +1/+1 counter

Little Bigger Intimidator
2RR
Creature - Lizard
2/2
Intimidate
Evolve - +1/+1 counter

Other Little Bigger Intimidator
4R
Creature - Lizard
2/2
Intimidate
Evolve - +1/+1 counter

Medium Intimidator
4RR
Creature - Lizard
3/3
Intimidate
Evolve - +1/+1 counter

Other Medium Intimidator
6R
Creature - Lizard
3/3
Intimidate
Evolve - +1/+1 counter

Double Strike

Little Doublestriker
1RR
Creature - Lizard
1/1
Double strike
Evolve - +1/+1 counter

Other Little Doublestriker
3R
Creature - Lizard
1/1
Double strike
Evolve - +1/+1 counter

Bigger Doublestriker
3RR
Creature - Lizard
2/2
Double strike
Evolve - +1/+1 counter

Other Bigger Doublestriker
5R
Creature - Lizard
2/2
Double strike
Evolve - +1/+1 counter

Reach

Little Reacher
1G
Creature - Spider
1/1
Reach
Evolve - +1/+1 counter

Little Bigger Reacher2G
Creature - Spider
2/2
Reach
Evolve - +1/+1 counter

Other Little Bigger Reacher
GG
Creature - Spider
2/2
Reach
Evolve - +1/+1 counter

Medium Reacher
2GG
Creature - Spider
3/3
Reach
Evolve - +1/+1 counter

Other Medium Reacher
4G
Creature - Spider
3/3
Reach
Evolve - +1/+1 counter

Defender

Medium Defender
2G
Creature - Plant
3/3
Defender
Evolve - +1/+1 counter

Other Medium Defender
GG
Creature - Plant
3/3
Defender
Evolve - +1/+1 counter

Large Defender
2GG
Creature - Plant
4/4
Defender
Evolve - +1/+1 counter

Other Large Defender
4G
Creature - Plant
4/4
Defender
Evolve - +1/+1 counter

Forestwalk

Little Forestwalker
GG
Creature - Lizard
1/1
Forestwalk
Evolve - +1/+1 counter

Other Little Forestwalker
2G
Creature - Lizard
1/1
Forestwalk
Evolve - +1/+1 counter

Little Bigger Forestwalker
1GG
Creature - Lizard
2/2
Forestwalk
Evolve - +1/+1 counter

Other Little Bigger Forestwalker
3G
Creature - Lizard
2/2
Forestwalk
Evolve - +1/+1 counter

Medium Forestwalker
3GG
Creature - Lizard
3/3
Forestwalk
Evolve - +1/+1 counter

Other Medium Forestwalker
5G
Creature - Lizard
3/3
Forestwalk
Evolve - +1/+1 counter

Vigilance

Little Vigilant One
GG
Creature - Plant
1/1
Vigilance
Evolve - +1/+1 counter

Other Little Vigilant One
2G
Creature - Plant
1/1
Vigilance
Evolve - +1/+1 counter

Little Bigger Vigilant One
2GG
Creature - Plant
2/2
Vigilance
Evolve - +1/+1 counter

Other Little Bigger Vigilant One
4G
Creature - Plant
2/2
Vigilance
Evolve - +1/+1 counter

Medium Vigilant One
3GG
Creature - Plant
3/3
Vigilance
Evolve - +1/+1 counter

Other Medium Vigilant One
5G
Creature - Plant
3/3
Vigilance
Evolve - +1/+1 counter

Large Vigilant One
4GG
Creature - Plant
4/4
Vigilance
Evolve - +1/+1 counter

Other Vigilant One
6G
Creature - Plant
4/4
Vigilance
Evolve - +1/+1 counter

Shroud

Little Shrouded One
GG
Creature - Lizard
1/1
Shroud
Evolve - +1/+1 counter

Other Little Shrouded One
2G
Creature - Lizard
1/1
Shroud
Evolve - +1/+1 counter

Little Bigger Shrouded One
1GG
Creature - Lizard
2/2
Shroud
Evolve - +1/+1 counter

Other Little Bigger Shrouded One
3G
Creature - Lizard
2/2
Shroud
Evolve - +1/+1 counter

Medium Shrouded One
3GG
Creature - Lizard
3/3
Shroud
Evolve - +1/+1 counter

Other Medium Shrouded One
5G
Creature - Lizard
3/3
Shroud
Evolve - +1/+1 counter

Large Shrouded One
4GG
Creature - Lizard
4/4
Shroud
Evolve - +1/+1 counter

Other Large Shrouded One
6G
Creature - Lizard
4/4
Shroud
Evolve - +1/+1 counter

Also, I like the vertical cycle above, but I think it might be too weak to removal to disrupt, so I suggest changing it to a green cycle and adding shroud to at least the uncommon and rare ones. But, that would either mean involving the premium as a part of the cycle or two green rares. Also, you can't really do that cycle at common (too complex), so it could just be a two-card thing. Here, I'll do a sample:

Evolvling
2G
Creature - Lizard
1/1
Evolve - +1/+1 counter
When there are three or more +1/+1 counters on Evolving, you may sacrifice it. If you do, search your library for a card named Evolved Thing and put it onto the battlefield with three +1/+1 counters

Evolved Thing
4GG
Creature - Lizard
5/5
Shroud

Evolved Thing could even be an uncommon. It could be an uncommon-uncommon pairing. Or, perhaps, you can bump up Evolved thing to rare. It needs to be more exciting, though, for a rare. Either bigger or an extra ability. Also, I like how, if you do the Evolvling to Evolved Thing evolution, you'll pretty much trigger all your evolve triggers. Here's a proposed ability for Evolved Thing that would compliment Evolvling in case Evolved Thing is not in your library anymore AND it sets up for some synergy triggering with your evolve creatures:

Evolved Thing
4GG
Creature - Lizard
5/5
Shroud
G: Put Evolved Thing on top of your library.
OR
G: Return Evolved Thing to your hand. ...Hmm. Too white.

Something like that, you know?

Bradley Rose

About Toby's baby dragon - What if its firebreathing had a limited number of activations, the way Dragon Whelp does, except that the limit is based on its stage of growth? The least clunky way to implement this is:
Baby Dragon (u)
2
Creature - Lizard Dragon
1/1
Evolve
Flying
: CARDNAME gets +1/-1 until end of turn
It could also be: " CARDNAME gets +1/+0 until end of turn. You may activate this ability up to once per turn for each counter on it." but it's much simpler as +1/-1.

Here's another version of Toby's dragon:
Primal Dragon (Rare)
1
Creature - Lizard Dragon
2/2
Evolve
: CARDNAME gets +1/-1 until end of turn
CARDNAME has flying if it has three or more +1/+1 counters on it.
This shows how dragons evolved.

- Chah Jan 14, 2011
Hi Ethan,

I have put together a draft idea for a RG Dinosaur pre-constructed deck that is along the lines of where I see this concept going, I have also tried to provide a feel that elves are beginning to evolve from living magical essence or energies on the plane.I see the solo predatory dinosaurs in black; the pack hunters in red; the herd dinosaurs in green and white and the winged and aquatic dinosaurs in blue.I have tried to use a balance of evolve creatures with creatures and effects that use +1/+1 counters as resources.

  • Enraged Styrachosaurus
  • Rare
  • 1 Copy in the Deck
  • 4GG
  • Creature – Lizard
  • Trample
  • Remove a +1/+1 counter from a permanent you control: Enraged Sturachosaurus gets +3/+3 until end of turn.
  • 5/5


  • Spitting Dylophosaur
  • Common
  • 2 Copies in the Deck
  • 1G
  • Creature – Lizard
  • Reach
  • 1/3


  • Evolution Essence
  • Common
  • 2 Copies in the Deck
  • 1G
  • Creature – Essence - Elf
  • T: Add G to your mana pool
  • T: Target creature gains evolve until end of turn.
  • 1/1


  • Mirrorfin Dimetradon
  • Common
  • 2 Copies in the Deck
  • GG
  • Creature – Lizard
  • Mirrorfin Dimetradon cannot be the target of spells or abilities your opponent controls.
  • 2/2


  • Razorclaw Deinonychus
  • Common
  • 2 Copies in the Deck
  • 1RR
  • Creature – Lizard
  • Haste
  • Evolve
  • 3/3


  • Evolving Prosauropod
  • Common
  • 2 Copies in the Deck
  • G
  • Creature – Lizard
  • Evolve
  • 1/1


  • Ambush Theropods
  • Common
  • 2 Copies in the Deck
  • 2R
  • Creature – Lizard
  • If a creature with power less than Ambush Theropods is assigned to block it Ambush Theropods gains first strike until end of turn.
  • 3/1


  • Master of Evolution
  • Uncommon
  • 2 Copies in the Deck
  • 2G
  • Creature – Essence - Elf
  • When Master of evolution comes into play choose a creature type. Creatures of the chosen type enter the battlefield with a +1/+1 counter on them.
  • 2: Move a +1/+1 counter from a target creature you control to another target creature.
  • 2/2


  • Daggerfang Allosaurus
  • Uncommon
  • 3 Copies in the Deck
  • 4R
  • Creature – Lizard
  • When Daggerfang Allosaurus enters the battlefield it deals X damage to target creature where X is equal to the number of +1/+1 counters put onto permanents you control this turn.
  • 4/3


  • Essence Bolt
  • Common
  • 3 Copies in the Deck
  • R
  • Instant
  • Essence Bolt deals 2 damage to target creature or player, you may remove a +1/+1 counter from a permanent you control if you do Essence Bolt deals an additional 2 points of damage to its target.


  • New Pastures
  • Common
  • 3 Copies in the Deck
  • 2G
  • Sorcery
  • Search your library for a basic land and put it onto the battlefield tapped: you may put a +1/+1 counter on a creature you control, if you don’t untap that land.


  • Cinder Charm (from Wiki)
  • Common
  • 3 Copies in the Deck
  • R
  • Instant
  • Choose one--target creature can't block this turn; or destroy target Equipment; or target creature gains haste until end of turn.


  • Obelisk of Epolith
  • Rare
  • 1 Copy in the Deck
  • 5
  • Artifact
  • X T: Move X +1/+1 counters from a creature you control onto Obelisk of Epolith.
  • T: Remove a +1/+1 counter from Obelisk of Epolith to give target creature one of the following abilities; Flying, First Strike, Deathtouch, Lifelink, or Trample.


  • Lava Burst (Ice Age Reprint)
  • Uncommon
  • 2 Copies in the Deck
  • XR
  • Sorcery
  • Lava Burst deals X damage to target creature or player, this damage cannot be prevented or redirected.


  • Rite of Evolution
  • Uncommon
  • 3 Copies in the Deck
  • 2G
  • Instant
  • Put three +1/+1 counters, distributed any way you chose, on any number of creatures.


  • Essence Well
  • Uncommon
  • 2 Copies in the Deck
  • Land
  • Essence Well enters the battlefield tapped.
  • When Essence Well enters the battlefield put 3 +1/+1 counters on it.
  • T: Move a +1/+1counter from essence well to target creature you control.


  • 13 Forests
  • 11 Mountains
Hope this assists, Cadanwar 14 Jan 2011



@Chah's Flowstone Baby Dragon: That one is so elegant on every level! It makes perfect sense for a fledgling to hurt himself when he uses fire. Cute too he can't use fire right away.

Snorlaxosaur
2
Creature - Lizard
4/4
CARDNAME does not untal during your untap phase
Evolve - untap CARDNAME


- Toby or not Toby


I recommend that evolve means the same all across the rarities. When conditions are met, then put a +1/+1 counter on the evolve creatures. Otherwise i see how players would be confused. I have also a suggestion how you can add complexity to the set with clean keywording, and how to keep your targets:Simply add ability to your uncommon and rare cards that care about +1/+1 counters, and do various effects/triggers when those are there, gained, lost, whatever.You might also be interested to call creatures with +1/+1 counters as "evolved creatures" in your wording and templating.

Once you are there, then you may be interested to ride the "evolution leap" gag from "ice age 2". I would do that with flip cards. Move all the fine evolve ideas which are related to evolution but cannot be explained with +1/+1 counters to flip cards such as the "lizard to bird card" you designed.

M.A.G.U.S. 14th January 2011
Evolve Pinger
Creature - Lizard
1/1
Evolve - +1/+1 counter
As long as CARDNAME has a +1/+1 counter on it, it has ": CARDNAME deals 1 damage to target creature."


(Or do it this way:

...
CARDNAME deals 1 damage to target creature. Play this ability only if CARDNAME has a +1/+1 counter on it.


I'm not sure which wording is better. The latter is simpler, but the former seems to better capture the flavor.)

Evolve Splitter
Creature - Lizard
2/2
Evolve - Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, put a token that's a copy of CARDNAME onto the battlefield.


P.S. I agree with Robert Bruce's argument that the bonuses from Evolve should be permanent, rather than lasting until of turn.

--orcishartillery, 14 Jan 2011


Eager Maniraptor (uncommon)
1RR
Creature - Lizard Bird
3/2
Evolve - Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, CARDNAME gains flying or first strike. (This effect lasts indefinitely.)


Eager Pachyceph (uncommon)
2GG
Creature - Lizard
4/4
Evolve - Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, CARDNAME gains trample or vigilance. (This effect lasts indefinitely.)


-VPS




Lightbulb!

Magmaraptor (uncommon)
2RR
Creature - Elemental Lizard
1/1
Evolve - Whenever a creature with power greater than CARDNAME's power enters the battlefield under your control, put a +1/+1 counter on CARDNAME, then CARDNAME deals damage equal to its power to target creature or player.


A scaling evolve burn creature... I got the idea from the Allies who get counters and do something else when activated. Is this overpowered for uncommon?

~Avatarjk137




Protoceratops
1GG
Creature - Lizard
2/2
Evolve
While ~this~ has 3 or more +1/+1 counters, it gains trample.


Stegosaurus
2GG
Creature - Lizard
4/4
Evolve - At the beginning of your upkeep, you may sacrifice a plant. If you do, put a +1/+1 counter on ~this~.


- Brad R (@ErtaiSavant on Twitter)
posted some uncommon evolvers on your utility card page, they fill both roles.

-Cardkeeper


Quillceridon
:2mana:
Creature - Lizard
3/3
Evolve - Put a +1/+1 counter on CARDNAME. CARDNAME deals 1 damage to target creature or player for each +1/+1 counter on it.


Edit: Haha whoops, this is the same card as Magmaraptor. Feel free to use my stats if you prefer. I think it may be too powerful as a 1/1.

Palpable