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Author Topic: Non-disadvantageous Creature Enchantments  (Read 3188 times)
Nefarias
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« on: December 05, 2004, 11:42:35 pm »

Witness Protection Program
G
Enchant Creature
Enchanted creature has Trample.
When Witness Protection Program is put into a graveyard from play, remove it from the game and return target card from your graveyard to your hand.

Spiritual Strength
1W
Enchant Creature
Enchanted creature gets +1/+2 and has Vigilance.
If Spiritual Strength would be put into a graveyard from play, you may remove it from the game instead. If you do, return it to play at the end of turn enchanting target creature.

Necromancer's Touch
1BB
Enchant Creature
Enchanted creature has Fear.
When Necromancer's Touch is put into a graveyard from play, return target creature card from your graveyard to play.

Essence of Squee
R
Enchant Creature
Enchanted creature has First Strike.
At the beginning of your upkeep, if Essence of Squee is in your graveyard, you may return Essence of Squee to your hand.

Flight of Mind
1U
Enchant Creature
When Flight of Mind comes into play, draw a card.
Enchanted creature has Flying.
1U: Return Flight of Mind to its owner's hand.

The names, obviously, are just placeholders. As for the abilities themselves, the Squee mechanic is really good and barely used, but I can't think of a deck that would want to play with 8 Squees, especially since actually playing it isn't so hot, and it can't be Survival'ed for, etc. Other than that, the blue one probably need to cost more (compare to Treasure Trove or Whispers of the Muse), either in the ability or the actual CMC, but I'd like to keep it there if possible. Whaddya think?
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Nefarias
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« Reply #1 on: December 05, 2004, 11:44:18 pm »

//CURRENT WORDING//

Eternal Legacy
G
Enchant Creature
Enchanted creature has Trample.
When Eternal Legacy is put into a graveyard from play, remove it from the game and return target card from your graveyard to your hand.

Spiritual Strength
1W
Enchant Creature
Enchanted creature gets +1/+2 and has Vigilance.
If Spiritual Strength would be put into a graveyard from play, you may remove it from the game instead. If you do, return it to play at the end of turn enchanting target creature.

Necromancer's Touch
1BB
Enchant Creature
Enchanted creature has fear.
When Necromancer's Touch is put into a graveyard from play, return target creature card from your graveyard to play.

Undying Rage
RR
Enchant Creature
Enchanted creature has haste.
Whenever a creature comes into play under your control, if Undying Rage is in your graveyard, move Undying Rage to that creature enchanting it.
Sacrifice enchanted creature: Undying Rage deals one damage to target creature.

Raise Above
1U
Enchant Creature
When Raise Above comes into play, draw a card.
Enchanted creature has Flying.
1U: Return Raise Above to its owner's hand.
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« Reply #2 on: December 06, 2004, 01:04:18 am »

I wouldn't worry about the cost on the blue one. You mention Trove and Whispers, but keep in mind they can both be used at instant speed. This requires at least half of the payment to be done on your turn.

The black one seems strong, but the cost feels right. It can be viewed as a tricky-to-use reanimator, or a better False Demise, with an added Fear effect. Either way, doesn't seem too abuseable.

And, it took me a second look, but I love the Witness pun. Razz
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« Reply #3 on: December 06, 2004, 01:21:03 am »

Spiritual Strength is very strong, especially in light of [card]Brilliant Halo[/card], while Flight of Mind is the card [card]Launch[/card] wishes it could be.

Essence of Squee is also a bad idea. Squee is never used as a creature, it's abused as a part of various discard/draw engines. Why the game needs another such card is beyond me. I can't think of a deck that would run 8 Bargains, but that doesn't mean that we should reprint a fundamently broken mechanic.

Trying to print usuable enchant creatures is good, but trying to make cards that are enchant creatures in name only is bad.
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« Reply #4 on: December 06, 2004, 01:44:38 am »

Interesting.
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Nefarias
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« Reply #5 on: December 06, 2004, 01:50:21 am »

I did actually have Brilliant Halo in mind when making Spiritual Strength. I believe this is better, but Brilliant Halo isn't exactly tearing up the charts. Many creature enchantments have had the +1/+2 bonus with varying additions (Mageta's Boon, Dragon Scales etc.). The only thing it does is make creatures better, so I don't think it's too amazing, unlike the others that have combo potential. Furthermore, you'll need to have another creature in play, a strict enough restriction, IMO. If you go Turn 1 critter, turn 2 this and it dies, it's done. Mass removal also nixes it.

The blue one, while more similar to Launch, needs to be compared more to the cards I mentioned, I think, as that is the effect it is trying to imitate more, and the effect more likely to be broken. Gaining flying is better then gaining trample or first strike, though.

As for the red one, that was definitely the one I was most apprehensive about. I costed it at one purposefully to encourage people to actually play it, though I admit that that is unlikely. I will await further opinion before nixing it, but in the meantime I will certainly be brainstorming other options. Red in general has little flavorful card advantage, so it's tough, but if anyone has any ideas they'll certainly be considered.
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« Reply #6 on: December 06, 2004, 04:41:34 pm »

Brilliant Halo may not be seeing much play, but taking on Vigilance and a free replay might be too much. I'm talking about limited here, not constructed. Indomitable Will is a house because of it's instant speed, but I think that Vigilance and the replay effect are potentially even better.

I agree that the blue card is a draw engine, that's part of my problem with it. Creating a creature enchantment that won't be used as such seems like ESG to me. It's like combo saying look, I run creatures cause I have ESG main. Well technically...
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« Reply #7 on: December 07, 2004, 01:50:56 pm »

If the red one went back into play enchanting a creature  instead of your hand, it might actually get played. However, it needs to give a power boost as well. I mean, very few people even play Fireshrieker, right?
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« Reply #8 on: December 08, 2004, 02:45:34 pm »

I think that the white one is okay. It requires there to be a creature in play when it goes to the graveyard, which, at the very least, will prompt people to play their creatures before combat. It's reasonably strong in limited, but I think that as a cycle of uncommons (they're a little bit too complex to be commons), the white one is fair. I agree with the objection raised about the red one, though. It doesn't even matter that Squee is a creature (well, except that you can fetch him with Survival.) This is equally annoying. Plus, of all of the colours, red is the least likely to care about card advantage. It would probably be more in line with red to have it say something like, At the beginning of your upkeep, if Essence of Squee is in your graveyard, choose a card in your graveyard at random and shuffle it into your library.
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« Reply #9 on: December 08, 2004, 03:45:49 pm »

I've been putting a lot of thought into the red one, but a lot of what I came up with ended up looking a lot like Mark of Fury. This is what I consider to be the best:

Turbo Boots
RR
Enchant Creature
Enchanted creature has haste.
Whenever a creature comes into play under your control, move Turbo Boots to that creature enchanting it.

It is still fairly similar to Mark of Fury et. al., but I hate how all those cards basically just make all your creatures cost R more if you want them to have haste. It is more similar to Fervor, but I think the double red, attachment to one creature, trigger, and lack of use on pro-red and stolen creatures compensates for the cheaper cost.

Could this cost just R? Is this a suitable replacement (it's certainly less broken, but does it fit the general feel of the rest of the cycle?)
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« Reply #10 on: December 08, 2004, 07:27:09 pm »

Actually, I like the red one as is, well, I mean with picking a random card, as long as ~this~ is in your graveyard.  

As for names, I would remane it to be Squee's Legacy.  The green one could be named Power Overwhelming.  I like the rest of them as is, except the Blue one, no idea what I would name that.
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Nefarias
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« Reply #11 on: December 09, 2004, 01:26:18 am »

I really dissapprove of the random card red one. To quote Null Rod, it doesn't do anything. The randomness is certainly red in flavor, but the shuffling into you library certainly isn't.

I like the mechanic, and I wouldn't oppose it necessarily if it were on a different card, but it doesn't really seem to make sense in this cycle. I think it's best used to add a little bit of punch or flavor to a card that would be good without it (most likely a critter). If I were to change it to that version, that card would be awful, and I'd have to include some sort of power boost, something I would rather leave unique for the white one.  As is, the red one would have no hope of ever seeing any kind of play, while the others (including Turbo Shoes) could reasonably be used, if underwhelming. I'm not saying that every card ever made needs to see play, but I always feel bad for the "runt" of a cycle, which that one most certainly would be.

I definitely agree that Essence of Squee needs to go, but for now I'm going to put in Turbo Shoes unless anyone feels incredibly strongly about the "new" Essence of Squee.
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« Reply #12 on: December 09, 2004, 06:41:52 am »

Although Turbo Boots are red in flavour, they deviate entirely from the cycle by having nothing whatsoever to do with card advantage (even less so than my suggestion of randomly restocking one's library.) Maybe you could have it that Whenever a creature comes into play under your control, if Turbo Boots are in your graveyard, return them to play enchanting that creature. That combines the ideas of the Turbo Boots providing multiple creatures with haste and maintaining the card advantage preservation of the cycle.
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« Reply #13 on: December 09, 2004, 12:39:13 pm »

I had thought of that, but my problem was it's similarity to Dragon's Breath and Anger. Regardless, I think I'll make the change for the sake of the rest of the cycle, and add first strike to deviate it a little.
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« Reply #14 on: December 11, 2004, 11:56:43 am »

I changed all the names to be less goofy, so i think all that's left is

24h clock
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« Reply #15 on: December 11, 2004, 01:58:52 pm »

I don't like the Rage one, because the first strike means that the creature it's enchanting will be dying a whole lot less, and that weakens the second ability. It's like Ranger En-Vec in that regard.
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Nefarias
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« Reply #16 on: December 11, 2004, 05:18:47 pm »

I didn't really catch that, but I agree. I think it needs another ability, though. How about "Enchanted creature has haste and gains 'Sacrifice this creature: Undying Rage deals one damage to target creature or player.'"

That would make it actually work well in congunction(sp?) with the second ability. I'm iffy on that one only because it seems very combo-rific. Do you think it should be limited to damage to creatures?
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« Reply #17 on: December 11, 2004, 07:04:01 pm »

Turning everything into a Fanatic? That's insanely good.
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Nefarias
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« Reply #18 on: December 11, 2004, 11:35:16 pm »

What about Goblin Bombardment?

EDIT: Eh, whatever. I'll change it to just dealing damage to creatures. That can't be too much of a problem, can it?
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« Reply #19 on: January 17, 2005, 11:19:04 am »

Closed and added.[/color]
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