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Author Topic: ally-colour enchantment cycle  (Read 1305 times)
Liam-K
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« on: September 11, 2007, 11:38:38 pm »

I like the idea of some enchantments that represent what a colour thinks of it's ally colour's way of doing things.  Acting blue, from a black perspective... blue actions that could be black allow black actions that could be blue.  That sort of thing.  Execution is a little raw; feel free to help smooth these out properly or suggest replacements.  I'd sort of prefer them to be broadly applicable to a colour's strategy than build-around-me type situational cards, and for the trigger and ability to have some intuitive tie.

Strength of Purpose
GW
Enchantment

Whenever you play a creature, put a charge counter on ~this~.
Remove a charge counter from ~this~: Target creature gets +1/+1 until end of turn.



Barrier of Will
WU
Enchantment

Whenever a spell you control targets a spell you don't control, put a charge counter on ~this~.
Remove a charge counter from ~this~: Counter target spell unless it's controller pays 1



Foresight Through Insight
UB
Enchantment

Whenever a spell or non-land ability causes you to search your library, put a charge counter on ~this~.
Remove a charge counter from ~this~: Scry 3
(does  the non-land clause work?  fetchland + this seems good)



Death Breeds Pain
BR
Enchantment

Whenever a creature goes to the graveyard from play, if it is not the combat phase, put a charge counter on ~this~.
Remove a charge counter from ~this~: Target opponent chooses one; ~this~ deals two damage to target opponent or ~this~ deals two damage to target creature.


Abundance Begets Might
RG
Enchantment

Whenever a spell or non-land ability adds mana to your mana pool, put a charge counter on ~this~.
Remove a charge counter from ~this~: Target creature gains trample.
(should this be haste?)




I'm not sure if I even like all of these, but they give an idea of what I'm trying to do.  Balance is probably terrible.  Radical ideas welcome, the theme of the cycle is the only thing I'm really married to.  Thoughts and input, please.
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« Reply #1 on: September 12, 2007, 05:38:34 am »

Death Breeds Pain
BR
Enchantment

Whenever a creature goes to the graveyard from play, if it is not the combat phase, put a charge counter on ~this~.
Remove a charge counter from ~this~: Target opponent chooses one; ~this~ deals two damage to target opponent or ~this~ deals two damage to target creature.

Two questions:

Why does target opponent choose?

and

Does the templating not suggest that it's the opponent that chooses the targets, not just which effect ist used. Sould it not be
"deal 2 damage to target opponent or creature unless that opponent would choose a new target. You and permanents you control cannot be targeted."

With sufficient {B} and 2 Nether Traitors, and a sac effect (Phrexian Alter say, coupled with a Carnival of Souls) this generates a self sustaining loop which generates all the counters you need. Nice 5 card combo! ;o)

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Liam-K
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« Reply #2 on: September 12, 2007, 01:06:43 pm »

The opponent chooses because making all your Terrors and Bolts into 2 for 1's seems pretty good.  I wasn't terribly happy with my solution either, it almost might as well say 2 to the dome... at least then an x/3 on the board doesn't make it do nothing.  But pinging life total is both awful and a design copout.  Better idea, anyone?  Is 1 damage to a creature maybe ok, since you need at least 2 removal spells before it becomes card advantage?  Remember you can store counters and blast the snot out of something big even at 1 damage per counter.
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« Reply #3 on: September 12, 2007, 01:19:03 pm »

I think you're doing charge counters and they're not needed.  I get that you can save them up, but it feels kind of ugly.  I think you could just make these triggered abilities.

Strength of Purpose
GW
Enchantment

Whenever you play a creature, put a charge counter on ~this~.
Remove a charge counter from ~this~: Target creature gets +1/+1 until end of turn.
What about "Whenever a creature comes into play under your control" instead of whenever you play a creature?  Or even "When a creature comes into play under your control, target creature gets +1/+1 until end of turn."  That eliminates charge counters.



Foresight Through Insight
UB
Enchantment

Whenever a spell or non-land ability causes you to search your library, put a charge counter on ~this~.
Remove a charge counter from ~this~: Scry 3
(does  the non-land clause work?  fetchland + this seems good)
Whenever you search your library, Scry 3.  Adding counters probably makes this silly good (Scry 12 much?)  Plus, if you're worried about fetchlands, up the cost.  At 2, fetchlands might already have been used.


Abundance Begets Might
RG
Enchantment

Whenever a spell or non-land ability adds mana to your mana pool, put a charge counter on ~this~.
Remove a charge counter from ~this~: Target creature gains trample.
This is soooo limited, and completely out of place with the others.

Anyway, interesting, but way too complicated for a cycle of what should be fairly simple and interesting uncommons.
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Liam-K
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« Reply #4 on: September 13, 2007, 11:19:32 am »

I think you're doing charge counters and they're not needed.  I get that you can save them up, but it feels kind of ugly.  I think you could just make these triggered abilities.

Strength of Purpose
GW
Enchantment

Whenever you play a creature, put a charge counter on ~this~.
Remove a charge counter from ~this~: Target creature gets +1/+1 until end of turn.
What about "Whenever a creature comes into play under your control" instead of whenever you play a creature?  Or even "When a creature comes into play under your control, target creature gets +1/+1 until end of turn."  That eliminates charge counters.

It also makes the card awful.  I shouldn't have to decry the dreadfulness of sorcery speed pump; the ability is clearly far and away most effective as a combat trick or defense against burn.

Quote
Foresight Through Insight
UB
Enchantment

Whenever a spell or non-land ability causes you to search your library, put a charge counter on ~this~.
Remove a charge counter from ~this~: Scry 3
(does  the non-land clause work?  fetchland + this seems good)
Whenever you search your library, Scry 3.  Adding counters probably makes this silly good (Scry 12 much?)  Plus, if you're worried about fetchlands, up the cost.  At 2, fetchlands might already have been used.

I wouldn't worry about it too much.  If you're putting all 3 cards on the bottom twice in a row you're either mad unlucky or desperate for a certain specific card.  Most of the time, Scry 3 putting 2 to the bottom, then Scry 3 showing 2 new cards and putting 1 to the bottom, then scry 3 showing 1 new card... is probably a waste of counters.  You could probably get away without counters but the rest of the cycle uses them.


Quote
Abundance Begets Might
RG
Enchantment

Whenever a spell or non-land ability adds mana to your mana pool, put a charge counter on ~this~.
Remove a charge counter from ~this~: Target creature gains trample.
This is soooo limited, and completely out of place with the others.

Anyway, interesting, but way too complicated for a cycle of what should be fairly simple and interesting uncommons.

I don't really like this one either.  A new idea is welcome.
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An invisible web of whispers
Spread out over dead-end streets
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Ihsahn - Called By The Fire
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