Broken Glasses of Urza - 1
Continuous Snow Artifact Enchantment Creature - Aura Construct
Enchant Player
Enchanted Player cannot stop you from playing with Chinese fakes.
0/0
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Broken Glasses of Urza - 1
Continuous Snow Artifact Enchantment Creature - Aura Construct
Enchant Player
Enchanted Player cannot stop you from playing with Chinese fakes.
0/0
After researching the Stoneforge Mystic+Batterskull+True-Name Nemesis and other cards similar to each of them, I decided to ask a few hypothetical questions:
1) What if Stoneforge Mystic was really the following?
and Batterskull was the following?Quote:
Umbraweave Mystic - 1W
Creature - Human Wizard
When Umbraweave Mystic enters the battlefield, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle your library.
1W, Tap: You may put an Aura card from your hand onto the battlefield.
1/2
2) TNN undoubtedly has three things that by themselves would alright, but in conjunction make him potent. What if it was one of the following?:Quote:
Sovereign's Blessing - 3WW
Enchantment - Aura
Enchanted creature gets +4/+4 and has Lifelink and Vigilance
2W: Return Sovereign's Blessing to its owner's hand.
Quote:
A - 1GW
Creature - Blah
Hexproof
Prevent all damage that would be dealt to ~.
3/1
Quote:
B - 1UU
Creature - Blah
Hexproof
~ is unblockable.
3/1
3) What if both 1 and 2 were the case?Quote:
C - 1WU
Creature - Blah
~ is unblockable.
Prevent all damage that would be dealt to ~.
3/1
Lightning entity - elemental warrior :1::w::r:
First strike
spells that target elemental warrior cost :2: more
3/4
:2::w::g: Sylvan Enforcer
Hexproof
:g::w:, Regenerate
If you have 7 or more cards in your graveyard : Sylvan Enforcer gets +4 / +4 and Flying
4/4
http://media1.giphy.com/media/VFcOnUUU9uy7C/giphy.gif
The day they'd print this monster, I'd insta-sell RUG and switch to WG Creaturegeddon like for ever and the day... :cool:
Yeah. I would love to play such beast... and these:
Sylvan Judge - :wg:
Protection from black.
Activated abilities cost :1: more to play, unless they are mana abilities.
1/2
Or
Flame-eyed Mamba - :rg::rg:
Non basic land walk.
When Flame-eyed Mamba deals combat damage to a player, that player sacrifices a non basic land.
3/1
Here's a little challenge: Make a white 3cc PW that has a reasonable power level and is Legacy-playable. The framework:
- CC: :1::w::w:
- abilities other PWs have already used are not allowed
+1: Must not generate guaranteed card advantage (creating unconditional 1/1 tokens counts here, too). Conditional card advantage like Liliana of the Veil is okay.
-2: The "protection" slot. StP, PtE or similiar effects are fair game here. If it has synergy with the +1 ability, even better.
-?: Ultimate ability - just don't go overboard, it's just a 3CC walker.
- starting loyality: 3
the things white has to offer are
RFG creatures
tax effects (give all creatures propaganda until your next turn)
destroy all creatures
destroy all lands
give protection
give +1/+1 to all your creatures
akroma status (flying first strike trample haste protection)
Enchantment based things
Serra Incarnate
1WW
+1: tap target permanent, it doesn't untap until your next turn.
-1: Search your library for an artifact or enchantment and put it on top of your library.
-6: Return all artifacts and enchantments from your graveyard to play.
Starting Loyalty: 2 or 3
Your +1 is already used by Tamiyo, the Moon Sage.
White can do way more things than you have mentioned. Taxing certainly sounds interesting. But something more proactive would be nice, too. Why not an Imperial Recruiter ability which is clearly white nowadays?
?: Search your library for a (white) creature card with power 2 or less, reveal it, and put it into your hand. Then shuffle your library.
or
+1: Each player may search his or her library for a creature card with power 2 or less, reveal it, and puts it into his or her hand. Then each player who searched his or her library this way shuffles it.
Gideon, harbinger of balance 1WW
Planeswalker - Gideon
+1: If you control fewer lands than any opponent, search your library for a plains card, reveal it and add it to your hand. Then shuffle your library.
-2: Exile target creature. Its controller may search his library for a basic land card and put it on the battlefield tapped. Then, that player shuffles his library.
-7: Basically, Balance.
Loyalty 3
I was thinking about that combination, too. Problem is that the +1 ability is probably dead too often, even with a PtE effect.
Edit: There are other directions one could go as well, e.g.:
+1: Choose another target permanent. If it isn't a land, exile it. Return that card to the battlefield under its owner’s control at the beginning of your next upkeep.
That would free up the protection slot for utility. At worst, that Walker would be a legendary, attackable O-Ring with some interesting interactions when CiP cards are involved. The wording is weird, but the +1 ability should work even when there are no other non-land permanents.
Edit #2: While thinking about it, I don't believe it's broken if you throw both of these abilities together:
Fixed the wording on the +1 ability to be a bit less clunky worded and more elegant.Quote:
Good Walker :1::w::w:
Planeswalker - Good Walker
+1: Choose target nonland permanent. You may exile that card. If you do, return that card to the battlefield under its owner’s control at the beginning of your next upkeep.
-2: Search your library for a white creature card with power 2 or less, reveal it, and put it into your hand. Then shuffle your library.
-?: Ultimate
Loyality 3
Gideon the Arbiter :1: :w: :w:
Planeswalker - Gideon
{+2}: For each player who controls more creatures than you, that player sacrifices a creature. For each player who controls fewer creatures than you, he or she puts a 1/1 white Soldier cretaure token onto the battlefield under his or her control.
{0}: Until your next turn, combat damage can't be dealt to players.
{-5}: Each player sacrifices permanents until he or she controls the same number as the player with the fewest permanents. Then he or she discards cards until he or she has the same number of cards in hand as the player with the fewest cards in hand.
{2}
I'm tragic at making Planeswalkers.
Stick the Unctuous 1ww
+1: Until your next turn, whenever a creature you control deals or is dealt combat damage, put that many +1/+1 counters on it at the end of that turn.
0: The owner of target nonland permanent shuffles it into their library, then draws a card.
-6: You gain an emblem with "Permanents you control have protection from the opponent of your choice".
3
sent from phone, don't be a dick
The +1 would have to be any land not plains specific to be used
Pretty sure this is vensurs ability or very close to it.
+1 seems green like vigor almost
+0 is too powerful for infinate uses. Would have to be -1. Compare to jtms. I like the ability tho.
-6 is a very good white ability
Side note I mirrored jtms with white abilities. Totally not what the recent post was asking but i think it would be cool if we had more planes walkers with jtms' structure.
"Elspeth...the good one" - 2WW
+2: Until your next planeswalker activation, players cannot search their libraries or draw more than 1 card a turn.
-1: The owner of target nonland permanent shuffles it into their library, then draws a card.
0 : if you control less lands than opponent search your library for a land card and put it in your hand.
-12: You gain an emblem "as long as you control a non land permanent, your life total cannot be reduced below 1"
starting loyalty: 3
I looked it up before posting, so not really: Venser, the Sojourner - he's limited to your own permanents and returns them EoT, not during your next upkeep. The abilities are different enough, kinda like the different "tap permanent + bonus" abilities.
Plainswalkers are boring.
:tongue:
I know what we're missing:
Ursine Hierophant :w::g:
Creature — Human Bear Druid
Tap: Add :w: to your mana pool.
Threshold — Ursine Hierophant gets
+2/+2 and has Islandwalk as long as seven
or more cards are in your graveyard.
____________________________ 2/2
Honey Badger :w:
Creature - Badger
Double strike
Threshold — Honey Badger gets
+1/+1 and has "Cards in graveyards
cannot be exiled" as long as seven
or more cards are in your graveyard.
"Honey badger don't... you know."
____________________________ 1/1
Am I doing it right?
Give flying to the hierophant instead of island-walk. If sounds much better.
From what i see, we both like geddon decks... :cool:
Now we only need them to print both the hierophant and the enforcer.. (and buy some alpha/ beta armaggedons).
Yeah, I'm a great fan of every "Creatures and Geddons" deck at least since 1997. :laugh:
Islandwalk is a must. I know it's silly, but look: he's a druid that shapeshifts into polar bear. :cool:
I like the Honey Badger idea. (Maybe it's too good at cmc1.) No one will suppress our threshold! No Relic, no RiP, no Crypt, no Extraction, at least not sooner before they remove the badger. I just realized that it stops DRS, too. It's definitely a bit broekn. But well, man may dream.
Emerald Elemental - :g::g::g::g:
Vigilance.
Lands cant be the target of spell or habilities.
6/6
How about this:
X, Veteran Scout :g::g:
Legendary Creature - Human Scout
Nonbasic landwalk, protection from lands
Whenever X, Veteran Scout deals combat damage to a player, you may search your library for a land card, reveal it, put it into your hand, then shuffle your library.
2/2
Fire rage - R
Instant
Destroy target nonbasic land
Suck It - XU
Instant
Return all creatures with converted cost X to their owner's hand
I've felt that Black should have a way to deal with artifacts/enchantments. On the other hand, it shouldn't be really efficient, and it should feel Black. Here's what I came up with:
Dark Absolution XB
Sorcery
Destroy target nonland permanent with converted mana cost X. You lose X life.
Well, considering it doesn't get online before T3, that might be reasonable.
Other stuff I'd like to see:
Royal Recruiter :2::w:
Creature - Human Advisor
When Royal Recruiter enters the battlefield, search your library for a creature card with power 2 or less, reveal it, and put it into your hand. Then shuffle your library.
1/1
And a crusade on a stick (with a different name, of course):
Solaire, Sun Knight :w::w:
Legendary Creature - Human Knight
First strike
Other white creatures you control get +1/+1.
2/2
Royal would go hell for leather in DnT. Not sure that deck needs the help.
:2::b::b: Void Master - Legendary Demon
Cumulative upkeep - 1 life.
Flying, Protection from white.
5/6
:4: Tabernacle Golem
Artifact Creature - Golem
All creatures and artifacts require an upkeep cost cost equal to it's casting cost.
4/7
1WW
Planeswalker
+1: Until your next mainphase, noncreature spells cost an additional 1 to cast.
-2: Deal 3 damage to target nonwhite creature.
-7: Target player gets an emblem that says "Each non-land permanent you control gains 'during your upkeep, sacrifice this permanent unless you pay 2'"
Loyalty 3
R - Molten Rush
Sorcery
Put a 3/1 Elemental token with "Trample, haste" onto the battlefield for each player who does not control any Islands.
In the wake of discussing other options to duals which aren't affected AND giving other colors more filter options - why not both and having something similiar to the scry lands in Standard, except that they're fetchable duals?
Of course this would be too powerful for Modern, but why not having a thought experiment?
The basic gist:
Now it's up to you to give them a drawback that makes them a viable alternative to duals without forcing even mono-colored decks into playing fetches + scry duals, even if they still end up being strictly better than the old duals.Quote:
Scry Taiga
Land - Mountain Taiga
~ Drawback
When Scry Taiga enters the battlefield, scry 1.
I'd want it to have something that increased interaction and timing decisions, like "When Scry Taiga enters the battlefield, each opponent untaps two lands." (Just bullshitting the specifics without much thought, but the possibilities are endless.)
And stick all those Scry duals in a Legacy set with Force of Will, fetch lands, Karakas, Wasteland, and other creative goodies.