Saturday, November 9, 2019

Yet another suggestion to MTG

Here we go again...


Creature ability *shortlived* "You may choose to play this creature with haste, if you do, sacrifize it at end of turn" Such abilities are great, because they give more value to triggers and comes to play abilities, in those decks that rely heavily on resurrection or cicling your graveyard back to your hand or library... Triggering haste it should obviously integrate at least one R in its mana cost. I first encountered that idea in the Kamigawa block with the soulshift mechanic, so it should come back, especially with so many creatures in the Orzhov giving you 1/1 spirits it could be a viable answer to red and green players.


Also since I love the former bänd "Vanilla Ninja" why isn't there a ninja with the same name?? What I have in mind, learning from Oko, is this.


"Vanilla Ninja" UBW 1/1 "Ninjutsu 2U If Vanilla Ninja deals direct damage to a player put a Vanilla counter on target creature. That creature has no abilities. 2W Pay 2 life -- return Vanilla Ninja to your hand. 2B exile Vanilla Ninja look at your opponents hand and exile up to 3 lands as long their basic U; B; W


This card is meant as an anti-control/mill card shutting the usual Esper colored decks down


Also "Pick your poison" Legendary Enchantment UBW At the beginning of your upkeep choose one: Pay U - Whenever you gain life, discard a card and you may draw a card. B - Whenever a creature dies under your control, add its color attribute mana cost to your mana pool. You may cast creature spells with Flash. W - Whenever you declare no attackers on a given turn, gain as much life, as the total power of the creatures you have in play. If none of those abilities can't be activated, exile Pick your poison and discard your hand."


This cards idea is to leave at least one mana open, so you could at least pick one, so you wouldn't nuke your hand. Also, even if an ability was countered, it still counts as being played, unless the counter specifically implies, that it can't be counted as such. It will be tricky in lifegain decks, because you could run out of cards, unless your strategy is not šelf-mill, which would be hard to incorporate with a life gain deck, but not impossible. Mostly you would want the B value. Getting mana back from those obnoxious BBBB or UUGG costs is a great asset.


"snotnose" ability would be cool. "Copy target ability on a creature in any Graveyard until end of turn." I haven't figured out, should it be only, when the creature comes into play, a mana/tap ability or upkeep ability...


"Ardent Purity" Legendary Enchantment WGU "You play with your hand revealed, and can play land cards from your Graveyard."


"Covetous Priest" UUWG cleric 4/4 Vigilance Players gain 2 life instead, if an effect forces to discard cards from the hand, for each card a player would have to discard."


"Royal Court" RGW Legendary Land *tap* add colorless *tap* add R;G;W as long its spent on a creature spell with toughness 4 or greater, that creature can't be countered, and gains Haste; Trample and Vigilance."


My idea of a good riot, there are plenty of counters to be had from anywhere in those colors, so I don't see a reason to incorporate it here, also it normally don't help with ohter strategies, not even by adding one colorless mana, so meh...


"Bloodstone" BRU Legendary Land *tap* add colorless *tap* add B;R; U as long its spent on an Adventure or Knight creature. Adventures remain in your hand, as though you haven't played it yet and creatures come into play with Deathttouch, Double strike and Wall.


Bloodstones, there the places there you executed people. The person had to put his head on a stone, so it would be easier to chop it off, so thus the name.


"Azorius Market" UBW Legendary Land *tap* add colorless *tap* add U; B; W as long it's spent on an instant or Sorcery spell drawing cards or gaining life -- target opponent discards that many cards and looses that much life.


"Gruul Fiesthall" GRB Legendary Land *tap' add colorless *tap* add G;R; B as long it's spent on a creature with riot or deathtouch. Up to 4 Non-token Creatures you control have, Whenever your oponent is dealt damage from a spell proliferate."


The reason, I gave it so many limitations, is to not let proliferate go unhinged, because 4 procks are already a lot!!


"Simic Laboratory" UGW Legendary Land *tap* add colorless *tap* add U;G; W as long its spent on a merfolk creature. You gain life according to the played cards toughness and draw that many cards. Instant and Sorcery spells have Flash and can't be countered. At the beginning of your upkeep pay 2 life or loose the game.


"Random Doomsday Device" 3 colorless  Legendary Artifact "Random Doomsday Device comes into play with seven doomsday counters on it. At the beginning of your upkeep remove a doomsday counter from Random Doomsday Device, if there are no counters to be removed, you win the game. At the beginnin of your opponents turn he/she may pay 2 life and add a doomsday counter on Random Doomsday Device Only Random Doomsday Device can add or remove counters from itself"


The latter effect is to ensure, something doesn't clean the clock with this 3 cost artifact and force win on turn 3.

1 comment:

  1. "Controlled Environemnt" 6 colorless Legendary Enchanted Land. Then you play Controlled environment regularly, discard it instead. If there are exactly 3 instants and or Sorcery spells in your Graveyard, bring Controlled environment into play. Controlled environment has *tap* gain 3 chosen mana, there the chosen mana attributes are one of the chosen instant and/or Sorcery spells on the Graveyard. If an effect would remove those cards from the Graveyard, exile Controlled Environment and you loose 3 life.

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