View Full Version : Expansion Set
Zack_Wilder
09-06-2006, 10:44 PM
I'm making an expansion set for Ravnica, and I'm looking for some good cycles. So far, I have:
1. Guild Charms like Rith's Charm
2. Guild Dual Lands that mimic the guild mechanic
3. Guild Outcasts with Karona, False God (Haste and At the beginning of each player's upkeep, that player untaps [Guild] Outcast and gains control of it.
4. Guild Mechanic enhancers
Any other ideas?
Zangy
09-12-2006, 10:58 AM
More hybrid cards are a must. Another thing is a group of nonguild people or if you are doing it after what was in Dis, you could do some of the Ghost Place.
Saito Hajime
09-12-2006, 12:27 PM
What about split cards like they were in invasion/apo? one for each guild of course, each half doin the thing the other color usually does and both guild-fitting.
and what abou flip cards? hybrid flip cards or such things.
and the ten (, well, no, nine but nevermind) guardian giants of ravnica?
Zack_Wilder
09-13-2006, 12:04 AM
So... I've got:
1. Guild Charms
2. Guild Dual Lands
3. Guild Outcasts
4. Guild Mechanic Enhancers
5. Guild Split Cards
6. Guild Flip Cards
8. Guild Hybrid Cards
7. Guild Messiahs???
Here are a few:
Boros Outcast :r::w:
Creature -- Human Soldier Outcast 4/4
Haste
At the beginning of each player's upkeep, that player untaps Boros Outcast and gains control of it.
Azorius Outcast :u::w:
Creature -- Vedalken Wizard Outcast 2/2
Haste
At the beginning of each player's upkeep, that player gains control of Azorius Outcast
Whenever you gain control of Azorius Outcast, you may tap target creature.
Bloodthirsty Striker :1mana::r::g:
Creature -- Barbarian 3/2
Haste, First Strike
Whenever a creature or player is dealt damage, you may put this card into play.
Sacrifice Bloodthirsty Striker at the end of turn.
Whenever Bloodthirsty Striker deals combat damage, return Bloodthirsty Striker to your hand at the end of combat.
Bloodthirsty Striker is my personal favorite of all the Guild mechanic enhancers. Well... it's not really enhancing it, but without a better word, that's how it's going to be until I find a better word.
Zangy
09-13-2006, 12:12 AM
For the Guild deserter people, you could use what I did for my mercenaries in a failed set.
"At the beginning of each players turn, that player gains control of ~."
It gets rid of the need to use haste, which always seems odd on a U/W creature.
Zack_Wilder
09-13-2006, 08:50 PM
But does that work? I thought whenever you gain control of something, it has summoning sickness again. Otherwise, Bringer of the Red Dawn wouldn't need that wording...
Dreager_Ex
09-13-2006, 09:07 PM
You could make it a Keyword, that way it won't actually SAY haste on it, it would howevfer be part of the reminder text.
Zack_Wilder
09-13-2006, 10:13 PM
Ok. How's this sound?
Outcast (At the beginning of each player's upkeep, that player untaps this creature and gains control of it. This creature gains haste until end of turn.)
But I probably need a better name for it.
Zangy
09-13-2006, 10:59 PM
Mine works because they only have summoning sickness if you haven't controlled them since your last upkeep, which after the untap phase is the upkeep so then they can attack and whatnot.
And Wizards R&D doesn't always use the best keywordings...
Example being Relentless Rats because it could easily be:
Relentless Rats 1BB
Basic Creature--Rat
~ gets +1/+1 for each other creature named Relentless Rats.
Flavory stuffz
Since you can have any number of basic permanents in your deck as you want, but its up to them so w/e
Luthervamplord
09-14-2006, 04:04 AM
I like the idea of the Guild Charms, mind if I take a swing at them? Cool!
Azorius Charm 1WB
Instant
Choose One - Tap target creature or counter target spell unless its controller pays 2.
Boros Charm WR
Instant
Choose One - Target creature gains haste or prevent all damage dealt to target creature.
Dimir Charm 1UB
Instant
Choose One - Target player draws a card or target player discards a card.
Golgari Charm 1BG
Instant
Choose One - Return target creature card with converted mana cost two or less from your graveyard to your hand or put a +1/+1 counter on target creature you control.
Gruul Charm 1RG
Instant
Choose One - ~ deals 2 damage to target creature or target creature gets +2/+2 until the end of the turn.
Izzet Charm 1 UR
Instant
Choose One - Remove target instant from your graveyard and place a copy on the stack or Remove target sorcery from your graveyard and place a copy on the stack.
Orzhov Charm 1WB
Instant
Choose One - Target player gains 2 life or each player loses 1 life.
Rakdos Charm 1RB
Instant
Choose One - Each player discards a random card or put a 1/1 Red Goblin token creature with Haste into play. Remove it from the game at the end of the turn.
Selesnya Charm 1WG
Instant
Choose One - Put a 1/1 Green Saproling token creature into play or all token creatures you control get +1/+1 until the end of the turn.
Simic Charm 1UG
Instant
Choose One - Put a +1/+1 counter on target creature you control or attach target Aura enchanting a permanent you control to another permanent you control.
They have some good flavour I feel; hope this helps.
Zangy
09-14-2006, 07:25 AM
Flavorwise, those cards are pretty awesome, but powerlevel wise, they aren't...here is me with making them better:
Azorius Charm 1WB
Instant
Choose One - Tap target creature or counter target spell unless its controller pays 2.
Aziorius Charm WU (Blue not black...)
Instant
Choose one-Tap up to two target creatures; or counter target spell unless its controller pays 2.
Boros Charm WR
Instant
Choose One - Target creature gains haste or prevent all damage dealt to target creature.
Boros Charm WR
Instant
Choose one - Target creature gains first strike and haste until end of turn; or prevent all damage that would be dealt to and by target creature this turn.
(Your version didn't have an ending to the effect.)
Dimir Charm 1UB
Instant
Choose One - Target player draws a card or target player discards a card.
Consult the Necrosages
Here is what I would do for the Dimir
Dimir Charm UB
Instant
Choose one - Put the top four cards of target library into its owners graveyard; or destroy target creature with a converted mana cost of two or less.
Golgari Charm 1BG
Instant
Choose One - Return target creature card with converted mana cost two or less from your graveyard to your hand or put a +1/+1 counter on target creature you control.
Golgari Charm BG
Instant
Choose one - Return target creature card from your graveyard to your hand; or put a +1/+1 counter on target creature you control
Gruul Charm 1RG
Instant
Choose One - ~ deals 2 damage to target creature or target creature gets +2/+2 until the end of the turn.
Gruul Charm RG
Instant
Choose One - ~ deals 2 damage to target creature; or target creature gets +2/+2 until the end of the turn.
Izzet Charm 1 UR
Instant
Choose One - Remove target instant from your graveyard and place a copy on the stack or Remove target sorcery from your graveyard and place a copy on the stack.
Izzet Charm 2UR
Instant
Choose one - Remove target instant card from your graveyard from the game and put a copy of it onto the stack; or remove target sorcery card from your graveyard from the game and put a copy of it onto the stack
Orzhov Charm 1WB
Instant
Choose One - Target player gains 2 life or each player loses 1 life.
(Other than the Guildmage abilities as the other one, this one would barely cost WB so I changed it a bit...)
Orzhov Charm WB
Instant
Choose one - Destroy target enchantment; or destroy target nonblack nonwhite creature.
Rakdos Charm 1RB
Instant
Choose One - Each player discards a random card or put a 1/1 Red Goblin token creature with Haste into play. Remove it from the game at the end of the turn.
Rakdos Charm 1RB
Instant
Choose one - Each player discards two cards; or put two 1/1 red goblin creature tokens with haste into play.
Selesnya Charm 1WG
Instant
Choose One - Put a 1/1 Green Saproling token creature into play or all token creatures you control get +1/+1 until the end of the turn.
Selsesnya Charm WG
Instant
Choose one - Put a 1/1 green saproling creature token into play; or creatures you control get +1/+1 until end of turn.
Simic Charm 1UG
Instant
Choose One - Put a +1/+1 counter on target creature you control or attach target Aura enchanting a permanent you control to another permanent you control.
Simic Charm 2UG
Instant
Choose one - Put a +1/+1 counter on each creature you control; or attach each Aura enchanting a permanent you control to another permanent you control.
Zack_Wilder
09-14-2006, 11:35 PM
@Luther: All of your charms look good except for:
Boros Charm: Needs to mention from one source or this turn. Other than that, it's good.
Dimir Charm: Like Zangy said, it's just a weaker version of Consult.
Rakdos Charm: It should be a 2/1 with haste. The Guildmage just has a higher cost because his is an ability and therefore can be activated multiple times.
Selesnya Charm: Could probably get away with two tokens and +1+1 to all creatures you control...
@Zangy: Everything looks good except...
Boros Charm: Second effect is more of an Azorius effect...
Dimir Charm: Probably needs an extra :1mana:
I was originally thinking of charms that have three effects. Here goes:
Azorius Charm :1mana::u::w:
Instant
Choose one: Counter target spell unless its controller pays :2mana:; or Tap target permanent; or untap target permanent.
Boros Charm :1mana::r::w:
Instant
Choose one: Target creature gains double strike until end of turn; Target creature gets +1/+1 and gains haste until end of turn; or Target player sacrifices an attacking creature.
Dimir Charm :1mana::u::b:
Instant
Choose one: Target creature becomes unblockable until end of turn; Search your library for a card with converted mana cost three and put it into your hand; or Target player puts the top three cards from the top of their library into their graveyard.
Golgari Charm :1mana::g::b:
Instant
Choose one: Return target creature card in your graveyard with converted mana cost one or less to play under your control; Draw a card; or target creature gets -2/-2 until end of turn.
Gruul Charm :1mana::r::g:
Instant
Choose one: Target creature gets +1/+1 and gains first strike until end of turn; Target creature gets +1/+1 and gains trample until end of turn; or Gruul Charm deals 3 damage to target creature or player.
I'll post up the other five tomorrow. Meanwhile, I've updated my list:
1. Gruul Outcasts
2. Guild Mechanic Enhancers
3. Guild Charms
4. Guild Flip Cards (need a theme. What should they do in general?)
5. Guild Monocolored-Split Cards (One color on each side)
6. Guild Multicolored-Split Cards (Two colors on each side)
7. Guild Messiahs
8. Guild Houses (Different from Guildhomes. See my earlier post that has Rakdos Slaughterhouse. This category will include Azorius Courthouse, and some others that I haven't thought of yet.
9. Guild Hybrid Initiates (Basically one mana hybrid creatures that use the guild mechanic. Sorta like Simic Initiate)
10. Guild Anthems (Probably something like Anthem of Rakdos)
11. Guild Mechanic Duals (Posted them awhile back)
12. Guild Redeemers (Need a theme.)
Please post any ideas on themes, and other cycles. And please comment on the other cards I have posted above this post.
Luthervamplord
09-15-2006, 03:32 AM
What if for the flipcards you have the first half depend on the guild usuallt tactics, and the flip side boost the effect needed to flip it.
Orzhov Merchant 1WB
Creature - Human Mercenary
If an opponent loses 3 life in a turn, flip ~.
1/2
---------------------------
Ruthless Businessman
Creature - Human Mercenary
Whenever you play a black spell, target opponent loses 1 life and you gain 1 life.
2/3
I do have a question; what do you mean by guild redeemers?
Zangy
09-15-2006, 07:21 AM
Initiates:
Simic Initiate
Selesnya Initiate GW
Creature--Elf Cleric
Convoke
2/2
Dimir Initiate BU
Creature--Spirit
Transmute 1BU
1/3
Boros Initiate <--- can't think of how to do it.
Golgari Initiate B
Creature--Plant Zombie
Dredge 2
1/1
Izzet Initiate <--same as boros
Orzhov Initiate W
Creature--Spirit
When ~ comes into play, you gain one life.
Haunt
When the creature ~ haunts is put into a graveyard from play, you gain one life.
1/1
Gruul Initiate R
Creature-Vishano Berserker
Bloodthirst 1
1/1
Azorios Initiate <--weird one too...
Rakdos Initiate <-- same...
Luthervamplord
09-15-2006, 08:03 AM
Boros Initiate WR
Creature - Human Soldier
Radiate - When ~ comes into play each creature that shares a colour with it gets first strike until the end of the turn.
1/1
Izzet Initiate U
Creature - Goblin Wizard
When ~ comes into play, you may play a sorcery as though it where an instant.
1/1
Saito Hajime
09-15-2006, 08:47 AM
Boros Initiate WR
Creature - Human Soldier
Radiate - When ~ comes into play each creature that shares a colour with it gets first strike until the end of the turn.
1/1
Izzet Initiate U
Creature - Goblin Wizard
When ~ comes into play, you may play a sorcery as though it where an instant.
1/1
I don't want to be impolite or overcorrect, but:
Corrected wording of the first one:
Boros Initiate :r::w:
Creature - Human Soldier
Radiance - When ~ comes into play, each creature that shares a color with it gains first strike until end of turn.
1/1
And corrected ruling for the second one (makes more sense and efficiency that way):
Izzet Initiate :u::r:
Creature - Goblin Wizard
Flash
When ~ comes into play, you may play a sorcery card in your hand as though it were an instant.
1/1
Luthervamplord
09-15-2006, 08:53 AM
Nice save, I thought I had the wording wrong but wasn't sure how. Must be the lack of sleep thats doing it. Thanks man
Saito Hajime
09-15-2006, 09:33 AM
The cards are good ideas so far, but what I'm thinking about right now is the flavour. Would a goblin Izzet novice (since that's what an initiate is) really be able to quicken a spell? Ok, actually it's a worse, novice-like version of Quicken, but still.
And the same with the Boros youngster. Would he really be the one guy giving power to the whole troop when stepping into the battlescene?
Maybe those initiates should either be renamed with another rank/title or their abilities should be changed into the...wel...opposite...somehow. Something like:
Boros Initiate :r::w:
Creature - Human Soldier
Radiance - When ~ comes into play, it gets +X/+X and gains first strike until end of turn, where X is the number of creatures you control that share a color with ~.
1/1
Ghurhgs
09-15-2006, 03:02 PM
Wilder, I have a proposition for ye. I have been secretly working on another Ravnica set in addition to my Mirrodin one (and by secretly working I mean "Started and haven't picked up upon.) The only thing i've done differently is that I envisioned tri-color guilds. I have a slight backstory, basically reading:
Decades after the 10,000'th anniversary of the Guildpact signing, chaos is among every guild on Ravnica. Guilds break apart, reform with others and create new order to the world. Still, Szadek leads the darkest followers of the Dimir, Golgari, and Simic guilds, ravaging through Utvara and storming across Ravnica itself. With new order, how will the newly-ordained guildmasters react to this situation? How is Agrus Kos doing leading the new initiates of the Boros, Azorius, and Izzet? And why have history's ancient paruns suddenly manifested in physical form? The Guildpact has been broken, but replaced by a stronger pact, one that is in danger of being destroyed, and once again, Kos has found himself in the middle of a crisis.
Tri-color guilds are a b1tchin' idea. I really like it, and I'd like someone to help me wif it. Respond soon.
Saito Hajime
09-15-2006, 04:15 PM
Ghurghs...have you read Dissension completely or haven't you or have you and are you just about to create another Ravnica in the multiverse? One which sprang off from the line of the original Ravnica the time...
Kraj, Rakdos, the Nephilim, and Szadek and his Ghosts ravage the city? Because after that in the story, the ghost Ravinca (Agyrem or something like that) overlayed with normal Ravnica and Kos' ghost was given the task to control the ghost realm while the otehr guilds rebuilt normal Rav.
So you have to put some backbone to that story.
What I like about the idea is that now former single guilds are combined. So, you're creating a single edition like Time Spiral-block will be only without time but rather guild aspect.
Fist of all, I'd say: Open a new thread on your own for that nad let's copy our posts in there and
Secondly, let me ask you what kind of help you need exactly.
OK, btt: Zack, post some stuff! ^^
Zack_Wilder
09-15-2006, 11:41 PM
Guild Hybrid Initiates (Basically one mana hybrid creatures that use the guild mechanic. Sorta like Simic Initiate.)
yeah... Not two mana...
The cards are good ideas so far, but what I'm thinking about right now is the flavour. Would a goblin Izzet novice (since that's what an initiate is) really be able to quicken a spell? Ok, actually it's a worse, novice-like version of Quicken, but still.
And the same with the Boros youngster. Would he really be the one guy giving power to the whole troop when stepping into the battlescene?
Maybe those initiates should either be renamed with another rank/title or their abilities should be changed into the...wel...opposite...somehow.
Hmm... You've got a point there. I'm not going to change the rank, but the abilities. What do you guys think?
Azorius Initiate :manawu:
Creature -- Vedalken Wizard 1/1
Forecast -- :3mana::w::u:: Search your library for a card named Azorius Initiate and put that card into play.
Boros Initiate :manarw:
Creature -- Human Soldier 1/1
Radiance -- When Boros Initiate comes into play, it gains first strike if you control a creature that shares a color with Boros Initiate (This effect doesn't end at end of turn
Dimir Initiate :manaub:
Creature -- Human Wizard 1/1
Transmute :1mana::u::b:
Golgari Initiate :manabg:
Creature -- Zombie 1/1
Dredge 0
Gruul Initiate :manarg:
Creature -- Barbarian 1/1
Bloodthirst 1
Izzet Initiate :manaur:
Creature -- Human Wizard 1/1
Replicate :1mana::u::r: (When you play this spell, copy it for each time you pay its replicate cost. Each copy comes into play as a token copy of this creature.)
Orzhov Initiate :manawb:
Creature -- Spirit 1/1
Haunt
When Orzhov Initiate comes into play, or the creature it haunts is put in the graveyard, you gain one life.
Rakdos Initiate :manabr:
Creature -- Goblin Berserker 1/1
Hellbent -- Rakdos Initiate gets +1/+1 as long as you have no cards in your hand.
Selesnya Initiate :managw:
Creature -- Druid 1/1
Convoke
Simic Initiate :g:
Creature -- Human Mutant 0/0
Graft 1
Wilder, I have a proposition for ye. I have been secretly working on another Ravnica set in addition to my Mirrodin one (and by secretly working I mean "Started and haven't picked up upon.) The only thing i've done differently is that I envisioned tri-color guilds. I have a slight backstory, basically reading:
Decades after the 10,000'th anniversary of the Guildpact signing, chaos is among every guild on Ravnica. Guilds break apart, reform with others and create new order to the world. Still, Szadek leads the darkest followers of the Dimir, Golgari, and Simic guilds, ravaging through Utvara and storming across Ravnica itself. With new order, how will the newly-ordained guildmasters react to this situation? How is Agrus Kos doing leading the new initiates of the Boros, Azorius, and Izzet? And why have history's ancient paruns suddenly manifested in physical form? The Guildpact has been broken, but replaced by a stronger pact, one that is in danger of being destroyed, and once again, Kos has found himself in the middle of a crisis.
Tri-color guilds are a b1tchin' idea. I really like it, and I'd like someone to help me wif it. Respond soon.
Well... my story goes something like:
As the Azorius paladins patrol Prahv, they find a man in tatterd clothes lying on the ground, . He claims to have fallen from the sky, and that the Messiah will arrive soon. By the time the paladins reach Augustin, the man is already dead. The same scene happens all over Ravnica to each of the guilds, and somehow, all of the paruns believe these men. As the guilds prepare for their Messiah, they continue to fight more and more, each guld trying to eliminate the others before the Messiahs arrive...
I do have a question; what do you mean by guild redeemers?
I actually have no idea... I want it to have a theme though. The Messiahs are CIP effects, Outcasts have Outcast and an effect whenever you gain control of it.
Here's a list of things I need help on:
1. Ideas for Guild Flip Cards. I like Luther's idea, but would like to see what oyther ideas other people have.
2. Names for Mono and Multicolored split cards.
3. Guildhouses
4. Guild Anthems
5. Guild Redeemers
Here are the rest of the Guild Charms Please comment on these and the others I posted earlier!
Izzet Charm :1mana::u::r:
Instant
Choose one: Draw 2 cards; Deal 3 damage to target creature or player; Gain control of target sorcery.
Orzhov Charm :1mana::w::b:
Instant
Choose one: Target player loses 2 life and you gain 2 life; All creatures get -1/-1 until end of turn; Destroy target enchantment
Rakdos Charm :1mana::r::b:
Instant
Choose one: Each player discards 3 cards; Put a red 3/1 Goblin token into play with haste. Remove it from the game at end of turn.; Target creature gets -3/-3 until end of turn.
Selesnya Charm :1mana::g::w:
Instant
Choose one: Put 3 green 1/1 saproling tokens into play; All creature you control get +1/+1 until end of turn; Target creature gest +4/+4 until end turn.
Simic Charm :1mana::g::u:
Instant
Choose one: Put 2 +1/+1 counters on target creature; I still need to figure out the other two abilites.
Please comment on these!!!
Zangy
09-16-2006, 12:19 AM
Just to say Selsenya Initiate can't cost one mana. First turn four creatures is kinda a lot...
Saito Hajime
09-16-2006, 06:29 AM
OK Zack, here we go ^^
First of all a small typesetting mistake: It's "Choose one - " not "Choose one: "
So then, let me go over those Initiates:
Azorius Initiate :manawu:
Creature -- Vedalken Wizard 1/1
Forecast -- :3mana::w::u:: Search your library for a card named Azorius Initiate and put that card into play.
Forecast should't be so costy. Technically in this card it costs 2 mana more that Diabolic Tutor. We have to make it cost less for 1 at least because of the limitation to a certain card and can add 1 for instant put into play. But i think it should look like:
Azorius Initiate :manawu:
Creature -- Vedalken Wizard 1/1
Forecast -- :1mana::w::u:: Search your library for a card named Azorius Initiate and put that card into play.
This way it's very much like Transmute with two exceptions, one negative and one positive: You can only search for a certain card BUT it is put into play right then.
Boros Initiate :manarw:
Creature -- Human Soldier 1/1
Radiance -- When Boros Initiate comes into play, it gains first strike if you control a creature that shares a color with Boros Initiate (This effect doesn't end at end of turn
Here we have a tricky problem. In this case the ability isn't radiance anymore since it hast something to do with 'all' creatures that share a color. We should try a change.
Boros Initiate :manarw:
Creature -- Human Soldier 1/1
Radiance -- When Boros Initiate comes into play, it gets +0/+1 for each creature that shares a color with it until end of turn.
Dimir Initiate :manaub:
Creature -- Human Wizard 1/1
Transmute :1mana::u::b:
Golgari Initiate :manabg:
Creature -- Zombie 1/1
Dredge 0
Gruul Initiate :manarg:
Creature -- Barbarian 1/1
Bloodthirst 1
These can stay what they are.
Izzet Initiate :manaur:
Creature -- Human Wizard 1/1
Replicate :1mana::u::r: (When you play this spell, copy it for each time you pay its replicate cost. Each copy comes into play as a token copy of this creature.)
Some rules issues, nothing more.
Izzet Initiate :manaur:
Creature -- Human Wizard 1/1
Replicate :1mana::u::r: (When you play this spell, for each time you pay its replicate cost, put a 1/1 blue and red Human Wizard creature token named Izzet Initiate into play.)
I think it reads best this way.
Orzhov Initiate :manawb:
Creature -- Spirit 1/1
Haunt
When Orzhov Initiate comes into play, or the creature it haunts is put in the graveyard, you gain one life.
There's missing an Orzhov part in my opinion.
Orzhov Initiate :manawb:
Creature -- Spirit 1/1
Haunt
When Orzhov Initiate comes into play, or the creature it haunts is put into a graveyard, target opponent loses 1 life and you gain one life.
Rakdos Initiate :manabr:
Creature -- Goblin Berserker 1/1
Hellbent -- Rakdos Initiate gets +1/+1 as long as you have no cards in your hand.
Fine again.
Selesnya Initiate :managw:
Creature -- Druid 1/1
Convoke
Here I may quote the guy before me:
Just to say Selsenya Initiate can't cost one mana. First turn four creatures is kinda a lot...
Only one question: How do you tap creatures with summoning sickness? Not at all, right. Not even for Convoke. (Unless I've missed some very important rulings.)
This one's just fine, too.
Simic Initiate :g:
Creature -- Human Mutant 0/0
Graft 1
You had a concept and you should push it at any cost. Just taking a card that already exists isn't good enough in my eyes. How about this? (Just a technical name)
Simic Initiate #2 :managu:
Creature -- Human Mutant -1/0
Graft 1
Oh, and nobody in here will tell me, that a negative power or toughness is impossible, right? Because Spinal Parasite would prove you all wrong.
I'm done for now. YAY 500th post. Partey!!!
Luthervamplord
09-16-2006, 08:36 AM
Tapping of an ability such as Convoke doesn't rely on having haste or not, because the ability is not one that requires a creature specific response. Its why you can play two creatures out then tap them to Cryptic Gateway!
Saito Hajime
09-16-2006, 09:24 AM
Ah o, that's why you can use Battle Screech's tokens to flashback it.
OK, then the Selesnya Initiate has to be changed.
Selesnya Initiate :managw:
Creature -- Druid 1/1
Convoke (Each two creatures you tap while playing this spell reduce its cost by :1mana: or by one mana of a color of these creatures.)
Ghurhgs
09-16-2006, 03:55 PM
Ghurghs...have you read Dissension completely or haven't you or have you and are you just about to create another Ravnica in the multiverse?
Umm...I'm halfway done with Dissension, but my friend spoiled it for me (in a way) and said that Agrus was given another body to rule his guild with. I'm guessing he's incorrect?
Zack_Wilder
09-16-2006, 06:43 PM
What are the chances you'll draw all 4 Selesnya Initiates in your opening hand? I suppose I will change it to tap two creatures to reduce by :1mana:, but isn't convoke always one creature?
Boros Initiate :manarw:
Creature -- Human Soldier 1/1
Haste
Radiance -- When Boros Initiate comes into play, you may have it get +1/+0 for each creature that shares a color with Boros Initiate until end of turn. If you do, sacrifice it at end of turn.
Saito Hajime
09-16-2006, 08:22 PM
Ghurhgs, I made a new thread for this topic, alright?
[...]but isn't convoke always one creature?
Nope, convoke says
Each creature you tap while playing this spell reduces its cost by :1mana: or by one mana of that creature's color.
with 'each' implying that there can be more creatures that you use.
Boros Initiate :manarw:
Creature -- Human Soldier 1/1
Haste
Radiance -- When Boros Initiate comes into play, you may have it get +1/+0 for each creature that shares a color with Boros Initiate until end of turn. If you do, sacrifice it at end of turn.
Very well so far, except its just miles better than Raging Goblin. Let me see...
Boros Initiate :manarw:
Creature -- Human Soldier 1/1
Radiance -- When Boros Initiate comes into play, you may have it get +1/+0 for each creature [alternatively "for each two creatures"] that shares a color with it and gain haste until end of turn. If you do, sacrifice it at end of turn.
Michael_Zeora
09-16-2006, 09:39 PM
Here are the rest of the Guild Charms Please comment on these and the others I posted earlier!
Izzet Charm :1mana::u::r:
Instant
Choose one: Draw 2 cards; Deal 3 damage to target creature or player; Gain control of target sorcery.
Orzhov Charm :1mana::w::b:
Instant
Choose one: Target player loses 2 life and you gain 2 life; All creatures get -1/-1 until end of turn; Destroy target enchantment
Rakdos Charm :1mana::r::b:
Instant
Choose one: Each player discards 3 cards; Put a red 3/1 Goblin token into play with haste. Remove it from the game at end of turn.; Target creature gets -3/-3 until end of turn.
Selesnya Charm :1mana::g::w:
Instant
Choose one: Put 3 green 1/1 saproling tokens into play; All creature you control get +1/+1 until end of turn; Target creature gest +4/+4 until end turn.
Simic Charm :1mana::g::u:
Instant
Choose one: Put 2 +1/+1 counters on target creature; I still need to figure out the other two abilites.
Please comment on these!!!
Izzet Charm, it's nice, feels balanced...
Orzhov Charm, seems to nail the guild on the head, check...
Rakdos Charm feels a little overpowered, but that's just me...
Selenya Charm, maybe add like Entwine of 2WG? or drop the token power to 2 or even 1.
Simic Charm, once finished I bet it'll be fine, how about... "Switch target creatures P/T until end of turn, Creatures with +1/+1 counters cannot be the target of spells or abilites until end of turn."
Ooh, Idea! how about changing the charm names to The League's Charm; The Cult's Charm, the Combine's Charm, the Conclave's Charm... etc...
Zack_Wilder
09-16-2006, 10:43 PM
Izzet Charm, it's nice, feels balanced...
Orzhov Charm, seems to nail the guild on the head, check...
Rakdos Charm feels a little overpowered, but that's just me...
Selenya Charm, maybe add like Entwine of 2WG? or drop the token power to 2 or even 1.
Simic Charm, once finished I bet it'll be fine, how about... "Switch target creatures P/T until end of turn, Creatures with +1/+1 counters cannot be the target of spells or abilites until end of turn."
Ooh, Idea! how about changing the charm names to The League's Charm; The Cult's Charm, the Combine's Charm, the Conclave's Charm... etc...
Rakdos Charm seems overpowered? Which part of it exactly? Each player discards three cards? I was sorta thinking that too. I should probably change it to two cards. If that wasn't what you wre thinking of, I don't see how the others are overpowered. Spark Elemental is a bit better than the 3/1 with haste, and Last Gasp costs :r: less than the Charm.
Hmm... If I were to change their names, it would have to be Charm of the Combine. Combine's Charm is a little weird to say. I'll have to think about it. I don't know if I like Simic Charm more or Charm of the Combine more.
Charm of the [Gruul] Clans
Charm of the [Simic] Combine
Charm of the [Selesnya] Conclave
Charm of the Cult [Of Rakdos]
Charm of the House [Dimir]
Charm of the [Azorius] Senate
Charm of the [Golgari] Swarm
Charm of the [Orzhov] Syndicate
Charm of the [Boros] Legion
Charm of the [Izzet] League
Simic Charm :1mana::g::u:
Instant
Choose one -- Put 2 +1/+1 counters on target creature; Target creature with a +1/+1 counter on it gains flying and trample until end of turn. Sacrifice that creature at end of turn; Counter target activated or triggered ability;
Boros Initiate :manarw:
Creature -- Human Soldier 1/1
Radiance -- When Boros Initiate comes into play, you may have it get +1/+0 for each creature [alternatively "for each two creatures"] that shares a color with it and gain haste until end of turn. If you do, sacrifice it at end of turn.
Hmm... that is better:
Boros Initiate :manarw:
Creature -- Human Soldier 1/1
Radiance -- When Boros Initiate comes into play, you may have it get +1/+0 for each creature that shares a color with it and gain haste until end of turn. If you do, sacrifice it at end of turn.
Zack_Wilder
09-17-2006, 10:34 PM
I present to you: Guild Outcasts!
Outcast (At the beginning of each player's upkeep, that player untaps this creature and gains control of it. This creature gains haste until end of turn.)
Azorius Outcast :u::w:
Creature -- Vedalken 2/2
Outcast
Whenever you gain control of Azorius Outcast, you may tap target creature.
Boros Outcast :r::w:
Creature -- Human Soldier 4/4
Haste, Outcast
Dimir Outcast :b::u:
Creature -- Rogue 2/2
Outcast
Whenever you gain control of Dimir Outcast, target player puts the top card of their library into their graveyard.
Golgari Outcast :g::b:
Creature -- Zombie Druid 2/2
Outcast
Whenever you gain control of Golgari Outcast, you may put target creature card from your graveyard on top of your deck.
Gruul Outcast :g::r:
Creature -- Barbarian Wizard 2/2
Outcast
Whenever you gain control of Gruul Outcast, target creature gains trample until end of turn.
Izzet Outcast :u::r:
Creature -- Wizard 2/2
Outcast
Whenver you gain control of Izzet Outcast, it deals one damage to target creature or player.
Orzhov Outcast :b::w:
Creature -- Spirit 2/2
Outcast
Whenever you gain control of Orzhov Outcast, target player gains one life.
(This isn't target player loses one and you gain one because then in a two player match, they'd just keep targetting each other, so pretty much nothing is being done.)
Rakdos Outcast :r::b:
Creature -- Zombie 2/2
Outcast
Whenver you gain control of Rakdos Outcast, discard a card at random.
Selesnya Outcast :g::w:
Creature -- Druid 2/2
Outcast
Whenever you gain control of Selesnya Outcast, put a green 1/1 saproling token into play. (This is probably overpowered, but I dunno...)
Simic Outcast :g::u:
Creature -- Mutant 2/2
Outcast
Whenever you gain control of Simic Outcast, put a +1/+1 counter on it. (This one is probably overpowered too.)
Please comment on these. What do you think?
Coming up next time: Guild Messiahs!
Yay! Ascension to Wizard Adept! Just 2000 more posts until I can have my own title!
Saito Hajime
09-18-2006, 03:37 AM
Just some basic wording corrections first:
Azorius Outcast :u::w:
Creature -- Vedalken [Wizard?] 2/2
Outcast
Whenever you gain control of Azorius Outcast, you may tap target creature.
Dimir Outcast :b::u:
Creature -- [Human? Spirit? Skeleton?] Rogue 2/2
Outcast
Whenever you gain control of Dimir Outcast, target player puts the top card of his or her library into his or her graveyard.
Gruul Outcast :g::r:
Creature -- Barbarian [rather Shaman than Wizard] 2/2
Outcast
Whenever you gain control of Gruul Outcast, target creature gains trample until end of turn.
Izzet Outcast :u::r:
Creature -- [Human? Goblin?] Wizard 2/2
Outcast
Whenver you gain control of Izzet Outcast, it deals one damage to target creature or player.
Orzhov Outcast :b::w:
Creature -- Spirit 2/2
Outcast
Whenever you gain control of Orzhov Outcast, target player gains one life.
Rakdos Outcast :r::b:
Creature -- Zombie 2/2
Outcast
Whenver you gain control of Rakdos Outcast, discard a card at random.
Selesnya Outcast :g::w:
Creature -- Druid 2/2
Outcast
Whenever you gain control of Selesnya Outcast, put a green 1/1 saproling token into play.
[Isn't overpowered because the tokens equal themselves out.]
Simic Outcast :g::u:
Creature -- Mutant 2/2
Outcast
Whenever you gain control of Simic Outcast, put a +1/+1 counter on it.
[Not overpowered, too, imo. He gets bigger all the time, yes but your opponent will have him in his turn and the it'll even bigger.]
And now some cards that need fixing:
Boros Outcast :r::w:
Creature -- Human Soldier 4/4
Haste, Outcast
Change to:
Boros Outcast :r::w:
Creature -- Human Soldier 2/2 [since all outcasts are 2/2]
Outcast
Whenever you gain control of Boros Outcast, target creature gains first strike until end of turn.
Golgari Outcast :g::b:
Creature -- Zombie Druid 2/2
Outcast
Whenever you gain control of Golgari Outcast, you may put target creature card from your graveyard on top of your library.
Change to:
Golgari Outcast :g::b:
Creature -- Zombie Druid 2/2
Outcast
Whenever you gain control of Golgari Outcast, you may put target creature card from your graveyard on the bottom of your library.
[This, in comparison to Simic and Selesnya Outcast is overpowered, since both players wont necessarily benefit equally from this. So changed from top to bottom of library.]
Luthervamplord
09-18-2006, 08:13 AM
Yes, I'd agree with those alterations; far more balanced. I also like the flavour of these cards, it adds an interesting twist to play and makes cards like Brand really worth running or even Brooding Saurian
Zack_Wilder
09-18-2006, 11:21 PM
Thanks for the comments, and as promised, Guild Messiahs!
Azorius Messiah :3mana::u::w:
Legendary Creature -- Messiah 2/2
When Azorius Messiah comes into play, tap all creatures you don't control.
Boros Messiah :3mana::r::w:
Legendary Creature -- Messiah 2/2
When Boros Messiah comes into play, all creatures you control get +2/+2 and gain first strike and haste until end of turn.
Dimir Messiah :3mana::u::b:
Legendary Creature -- Messiah 2/2
When Dimir Messiah comes into play, target player puts the top eight cards from the top of their library into their graveyard and you draw two cards.
Golgari Messiah :3mana::b::g:
Legendary Creature -- Messiah 2/2
When Golgari Messiah comes into play, remove all creature cards in your graveyard from play, then sacrifice all creatures you control and put all creature cards removed this way into play under your control. (Is this overpowered?)
Gruul Messiah :3mana::r::g:
Legendary Creature -- Messiah 2/2
When Gruul Messiah 2/2
When Gruul Messiah comes into play, it deals 6 damage to target creature or player.
Izzet Messiah :3mana::u::r:
Legendary Creature -- Messiah 2/2
When Izzet Messiah comes into play, you may return one sorcery or instant card from your graveyard and draw one card.
Orzhov Messiah :3mana::b::w:
Legendary Creature -- Messiah 2/2
When Orzhov Messiah comes into play, each opponent loses 5 life and you gain life equal to the life lost this way.
Rakdos Messiah :3mana::r::b:
Legendary Creature -- Messiah 2/2
When Rakdos Messiah comes into play, it deals 2 damage to each other creature, and each player discards their hand.
Selesnya Messiah :3mana::g::w:
Legendary Creature -- Messiah 2/2
When Selesnaya Messiah comes into play, put 5 1/1 green saproling tokens into play.
Simic Messiah :3mana::g::u:
Legendary Creature -- Messiah 2/2
When Simic Messiah comes into play, you may put 2 +1/+1 counters on each creature you control with a +1/+1 counter on it.
Zangy
09-19-2006, 07:35 AM
Azorius Messiah :3mana::u::w:
Legendary Creature -- Messiah 2/2
When Azorius Messiah comes into play, tap all creatures you don't control.
Seems a bit weaker than the others...
Boros Messiah :3mana::r::w:
Legendary Creature -- Messiah 2/2
When Boros Messiah comes into play, all creatures you control get +2/+2 and gain first strike and haste until end of turn.
Fine
Dimir Messiah :3mana::u::b:
Legendary Creature -- Messiah 2/2
When Dimir Messiah comes into play, target player puts the top eight cards from the top of their library into their graveyard and you draw two cards.
Seems a tad bit to much. I know about Glimpse the Unthinkable, but this could be abused with bounce.
Golgari Messiah :3mana::b::g:
Legendary Creature -- Messiah 2/2
When Golgari Messiah comes into play, remove all creature cards in your graveyard from play, then sacrifice all creatures you control and put all creature cards removed this way into play under your control. (Is this overpowered?)
If you have one in your graveyard, it is an infinite loop.
Gruul Messiah :3mana::r::g:
Legendary Creature -- Messiah 2/2
When Gruul Messiah 2/2
When Gruul Messiah comes into play, it deals 6 damage to target creature or player.
This has no green in it. If it was me I would put "destroy all artifacts and enchantments.", but thats just me.
Izzet Messiah :3mana::u::r:
Legendary Creature -- Messiah 2/2
When Izzet Messiah comes into play, you may return one sorcery or instant card from your graveyard and draw one card.
Izzet Chronarch
Orzhov Messiah :3mana::b::w:
Legendary Creature -- Messiah 2/2
When Orzhov Messiah comes into play, each opponent loses 5 life and you gain life equal to the life lost this way.
Kokusho, the Evening Star much? This is way better than Kokusho, and he was VERY powerful.
Rakdos Messiah :3mana::r::b:
Legendary Creature -- Messiah 2/2
When Rakdos Messiah comes into play, it deals 2 damage to each other creature, and each player discards their hand.
Too much going on here, and easy to abuse.
Selesnya Messiah :3mana::g::w:
Legendary Creature -- Messiah 2/2
When Selesnaya Messiah comes into play, put 5 1/1 green saproling tokens into play.
Lower it to four tokens.
Simic Messiah :3mana::g::u:
Legendary Creature -- Messiah 2/2
When Simic Messiah comes into play, you may put 2 +1/+1 counters on each creature you control with a +1/+1 counter on it.
slightly underpowered.
Luthervamplord
09-19-2006, 07:52 AM
I actually believe the Azorius one is fine, as it will give you a free swing for the turn unless your opponent has a way to untap their creatures.
For the dimir, why not try: When ~ comes into play, target opponent reveals the top five cards of their library. Choose one and remove it from the game.
Golgari is broken, simple as. Try something like: When ~ comes into play, return target creature from your graveyard to play under your control.
I have to agree with Zangy on the Gruul one, no green involved. He's suggested ability would be better here.
The Izzet could go down the route of Development instead: When ~ comes into play, place a 3/1 Red Elemental creature token into play under your control unless target opponent lets you draw a card.
Orzhov would be a dream if real, but is seriously broken. drop the life lose to two or three as in a multiplayer it will still rack up the life.
Rakdos; I can see where you were going. But a better option would be: When ~ comes into play, all creatures you control gain ':b:: The next time this creature deals combat damage to a player, that player must discard a card.' until the end of the turn.
Simic is indeed underpowered; shouldn't it improve the spread of graft, not improve those who already have it? Instead, have it say something like: When ~ comes into play, place a +1/+1 counter on each creature you control without a +1/+1 counter on it.
Zangy
09-19-2006, 09:34 AM
Simic is indeed underpowered; shouldn't it improve the spread of graft, not improve those who already have it? Instead, have it say something like: When ~ comes into play, place a +1/+1 counter on each creature you control without a +1/+1 counter on it.
It could just put a +1/+1 counter on all your creatures...
Zack_Wilder
09-19-2006, 10:43 PM
What I was thinking when I made Orzhov Messiah was Kokusho has a 5/5 flying body, with practically the same effect for 6 mana. The Messiah has a 2/2 body for 5 mana. I see how it could be abused with bouncing, though. I'll drop it to 3 life.
Izzet Messiah, yes is almost exactly like Izzet Chronarch, but being legendary, allows you to draw as well. But i'm considering Luther's idea. How about: When ~ comes into play, ~ deals 3 damage to target player or creature unless a player allows you to draw one card. Repeat 2 more times. Is this overpowered?
Gruul Messiah. Yep. I'll make it blow up all artifacts and enchantments.
Dimir Messiah. How about: Look at the top five cards of target player's library, and remove one of them from play. Put any number of them on the bottom of that player's library and the rest back on top in any order. Draw a card.
Selesnya down to four tokens
Golgari made to have Zombify effect.
Simic Messiah: When ~ comes into play, you may put 2 +1/+1 counters on target creature without a +1/+1 counter on it. You may repeat this as many times as you want.
How's that?
Saito Hajime
09-20-2006, 06:33 AM
How about wording the Simic one like this
Simic Messiah: When ~ comes into play, put two +1/+1 counter on each creature you control that hasn't a +1/+1 counter on it.
Zangy
09-20-2006, 07:37 AM
How about wording the Simic one like this
Simic Messiah: When ~ comes into play, put two +1/+1 counter on each creature you control that doesn't have a +1/+1 counter on it.
minor fixing.
Michael_Zeora
09-20-2006, 01:56 PM
The Messiah's flavor don't add up to me... the paruns are the founders of each guild, each of them signed the guildpact so, how do the messiahs compare to the paruns
BTW, here's the names of each Paruns
Boros - Razia, Boros Archangel
Dimir - Szadek, Lord of Secrets
Selenya - Mat'Selenya, end of first book apperance
Golgari - Svogthor, mid-end of the first book
Orzhov - Who knows? the oldest of the Oblezat? (ghost council)
Gruul - Once again who knows?
Izzet - Niv-Mizzet the Firemind himself
Azorius - Azor himself guessing from Azorius AEthermage
Rakdos - Rakdos the Defiler!
Simic - Momir Vig, Simic Visionary
Saito Hajime
09-20-2006, 02:40 PM
Selenya - Mat'Selenya, end of first book apperance
Orzhov - Who knows? the oldest of the Oblezat? (ghost council)
Gruul - Once again who knows?
Those are named Mat'Selesnya, and the Obzedat
And the Gruul parun is that cyclops shown in that theatre play at the beginnign of the first book. He's named Cisarzim, Lord of Chaos.
When I read through those names, I think that it is funny...I mean among the paruns there's an angel, a cyclops, a demon, a mighty necromancer, a dragon and a vampire....and then some wimpy lawmage, dryad, elvish researcher and some fat rich mafia bosses.
Anyway, I'm in doubt if Momir Vig is the Simic parun. Although elves become way older than humans or maybe als olife forever on Ravnica, hes still seems too fresh, too young too much of someone playing games to me to be a parun.
Whatsoever...btt.
I already talked about a change for the Simic guy. Here's my approach on Izzet:
Izzet Messiah :3mana::r::u:
Legendary Creature -- Messiah 2/2
When Izzet Messiah comes into play, it deals 3 damage to target creature or player unless that player or that creature's controller lets you draw a card. Repeat this process two more times.
OR (and that one's less like Development)
Izzet Messiah :3mana::r::u:
Legendary Creature -- Messiah 2/2
When Izzet Messiah comes into play, draw a card, unless target player has it deal 3 damage to him or her or to a creature he or she controls of your choice. Repeat this process two more times.
Maleficent
09-20-2006, 05:09 PM
Momir isn't a parun, he took over and started the whole Cytoplast business and started making the experimenters into the experiments :paranoid: not sure who the Simic's parun is :/.
Saito Hajime
09-20-2006, 05:29 PM
I somehow knew that he couldn't be. Elves get old, yes but not more than 10.000 years. I should have a look into Book III if there's the Simic parun mentioned anywhere.
Zack_Wilder
09-20-2006, 08:16 PM
How about wording the Simic one like this
Simic Messiah: When ~ comes into play, put two +1/+1 counter on each creature you control that hasn't a +1/+1 counter on it.
I was thinking of being able to load up your opponen'ts creature so you could take control with Cytoplast Manipulator, or have the ability with Experiment Kraj.
The Messiah's flavor don't add up to me... the paruns are the founders of each guild, each of them signed the guildpact so, how do the messiahs compare to the paruns
They're just coming to help the guild along to become the best guild, but since each guild has one, then its still sorta balanced... I don't know how to explain it that well.
About the guild paruns... If those guys listed up there are the paruns, then who's Momir, Agustin, Borborymos, Ghost Council, Chorus of the Conclave, and Savra?
I'm starting to work on flip cards right now. Post up your ideas on them.
Saito Hajime
09-21-2006, 02:22 AM
I was thinking of being able to load up your opponen'ts creature so you could take control with Cytoplast Manipulator, or have the ability with Experiment Kraj.
Then just make it:
Simic Messiah: When ~ comes into play, you may put two +1/+1 counters on target creature that hasn't a +1/+1 counter on it. Repeat this process for each creature that hasn't a +1/+1 counter on it.
(I'm sure there's a way of better wording for this, but I'm brain blocked right now.)
About the guild paruns... If those guys listed up there are the paruns, then who's Momir, Agustin, Borborymos, Ghost Council, Chorus of the Conclave, and Savra?
Well, Savra is dead (and maybe got reanimated by the reanimated Svogthir, but I'm not sure.) Between the time of the guildpact signing and its crumbling, first the sisters of stone death (5 gorgons) throw over Svogthir and shut him away in a maze under Svogthos. 2 of them get killed in the fight. Then Savra reanimates Svogthir and battles the gorgons, killing one and enslaving the other two and takes over control over the Golgari. She then gets killed at the decamillenial.
The chorus of Selesnya contains Mat'Selesnya's soul as also the soul (and bodies) of a small group of dryads. Those are the ones who hold up the song, every Selesnyan hears in his heart (and mind). Then there is the living saint, assumed that it's usually a loxodon who represents Selesnya in Ravnica's outer regions. If a living saint dies he joins the chorus and so do very important beings of Selesnya. Namely Biracazir, the wolf familiar of Fonn.
The Orzhov ghost council consist partly of the parun(s) of course and like with the Selesnyan chorus there are added 'persons' from time to time. They are the ones who decide what's going on with the syndicate.
Borborygmos is the leader of the biggest Gruul clan and also the strongest living Gruul and thus mostly accepted as their leader. But this only matters when all clans have to stand together against a bigger enemy (the Rakdos, namely). But unless this is so, the clans live in competition with each other.
Augustin IV and because he's dead, now Leonos II are the high judges, also called grand arbiters of the senate and seen as direct successors to Azor himself. (Like with the Pope of the catholic church, but in a more non-religious way.)
And Momir Vig is just a successor to his parun too, although the Simic parun isn't mentione by name and we could also assume that Momir Vig didn't gain control over the combine on a proper way.
So to make the whole thing general: these guys (and girl) are all guildmasters. The difference between guildmasters and paruns is just that the paruns are the guildmasters who signed the guildpact.
Btw, there are more guildmasters.
- The head of the ten guildhall leaders of the Boros, plus the new Boros idol, Pierakor Az Vinrenn D'rav a.k.a. Feather
- Jarad, Savra's brother and new Golgari leader
- next to Niv-Mizzet are the magelords who also rule the Izzet in a way
- Lyzolda the blood witch who is the only one to summon Rakdos and then there are of course a whole bunch of demons acting as gang leaders
- there are all the other clan leaders of the Gruul
- under the Orzhov ghost council are their worldly representatives, the pontiffs
All these 'persons' together build the control units for each guild.
Oh and then there's of course Kos who now has to look after the ghosts and their world Agyrem.
Zangy
09-21-2006, 07:39 AM
Lyzolda is dead though...
And some of the guilds now have nothing, like the Rakdos, Simic (who could get another leader), and Izzet...
Zack_Wilder
10-21-2006, 06:52 PM
:bump:
ZOMG! Guild Spellbombs!
Azorius Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Azorius Spellbomb: Draw a card.
:w:, Sacrifice Azorius Spellbomb: Tap target creature. It doesn't untap during its controller's next untap step.
:u:, Sacrifice Azorius Spellbomb: Counter target spell unless its controller pays :1mana:
Boros Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Boros Spellbomb: Draw a card.
:w:, Sacrifice Boros Spellbomb: Target creature gains first strike (This effect doesn't end at end of turn.)
:r:, Sacrifice Boros Spellbomb: Creatures you control gain haste until end of turn.
Dimir Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Dimir Spellbomb: Draw a card.
:b:, Sacrifice Dimir Spellbomb: Target player discards a card at random.
:u:, Sacrifice Dimir Spellbomb: Target player draws two cards, then discards two cards.
Gruul Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Gruul Spellbomb: Draw a card.
:r:, Sacrifice Gruul Spellbomb: Gruul Spellbomb deals two damage to target creature or player.
:g:, Sacrifice Gruul Spellbomb: Target creature gets +1/+1 and trample until end of turn.
What do you think? More coming later.
Zangy
10-21-2006, 08:26 PM
:bump:
ZOMG! Guild Spellbombs!
Azorius Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Azorius Spellbomb: Draw a card.
:w:, Sacrifice Azorius Spellbomb: Tap target creature. It doesn't untap during its controller's next untap step.
:u:, Sacrifice Azorius Spellbomb: Counter target spell unless its controller pays :1mana:
The White part is fine except its second part is blue...
Boros Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Boros Spellbomb: Draw a card.
:w:, Sacrifice Boros Spellbomb: Target creature gains first strike (This effect doesn't end at end of turn.)
:r:, Sacrifice Boros Spellbomb: Creatures you control gain haste until end of turn.
Memory issues
Dimir Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Dimir Spellbomb: Draw a card.
:b:, Sacrifice Dimir Spellbomb: Target player discards a card at random.
:u:, Sacrifice Dimir Spellbomb: Target player draws two cards, then discards two cards.
Instand speed targetted discard is a no-no.
Gruul Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Gruul Spellbomb: Draw a card.
:r:, Sacrifice Gruul Spellbomb: Gruul Spellbomb deals two damage to target creature or player.
:g:, Sacrifice Gruul Spellbomb: Target creature gets +1/+1 and trample until end of turn.
Nice except the last part should be "G, Sacrifice ~: Target creature gets +1/+1 and gains trample until end of turn."
What do you think? More coming later.
Nice and basic.
Zack_Wilder
10-21-2006, 10:39 PM
The White part is fine except its second part is blue... Yosei, the Morning Star would like to tap you down.
Instand speed targetted discard is a no-no. Necrogen Spellbomb would like to make you discard at instant speed.
Izzet Spellbomb :1mana:
Artifact
:1mana:, sacrifice Izzet Spellbomb: Draw a card.
:u:, sacrifice Izzet Spellbomb: The next sorcery spell you play this turn can be played as though it had flash.
:r:, sacrifice Izzet Spellbomb: Izzet Spellbomb deals one damage to each creature without flying.
Orzhov Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Orzhov Spellbomb: Draw a card.
:w:, Sacrifice Orzhov Spellbomb: You gain 3 life.
:b:, Sacrifice Orzhov Spellbomb: Each opponent loses one life.
Selesnya Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Selesnya Spellbomb: Draw a card.
:w:, Sacrifice Selesnya Spellbomb: Untap up to two target creatures.
:g:, Sacrifice Selesyna Spellbomb: Put two green 1/1 saproling tokens into play.
Zack_Wilder
10-29-2006, 10:10 PM
Simic Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Simic Spellbomb: Draw a card.
:g:, Sacrifice Simic Spellbomb: Put a +1/+1 counter on target creature.
:u:, Sacrifice Simic Spellbomb: Move target Aura or +1/+1 counter from a permanent to another permanent.
Rakdos Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Rakdos Spellbomb: Draw a card.
:r:, Sacrifice Rakdos Spellbomb: Rakdos Spellbomb deals 2 damage to target creature or player
:b:, Sacrifice Rakdos Spellbomb: Each player discards a card.
Golgari Spellbomb :1mana:
:1mana:, Sacrifice Golgari Spellbomb: Draw a card.
:g:, Sacrifice Golgari Spellbomb: Put a +1/+1 counter on target creature.
:b:, Sacrifice Golgari Spellbomb: Target creature gets -1/-1 until end of turn.
Saito Hajime
10-30-2006, 07:06 AM
Lyzolda is dead though...
And some of the guilds now have nothing, like the Rakdos, Simic (who could get another leader), and Izzet...
The Rakdos still have the demon-god as their leader. He just has to be summoned again by a mighty blood witch or mage that know the old chants and summoning spells. And there lies the problem: Is there anyone with Lyzolda's knowledge left?
And who does even care about a leader among a guild that is spread into many groups (similiar to the clans)?
The Simic for sure got a new leader.
The Izeet still have Niv, although he flew away but nevertheless there are still the...what were they called?...the magelords managing all the experiments, etc.
Azorius Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Azorius Spellbomb: Draw a card.
:w:, Sacrifice Azorius Spellbomb: Tap target creature. It doesn't untap during its controller's next untap step.
:u:, Sacrifice Azorius Spellbomb: Counter target spell unless its controller pays :1mana:
I'd change the white part. It is right colored but it doesn't fit. How about:
:w:, Sacrifice Azorius Spellbomb: Tap target creature. Until end of turn, its activated abilities can't be played.
Boros Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Boros Spellbomb: Draw a card.
:w:, Sacrifice Boros Spellbomb: Target creature gains first strike (This effect doesn't end at end of turn.)
:r:, Sacrifice Boros Spellbomb: Creatures you control gain haste until end of turn.
Remove the everlasting part from the white ability. make it one of these:
:w:, Sacrifice Boros Spellbomb: Target creature gains first strike until end of turn.
OR
:w:, Sacrifice Boros Spellbomb: Target creature gains vigilance until end of turn.
And slightly change the red part to a more Mass Hysteria-like version:
:r:, Sacrifice Boros Spellbomb: All creatures gain haste until end of turn.
Dimir Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Dimir Spellbomb: Draw a card.
:b:, Sacrifice Dimir Spellbomb: Target player discards a card at random.
:u:, Sacrifice Dimir Spellbomb: Target player draws two cards, then discards two cards.
Satisfying
Gruul Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Gruul Spellbomb: Draw a card.
:r:, Sacrifice Gruul Spellbomb: Gruul Spellbomb deals two damage to target creature or player.
:g:, Sacrifice Gruul Spellbomb: Target creature gets +1/+1 and trample until end of turn.
Make the red part weaker because otherwise this one's far better than Pyrite Spellbomb.
:r:, Sacrifice Gruul Spellbomb: Gruul Spellbomb deals 1 damage to target creature or player.
OR
:r:, Sacrifice Gruul Spellbomb: Gruul Spellbomb deals 2 damage to target player.
Wording issue in the green part:
:g:, Sacrifice Gruul Spellbomb: Target creature gets +1/+1 and gains trample until end of turn.
Izzet Spellbomb :1mana:
Artifact
:1mana:, sacrifice Izzet Spellbomb: Draw a card.
:u:, sacrifice Izzet Spellbomb: The next sorcery spell you play this turn can be played as though it had flash.
:r:, sacrifice Izzet Spellbomb: Izzet Spellbomb deals one damage to each creature without flying.
Way too mighty. Change red to:
:r:, sacrifice Izzet Spellbomb: Izzet Spellbomb deals 1 damage to target creature and 1 damage to that creature's controller.
I don't know what to do about the blue part so I'll let it be as it is.
Orzhov Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Orzhov Spellbomb: Draw a card.
:w:, Sacrifice Orzhov Spellbomb: You gain 3 life.
:b:, Sacrifice Orzhov Spellbomb: Each opponent loses one life.
Just a small adjustment:
:w:, Sacrifice Orzhov Spellbomb: You gain 2 life.
:b:, Sacrifice Orzhov Spellbomb: Target opponent loses 2 life.
Selesnya Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Selesnya Spellbomb: Draw a card.
:w:, Sacrifice Selesnya Spellbomb: Untap up to two target creatures.
:g:, Sacrifice Selesyna Spellbomb: Put two green 1/1 saproling tokens into play.
Now that I see this I have to come back to the Boros Spellbomb. Change it completely:
Boros Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Boros Spellbomb: Draw a card.
:w:, Sacrifice Boros Spellbomb: Boros Spellbomb deals 2 damage to target attacking creature.
:r:, Sacrifice Boros Spellbomb: Target creature gets +1/+0 and gains haste until end of turn.
And now I can have a good look at the Selesnyan one and I say: Let's change white to:
:w:, Sacrifice Selesnya Spellbomb: Target creature gains first strike until end of turn.
OR
:w:, Sacrifice Selesnya Spellbomb: Target creature gains vigilance until end of turn.
Simple untapping isn't that much white.
Wording issues with the green part:
:g:, Sacrifice Selesnya Spellbomb: Put two 1/1 green Saproling creature tokens into play.
Simic Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Simic Spellbomb: Draw a card.
:g:, Sacrifice Simic Spellbomb: Put a +1/+1 counter on target creature.
:u:, Sacrifice Simic Spellbomb: Move target Aura or +1/+1 counter from a permanent to another permanent.
Just a minor change. Take away the Aura part in the blue ability. It has nothing to do with Simic.
:u:, Sacrifice Simic Spellbomb: Move up to two +1/+1 counters from one permanent you control to another permanent you control.
Rakdos Spellbomb :1mana:
Artifact
:1mana:, Sacrifice Rakdos Spellbomb: Draw a card.
:r:, Sacrifice Rakdos Spellbomb: Rakdos Spellbomb deals 2 damage to target creature or player
:b:, Sacrifice Rakdos Spellbomb: Each player discards a card.
Damage has to be reduced:
:r:, Sacrifice Rakdos Spellbomb: Rakdos Spellbomb deals 2 damage to target creature.
OR
:r:, Sacrifice Rakdos Spellbomb: Rakdos Spellbomb deals 1 damage to target creature and 1 damage to target player.
Golgari Spellbomb :1mana:
:1mana:, Sacrifice Golgari Spellbomb: Draw a card.
:g:, Sacrifice Golgari Spellbomb: Put a +1/+1 counter on target creature.
:b:, Sacrifice Golgari Spellbomb: Target creature gets -1/-1 until end of turn.
And this last one should be more Golgari-like:
Golgari Spellbomb :1mana:
:1mana:, Sacrifice Golgari Spellbomb: Draw a card.
:g:, Sacrifice Golgari Spellbomb: Shuffle up to two target creature cards in your gaveyard into your library.
:b:, Sacrifice Golgari Spellbomb: Return target creature card from your graveyard to your hand.
WHEW! Big piece of work done.
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