Friday, June 7, 2013

Weekend Art Challenge 060713—Lagutin

Weekend Art Challenge
Click through to see this weekend's art and the design requirements for your card submission, due Monday morning. Every submission warrants feedback, which I will try to provide, and which everyone is welcome to provide as well.

If you choose, you may use that feedback to revise your submission any number of times. I will post and review the most recent submission from each designer some time on Monday, life permitting. To help ensure I recreate your design accurately, please use CARDNAME instead of ~ and don't use the {} symbol images in your submissions.


Let's stay in Tesla a bit longer, this time exploring the possibility that the world is post-apocalyptic. The background of this art shows some unfortunately modern/Earthly ruins; just pretend they're ruins of some advanced magepunk society (for whatever value of 'advanced' you're comfortable with in Magic). The focus is on this character in the foreground.

Your design must be a creature and should be as evocative of a magic-wielding survivor or native of this world-in-ruin. You needn't (and probably shouldn't) reference the mechs that also roam the world, but whatever fiction you build up around this character/setting can't prohibit their existence. For bonus points, introduce a new or returning mechanic (with or without a keyword or ability word) evocative of post-apocalyptic Tesla.


90 comments:

  1. Archaic Remnant - UBR
    Creature - Spirit U
    CARDNAME has Hexproof if you control an Island.
    CARDNAME has Deathtouch if you control a Swamp.
    CARDNAME has First Strike if you control a Mountain.
    3/3
    "A product of it's own environment."


    I was thinking of a way to make a "land-types matter" keyword but this is where it got me. Not sure if it's what I originally envisioned but I think I can settle with this as a concept for now.

    ReplyDelete
    Replies
    1. Given that it costs UBR, how often will those six lines of text be different from this?
      Hexproof, deathtouch, first strike

      Delete
    2. I don't know if we've put the final nail in the twobrid coffin yet, but if it was {2/U}{2/B}{2/R} that might make the difference.

      Delete
    3. Compare to Glissa, the Traitor and it's pretty clear that this is absurd at uncommon.

      Delete
  2. Ruthless Acquisitor - 1RR

    Uncommon

    Whenever you gain control of an opponent's permanent, Ruthless Acquisotr deals 2 damage to target creature or player.

    3/1

    http://tragicthegardening.blogspot.fr/2013/06/weekend-art-challenge-060713lagutin.html

    ReplyDelete
    Replies
    1. So you're saying there's going to be stealing.

      Delete
    2. In general, I like the idea of a guy who adds a bonus to stealing things, whether it fits into Tesla or not.

      Delete
    3. Flavor text:

      [i]To survive you have to be able to take away from those weaker than you. And then beat them sensless with their possesion, lest they try to reclaim it.[/i]

      And yeah, I feal that stealing parts would be interesting in Tesla.

      Delete
  3. Mageborn Scavenger (uncommon)
    1UU
    Creature - Human Wizard
    Whenever CARDNAME attacks, you may exile an artifact card from your graveyard. If you do, CARDNAME gets +2/+0 until end of turn and is unblockable this turn.
    2/2

    ReplyDelete
    Replies
    1. Good. Now I can remove my version of that from the file. Yours is cleaner anyhow.

      Delete
    2. Mageborn Scavenger 2 (rare)
      2UR
      Creature - Human Wizard
      Whenever CARDNAME attacks, you may return target Equipment card in your graveyard to the battlefield attached to CARDNAME. If you do, exile that Equipment at the beginning of the next end step.
      2/2

      Delete
  4. Ground Zero Scavenger 2UU
    Creature - Human Wizard (Unc)
    Salvage-- When CARDNAME enters the battlefield, if a noncreature permanent was put into a graveyard this turn, draw two cards.
    2/2

    ReplyDelete
    Replies
    1. I was originally thinking to limit it to artifacts (mechs going to GY especially), but I liked the idea of having him willing (and being able) to salvage dissolved magic (enchantments) as well. The ability word would have a weird effect in limited if it shows up on good cards and frequently, making cards like naturalize and pillage variants much higher picks.

      Delete
    2. Morbid was generally pretty hard to trigger, Salvage seems harder so. Giving it a big bonus like this seems like the way to go.

      Delete
    3. Definitely much harder. Creatures regularly die through the normal course of play. Other permanents mostly only die to spells. As an ETB ability, Ground Zero Scavenger will basically require us to have Naturalize'd something the same turn.

      Consider "Whenever a noncreature permanent…"

      Delete
    4. How about,

      Ground Zero Scavenger 1UU
      Creature - Human Wizard (Unc)
      Salvage-- Whenever an artifact or an enchantment is put into a graveyard from play, you may exile it. If you do, draw a card.
      2/2

      The exile requirement certainly isn't necessary, but I like the flavor of him actually using the discarded metal or magic, not just caring that it's gone. Also, he double-triggers off a mech dying, which is a nice addition.

      Delete
    5. Definitely better. This is blue because... of the card draw?

      Delete
    6. Well, I made a blue card because of the art, and chose card draw as the effect because that's what you do when you're making a blue card.

      The color palette lent itself to being {U}, {B}, or possibly {R} because of the fiery spell stuff coming from his hand. I decided that it would be cool if he wasn't casting the spell stuff, but rather looting it, which is where I went with the initial salvage mechanic.

      Delete
    7. Incidentally, this is nearly always my process for the weekend challenges. Because the launching point is always the art, the color palette of the art almost always dictates what color or colors I'm going to be starting with.

      I didn't discuss this at the time, but when I made that oddball Enchantment Land - Island from a few weeks back, I went with that and stuck with it because the art just looked like an enchantment, but it also looked like some of the old-school (A/B/U/R/4th) Island art. I stuck with the subtype because of that and the parallel to Dryad Arbor.

      Delete
    8. So you're of the mind that a card's art and it's frame should complement each other, and not contrast?

      Delete
    9. absolutely. I'm pretty sure that artists are directed as to what color palette to use based on the card's colors.

      Delete
  5. Whispertear, the Relic Hunter (rare)
    2WW
    Legendary Creature - Spirit Rogue
    Pay the Equip cost of an Equipment card in your graveyard: Return that card to the battlefield and attach it to CARDNAME. Activate this ability only when you could cast a sorcery.
    CARDNAME gets +1/+1 for each Equipment attached to it.
    3/3

    ReplyDelete
    Replies
    1. this plus ravager/atog/grinding station plus lightning greaves = a lot of fun.

      Delete
    2. Neat. Alternate template:
      You may equip Whispertear with equipment in your graveyard. When you do, return that equipment to the battlefield.

      Delete
  6. Scrap Wielder 3B
    Creature - Human Wizard (C)
    Scrounge (When this enters the battlefield, you may exile an artifact card from a graveyard. This has all activated abilities of the exiled card.)
    "The only way to bring down those clickers is with their own weapons."
    2/4

    For a Matrix/Terminator style "the robots won" type of world. Scrounge is more of a cross-over mechanic for the human and robot factions, it's good against Mech decks, but encourages you to play your own artifacts to maximize its usage.

    ReplyDelete
    Replies
    1. "Scavenge-for-abilities," neat. I like the concept. I think there's more design space if the keyword is on the artifacts in the graveyard (a la scavenge, unearth, flashback, etc.) rather than on the creature that receives the abilities.

      The way it's designed right now, I don't think the body of the creature with scrounge matters all that much.

      Delete
    2. The way it's designed, I would include non-tap activated abilities on artifact creatures that provide useful scrounging abilities, like "U: ~ gains flying until end of turn," "2: ~ gets +1/-1 until end of turn," in which case there's more potential for interesting Scrounge creatures.

      Reversing the mechanic like you suggest seems like it would certainly be the better option if you're scrounging tap abilities or sacrifice abilities, where the size of the creature doesn't matter much.

      Delete
    3. While I'm not a huge fan of this at common, the thing that excites me here the most is the "Matrix/Terminator style world". That seems like a badass way to build a plane, not to mention it now makes sense that creatures could be forced to operate artifacts against their will without being able to attack or block. Mechs could be humans fighting back against the robot menace.

      Delete
    4. "Matrix/Terminator world" is roughly the current state of New Phyrexia. Maybe Tesla is the long-awaited Scars of Scars of Mirrodin?

      Delete
    5. I like the premise of Scavenge, but it's too wide open. You don't even have to look far to find a broken interaction: Equipment.

      You could limit it specifically to artifact creatures. Kind of a cyber-Frankenstein.

      Delete
  7. Ghoul Mage 2B
    Creature-Mutant Wizard (cmn)
    When Ghoul Mage enters the battlefield, excavate for a creature. (To excavate for a creature, choose a card at random from your graveyard. If it’s a creature card, put it into your hand.)
    2/2

    ReplyDelete
  8. Tenacious Pyromancer 2RR
    Creature - Human Shaman (uncommon)
    T: CARDNAME deals 1 damage to target creature or player.
    Fateful hour -- As long as you have five or less life, CARDNAME has "T: CARDNAME deals 3 damage to target creature or player."
    1/2

    ReplyDelete
  9. Witness of Loss 1WU
    Creature - Spirit (U)
    Vigilance
    Whenever a player casts a sorcery spell, exile Witness of Loss. After this phase, return it to the battlefield under its owner's control.
    2/3
    ---
    I know it's a bit gauche for cards below rare to mention phases these days. A one-man Sudden Disappearance would be simpler, but that's an easy fix.

    It assumes WoL is surviving a disaster like Terminus or Mutilate instead of devastation wrought by conflict with something like Armed//Dangerous or Predatory Rampage. If it's the latter, changing the cost to 1WG, making it regenerate instead of blink, and swapping the vigilance with conditional flying would make it fit that better.

    ReplyDelete
    Replies
    1. Being able to block after Leyv Decree and Sleep is a bonus for WoL, but the alternative is being unable to block when an opponent throws down a Shadow Slice or Last Thoughts on their first main phase.

      WoL is either a tenacious guy that sticks out the apocalypse, or an unreliable guy who runs at the first sign of trouble.

      Delete
  10. Unyielding Renegade
    3BB
    Creature - Human Rogue (C)
    Desolation -- As long as you control no other creatures, Unyielding Renegade gets +2/+0 and has intimidate.
    3/4
    “Tinheads like you killed my family. Why should I show you mercy?”

    It's a bit big for a black common, but the double black should mitigate that a bit. Also, in a world of artifacts, intimidate is not as strong as it would be otherwise, so I think this is fine power-level-wise.

    I LOVE the idea of a Terminator/Matrix world. From my post above: "It seems like a badass way to build a plane, not to mention it now makes sense that creatures could be forced to operate artifacts against their will without being able to attack or block. Mechs could be humans fighting back against the robot menace."

    ReplyDelete
    Replies
    1. Consider 3/3 that gets Unholy Strength, or else square numbers?

      Delete
    2. I'm going off the "black commons have higher toughness than power" thing, but that's a thought. I actually think this is easier to process because it only boosts power, but I could be wrong. This seems like one of those things that gets finalized when the whole set is complete. I think it's fine as is.

      Delete
    3. +2/+0 is easier than +2/+1, but it's not the easiest thing what with the 3/4 starting split.
      Okay.

      Delete
  11. Necroforger 3B
    Creature -- Human Wizard (Common)
    Kicker 1R (You may pay an additional 1R as you cast this spell.)
    When Necroforger enters the battlefield, return target artifact creature card from your graveyard to your hand. If Necroforger was kicked, return that card to the battlefield instead.
    2/2

    Yeah, kicker. Kinda lazy. Still, fits in with whatever big mana theme is supporting giant mechs. Flavor is exactly what it says on the tin -- in a post-apocalyptic world where resources are scarce, he uses necromantic magic to "recycle" expired constructs, mixing in red metalworking magic to get them fighting fit much sooner.

    ReplyDelete
    Replies
    1. Also, feedback welcome, in case this was missed.

      Delete
    2. It feels a little strange that red mana is what lets us return the artifact creature to the battlefield instead of our hand, but no moreso than a black card returning only nonliving creatures.

      Delete
  12. Two ideas one based on the other.

    Neurosi Salvager 2UB
    Creature - Spirit
    Artifacts in your graveyard have Recover 4 (When a creature is put into your graveyard from the battlefield, you may pay 4. If you do, return this card from your graveyard to your hand. Otherwise, exile this card)
    3/3

    I'm not massively fond of the last bit so in a slight modifucation:

    Neurosi Salvager 2UB
    Creature - Spirit
    Artifacts in your graveyard have Reincarnate 4 (When a permanent is put into your graveyard from the battlefield, you may pay 4. If you do, return this card from your graveyard to the top of your library)
    3/3

    Thoughts

    ReplyDelete
    Replies
    1. Riffing...

      Neurosi Salvager 2BB
      Creature - Spirit
      T, Exile a permanent you control: Return a card from your graveyard with the same CMC to the battlefield.
      3/3

      Delete
    2. Not seeing what's blue about either of these (other than blue cares about artifacts more than black).

      Recover isn't a great keyword for NWO, because you have to remember the trigger from your graveyard whether you use it or not.

      Reincarnate is better. No card advantage, along with a non-trivial trigger and an activation cost means it's probably pretty fair. I'm assuming Salvager is rare since it's granting this keyword to an entire class of cards.

      Delete
    3. The U harks back to when I thought this guy would be an illusion, it wasn't a great idea. Still I like the idea of him being blue/black so I think I'll push this guy a little more in blue's direction and lower his power:

      Neurosi Salvager 2UB
      Creature - Spirit (R)
      Artifacts in your graveyard have Reincarnate 4 (When a permanent is put into your graveyard from the battlefield, you may pay 4. If you do, return this card from your graveyard to the top of your library)
      Sacrifice an artifact: CARDNAME gains hexproof until the end of turn.
      2/3

      He plays with artifacts but not in a way that works well in Mecha decks. I was tempted to give him a +1/+1 counter when we sac an artifact but he feels good enough for now.

      Delete
  13. Trap Dispeller (Common)
    3W
    Creature - Human Cleric
    2/4
    When ~ enters the battlefield, you may destroy target enchantment. If you do, put a -1/-1 counter on ~.
    Psionics (When this creature dies, you may put its counters on target creature.)
    “Be careful if you scavenge Archtec Industries. Anything of value is sure to be booby trapped.”

    The returning mechanic is -1/-1 counters. When I think post-apocalyptic, they fit the feel of survival. Psionics is a new mechanic that takes advantage of the -1/-1 counters being used, without calling them out specifically, (so it can be used later in other sets with other types of counters).

    ReplyDelete
    Replies
    1. What's psionic about modular?

      Delete
    2. Psionics is a white, blue (possibly green) concept that includes telekinesis, memory alteration and sympathetic healing. Manipulating counters seems like a thing that can mechanically represent those ideas and fits in these colors. It doesn't make counters, just moves 'em. A big difference from Modular. This is an aggro version of it, but it can also be very defensive in a set with Wither style mechanic in Black and Red.

      Delete
    3. The part that I'm having trouble reconciling is that a creature is only psionic while it's dying.

      Delete
    4. This version of psionic (the -1/-1 variety) is odd in that it's extremely bad in the mirror matchup (if you dump -1/-1s onto your opponent's psionic creature, they get to hit one of yours right back, with cumulatively destructive results.)

      Delete
    5. Jay, I didn't start with tweaking Modular. The death trigger is there for simplicity of NWO, rather than an activated ability. But it could also be an attack trigger. That's cool too. I will repost with an attack trigger later tonight.

      Evan, I am confidant players will have non-Psionic targets they can hit, even in the mirror match.

      Delete
    6. I don't expect you did start with Modular, but the resemblance is more than just striking, and since that's what players will compare it to, that's what it needs to distinguish itself from.

      Cool. Attack trigger sounds way more psionic.

      Delete
    7. Final Version:

      Trap Dispeller (Common)
      2W
      Creature - Human Cleric
      2/2
      When ~ enters the battlefield, you may destroy target enchantment. If you do, put a -1/-1 counter on ~.
      Psionics (Whenever this creature attacks, you may move one of its counters onto target creature.)
      “Be careful if you scavenge Archtec Industries. Anything of value is sure to be booby trapped.”

      Delete
    8. Neat, and definitely better. Not sure it's common.
      Q—What's the simplest card that gets printed with the Psionic ability?

      Delete
    9. I think if Battering Krasis can be a common, this can be. Psionics is much easier than Trample. plus, if there are a number of these ETB for effect and -1/-1 counter, it gets easier to grok than a one-off.

      Depending on the environment, there could be a vanilla with Psionics and no way to make its own counters. Or more likely, a Timberland Guide / Ironshell Beetle with Psionics.

      Delete
  14. Wayward Ragman 3B
    Creature - Human Rogue
    Slow - 2/B2/B,T: Target player reveals his or her hand and discards a creature card. (Activate this ability only any time you could cast a sorcery.)
    2/2

    ReplyDelete
    Replies
    1. Who chooses which creature card is discarded?

      Delete
    2. The discarding player. maybe:

      "Target player reveals his or her hand, then chooses and discards a creature card."

      How does this feel, power-level or rarity-wise?

      Delete
    3. It reminds me of Cinderhaze Wretch. I don't think it's over-powered, but repeated discard certainly can be dangerous.

      What really throws me off is that usually when the target reveals his hand, it's so that you can choose which card is discarded. I expect that's there so that your opponent can't claim to have no creatures to discard... Is the creature requirement critical to the card? You could alternately use:

      Target opponent discards a creature card. If he or she can't, that opponent reveals his or her hand.

      Delete
    4. "Unless target opponent discards a creature card, he or she reveals his or her hand."

      However, I think we want the revealing to be mandatory because this card is a riff on Rag Man. I'm not sure what the purpose of keywording Slow is, though. It's usually put on cards that cause discarding and need to be nerfed for power level reasons; would mess up combat too much if they weren't sorcery speed; or don't make any sense when activated on an opponent's turn, none of which have any flavor relation to each other.

      Delete
    5. I don't know why, but I'm a fan of restrictive discard. I'm imagining (in this format) something like 1 out of 10 uses of this being to set up your own graveyard, for reanimation or something else; in this case, it's a little free information for your opponent to help them play properly. In the other case, it's balancing the "creature" restriction with the added value of knowing the rest of their hand?

      It could do without the creature requirement, but something about calling out creatures just makes it feel more sinister, right? Or am I just falling into "well, he likes death, so deathtouch" territory?

      Delete
    6. This comment has been removed by the author.

      Delete
    7. I don't have any idea why we would want to make Slow a keyword, unless we were evergreening it to save space on complex cards. But maybe that's something someone might want?

      As a better resolution to revealing, and I think a more interesting way to do the card, this:

      Waywardly Ragman 3B
      Creature - Human Rogue
      2/B, T: Name a creature card. Target player reveals his or her hand and discards all cards with that name. Activate this ability only during your turn.
      2/2

      Delete
    8. Thanks, Jenesis. I'd forgotten Rag Man existed. It is clear Pasteur is calling back to that.
      I agree, the ability word—I'm not loving it.

      I like this better, Pasteur.

      Delete
  15. Master Scavenger (5BB)
    Creature - Human Rogue (R)
    Intimidate
    Delve (You may exile any number of cards from your graveyard as you cast this spell. It costs 1 less to cast for each card exiled this way.)
    Relic Sifter enters the battlefield with a +1/+1 counter on it for each artifact card exiled this way.
    "A sharp mind can find a use for even the most battered relic."
    3/3

    Flavor text is purely theoretical, as it would never fit on the card.

    ReplyDelete
    Replies
    1. I like the thought to use Delve, and even to key off of it, but this art really doesn't feel like a seven-mana rare (even if we're hoping to cast it for just 2 or 3 thanks to Delve)—that may prove a tricky aspect of Delve.

      Delete
    2. Maybe if it were a 2/2 and cost 3BB?

      Delete
    3. Jay, I see that as an inherent problem with cost-reducing mechanics (convoke, affinity, etc.) - the cards look *really* overcosted at first glance.

      Delete
    4. Agreed. Particularly those with unbounded reduction: Delve and Affinity.

      That does sound better, Taresivon.

      Delete
  16. Junction Mage UB
    Creature - Mutant Wizard
    Artifact Warp (Return an artifact spell you control to your hand. Put this card onto the battlefield. Warp only during your turn.)
    When Junction Mage warps, draw a card.
    2/2

    Theoretically warp could be used with any type of spell, but this is an artifacty world so I like the idea of him being artifact warpy. It is weird for a bunch of reasons, not least of which being that it uses "only during your turn" because the standard "only as a sorcery" because that simply won't work.

    It also makes the card colorless??? Also, what is the point even? It certainly lets you dodge counters.

    ReplyDelete
    Replies
    1. The idea is that you cast an artifact, but return it to your hand before it resolves, getting Junction Mage and a card instead?

      What does that represent in the game world?
      How many players would know how to hold priority in order to use this in MTGO?
      Do we need to make 0-mana artifacts even better?

      Delete
    2. It represents the creature hijacking the summoning magic that Planeswalkers utilize to manifest objects and creatures. I agree it's one too deep at the moment.

      Nivmagus It!

      Junction Mage UB
      Creature - Mutant Wizard
      Artifact Warp (Exile an artifact spell you control. Put this card onto the battlefield. Warp only during your turn.)
      When Junction Mage warps, draw a card.
      2/2

      Now it feels more like the original spell is being replaced, and it has a cost which makes it less abusable. Also, if you lose the artifact, then it feels more like something is hacking your magic to get somewhere. How neat would it be if there were certain creatures in the multiverse that have learned to parasitize on Planeswalker magic?

      Now it's like a weird cycling mechanic though? Bad Baleful Strix is common???

      Delete
    3. That's definitely better. Previously it was more like "You may cast ~ for the lowest mana cost among artifact cards in your hand" with a wierd, don't-counter-my-artifact runner.

      Now it's like your artifacts have cycling.

      Delete
    4. I actually like this card, but having looked at the art again, I am gonna give it a different rider. Do you think this would work at common?

      Junctionblast Mage RB (C)
      Creature - Mutant Wizard
      Artifact Warp (To warp, exile an artifact spell you control: Put this card onto the battlefield.)
      When Junction Mage warps, it deals 2 damage to target creature or player.
      2/2

      Bzzzzzz.

      Delete
    5. If Warp makes common, this can be common (though it's certainly more complex than a card with just Warp).

      Delete
  17. Twisted Survivor 2B
    Creature - Human Rogue
    When CARDNAME dies, you may discard a creature card. If you do, return CARDNAME from your graveyard to your hand.
    3/1
    "You'll go in my place, won't you?"

    ReplyDelete
    Replies
    1. It could be good to repeatedly trade/double block against mechs.

      Delete
    2. This mechanic has a fine line between why-would-I-ever-save-THIS-guy and why-wouldn't-I-ever-save-this-guy. The former leaves the mechanic weak and undesirable, while the latter leads to repetitive game states.

      Twisted Survivor actually does a pretty good job of skirting that line: It's on the weak side, but Spikes will see it saves them the mana of casting the new creature...
      Wait, sorry, misread it. I thought it returned the creature to the battlefield. Nevermind.

      What kinds of creatures do you discard to get your Twisted Survivor back?

      Delete
    3. Fatties for reanimating, Madness or madness-like effects, and Squees? I agree that "returns to the battlefield" makes a certain amount of sense, and for a pretty dark card.

      Of course, "Discard a creature card: Regenerate ~" works, but that gives you more control over discard (in the case of Madness or similar), doesn't work with sacrifices, and may not tell the story as clearly.

      Delete
  18. Mage-Scarred Avenger (Uncommon)
    3R
    Creature- Human Shaman
    2/2
    When CARDNAME attacks a player or planeswalker, it deals 1 damage to that player or planeswalker.
    Survivor


    What does "Survivor" mean? I'm actually not that sure. It's a mechanic that I designed a while ago and thought might be good for this world. The simplest iteration of its rules text reads:

    Survivor (This creature can't be answered in disappointing ways.)

    Very clear in some ways, but fuzzy rules-wise. Here's an attempt to make it work:

    Survivor (This creature can't leave the battlefield unless it's been dealt damage this turn.)

    This ability stops "destroy", sacrifice, -X/-X effects, exiling, returning to hand, putting into library, legend rule (even the new version)-- everything except direct damage. Unfortunately, it's possibly problematic rules-wise, and probably broken with any number of cards (e.g. Mimic Vat). So, a modified proposal:

    Survivor (Spells and abilities opponents control can't cause this creature to leave the battlefield unless it's been dealt damage this turn.)

    This fixes the brokenness, but now it seems too narrow. For example, it doesn't stop sacrifice or -X/-X effects because in those cases the spell doesn't do the work of removing the creature. I'm still looking for possible improvements, without making the rules text too long.

    Any feedback on / suggestions for the Survivor mechanic, or the rest of the design, would be greatly appreciated. Thanks!

    ReplyDelete
    Replies
    1. The glasskite ability could help, but that doesn't protect against wraths. Indestructible until damage has been dealt to it that turn is probably too strong to have the rest of the card be fun.

      "When this creature would leave the battlefield, if it is not during combat, exile this creature and return it to the battlefield tapped." ? It's kind of like regeneration, kind of like hexproof, but deals with bounce, sac, and /-X. But the ability doesn't turn off, so you have to have a way for the format to keep these guys in combat. But what happens when you try and sacrifice this as a cost? I think "would leave" rather than "leaves" allows that to not be an issue, but I don't know for sure.

      Delete
    2. If you want it to be a largely red/black mechanic, "spells that would target ~ and damage that would be dealt to ~ are redirected to you instead". Protection from unsummons, and a resilient red creature that still is red. Still dies to wrath, though.

      Delete
    3. How about this?

      Survivor (The first time CARDNAME would die each turn, if it wasn't dealt lethal damage, regenerate it instead.)

      Delete
    4. Or:

      Survivor (This creature can't be destroyed by effects that would destroy another creature.)

      Kills it: Lightning Bolt, Black Sun's Zenith, Worldfire
      Doesn't Kill It: Pyroclasm, Wrath of God, Living Inferno

      Delete
    5. Thanks for all the suggestions! Based on the discussion, it seems like it's going to take too much work-around to stop stuff like Terminus and Black Sun's Zenith. Besides, alternatives to "destroy" exist for a reason. For my submission, I'll write the ability as:

      Survivor (This creature has indestructible and hexproof as long as it isn't damaged.)

      Yay for "indestructible" rules updates! I'm not so sure about the hexproof, but indestructible on its own would be pretty narrow (basically covering Murder and Wrath variants).

      Delete
  19. Flamewraith Warrior 1R
    Creature - Wraith Warrior (R)
    Whenever CARDNAME attacks, you may have it deal damage equal to the number of artifacts in your graveyard to target creature or player.
    2/1

    ReplyDelete
  20. Studying for finals is eating up most of my time, so I probably won't have a chance to revise this, but here goes:

    Specter of the Lost 2BB
    Creature-Specter
    Wither (This deals damage to creatures in the form of -1/-1 counters.)
    Whenever CARDNAME deals damage to a player, that player discards a card.
    2/4

    ReplyDelete