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 ~ in your submissions.
Innistrad leaves Standard as Theros enters. Let's say farewell by doing what we do best: Design a card using this art that could fit in Innistrad block or a theoretical sequel to it. Bonus points for doing something new that is intimately related to something old.
Two things that I thought were cool about Innistrad were the tribal elements and the rare lands that do things other than make mana. Can we do both in one design without making it feel too hot-glued together?
ReplyDeleteSpectral Castle (rare)
Land
T: Add 1 to your mana pool. If you control a Spirit, add W or U to your mana pool instead.
Spirits you control have "(W/U)(W/U), T: Tap target creature."
Hybrid? Why not just {W}{U}?
DeleteThe last ability seems dangerous, given how easy it is to make a bunch of spirits and how few decks pack land removal. The activation cost helps a lot, but still lets the {WU} player handle her opponent's best threat or two pretty easily. Then again, Innistrad's other lands were pretty good too.
The idea for the cycle is that each land gives you colored mana if you control a member of its tribe and also confers an activated tap ability to members of its tribe.
DeleteI debated on what the right mana cost for the activation was. C seemed way too good and 2C seemed a bit high. I settled on CC, but that's probably due to my natural desire to make strong cards in weekend art challenges.
We could do {W}{U} if this is meant to go in INN/DKA/AVR. I thought hybrid might be a welcome addition to Innistrad 2.
you probably need to keep the power level of the tap ability way down if these are also pretty good dual lands.
DeleteETBT
DeleteT: Add W or U to your mana pool. If you control a Spirit, add WU instead.
This still rewards you for tribal, but wouldn't play like a free enchantment
Spectral Castle (rare)
DeleteLand
T: Add 1 to your mana pool. If you control a Spirit, add W or U to your mana pool instead.
Spirits you control have "WU, T: Tap target creature."
{W}{U} is objectively a higher cost than {WU}{WU}, so I think that fits into a happy medium between C and 2C.
Castle Markov
ReplyDeleteLegendary Land (M)
Whenever a creature you control deals combat damage to a player, put a blood counter on Castle Markov.
T: Add 1 to your mana pool.
1, T, Remove X blood counters from Castle Markov: Add X mana in any combination of B and/or R to your mana pool.
Apart from the counters-on-land issue, I like how it's a vampire land.
Delete"Whenever a creature you control deals combat damage to a player, at the beginning of your next main phase, you may add B or R to your mana pool."
DeleteThat would solve the counter issue. Does it still seem land enough?
There's more baggage centered on memory issues than on using counters. And with the myriad precedents of counters on lands, why change it?
DeleteJay, for my card, can you zoom in on all the bats flying out at the top?
ReplyDeleteScreeching Infestation 2B
Enchantment (R)
All lands have "2B, T: put a 2/2 black bat creature token with flying onto the battlefield"
Better as "all lands" or "Lands you control?
Zoomed. What does this offer over
Delete{2}{B}{B}: Put a bat into play
?
I guess anyone can activate the land version (though you could put "Anyone can activate" on the self-contained version), but I'm not sure why we want to give that ability to opponents. Although, making a non-black opponent splash swamps just for this amuses me.
I just liked that the bats were "infesting" your land. Also i like that your opponents may sideboard black mana if it proves good to do so haha.
DeleteFight Another Day {3}{B}{B}{B}
ReplyDeleteInstant (rare)
Return each creature you control and each creature card in your graveyard to your hand.
Could be a sorcery or "each creature card in your graveyard that was put there this turn" (but not both).
Black getting Evacuation feels weird, even with the black effect tied onto the ability. Is there precedent?
DeleteI agree with Evan. Flavorwise this is mono-W, which has precedent for returning things from graveyard to hand (e.g. Angel of Serenity).
DeleteNo precedent. It does fit the philosophy, which favors cowardice over stupid bravery.
Deleteblack does not actually favor cowardice. not every negative attribute is black. cowardice is a blue concept. black does not run when the going gets tough. black would see it as a good time to trick the opponent.
Deletealso this card is Soulquake.
also I would be very confused if I saw this card mechanically in mono black.
I disagree. Black sees self-sacrifice as insane, and so running/hiding when things get dangerous is just common sense. Self preservation is more black than any other color.
DeleteThat said, I'm not convinced this card should be black.
Cowardice, like most emotions that drive a person to action, is actually a red concept. See:
Deletehttp://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=113512
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=152974
Jay, you're right that black isn't altruistic at all. However, black doesn't care at all about whether its tools survive or not. If black's minions die in defense of their master, who cares? Obviously no one wants to see good tools go to waste, but you don't spend too much effort trying to save the tools you have when new tools are so easily acquired.
This card is very similar to Soulquake at 3UUBB
Deletehttp://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179409
I just can't see this as mono-black. "Sacrifice all creatures you control, then yadda-yadda" accomplishes the same goal, but in color.
DeleteWhat red calls cowardice, black calls self-preservation.
DeleteThe tricky point here is the perspective. When we're talking about what black does and wants, are we talking about the black planeswalker, or the creature she summons? It's absolutely true that the black planeswalker is happy to sacrifice her minions for any benefit to her. It's absolutely untrue that she's willing to sacrifice herself. But a color philosophy doesn't apply solely to the planeswalkers who use that color, but to everything in that color. Humans and other sentient creatures that are black have the same ambition and self-preservation instinct. They're also willing to sacrifice anyone they can to profit or survive. You could argue that mindless zombies don't, but I would argue that they do—they're just not smart enough to think anything beyond "Hungry now. Eat brains" which makes them easy to manipulate, and thus good minions for a psychotic master.
So yes, black doesn't care whether its tools survive or not, but it doesn't care about anything more than whether it survives or not, and that applies to everything black, not just planeswalkers.
"Sacrifice each creature you control, then return each creature card from your graveyard to your hand" is VERY black, it's just not what's happening in this art.
DeleteIgnoring the "is self-preservation black" tangent for a moment, I agree the design isn't mono-black. How about this?
DeleteFight Another Day 3UB
Instant (rare)
Return each creature you control to your hand. Then return up to that many creature cards from your graveyard to your hand.
That's a splendid U/B design.
DeleteCould there be a bigger flavor tie between the two effects? Are the bounced creatures dragging off the corpses? Who are they?
DeleteThe UB version definitely needs a more fitting name.
DeleteShadows Retreat?
Rescue at Midnight Castle 2W
ReplyDeleteEnchantment (u)
Flash
When CARDNAME enters the battlefield, return target creature you control to its owner's hand.
When CARDNAME enters the battlefield, exile target creature an opponent controls until CARDNAME leaves the battlefield.
i feel like this should be blue as well as white, because blue gets much more of this type of effect. I suppose if you are going by planar chaos yeah this could work.
Deleteeither way this should probably cost one more, because instant speed conditionless creature exiling is GOOD!
Peel from Reality + Journey to Nowhere sounds pretty strong. Probably not too much so? Might depend on enviro
DeleteAnother option is making it a 4WW instant to mirror Into the Maw of Hell.
DeleteSelf-bounce like all bounce is primarily blue, but hopefully Kor Skyfisher/Saving Grasp can make something more conditional at least secondary in white.
Rescue at Midnight Castle 4WW
DeleteInstant (u)
Return target creature you control to its owner's hand.
Exile target creature an opponent controls.
Is this playable? Would you include it in your 40 in a Limited deck? Is it more fun at 2WW, or any other mana cost?
not only is this card playable it's awesome!
DeleteTotally playable as is. I like "4W exile target creature" at sorcery in white.
DeleteHow is this?
4W
Choose one- Exile target creature you don't control; or return target creature you control to its owner's hand.
Entwine 2
Final submission is the Into the Maw of Hell mirror.
DeleteAscent into Darkness
ReplyDelete1WB (Mythic Rare)
At the beginning of each player's upkeep, that player exiles 3 cards from his or her graveyard and puts a 1/1 black Bat creature token with flying onto the battlefield for each card exiled this way.
At the end of your turn, if your graveyard has no cards in it, exile all Bats, sacrifice CARDNAME, and return all cards exiled with it to their owners' graveyards.
This started out as a top-down design and ended up as "cards in your graveyard turn into Bats". It's extremely wordy, I know. Feedback welcome and much appreciated.
Could also cost 1BB.
DeleteI like it, but I think the mono color version is better. its sort of awkward how it gives both players bats... but that just makes it more of a jhonny card!
DeleteThere are three cards here. One that makes bats, one that kills bats, and one that temporarily removes cards from graveyards. I don't see the purpose of the second ability here at all. Why not just…
DeleteAt the beginning of your upkeep, each player exiles a card from his or her graveyard. Each player that does puts a 1/1 black Bat creature token with flying onto the battlefield.
Thanks for the suggestions! Revised version:
DeleteAscent into Darkness 1BB
Enchantment (Rare)
At the beginning of each player's upkeep, that player exiles two cards from his or her graveyard, then puts a 1/1 black Bat creature token with flying onto the battlefield for each card exiled this way.
Basically following Jay's version, but I think exiling multiple cards per turn is important-- it forces players to work to 'keep up', and makes it easier to build your deck to gain an advantage. Otherwise this just becomes a bad Bitterblossom.
good call
DeleteWould you consider making this a bigger one shot effect? That may be too far removed from your original intent though.
DeleteI could definitely support something like Sorcery 2BB: exile all cards in graveyards, for each card exiled this way put a Bat onto the battlefield under its owner's control. That's a nice design too, but probably a different card, as you say.
DeleteIn the years since Avacyn's release much of the lands once seized by darkness have been reclaimed. Old family estates long infested with vampires or other nightmares began to be explored and re-inhabited. But evil lingered on the grounds and now even in the safe places there remain hidden temples to evil, slowly corrupting their populace from the inside out. Safe from the monsters outside, the people of Innistrad never thought to look inward toward the new threat.
ReplyDeleteIrekroft Estate (Mythic Rare)
Legendary Land
t: Add 1 to your mana pool.
Infamy - Whenever you sacrifice a creature, untap Irekroft Estate and lose 1 life.
"Waste Nothing."
-Irekroft Family Motto
Infamy always takes the form - "Whenever you sacrifice a creature, _________________ and lose 1 life."
I like the block idea a lot.
DeleteSacrifice is a very specific action. Black uses it a lot and red uses it sometimes, but other colors rarely use it. Would Infamy just exist in BR? Would we bleed sacrifice to other colors? Could the trigger be broader, like whenever a creature you control dies?
Innistrad Block was about you trapped in a room full of nightmares clutching your last torch as it burned low. Innistrad 2 would be about relighting that torch to find that the nightmares were your neighbors all along. Given that, I would want Infamy to go into all colors to drive home the point that it's not about which colors get monsters anymore.
DeleteInstead Infamy would be about exploring the dark mirror of each color's strengths. Blue, some knowledge SHOULDN'T be known, White, sheltering those you love can lead to intolerance and hate etc...
Which is to say my first instinct would be to bleed sacrifice into other colors and, barring that, to open the trigger up to something more WUBRG like straight death triggers. The tiebreaker for me was that I wanted it to feel different from Morbid.
Felt constrained by the art to make a Land. When you put it on a white card though:
DeletePrice of Survival 2WW
Enchantment
Creatures you control get +1/+1.
Infamy - Whenever you sacrifice a creature, target creature you control gains protection from all colors until end of turn and you lose 1 life.
This definitely looks better without sacrifice written on it.
Price of Survival 2WW
Enchantment
Creatures you control get +1/+1.
Infamy - Whenever a creature you control dies, target creature you control gains protection from all colors until end of turn and you lose 1 life.
So your final submission is... Irekroft Estate with the new infamy wording?
DeleteYeah. Seems right, I was just thinking on page.
DeleteAncient Necropolis 3BB
ReplyDeleteEnchantment (R)
At the beginning of your upkeep, put a black 1/1 Skeleton creature token onto the battlefield.
Sacrifice a nonblack creature: put a black 1/1 Skeleton creature token onto the battlefield.
Skeleton creatures you control get +1/+1.
Why does the card need both of the first abilities?
DeleteWhat if the static boon was B: Regen?
DeleteOr...
DeleteUpkeep, put a 1/1 B skeleton token onto the bf.
Pay 1 life: regenerate target skeleton.
Catacomb of Hallow’s Eve
ReplyDeleteLand (R)
T: Add 1 to your mana pool.
T, Sacrifice a creature: Put a scream counter on Catacomb of Hallow’s Eve.
T, Remove three scream counter from Catacomb of Hallow’s Eve: Return target creature card from your graveyard to the battlefield.
Does this want to be a land? Does it have to tap four times to Raise Dead? Can we do this without counters?
DeleteThis is a remake of All Hallow's Eve from Legends, which is why it uses scream counters, you don't sac the land when using it's last ability. So it's reusable and counters help players track.
DeleteCouldn't the middle ability tie into Innistrad better with Morbid?
Morbid - T: Put a scream counter on ~. Activate this ability only if a creature died this turn.
I made it a land over an enchantment to differentiate it from the original card, but I agree it probably works better as an enchantment. Including morbid is good suggestion. So hell, here's a reverse All hallows Eve..
DeleteCatacomb of Hallow’s Eve 2BB
Enchantment (R)
Morbid — At the beginning of each end step, if a creature died this turn, put a scream counter on Catacomb of Hallow’s Eve.
Remove three scream counter from Catacomb of Hallow’s Eve and sacrifice it: Each player returns all creature cards from his or her graveyard to the battlefield.
you can combine the two abilities.
DeleteMorbid- @eot, if a creature died, put a scream counter on ~. Then, if there are n counters do stuff"
Bloody Manor
ReplyDeleteLand (Rare)
As Bloody Manor enters the battlefield, you may reveal a Vampire card from your hand. If you don’t, Bloody Manor enters the battlefield tapped.
T: Add B or R to your mana pool.
Citizens and travelers - no matter how desperate or chilled during Hunter’s Moon nights - do not seek reception at this house, ever.
Is there a GW Humans member of the cycle? Is it broken?
DeleteYou could go either way. To me, I find amusing the possibility of a WG Human tribal in high level constructed formats. But according to Innistrad original design, you could go with the broken-cycle choice. Maybe it's better the latter.
DeleteNeato :)
Deletehaunting chapel
ReplyDeleteland [U]
haunt
T: add 1 to your mana pool.
3, sacrifice ~: draw a card.
creatures haunted by get -1/-1.
man there are some hard designs to top this week!
DeleteHaunt is unlikely to return in its original form. If it did, this is a little confusing because it does three different things (and it does a black thing without black mana).
DeleteContagion Clasp
DeleteGnarled Effigy
Grim Poppet
Lockjaw Snapper
Necropede
Serrated Arrows
Serrated Biskelion
Isn't a land that cycles from play already pretty powerful? From what I understand, Horizon Canopy is a notch above what they're willing to print these days, and colorless/pain seems like a negotiable tradeoff. The fact that this isn't just "cycling from play" but "split card Afflict/Land", seems kind of too much.
DeleteI do find the idea of architectural ghosts kind of amusing, though. You knock down a house and its ethereal A-frame follows you wherever you go?
I really like where you're going with this, but I agree that its doing one thing too many. Can you combine a sacrifice clause with the mana ability?
DeleteSinking Haunt
Haunt
T: Add B, if you control a swamp you may sac this.
Creatures haunted by CARDNAME get -1/-1.
The simplest execution would be "T, Sac: Add ." but that may not evoke much flavor.
Delete"Strictly better than Swamp" is a no-no. How about:
DeleteHaunt
T, Sacrifice a land: Add B to your mana pool.
Creatures haunted by ~ get -1/-1.
It reads kind of badly, until you realize that it's basically a spell slot that gives you an uncounterable Ghoulflesh with upside. That seems reasonable for Limited, at least.
T, Sacrifice ~: Add one mana of any color to your mana pool.
DeleteT, Sac a land: Add BB ?
DeleteOr etbt, t for B
Deletehmmm... I see. I know many people were confused by haunt the first time it was done but ultimately it's not all that much more complicated than bestow. I think if it was handled better, (IE and enchantment styled effect, as shown) it could even serve as a major mechanic for a innastrad like set. it just so resonant.
Deletenew design, cutting down on the complexity, but also it's use... making it more of a jhonny card.
Haunting Chapel
land [U]
Haunt
T: add 1 to your mana pool.
Creatures haunted by get -2/-1.
sort of a call back to Gods' Eye, Gate to the Reikai, but with a more tangible reward. making it so you might actually want to do things with this card.
Hunger of the Moon
ReplyDelete2BB
Enchantment (U)
At the beginning of your end step, transform each Human you control.
Whenever a creature dies, if it’s not your turn, put a +1/+1 counter on target Werewolf you control.
The howls rise when the sun sets.
Feedback appreciated.
Why is a Werewolf enabler in black? Innistrad werewolves are R/G.
DeleteThis comment has been removed by the author.
DeleteI agree with Evan, unless you plan on shifting Werewoves to black (not a terrible idea).
DeleteThen, I realized: if you have this on the bf and nobody casts any spells, your weres transform from this trigger, then turn back into humans on your turn. Feels bad and creates a lot of flipping/re-sleeving. And it will transform non-were creatures like Delver and Loyal Cathar. Was that intentional?
How would you feel about "Morbid- If its not your turn, whenever a creature dies put a +1/+1 on each (nonhuman?) werewolf you control."
Moreover, this turn the entire werewolf minigame off and just automatically turns your werewolves on, but that minigame is what makes them fun.
DeleteI wanted to give Werewolves a chance to branch out into other colors, even if the creatures themselves are only R/G. I see it as a build-around draft uncommon. Totally does take away the minigame though.
DeleteHow about:
Hunger of the Moon
3BB
Enchantment (U)
At the beginning of your end step, if a creature died this turn, you may transform target Human you control.
At the beginning of each opponent’s end step, if a creature died this turn, you may put a +1/+1 counter on each non-Human Werewolf you control.
If this is in Innistrad, it should have Morbid. If it's in the sequel, I'd like it unkeyworded, as a throwback to the original without needing Morbid as a keyword.
I went top-down design, based on the Planeswalkers Guide description of a Vampire celebration Called Court of the Vampire King/Queen.
ReplyDeleteCourt of the Vampire King (Rare)
RB
Enchantment
2BR: Target Human you control gets +1/+1 for each Vampire you control. Sacrifice it at the beginning of your next end step. If you do, put a +1/+1 counter on each Vampire you control.
During this holiday, invented by Olivia Voldaren, a villager is brought to an opulent estate and theatrically served by attending vampires as their “King” or “Queen.” Later they feast on the terrified regent.
Cut "opulent" from the flavor text so it fits as four lines on the card. Thank you.
DeleteCut "opulent" from the flavor text so it fits as four lines on the card. Thank you.
DeleteThe flavor text is lengthy and awkward here. Challenge yourself to cut it down to ten words or fewer.
DeleteCourt does nothing when you don't control both a human and a vampire, and even when you do, how many vampires do you need to make sacrificing your creature worth the boost, especially since you might not even be able to attack with it without losing the boost?
DeleteI think this could be a lot simpler.
Jay, you told us we could design for the original Innistrad Block if we wanted. There was a ton of R/W Vampire/Human interaction in the block.
DeleteWith 4+ Vampires on the battlefield, you should be able to attack with your Human and see it live. If not, well, that's why it's a repeateable effect and not a spell. Make a Vampire heavy deck that runs a few Humans, like Doomed Traveller, Skirsdag High Priest or Gather the Townsfolk. Pair them up with Falkenrath Artistocrat, Blood Artist, Bloodline Keeper, Olivia, etc.
Evan, I cut the flavor text to the amount I wanted. The card text takes up four lines and the flavor text takes up four lines, so it's got symmetry to make up for the wordiness.
Yup, original block is all good. There were indeed some vampires that care about humans.
DeleteTreacherous Bramble
ReplyDeleteCreature - Plant (U)
(B/G)
Defender, deathtouch
(B/G)(B/G)(B/G): Regenerate Treacherous Bramble.
1/1
Cool! See the comments about hybrid on earlier cards, and consider whether this might gum up the board too much in Limited, but otherwise I really like the top-down feel.
DeleteMight be too effective as a blocker. At least it dies to -1/-1.
DeleteLunar Apogee
ReplyDelete1B
Encahntment
Rare
Tokens enter the battlefield as 1/1 black Bat creature tokens with flying.
Cool idea, but what does it actually accomplish? Best case, you build your deck to generate vanilla 1/1 tokens and this grants them flying. It also randomly shrinks big tokens that your opponents generate. I don't think that's enough to warrant a card. The exception to this is living weapon, which I admit is a pretty awesome interaction, but not enough to justify this effect on its own. Maybe this should cost just B, or make the tokens into 2/2's?
DeleteOverwrites Angel and beast tokens without specifically calling out white and green. Consider the argument that 1/1 flying Bat > 2/2 vanilla Zombie. I could see this dropping to 2B Unc though. Its a skill testing build around card.
DeleteThis comment has been removed by the author.
DeletePerfect with Teysa. It's very clean as is, but it's hard to resist adding a single token when it ETB, as that can make it a lot more playable.
DeleteTechnically it could even say "when this enters the battlefield, put a creature token onto the battlefield"(!), but that's obviously way too cute.
or put a 20/20 Chtulu token onto the bf. haha
DeleteThe Teysa interaction is very cool! This card has a lot of Johnny potential, in addition to being an interesting sideboard card for Spike in the right context. I still think it's reasonable to cost it at B, which would make it a lot easier to curve into a 2-mana token making spell.
DeleteBloodline Keeper is sad.
DeleteI think this might actually be cooler as a green card that makes all tokens into 3/3 or something. currently this isn't something that black really likes playing with, nor is it really anything that you could use.
DeleteI had that version in a set a while back, that's where I got the idea for this. (It made 3/3 Centaurs)
DeleteI think you may be right. The more I think about it though, its pretty close to black's domain. I'm thinking of Illness in the Ranks. Also, this hoses white and green more than any of the other colors.
Another option, if you wanted it to be an interesting sideboard card for constructed:
DeleteLunar Apogee B
Enchantment (r)
Tokens on the battlefield are 1/1 black Bat creature tokens with flying.
Sacrifice ~: creatures get -1/-1 until end of turn.
This could let you shrink big tokens OR wipe small tokens.
Actually, now that I think about it, the original version is awfully useful in completely shutting down both Kiki-Jiki and Splinter Twin, regardless of if they use Pestermite, Exarch, Bellringer, Angel, or Conscripts (though, sadly not Thopter Foundry.)
Should this affect tokens that already ETB'd?
DeleteJay, I suppose that would be the difference between Humility (frowned upon by wotc) and Essence of the Wild (recent). However Infinite Reflection is both.
DeleteI'd rather err on the side of simplicity (to set a baseline) and explore the design space later.
@Pastuer: Your suggestion shows a lot of interesting tension. I would be afraid some might take it as a lose-lose situation.
Delete"I can't kill your 1/1 flying former Beasts with this, so I'll sac it to...pump them...into 2/2's? That can't be right :( " says Johnny Feelbad
Unhallowed Cemetery
ReplyDeleteLand R
If you control 3 or more spirits, creatures you control gain intimidate.
T: add 1 colorless to you mana pool
1B, T, Sacrifice a creature: Put a 1/1 black spirit token with flying onto the battleground.
Oops! That should say non spirit creature!
DeleteThis is cool, but three is awfully low considering how many tokens you could spit out in Innistrad. Is five too high?
Delete5 would work. It would also be in line with how bloodline keeper works. I initially chose 3 because of the mana cost. If you consider the fact that this would be a land you couldn't tap for mana every time you make a spirit that ability is secretly 2B,T, sac a non spirit creature. That makes it 9 mana, 3 turns, and 3 creatures to activate it. However, considering the amount of spirits running around, it would be rare that someone would play this card and not have a bunch of spirits in their deck, so I think 5 would probably be better.
DeleteSkye, can you clarify exactly what should be "non spirit creature?" There are four possibilities, and some make more sense than others.
DeleteA land with the first two abilities or a land with the last two abilities would be a complete card on its own, you need to solve the riddle for the player and combine them.
the last ability should read:
Delete1B, T, sacrifice a non-spirit creature: Put a 1/1 black spirit token with flying onto the battlefield under your control.
In other words this card says... Turn your guys into spirits and they gain intimidate.
Ok so final draft?
DeleteUnhallowed Ground
Land (R)
If you control five or more spirits, creatures you control have intimidate.
T: Add 1 to your mana pool.
1B, T, Sacrifice a non-spirit creature: put a 1/1 black spirit creature token with flying onto the battlefield.
Cathedral of Memories
ReplyDeleteLand(R)
~ enters the battlefield tapped.
Instants and sorceries in your graveyard have flashback. The flashback cost is the same as its casting cost. Whenever you cast a spell from your graveyard you lose 2 life.
T: Add 1 to your mana pool.
Wow, dangerous, but looks like fun
DeleteSurely broken
DeleteWhere's the "like" button for Jay's comment? lol
DeleteCastle of Encroaching Dusk
ReplyDelete(zoom: roots and wall)
Land (Rare)
T: Add 1 to your mana pool.
4, T: Transform CARDNAME. Activate this ability only any time you could cast a sorcery.
//
Castle of Eternal Night
(zoom: moon, towers, and cliff)
Land (Rare)
T: Add 1 to your mana pool. If that mana is spent on a double-faced card, that card enters the battlefield transformed.
Very cool concept. Can the transformation ability be more flavorful (and remain so simple)? That's the only critique i can come up with. Good flavor
DeleteMy gut says it doesn't both need to BE a transform card and IMPROVE your other transform cards. That said, the transformed ability is very powerful and probably does need to be hard to achieve; It's existence limits the scope of other transform cards like Ludevic's Abomination.
DeleteAwesome!
DeleteWill have to add a note that clarifies you can't play the second side.
DeleteI toyed with some sort of "skip casting spells" restriction as a callback to the Werewolf ability, but I didn't want anything that could be used too early. In the end I decided to go with tacking a high mana cost onto the activation, so that a player activating the ability would likely have to skip casting spells on the same turn anyway.
DeleteCastle of Endless Dead
ReplyDeleteLand (Mythic Rare)
When CARDNAME enters the battlefields exile all other permanents you control. For each permanent exiled this way put a 2/2 zombie creature token into the battlefield tapped.
T:Exile a card from you hand and put a 2/2 zombie creature token into the battlefield tapped under your control.
It may need to exile all zombies if it leaves the battlefield to check its power level. Thought the concept of going all in on zombies was pretty cool.
Could also just "change" your creatures to zombies and "change" any creature you cast to a zombie. It would then tap for B.
DeleteAll modern lands produce mana. Why can't this be an enchantment?
Delete