Magic: the
Gathering
Tales from the Welgon Age
Hi Bill, hi everybody
at Wizards -
As e-mailed a couple
of weeks ago, here are some of my more interesting card ideas for your review.
I have chosen to order them according to card mechanic, the innovation of which
I think is more important for the game than color or type.
The working name of my
expansion set comes from a small world I created which is described in a series
of shortstories featured at a web site of mine: http://msnhomepages.talkcity.com/aquariusave/wc1995.
You might want to check it, but it is not necessary. There is no story in the
cards themselves.
I would like to thank
you deeply for giving me the opportunity of communicating my ideas to you. It
would have been kind of sad for me to accumulate all those scribbled notes just
to throw them away someday...
I classified my cards
by mechanics, because I think the innovation of these is more important to
Magic than anything else.
Here is my list...
Card mechanic:
alternative winning conditions
I think new
alternative winning conditions are the next step towards turning M:tG into a
more universal game, as well as renew interest of the players in it. In a way
it would be like combo decks, since players would try to reach a winning
condition around an alternative win card, but if the winning condition is
balanced enough and revolves around creatures, for instance, it wouldn't be
decks which are frustrating to play against. Combo decks are hated only because
you watch your opponent play in one long turn and don't get to play yourself.
Also, alternative
winning cards are weak in themselves, since in order to have another winning
condition, you have to use a card and some mana to cast it...
Anyway, here are a few
examples.
Gate of Life - W - Enchantment - Rules: If ever you have 20
more life than target opponent, you win the game. Comment: At first this number was lower, but then I remembered
Illusions of Grandeur...
Gate of Knowledge - U - Enchantment - Rules: If ever you have 7
more cards in hand than target opponent at the end of your turn, you win the
game.
Gate of Souls - B - Enchantment - Rules: When Gate of Souls
comes into play, remove all creatures in all graveyards. If ever there are 10
or more creatures in all graveyards, you win the game.
Gate of Pain - R - Enchantment - Rules: If ever the sum of
life of all players goes below 7, you win the game.
Gate of Earth - G - Enchantment - Rules: If ever you have 8
more permanents than target opponent, you win the game. Comment: Enchantress or token decks...
Gate of Versatility - WUBRG - Enchantment - Rules: If ever you
control at least one of each basic land, you win the game.
Neutron Monolith - 10 - Artifact - Rules: The Monolith comes
into play tapped. Neutron Monolith does not untap during your untap step. Pay 5
life, tap: Win the game next time Neutron Monolith is untapped. Flavor text: Could this be the heaviest
object in the universe?
Brother's Meeting - GG2 - Enchantment - Rules: If ever you have
4 identical non-land, non-token permanents in play, you win the game.
Goblin Kingdom - RR - Enchantment - Rules: When Goblin
Kingdom comes into play, bury all Goblins. If ever any player has 7 or more
Goblins in play, he or she wins the game.
I could go on like
this forever...
...
Card mechanic:
deck/sideboard interaction
Here is a truly new
mechanic, one which makes the sideboard and the deck interact even during the
first game. The mechanic can be described as follows: "Pay something: put
a card from your sideboard into play." Such cards would usually have only
a small effect, since they do not actually cost a card. They do, however, cost
room in the sideboard, and the more such cards somebody puts into his side to
make his deck more consistent overall (to have a small resource in case of mana
flood, for instance), the less cards he will have to sideboard against a
specific type of deck. It is one more decision a tournament player would have
to take when building his sideboard, in any case. Of course, such cards may
also be played in the main deck, even if they should not be stunningly
powerful.
I named the five
examples I give below "Clouds", because they are able to
"float" from the sideboard to play.
Snowy Cloud - W1 - Creature: Cloud - 1/2 - Rules: When
Snowy Cloud comes into play, target creature may not attack or block this turn.
You may play Snowy Cloud as an Instant. WW2: Put Snowy Cloud from your
sideboard into play.
Ascending Cloud - U1 - Creature: Cloud - 1/2 - Rules: When
Ascending Cloud comes into play, target creature gains Flying until end of
turn. You may play Ascending Cloud as an Instant. UU2: Put Ascending Cloud from
your sideboard into play.
Draining Cloud - B1 - Creature: Cloud - 1/2 - Rules: When
Draining Cloud comes into play, it deals 1 damage to target opponent and you
gain 1 life. You may play Draining Cloud as an Instant. BB2: Put Draining Cloud
from your sideboard into play.
Electric Cloud - R1 - Creature: Cloud - 1/2 - Rules: When
Electric Cloud comes into play, it deals 1 damage to target creature. You may
play Electric Cloud as an Instant. RR2: Put Electric Cloud from your sideboard
into play.
Opaque Cloud - G1 - Creature: Cloud - 1/2 - Rules: When
Opaque Cloud comes into play, no creatures deal combat damage until end of
turn. You may play Opaque Cloud as an Instant. GG2: Put Opaque Cloud from your
sideboard into play.
Blue Sky - Legendary land - Rules: When Blue Sky comes
into play, pay 5 [mana] or sacrifice it. Tap: add 1 blue mana to your mana pool.
Tap: put target Cloud from your sideboard into play. 1: put Blue Sky from your
sideboard into play. Comment: with this
Legendary Land, "Countercloud decks" could maybe see the day, with
the kill cards being in the sideboard only...
...
Card mechanic:
companions
With the following
mechanic, I wanted to introduce a concept dear to AD&D role players:
companions who join you and help you in your quest. In Magic, they could be
friends, or allies, that you summon out of your deck, and once they are on the
table they act as if they were players who can cast spells too, which means
that suddenly your opponent isn't playing against one player anymore but
against two or even more players!
Wizard Ally - UU2 - Creature: Wizard - 1/1 - Rules: When
Wizard Ally comes into play, put the top 3 cards from your library face down
under Wizard Ally. Tap: Take one card at random under Wizard Ally and remove it
from the game. Until end of turn, you may play that card as if it were in your
hand without paying its casting cost (if X is in its casting cost, X=0). If
Wizard Ally leaves play, remove all cards under Wizard Ally from the game.
Ivory Enchanter - WW2 - Creature: Enchanter - 1/1 - Rules:
When Ivory Enchanter comes into play, you may search for up to 3 different
Enchantments in your library, show then to your opponents, and put them face
down under Ivory Enchanter. Tap: Take one card at random under Ivory Enchanter
and remove it from the game. Until end of turn, you may play that card as if it
were in your hand without paying its casting cost (if X is in its casting cost,
X=0). If Ivory Enchanter leaves play, remove all cards under Ivory Enchanter
from the game.
Soul Seller - BB2 - Creature: Demon - 1/1 - Rules: When
Soul Seller comes into play, choose up to 3 creature cards from your graveyard
and put them face down under Soul Seller. Tap: Take one card at random under
Soul Seller and remove it from the game. Until end of turn, you may play that
card as if it were in your hand without paying its casting cost (if X is in its
casting cost, X=0). If Soul Seller leaves play, remove all cards under Soul
Seller from the game.
Goblin Slaver - RR2 - Creature: Goblin - 1/1 - Rules: When
Goblin Slaver comes into play, choose up to 3 different Goblin creature cards
from your library and put them face down under Goblin Slaver. Tap: Take one
card at random under Goblin Slaver and remove it from the game. Until end of
turn, you may play that card as if it were in your hand without paying its
casting cost (if X is in its casting cost, X=0). If Goblin Slaver leaves play,
remove all cards under Goblin Slaver from the game.
Land Owner - GG1 - Creature: Peasant - 1/2 - Rules: When
Land Owner comes into play, choose up to 3 land cards from your library and put
them face down under Land Owner. Tap: Take one card at random under Land Owner
and remove it from the game. Until end of turn, you may play that card as if it
were in your hand without paying its casting cost (if X is in its casting cost,
X=0). If Land Owner leaves play, remove all cards under Land Owner from the
game.
Chairman of the
Board - 6 - Artifact Creature
- 1/1 - Rules: When Chairman of the Boaard comes into play, choose up to 3
different cards from your sideboard and put them face down under Chairman of
the Board. Tap: Take one card at random under Chairman of the Board and remove
it from the game. Until end of turn, you may play that card as if it were in
your hand without paying its casting cost (if X is in its casting cost, X=0).
If Chairman of the Board leaves play, remove all cards under Chairman of the
Board from the game. Comment: Peter
Adkinson would have to be in the picture, of course...
Twin - WUBRG - Creature: Wizard - */* - Rules: Twin
has power and toughness each equal to your life total. Twin cannot attack or
block. During your upkeep, put the top card from your library face down under
Twin. Tap: Take one card at random under Twin and remove it from the game.
Until end of turn, you may play that card as if it were in your hand without
paying its casting cost (if X is in its casting cost, X=0). If Twin leaves
play, remove all cards under Twin from the game.
...
Card mechanic: turn
Magic into another game
Here is mechanic which
is rather mind-boggling, and which I think would please Richard Garfield very
much: cards that turn Magic into a game other than Magic, or which integrate
other games into Magic. The ancestor of this mechanic is Shahrazad, which
integrated a Magic duel into a Magic duel.
Three Families - W2 - Enchantment - Rules: If any player has
3 times 3 identical non-land permanents in play at any time, that player wins
the game. Comment: the game of 7 Families
included in Magic.
The Great Dalmuti - WWW4 - Sorcery - Rules: All players take
their Libraries in their hands. The player to the right of the active player
starts laying down any number of cards of the same converted mana cost. Then
the next player to the right either lays down the same number of cards of a
higher converted mana cost or passes. Repeat this last sequence until all
players have passed. Then the player who laid down cards last lays down any
number of cards of the same converted mana cost again. Repeat all this,
starting with the third sentence of this text. The first player to have no more
cards in hand wins the game. Comments:
This is exactly what I meant in my "Glasperlenspiel" e-mail - the
evolution of Magic towards integrating all kind of concepts and games into its
rules system to turn it into the game through which all games can be played,
the "game of all games." Although The Great Dalmuti is more fun in a
multiplayer game, it can perfectly be played in a 2-player duel. Further, The
Great Dalmuti does *not* have to be an Unglued card - I can perfectly imagine
someone winning (or losing) a sealed duel thanks to this card. And somebody
just *has* to play this card in playtesting against Mr. Garfield!
Improbable Odds - UU1 - Enchantment -
Rules: During each player's upkeep, all players name a non-land card. All
players then reveal the top card of their library and remove it from the game.
If a player's named card appears, that card may be played as if it were in his
or her hand without paying its casting cost (if X is in its casting cost, X=0)
as an instant.
Countermagic - UU3 - Enchantment - Rules: Whenever a player
plays a spell, any player may counter this spell by discarding any number of
cards with a total converted mana cost equal or higher than this spell's
converted mana cost.
Rishadan Poker - BB2 - Sorcery - Rules: Each player draws the
top 5 cards of his or her library. Then each player may discard any number of
these 5 cards and draw a new card for each card thus discarded. Then, all
players show their 5 cards. The player who has the greatest number of spells of
the same casting cost gains control of target permanent the opponent controls.
All cards drawn with Poker are then put into their owners' graveyards.
Higher Wins - RR2 - Enchantment - Rules: During each
player's upkeep, both players look at the bottom card of their library. The
active player then chooses one: number of letters in the card's name, converted
casting cost, or number of letters in the artist's name. Both players then
reveal their cards, and the card with the highest value may be played until end
of turn as if it were in its owner's hand as an instant. The card with the
lowest value is removed from the game. If the result is a tie, both cards are
removed from the game. Comment: This is a
game I used to play with racing car cards when I was a kid. Definitely an
Unglued card.
Melting Ground - RRR3 - Enchantment - Rules: Whenever a Land
is tapped for mana, it is destroyed at the end of turn.
...
Card mechanic:
temporary damage
This mechanic
basically says, "the damage inflicted by this card is healed at the end of
turn". This allows the creation of spells which deal more damage or
creatures which are bigger, thus stronger in creature-to-creature combats, but
which are less harmful in direct attacks to the opponent.
Fireworks – R2 – Instant – Rules: Deal 5 damage to
target player. That damage is healed at the end of turn.
Ape Spirit – G1 – Creature: Spirit – 3/3 – Rules:
Whenever Ape Spirit deals combat damage to an opponent, that damage is healed
at the end of turn.
...
Card mechanic:
alternative casting costs
Alternative casting
costs is a game mechanic which R&D had the good idea of introducing on a
card-by-card basis. However, on a global scale, the unfortunate Dream Halls was
a mistake. But I am certain that this mechanic could be investigated further on
a global scale anyway.
Imaginary
Landscapes - WW3 - Enchantment
- Rules: You may play spells by discardding two land cards from your hand
instead of paying their mana casting cost. If X is in a casting cost, X=0 if
the spell is played in this way.
A Better Future - UU3 - Sorcery - Rules: Skip your next two
turns: On the next turn you have, you may play any spells in your hand without
paying their mana cost. If X is in a casting cost, X=0 if the spell is played
in this way.
Devouring Thoughts - BBB4 - Enchantment - Rules: You may play any
spell by paying its converted mana cost in life. If X is in a casting cost, X=0
if the spell is played in this way. Comment:
The casting cost is so high because it is such an evil combo card with
Illusions of Grandeur or Blessed Winds...
Down-to-Earth - RR3 - Enchantment - Rules: You may play any
spell by sacrificing two Mountains instead of paying its mana casting cost. If
X is in a casting cost, X=0 if the spell is played in this way. Comment: An Enchantment which gives all
cards the Fireblast mechanic. Granted, Down-to-Earth and two Searing Winds wins
you the game. But is it really a reliable combo?
Green House - G - Enchantment - Rules: Any player may play
any spell by paying its converted mana cost in green mana. Comment: Green is the mana color, and already is the color which can
summon off-color spells easiest. Helping a little more won't hurt.
...
Card mechanic: card
drawing.
A little comment here:
card drawing is a favorite mechanic for many players, and I think every set
should contain at least one card related to this mechanic (which Wizards have
done pretty well until now I think).
Color: Blue
Library of Gnel - U1 - Enchantment - Rules: Skip your draw
phase. Whenever target opponent draws a card, draw a card. Comment: obviously, this card is good only in multiples, although it
has the effect of "stealing" the opponent's drawing effects, and
sometimes getting a huge advantage from it, like with an opponent's Attunement.
Learning Pains - UU2 - Enchantment - Rules: Whenever a
creature deals combat damage to you, you may draw a card. Comment: Piracy the other way round.
Open Mind - UUU3 - Enchantment - Rules: Whenever you
draw a card, you may draw an additional card, except when you draw a card
through Open Mind.
Thoughtlessness - U - Enchantment - Rules: U, discard a card
from your hand: all players skip their next draw phase.
Artifacts:
Book Folder - 0 - Artifact - Rules: When Book Folder comes
into play, look at the cards in one of your Libraries and divide it in two
equal Libraries. Then, shuffle those Libraries. Whenever you draw a card, you
may choose which Library to draw it from. If Book Folder leaves play, shuffle
the cards of the Library it divided back into a single Library.
...
Card mechanic:
countering spells
Color: Blue
(obviously!)
Zuran Lock - U2 - Instant - Rules: Counter target spell.
Put that spell back on top of owner's library. Put Zuran Lock back on top of
your library. Flavor text: After the Orb,
after the Weirding, the Lock was Zur's last grasp towards immortality. Comment:
I've always been amazed by the power of Zur, who, according to the cards
printed in his name, seemed to be one of the most powerful wizards ever to me,
devising spells which would ensure his survival. This one fits the series,
although the flavor text suggests that Zur ended locking himself with his last
creation, which is definitely possible. This "Memory Lapse" for both
players is obviously very good if you're in a position of superiority, but very
bad if you're in position of inferiority. All instant spells can be played
around it, too.
Save Soul - UU1 - Instant - Rules: Counter target spell.
If that spell targets a creature you control, Save Soul may be played for free if
you control an Island.
Foolish Refusal - UU1 - Instant - Rules: Counter target spell.
If you control an Island, you may show your hand and discard all non-land cards
instead of paying Foolish Refusal's casting cost.
Inner Strength - UU2 - Instant - Rules: Counter target spell.
At the time you play Inner Strength, you may search your library for another
copy for Inner Strength and put it into your hand.
Creative Mind - UU2 - Instant - Rules: Counter target spell.
At the time you play Creative Mind, you may put a 2/2 blue token creature into
play which counts as a Merfolk.
Hurt - UU2 - Instant - Rules: Counter target spell.
You may pay 5 life instead of paying Hurt's casting cost.
Fool's Demise - UU2 - Instant - Rules: Counter target spell.
If you control an Island, you may have target opponent look at your hand,
choose a card and remove it from the game instead of paying Fool's Demise's
casting cost. Comment: A Force of Will
with a harsher price, since it is the opponent who chooses the card you will
pitch. I think it would still be a playable counterspell, though - except in
combo decks. It would be rather good against combo decks, actually. And that's
not a bad thing.
...
I've always been
fascinated by the Ivory Tower, and started wondering about what creatures could
dwell in it. Here is how I see its inhabitants...
Ivory Wizard - UU1X - Creature: Wizard - 1/1 - Rules: When
Ivory Wizard comes into play, draw X cards. Comment:
The casting cost is based on Stroke of Genius and Opportunity. For Opportunity
you get 4 cards for 6 mana at instant speed, while the Ivory Sage gives you 3
cards and one 1/1 for 6 mana at Sorcery speed. Compared to Stroke of Genius,
you gain a 1/1, but you lose the Instant flexibility.
Ivory Student – W – Creature: Student – 1/2 – Rules: Whenever
Ivory Student blocks, you gain 1 life.
Ivory Soldier – WW – Creature: Soldier – 2/2 – Rules: Ivory
Soldier does not tap when attacking. Whenever Ivory Soldier attacks, gain 1
life.
Ivory Teacher - WW1 - Creature: Teacher - 2/3 - Rules:
Whenever a white creature comes into play, you gain 1 life.
Ivory Sage - WW2 - Creature: Sage - 1/4 - Rules: At the
beginning of your upkeep step, gain 1 life for each card in your hand above 4.
Ivory Studies - W1 - Enchantment - Rules: Whenever you draw
a card, gain 1 life.
...
Finally, the creatures
in general. Although creatures contain the most diverse card mechanics in
themselves, I've chosen to put them into the "cards that lower your
opponent's point total turn after turn while doing other stuff" global
card mechanic.
Color: White
Lifeguard - W - Creature: Soldier - 1/1 - Rules: Tap, X,
sacrifice Lifeguard: gain X life.
Color: Blue
Foam Philosopher - U - Creature: Merfolk - 1/1 - Rules: Tap, X,
sacrifice Foam Philosopher: counter target spell with converted casting cost
equal to X. Comments: Worse than it looks
at first, since you need to keep it untapped *and* to keep mana to use it.
Entropic Entity - U3 - Creature: Entity - 1/5 - Rules: Flying,
Protection from Blue. Entropic Entity does not tap when attacking. During your
upkeep, put a -0/-1 counter on Entropic Entity. All players skip their untap
steps. Comments: The Stasis creature.
Protection from Blue makes it more difficult to abuse.
Color: Black
Rotten Bones - B - Creature: Zombie - 1/1 - Rules: Tap,
sacrifice Rotten Bones: all creatures and players take 1 damage.
Armless Skeletons - B - Creature: Zombie - 0/1 - Rules: First
Strike, Trample, Haste. B: Regenerate. Comments:
Ok, this one's an Unglued card too. Could be nice with creature-boosting
effects though.
Wall of Decay - B1 - Creature: Wall - 0/5 - Rules: Whenever
Wall of Decay blocks, put a -0/-1 counter on all creatures Wall of Decay is
blocking as well as on Wall of Decay.
Grave Maggots - B2 - Creature: Insects - 2/2 - Rules: Grave
Maggots may be played as an Instant. When Grave Maggots comes into play, remove
all cards in target player's graveyard from the game.
Cursed Corpse - B2 - Creature: Zombie - 1/3 - Rules: Tap: Target
player loses 1 life.
Cursed Soul - BB2 - Creature: Wizard - 1/4 - Rules: Tap:
Target player loses 1 life. You gain 1 life.
Trepanator - BBB - Creature: Wizard - 1/1 - Rules:
Whenever Trepanator deals combat damage to an opponent, you may look at that
opponent's hand and choose any of those cards other than a basic land. Search
that player's graveyard, hand, and Library for all copies of the chosen card
and remove them from the game. That player shuffles his or her Library
afterwards.
Color: Red
Goblin Friend - R - Creature: Goblin - 1/1 - Rules: XX,
sacrifice Goblin Friend: deal X damage to target creature, rounded down. Spend
only red mana in this way. Flavor text:
In the Goblin realms, a good friend will always stab you in the back someday.
Goblin Maiden - R - Creature: Goblin - 1/1 - Rules: Tap,
sacrifice Goblin Maiden: Put a Goblin card from your hand into play. Flavor text: Ugly for some, beautiful for
others, a maiden's cry for help is always answered.
Color: Green
Trilobite - G2 - Creature: Trilobite - 2/2 - Rules:
Trilobite may be played for free if you control no permanents. Comments: I wanted to put on a card some
kind of antediluvian creature which would come "before anything
else". A 2/2 creature for free is absolutely great, but if you don't draw
it in your starting hand, it becomes a Gray Ogre (unless you are playing a
Jokulhaups deck). Every copy beyond the first is a Gray Ogre too. It would be
interesting to see if Stompy decks would pack zero, just one or four of those.
Ghazban Hermit - G - Creature: Ogre - 3/3 - Rules: If, during
your upkeep, you have another creature in play, target opponent gains control
of Ghazban Hermit. Comments: A very cheap
creature, but the drawback is harsh for green, since a green deck usually has
lots of creatures (if only for the mana). If both players have creatures, the
Ghazban Hermit switches between players every upkeep, and is available as a
blocker for both players.
Heavy Elephant - G - Creature: Elephant - 3/3 - Rules: When
Heavy Elephant comes into play, pay an additional 3 or bury a creature. Flavor text: "Don't let it sit here!
Don't..."
Thallid Cocoon - G - Creature: Fungus - 0/1 - Rules: During
your upkeep, you may put a spore counter on Thallid Cocoon. Sacrifice Thallid
Cocoon: put a Saproling token into play. Treat this token as a green creature
with power and toughness equal to the number of spore counters on Thallid
Cocoon at the time it was sacrificed.
Spore Mushroom - G - Creature: Fungus - 1/1 - Rules: Sacrifice
Spore Mushroom: No creatures except Fungus deal combat damage this turn. Comments: Well, you already did this one (or
almost) in Prophecy... I left it as a wink to R&D's good work!
Storyteller - GG1 - Summon Storyteller - 0/1 - Rules:
Prevent all combat damage assigned to Storyteller. Whenever Storyteller
attacks, all creatures able to block it must do so. Flavor text: "He's reading them Tolkien."
Tropical Creeper - G3 - Creature: Rope - 2/3 - Rules: If any
creature blocks or is blocked by Tropical Creeper, it gains: "This
creature cannot attack or block".
Amoeba - G4 - Creature: Cell - 1/1 - Rules: Amoeba
comes into play tapped. Tap: put a 1/1 Amoeba token into play. Treat this token
as a green creature with the same ability as Amoeba. Comments: The infinitely self-multiplying creature: 1, 2 ,4, 8 ,16...
But as long as it multiplies, it is not attacking. Slower than combo decks, but
more fun! It has to come into play tapped to avoid immediate infinite token
creation with Fervor.
Color: Artifact
The Living Stone - 7 - Legendary Artifact Creature - 0/1 -
Rules: The Living Stone comes into play tapped. During your upkeep, put a +0/+1
counter on this creature. 2: Give this creature a permanent +1/+0 or +0/+1
counter. Tap: Put a 0/1 token into play that counts as an artifact creature
with the same abilities as The Living Stone. Comments: Same mechanic as Amoeba. A card for token maniacs, which
should maybe be an Unglued card. But it would be a strong limited card.
...
Finally, some cards which
didn't fit into any of the categories above (which doesn't mean they are not
interesting!).
Color: Blue
Entropy - UU - Enchantment - Rules: UU, discard one
card, pay 1 life: target opponent's permanents may not tap until your next
untap step.
Nihilism - UUUU - Instant - Rules: All of target
opponent's permanents are removed from the game until your next untap step.
Psychic Waves - UU1 - Creature Enchantment - Rules: Whenever
enchanted creature deals combat damage to an opponent, he or she returns target
land to his or her hand. Comment: After
the creature-bouncing enchantment that was Sigil of Sleep, here is its
land-bouncing counterpart.
Color: Black
Disordered Troops - BB1 - Enchantment - Rules: Whenever an
opponent's creature attacks, Disordered Troops deals 1 damage to its
controller.
Mindlessness - BB1 - Enchantment - Rules: Whenever any
opponent discards a card, he or she must discard an additional card of his or
her choice, except if the discard was triggered by Mindlessness. Comment: Good in discard decks, but also as
a sideboard card: watch an opponent discard 8 cards to an Attunement...
Open Wound - BB3 - Enchantment - Rules: Whenever a
creature you control deals damage to an opponent, you may look at his or her
hand and choose and discard a card.
Dependence - BBB3 - Enchantment - Rules: At the beginning
of your upkeep, target opponent loses 2 life. You gain 2 life. Comment: Brush with Death as an Enchantment.
Subversion apparently wasn't good enough...
Underworld Nightmares - BBBBB - Enchantment - Rules: Whenever target
opponent plays a card from his or her hand, he or she loses one life.
Color: Red
Fierce Fighting - RR2 - Enchantment - Rules: Whenever one of
your creatures deals combat damage, you may have it deal 1 additional damage to
target creature or player.
Color: Green
Ghazban Mind - GG - Creature Enchantment - Rules: During
the upkeep of enchanted creature's controller, if any player has more life than
any other player, that player gains control of enchanted creature. Comment: The green conditional Control
Magic. A fun card which would also be tournament level.
Woodooism - GG6 - Sorcery - Rules: All permanents become
Forests.
Color: Multi
Glacial Era - WU - Enchantment - Rules: Cumulative upkeep:
Pay 1 life. No permanent may tap.
Color: Land
Field of Flowers - Land - Rules: Field of Flowers comes into
play tapped. Tap: add 1 white mana to your mana pool. Tap, sacrifice Field of
Flowers: Target creature gains protection from the color of your choice
permanently. Comment: After the manlands,
here are the spelllands...
Spillway Channel - Land - Rules: Spillway Channel comes into
play tapped. Tap: add 1 blue mana to your mana pool. Tap, sacrifice Spillway
Channel: Return target permanent to owner's hand.
Dark Room - Land - Rules: Dark Room comes into play
tapped. Tap: add 1 black mana to your mana pool. Tap, sacrifice Dark Room: Look
at target player's hand and choose a noncreature, nonland card there. That
player discards that card.
Sharp Peak - Land - Rules: Sharp Peak comes into play
tapped. Tap: add 1 red mana to your mana pool. Tap, sacrifice Sharp Peak: Deal
2 damage to target creature or player.
Cherry Orchard - Land - Rules: Cherry Orchard comes into play
tapped. Tap: add 1 green mana to your mana pool. Tap, sacrifice Cherry Orchard:
Target creature gets +3/+3 until end of turn.
*
* *
That's all for now. If
you found something interesting, let me know. In any case, keep up the good
work!
Sincerely,
Alexander Blumke