Crazy Idea: Elven Soldier

I'm not in the mood to do explaining today. I'll do it later. Elven Soldier.jpg

These are among what I call the cards people would've thought of, but definitely wouldn't ever see print due to templating or possible rules or remembering issues. After all, how many people could remember when you gave your Elven Soldier was given first strike when a lot of people don't even remember it's there when it's a static ability.

This is what I could call a partial echo ability. You could pay it and get a much cheaper creature over two turns, or live with a far more expensive and inferior creature for a while. You even get the opportunity to pay a higher cost for a temporary ability if you have the mana later. :D

There will be quite a few three-colour inclined spells later, although there will be no 3 colour spells. :D

Crazy Idea: Learning Options

(Crazy idea posts will be abundant because I'm still adjusting to uni life. Give me a while. ;) ) Learning Options.jpg

What can you give both colours for one mana? An interesting card. Some people might argue that I should have stopped at the put it in my graveyard and made it global. I decided that it should be worse than Opt, since you could play it with either colour. The conclusion I came to was that the card should be blue and black, but arguably balanced. I believe the card is very blue and very black in essence. I had problem deciding on the red/blue one, but I settled on an effect that rocks and is most definitely an element of both colours, although it has no relation whatsoever to the guild known as Izzet. The effect isn't overcosted although it may seem too cheap.

Crazy Idea: Inspiring Song

Inspiring Song.jpg I know the mechanic seems crazy, since it is essentially replicate onto itself. There is a twist, like how you could use the spell. An example of such craziness would be this spell. It may look like junk at first glance. For one, it doesn't do anything if you don't pay the Burst cost. This means it is instantly a 3 mana spell.

So, what can three mana buy you? For RRW, target creature gets +1/+0 and target creature gets +1/+0. Not a big deal. For RWW, target creature gets +0/+1 and target creature gets +0/+1. Another bad deal.

I'm seriously going to promote colour pairing. So... what does 4 mana buy you? For RRWW, three target creatures (which can be the same) get +1/+1. For RRRW, three target creature gets +1/+0. For RWWW, three target creatures get +0/+1. Still only so-so.

Here comes the fun part. What can 5 mana buy you? I'm only going to go through the best few: RRRWW or RRWWW. The result of paying this mana cost to play this spell is that four target creatures get +1/+1. Stacked together, this makes a creature +4/+4 for the low cost of 5 mana with enormous flexibility to spread it around. If you have RRRRW to spare, you could make a creature get +8/+0 for a crazy blitz!.

It gets loads better as we add coloured mana to play the burst cost. Be creative. :D

I put a new fun set of abilities that are something like echo. I'm sure these would have been considered by Magic R&D at some point. Maybe, and most probably dumped due to complexity.

Crazy Idea: Natural Spring

Since I told you I was going to make some crazy set for the fun of it, I've come up with quite a few cards in Magic Set Editor. :PWhile it's probably breached the one hundred mark or something, I've deleted some impractical ideas, deleted some multicolored cards, redesigned or consolidated several series of cards. For now, I've designed everything in a cycle, meaning that the set is most obviously going to be imbalanced since I don't have any experience whatsoever in designing sets to be balanced, good for draft or anything like that. I'm just going to do a series of cycles, some of which are not really cycles with a specific theme, but they are certainly cycles during design.

Here's a card from one of the cycles:

Natural Spring

The idea was to make a cycle out of each basic land. This card was originally a "Land - Plains", then I realised that making the cycle to have basic land types would make them positively broken since anyone who managed to get two lands in this cycle could pull off an infinite chain of gaining life (and some other effect) with another land of this type (over many turns at the cost of stunting your mana development). So, it was either I cut the land type or cut down on the ability. I obviously wanted the effects on the other cards to stay.

Gaining life for free is cool for casual (regardless how much), but the more powerful cards in the cycle would be drastically affected, like the blue one, which is the most powerful (at least at this point in time, since I'm still considering whether it is too powerful). The land originally required you to return a land type of enemy colors, but I found that wasn't flavorful since why should enemy colors help you? :D

The net effect if you return a land for the untapping and the effect is stunting your mana growth slightly (unlike playing the guildlands of Ravnica, which actually still develop your mana). For example, playing it on turn 2 will still net you 2 mana, which means it won't stop your turn 2 drop. Unfortunately, the following turn, you end up with 2 mana again. Of course, the original version of the land isn't broken at this point, it's just broken when you go further into the game when you can continuously stunt your mana growth (because you don't need any) to gain a massive advantage over your opponent in the long run, since the effects on these lands are uncounterable.

The ability to continuously reuse the blue one at the cost of stunting your mana development was way too undercosted, so you can imagine what got cut since I wanted to keep the cards cool. Of course, that being said, this will probably be the second last or last post before I depart for Australia and become disconnected for a while. :D