Demonic Tutor

Magic: the Gathering in the UK

On the plane of ~, mana is split into 5 factions, one of each colour. Mages of each faction have started to secretly delve into enemy coloured magic, unknown to the rest of their faction.

White cards will either be mono white, white with bonuses for the enemy coloured magic(enemy colour cycling, kicker, flashback, affinity for enemy coloured lands), or not even white at all, depending on how much they have taken on their enemy coloured magic. The same is true for the other colours.

301 card set.

Need ideas for cards, or even just concept/flavour :D

If I ever manage to finish it without getting bored, I could print it out and we could draft it if anyone is interested :D

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Yes, BUT that's only 1 hymn you're able to play. Any more in your hand are pretty much dead cards, unless you can somehow kill your legend / chump block etc.

Or, if you made them 0|3 or 0|4 for example, then you couldn't reliably chump to allow the rest in your hand to be cast... this could help balance them too.

In limited, these cards cannot be played if you have permanents in play - that pretty much means beyond turn 2 they suck, but can still swing a bit if you're being smacked about and lose all your creatures.

In constructed, played 4 of these doesn't seem good at all...

Perhaps the casting costs are wrong? Like the black one would look better at, BB1, the green one at GGG perhaps?

Dan Barrett said:
Okay, play 2 swamp and then have an instant speed hymn to tourach + a bear on turn 2. Still WAY too good.
Warren Vonk said:
What if the cycle were to read:

¬ cannot be cast if you control at least one non-land permanent. ?

Dan Barrett said:
Warren, those are insanely overpowered.
Didn't see the island bit.

In that case...

I FRIKKIN LOVE THIS CYCLE!!!!!

Amidu said:
islands have the ability to tap for blue, unless it says so on the card :P

Warren Vonk said:
err... do those counterlands make colourless mana? If not, they're kind of awkward, requiring another non-counter land in order to function?

Or is that the point?
Reactionary Raptor WW

Flying, First strike; 3/3

Reactionary Raptor receives -1/-1 for each non white mana you produce in a turn.

'I remember when all this were fields..' - Rafiq of the Many
Going again with my 'Land Essence' mechanic - rewarding you for using an enemy colour, while not making the creature worse if you don't. Gets better over time:

W
Savannah confidant
Creature - Rare

At the beginning of your turn, remove an Essence counter from Meek confidant. If you do, draw a card and lose 2 life.

Swamp Essence (This card comes into play with X Essence counters, where X equals the number of basic swamps you control).

2|1
This seems like a good idea to me. I get the feeling everyone will want to design awesome rares, so here's an idea I had for a cycle of commons. Instead of directly benefitting from enemy colours, they get better if you apply the philosophy of the enemy colours:

Wall of Remembrance
2W
Creature - Wall
Defender
Whenever a creature is put into a graveyard from play, you gain 1 life.
0/4

Riot Agent
2U
Creature - Humn Wizard
Whenever you attack with three or more creatures, Riot Agent gets +1/+1 and is unblockable until end of turn.
1/1

Hollow Vassal
2B
Creature - Zombie
Whenever you gain life, regenerate hollow vassal.
3/1

Sadistic Pyromancer
2R
Creature - Human Shaman
Whenever a creature becomes enchanted, you may have sadistic pyromancer deal 2 damage to that creature's controller.
2/1

Fugue Slime
2G
Creature - Ooze
Whenever a player discards a card, put a +1/+1 counter on Fugue Slime.
2/2
kieran definitely has the right idea
An example of a blue mage that can become corrupt with green mana.

Vedalken Bio-engineer
3U
Vedalken Mutant
1/2
If you control more forests than nonforest lands, Vedalken Bio-engineer is a green beast, gets +3/+0 and trample.
"With great knowledge, comes great hunger for power, and green mana can instill ferocity into even the most feeble vedalken."

A red spell that is mechanically disguised as a blue spell

1U
Sorcery
Kicker R (You may pay an additional R as you play this spell.)
Return target creature to it’s owners hand. Up to one target creature can’t block this turn if you paid the kicker cost.
i was thinking of the corruption keyword again...
what if the permanents (so yeah, itd only work for permanents and not spells i guess) had the keyword corrupt, which would simply read, for a blue mage for example:
"whenever a mountain or forest comes into play under your control, put a corruption counter on ~"

and then they would have different effects depending on the amount of counters they had on them..
that should be a nice cure to the wall of text issue :)
and i quite like kieran's ideas for those commons :p
they seem quite balanced and nicely flavored.
An aditional idea to Warrens for fixing:

Haunted Grove
T: Add B to your mana pool
T: Add G to your mana pool. Haunted Grove deals 1 damage to you

Barren Plain
T: Add R to your mana pool
T: Add W to your mana pool. Barren Plain deals 1 damage to you
this is okay for black mages using green magic, but what about green mages using black magic? :P
and the set has a very heavy land types matter theme, so they probably wouldnt be so good practically either :(

Ben Titmarsh said:
An aditional idea to Warrens for fixing:

Haunted Grove
T: Add B to your mana pool
T: Add G to your mana pool. Haunted Grove deals 1 damage to you

Barren Plain
T: Add R to your mana pool
T: Add W to your mana pool. Barren Plain deals 1 damage to you
Inspired by Kieran's great commons:

Uncommon

Tribal Enchantment - Horror

At the end of each turn, each player loses 1 life.

Whenever you control 2 or more green permanents, Rot Gheist becomes a 4|4 creature with haste.


W|G
Gain

Instant
Common

Sacrifice a basic land.

If you spend W to cast this spell, shuffle target creature into it's owners library.
If you spend G to cast this spell, put a 3|3 Rogue Elephant into the Battlefield.

RR3
Wrath of flame
Sorcery
Rare

Choose one:

Destroy all non-basic lands, or, if there are 4 or more basic plains in play, destroy all creatures.



GG

Vedalken Elf Apprentice
Creature - Elf
Uncommon

Flash

If 2 or more creatures were played this turn, you may counter target spell when Vedalken Elf Apprentice comes into play.

2|2


W1

Plasma wisp
Creature - wisp
Uncommon

Flying, Flash

If you countered a spell this turn, Plasma wisp comes into play with a 1|1 counter on it.


1|1


U

Corrupted Insight
Instant
Common

Draw a card.

If a player discarded a card this turn, return Corrupted Insight to your hand.

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