Print this Wizards (so we can play it in Pioneer)

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Note that these could go into a Pioneer Horizons, rather than directly through standard. This thread style is based on the similar sort of thread in the Modern forum.

viewtopic.php?f=5&t=1098

The thread is for designs you want Wizards to print so that it enters into Pioneer. Not for reprints (although they can be referenced when appropriate, that is the focus for another thread). Try to format them clearly. Even though these cards don't necessarily have to be Standard safe with a theoretical opportunity of a Pioneer Horizons thread, you should still keep an eye on power levels in regards to keeping things in line with more of Pioneer.

These might include nerfed variants of cards from other formats or which have been banned, or likely lower rarity budget variations of cards that you think are too expensive or think are likely to get banned (although save the ban discussions for elsewhere). There could also be original designs that suit Pioneer's power level either to fill in gaps in existing archetypes or create new ones. There could be key utility cards that you feel Pioneer is missing.

Mods should feel free to edit this post as appropriate for updated rules.

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Spell Constraint uu
Instant
Counter target spell with converted mana cost 3 or less.

Hovershelf 1u
Creature - Wall
Defender, Flying
When Hovershelf enters the battlefield, draw a card.
"Bookshelves in a wizarding university rearrange themselves." - Sprikstri, Librarian
0/4

Transform to Light ww
Instant
Exile target creature. It's owner gains life equal to 1+X+X, where X is it's converted mana cost.

Blessed Shell
Instant
Target creature gains hexproof and indestructible until end of turn.

Microstar 1r
Instant
Deal 5 damage to target creature or planeswalker.

Castigate Outsider 1w
Instant
Deal 7 damage to target planeswalker.
You gain 1 life.

Flow Pattern Meltdown rg
Instant
Exile target artifact.
It's owner takes 1 damage.
If it was equipped to a creature, that creature takes 2 damage.

Subjugation of Artifice 1g
Enchantment
Artifacts enter the battlefield tapped.
A player may only activate the activated ability of one artifact per turn, and only during their main phase.
Whenever an artifact creature attacks, it does not untap during it's controller's next untap step.

Manipulated Battlefield 1u
Enchantment
Creatures you don't control with base power 2 or greater get -1/-0.
Whenever a spell you don't control targets you, you may scry 1.

Toils of Sin 1w
Enchantment
If a spell or ability an opponent controls causes you to discard Toils of Sin, put it onto the battlefield instead of putting it into your graveyard.
Spells and abilities your opponents control that deal damage to themselves or require them to pay life deal 2 additional damage to them.
Whenever an opponent sacrifices a creature due to a spell or ability you don't control, you may choose a non-land permanent they control and take control of it, or deal 2 damage to them.

Nest of Pestilience 1b
Enchantment
Whenever an opponent gains life due to a spell or ability you don't control, you may create a 1/1 black insect creature token with flying and lifelink.
Whenever an opponent gains adds more total mana over the course of a turn than X+2, where X is the number of lands you control, at end of turn, you may create a 1/1 black fungus creature token with deathtouch and lifelink at the start of the next turn.

Frustrated Escalation 1r
Enchantment
Frustrated Escalation can't be countered.
Whenever a spell you control is countered by a spell or ability you don't control, or a permanent you control is returned to your hand from the battlefield by a spell or ability you don't control, create a 1/1 red avatar creature token with haste, reach, and first strike.
Whenever an opponent gains life due to a spell or ability you don't control, you may exile the top card of your library face up, until the end of your next turn, you may play that card.

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folding_music
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Post by folding_music » 4 years ago

I guess in these situations it's too easy to create prison cards which attempt to correct the failings of certain card types, like:

Force Border ww
Enchantment
Activated abilities of artifacts and planeswalkers cannot be activated unless that permanent began the turn on the battlefield.
When Force Border enters the battlefield, draw a card.

but really I'd love to see new creature designs that'd create a viable rush deck against all the permanent-based midrange fudge decks; as much as people are getting hype about the format, watching pioneer streams has been pretty boring so far

stuff like
uu
Creature - Spirit
Flash
When ~ enters the battlefield, counter target creature, artifact or planeswalker spell unless its controller pays an additional 1.
1U: +1/-1 and flying until end of turn
1/2

or

1r
Creature - Goblin Rogue
When ~ enters the battlefield, creature spells cost you R less to cast until end of turn.
2/1

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Arkmer
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Post by Arkmer » 3 years ago

I've been thinking about how Companion probably should have been done. I think this is my take on the whole situation. The companions themselves could remain as are minus the Companion ability with the Triomes taking on the adjusted functionality.

BUG Triome
Land - Swamp Forest Island
----
  • Homeworld - As each game begins, you may reveal one card with Homeworld from outside the game. If you do, reveal and place a card of the same type from your hand on the bottom of your library.
  • BUG Triome enters the battlefield tapped.
  • You may not cast Red, White, or Colorless cards. (Lands are not cast.)
----

While I would initially apply it just to lands, you can stretch the definition later to mean that it's something directly from your home plane if you want to include any permanent type. Biggest mechanical change is just replacing a card in your hand. If it seems wordy, most of the text for Companion is on the token that your companion rests on; sort of cheating the text box. Also it has 3 more characters than Questing Beast as written.

The last line prevents you from abusing this for 4 and 5 color consistency; Red and White obviously not the colors produced by the land, this would be the theme of the land cycle. It also removes artifacts that are often used in games 2 & 3 as hate pieces as well as a few of the useful ones that pop up as main deckable. Meaning it has an actual drawback that's meaningful.

Do you want to have Damping Sphere for certain matches? Better not skip lands because you have a home land then. Does your deck lean heavily on Ulamog? Ya, not with this in play.

Just seems like WotC has tried to reduce non-games in the last few years where players mulligan into oblivion and lose. More permanents create value, there's more readily available deck sift, we have the London Mulligan, and finally Companion was introduced. I wish they had taken a more conservative route on this and given it to lands first, then we could wait and see if it's worth it to jump into more permanent types.

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