Megiddo wrote: ↑2 years ago
Ojutai, the Heretic 3UR
Legendary Creature - Elder Dragon {M}
Flying
Ward
3
Whenever Ojutai, the Heretic deals combat damage to a player, draw two cards, then exile a card from your hand. You may play the exiled card this turn.
5/4
IIW: inspiration from a classic play / book.
Holy shoot we're starting strong off the bat. That's a quality spin on looting and impulse. Like
Bedlam, it's a red effect pushed so far it just plain looks blue ("creatures can't be blocked"), but it's undeniably still red (well,
and blue here).
Sporegorger_Dragon wrote: ↑2 years ago
Dragonlord Garaku
4ur
Legendary Creature - Elder Dragon (M)
Flying
Ward-Discard a card at random.
Whenever Dragonlord Garaku deals combat damage to a player, scry X, where X is the damage dealt.
Whenever one or more cards are put on the bottom of your library, you may exile one of them. You may play that card this turn.
5/6
Inspired by @Ulka's attempt at "scry matters" for
ur in Tarkir.
IIW: Multicolored drakes
Being able to sort out your next 5 draws is a pretty sweet deal, and so is getting to draw and cast one. So is turning every scry 1+ into an impulse draw, wow.
I took a moment to think about it: this dragonlord is basically turning foresight into
actual power
now. Or I guess you could consider that he's thinking several steps ahead of everyone with a mind racing a hundred miles an hour?
Yeah, this is a good UR dragon.
chetoos wrote: ↑2 years ago
Frontier Siege
3G
Enchantment
As Frontier Siege enters the battlefield, choose Khans or Dragons
Khans - At the beginning of each of your main phases, add
.
Dragons - Whenever a creature with flying enters the battlefield under your control, you may draw cards equal to its power, then discard cards equal to its toughness.
For the rest of the sieges, like this one, the dragons effect is the only one to change, so I'll just review those changes here:
Monestary: You and other permanents you control have "Ward: Pay 1 life". Whenever this ward cost is paid, scry 1.
Outpost: Whenever a creature enters the battlefield under your control, target creature gains first strike until end of turn.
Citadel: At the beginning of combat on each opponent's turn, bolster 1, then creatures you control with +1/+1 counters on them gain lifelink until end of turn.
Palace: At the beginning of your upkeep, target creature gets -2/-2 until end of turn. When that creature dies this turn, you gain 2 life.
The trouble is that I have to figure out in color effects that can still work with the alternate new color.
IIW: Aggro green
We in green all love drawing cards equal to our biggest chonkiest creature's power (
all these? yes pls) but I am terrified by the prospect of looting through 4+ cards each turn in mono-green. We're definitely not keeping all those cards, but we're making our hand incrementally more optimal and we'll already be fine with playing power greater than toughness to net draw. This might be a bit too much!
Give me a Siege that's
2UG instead though and we're good.
Monastery Siege has similar color issues: that's a black/red ward cost. Blue-red siege?
Outpost Siege,
Citadel Siege, and
Palace Siege are all good choices. Outpost is my favourite out of these; I'd play that.
Sporegorger_Dragon wrote: ↑2 years ago
spacemonaut wrote: ↑2 years ago
I'll just note: you're not required to make dragons or even reference dragons for this prompt. The minimum bar here is give me a glimpse of this alternate interpretation of Tarkir.
Must...resist...temptation....
Summit Prowler
2rr
Creature - Yeti (C)
4/3
"Do you not observe the yetis of the high peaks, seeker? They are fierce, without cruelty, and cunning, without duplicity. They could very well be subjects of Garaku." -Surrak, the Tracker
I would like you to know that I appreciate you and furthermore that this is the
seventh Summit Prowler submitted in this thread. I am given to understand that's a special number in this game. (I doubt it will be the last.)
NinjaCaterpie wrote: ↑2 years ago
Let's "what if" this a bit further. What if, rather than violent, warlike ally colour dragons, the more cunning Strixhaven elders somehow took over the plane?
Silvered Morphwing 2UG
Creature - Dragon (U)
Flying
Whenever Silvered Morphwing deals combat damage, you may turn it face down.
Megamorph
1UG
3/3
Tenuous Trade 1W
Sorcery (U)
Each player puts a +1/+1 counter on a creature they control, then scries X, where X is the greatest toughness among creatures they control.
The clans' tendency to war, tempered by the elder dragons' desire for peace.
Physical Conditioning 1BR
Sorcery (U)
Whenever a creature you control deals combat damage this turn, put a +1/+1 counter on it.
Learn
"Get down and give me fifty!"
Cooking with Spices 1R
Sorcery - Lesson (U)
Cooking with Spices deals 1 damage to each opponent. Create a Food token.
Some students take better to spicy food than others.
IIW: The next beat in Elspeth's story.
Okay, yeah, I see what you're up to there. I'm not in love with Strixhaven but I like the cards you're laying down here.
The Megamorph dragon has a bit of a steep cost to get incrementally stronger, but I guess it's not a bad mana sink! One thing I'd caution we note is the P/T goes down by 1 when you turn it face down, so it might die from combat damage as a result of actually doing that. This means ironically it might be safer to make the card a 2/2, though it won't be a Tarkir-worthy dragon at that stage.
Tenuous Trade, Physical Conditioning, and Cooking with spices are excellent. I love the flavor of those last two. I love that saying that about those two is technically wordplay? What are you doing to me.
Mergatroid_Jones wrote: ↑2 years ago
Jairet Thunderdancer 3RU
Creature- Dragon (U)
Flying, Prowess
Reverse
(You may have this creature enter the battlefield with a reverse counter on it. If you do, its power and toughness are reversed.)
Jairet's order follow not her, but her dual philosophy of nature.
3/5
Venerable Traveler 1R
Creature- Human Monk (C)
Reverse
(You may have this creature enter the battlefield with a reverse counter on it. If you do, its power and toughness are reversed.)
"Today is a day for peace. Tomorrow, we will see."
1/3
Seeker of Balance R
Creature- Efreet Monk (C)
Reverse
(You may have this creature enter the battlefield with a reverse counter on it. If you do, its power and toughness are reversed.)
When seeker of Balance deals combat damage to a player, it deals that much damage to each other player.
1/2
Monastery Instructor 1U
Creature- Djinn Monk (C)
Flying
When Monastery Instructor enter the battlefield, return a creature you control to its owner's hand.
"Ponder these teachings, and then you may return."
2/2
Jellyfish-Style Twins UR
Creature- Human Monk (R)
Double Strike
Reverse
(You may have this creature enter the battlefield with a reverse counter on it. If you do, its power and toughness are reversed.)
When Jellyfish-Style Twins enters the battlefield, draw cards equal to its toughness, then discard cards equal to its power.
1/2
Monastic Learning 1U
Enchantment (R)
Each creature you control is a Monk in addition to other types and has reverse
(You may have a creature with reverse enter the battlefield with a reverse counter on it. If you do, its power and toughness are reversed.)
3U: Return target creature you control to its owner's hand.
IIW: Lands lands lands!
I'm one of those people who gets confused all the time by the phrasing "switch {thing}'s power and toughness" and how it interacts with power- and toughness-modifying effects: if you give a 2/2 +1/+0, then switch its P/T, then give it another +1/+0, my brain keeps thinking it's now a 3/3, but it's a 2/4 (+1/+0 is layer 7c, switch is 7d). Every time this comes up I wind up thinking that if the templating was just "{thing}'s power and toughness are switched" I probably wouldn't get confused at all. This is me saying I see what you're doing here and I'm thankful for it (& that still counts even if it was an accident lol).
That said I'll point out that ability counters being a thing means
maybe the ability and counter shouldn't share a name (technically a reverse counter should grant the ability reverse, which is the ability to enter with a reverse counter, which should grant ...) but hey let's just call it Reversal or Adaptable or something, it's fine.
I like the bounce interaction in this. I'm concerned about the mechanic's room to have impact since p/t switching is usually pretty neat. Also the interaction it has with turning all power increases into toughness increases, or vice versa, might warrant examination & compromise its viability as a major focus.
barbecube wrote: ↑2 years ago
With apologies to
Chaos of Tarkir, for the
RU Jeskai faction:
Text version
Heron-Style Cultivator 2U
Creature — Human Monk (R)
Insight — Whenever a card enters your hand except the first one you draw in each of your draw steps, you may exile an instant card from your graveyard. You may cast a copy of it. If it targets Heron-Style Cultivator, put a +1/+1 counter on Heron-Style Cultivator.
2/2
IIW Humanoids and dragons living in harmony
I'm definitely sold on Insight as a mechanical trigger (you used the name I gave it!!) and I like that this creates a sort of impulse-flashback, which is a great fit for either side of a red-blue faction. I'd like to see this mirrored in a Mantis-Style Burninator that has the exact same thing but deals 1-2 damage for the reflex.
Cythare wrote: ↑2 years ago
Silumgar, Unbound by Death 4BG
Legendary Creature — Elder Dragon (M)
Flying, ward—Sacrifice a creature
Whenever Silumgar, Unbound by Death enters the battlefield or deals combat damage to a player, each player mills two cards, then you you return a creature or planeswalker card from a graveyard to the battlefield. When Silumgar, Unbound by Death leaves the battlefield, exile it.
3/5
IIW: What's a girl to do with all this Halo?
Yesssssssssssss, the
BG Sultai I crave.
That trigger might need "under your control" (otherwise it enters under its owner's and I'm not sure that's the goal). Do you mean to exile the returned card or Silumgar? If it's the former, "Exile it when Silumgar leaves the battlefield" might work better.
Heck that's a big deal of a Ward condition but it eventually becomes
very worth paying the cost just to get rid of him.
You did good work here, I'd want to play this.
Sporegorger_Dragon wrote: ↑2 years ago
Dragonlord Loquan, Vine-Writhed
5gu
Legendary Creature - Elder Dragon (M)
Flying, trample
When Dragonlord Loquan, Vine-Writhed enters the battlefield, choose two-
-Create two 0/1 green Plant creature tokens.
-Distribute four +1/+1 counters among any number of other creatures you control.
-Draw a card for each creature you control with power 4 or greater.
4/6
Dragonlord Ulaj, Rot Desecrator
4bg
Legendary Creature - Elder Dragon (M)
Flying, deathtouch
Dragonlord Ulaj, Rot Desecrator enters the battlefield with a number of +1/+1 counters on it equal to the number of creature cards in your graveyard.
Sacrifice another creature or land: You draw a card and you gain 1 life. Activate this ability only once per turn.
2/4
IIW: Multicolored drakes
Dragonlord Loquan drops down with your choice of eight power total and/or card draw, possibly in the form of two 2/3's if you've got no other creatures left to fight with, and half of it's on a flier. That's definitely a really nice deal and at 5GU is the kind of thing that should be correctly helping close the game.
Dragonlord Ulaj offers a similar deal: this is the capstone on an entire game's effort of milling and is definitely asking to close the game
very fast after it lands. Having 2 power makes it more available for power-based reanimation, too, like
Graceful Restoration, so it's more okay to wind up milling it. Ulaj would have to exist in a format with
some graveyard hate but without a readily available "exile target graveyard" effect to make it unviable.
Yeah, these are good and live up to their titles and colors and costs in big ways.
Ulka wrote: ↑2 years ago
Dragonlord Khashgira 4UR
Legendary Creature - Elder Dragon (M)
Flying
Whenever Dragonlord Khashgira attacks, scry 2.
Whenever you scry, exile the top card of your library. Until the end of turn you may play this card without paying their mana cost.
4/5
Flankbreaker Regent 2RR
Creature - Dragon
Flying
Whenever an opponent casts a spell during your turn, Flankbreaker Regent deals damage to target creature or planeswalker equal to the converted mana cost of the spell.
4/4
Watermaw Regent 3UU
Creature - Dragon (R)
Flying
Whenever an opponent casts a spell during your turn, look at the top five cards of your library, put one of them in your hand, and exile the rest.
4/4
Reality Rusher 1UR
Creature - Dragon (R)
Flying, Haste
While you are scrying you may cast Reality Rusher from your library.
3/2
IIW: Cards with the ability Grim
(Grim - Whenever a nontoken creature you control dies, X happens)
Khashgira functionally gives you a choice of three cards (one blind) to impulse draw right away for combat, and in a deck of combat tricks that will work especially nicely. That said, I feel like it's missing some splashiness a mythic ought to have: scry 2 and draw a card is an effect we see
on low-cost commons and doing that on attack isn't quite there. Even if it does this to all the scries later, that's seems like effect I'd probably want to see a turn or two earlier in the game with the Dragonlord doing something punchier.
I like the first of these "don't cast stuff in my turn" effects. The first is a pretty powerful burn. The second's a pretty powerful draw, but it exiles the rest & isn't optional which means an opponent with a lot of cheap spells to cast might wind up milling me out. I guess it's something I'm willing to bargain with if I cast this?
Reality Rusher makes my inner rules lawyer scream and get flashbacks to Selvala and Panglacial Wurm but I still want to see it.
Winner:
@NinjaCaterpie
Next: The next beat in Elspeth's story.