What if... hypothetically, the iconic Necropotence had 4 equivalents?
Interested in your views for a or or... powerful enchantment that trades one resource into another?
Necropotence
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Jonas Ukulore Rowley Birkin, QC fan.
- Posts: 23
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Commanders:
Psycho Cultleader • Deranged Boy and Dental Imagination
Creepy Girl • Big Thing • Your Deck = My Deck
Hatebear Angel • Bounty-filled Pillowfort
Psycho Cultleader • Deranged Boy and Dental Imagination
Creepy Girl • Big Thing • Your Deck = My Deck
Hatebear Angel • Bounty-filled Pillowfort
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spacemonaut Bauble reclaimer
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- Location: Scotland
Interesting thinking. Lemme see if I can do something real broken.
Gaea's Call
Enchantment
You can't cast creature spells.
Whenever a creature you control dies, exile it from your graveyard.
: Exile the top card of your library. If it's a creature card, you may put it onto the battlefield tapped.
Gaea's Call
Enchantment
You can't cast creature spells.
Whenever a creature you control dies, exile it from your graveyard.
: Exile the top card of your library. If it's a creature card, you may put it onto the battlefield tapped.
- OneAndOnly
- Posts: 2475
- Joined: 4 years ago
- Pronoun: he / him
Something like this?
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Armipotence --
Enchantment
Creatures you control can't attack or block.
Creatures you control have ": This creature fights target creature you don't control."
At the beginning of your end step, sacrifice all creatures that didn't deal damage this turn.
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Armipotence --
Enchantment
Creatures you control can't attack or block.
Creatures you control have ": This creature fights target creature you don't control."
At the beginning of your end step, sacrifice all creatures that didn't deal damage this turn.
Psychopotence (Mythic)
Enchantment
Spend only to cast this spell.
Shroud
Skip your draw step.
Psychopotence enters the battlefield with X thought counters on it.
At the beginning of your end step, draw a card for each thought counter on Psychopotence.
Enchantment
Spend only to cast this spell.
Shroud
Skip your draw step.
Psychopotence enters the battlefield with X thought counters on it.
At the beginning of your end step, draw a card for each thought counter on Psychopotence.
“Comboing in Commander is like dunking on a seven foot hoop.” – Dana Roach
“Making a deck that other people want to play against – that’s Commander.” – Gavin Duggan
"I want my brain to win games, not my cards." – Sheldon Menery
“Making a deck that other people want to play against – that’s Commander.” – Gavin Duggan
"I want my brain to win games, not my cards." – Sheldon Menery
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Jonas Ukulore Rowley Birkin, QC fan.
- Posts: 23
- Joined: 5 years ago
- Pronoun: he / him
Whow, these are al very creative and good! Thanks!
Do you think 'multi-color'-potences are possible as well?
(like 'Temurpotence' or 'Esperpotence'?)
Do you think 'multi-color'-potences are possible as well?
(like 'Temurpotence' or 'Esperpotence'?)
Commanders:
Psycho Cultleader • Deranged Boy and Dental Imagination
Creepy Girl • Big Thing • Your Deck = My Deck
Hatebear Angel • Bounty-filled Pillowfort
Psycho Cultleader • Deranged Boy and Dental Imagination
Creepy Girl • Big Thing • Your Deck = My Deck
Hatebear Angel • Bounty-filled Pillowfort
- OneAndOnly
- Posts: 2475
- Joined: 4 years ago
- Pronoun: he / him
Much as I like cycles and think they're cute, I also hate cycles and think they're wretched.
They make for awfully lazy design ... but at the same time, done right every ten years or so, provide a warm and fuzzy feeling of nostalgia and memories of older sets, helping create and sustain the belief in Magic lore.
They help define the differences between colors by examining how each would approach a particular aspect of the game. I'm not certain how many different aspects of the game there really are, though. I'd think wedge-potences and guild-potences, etc. would rely more on their own faction keywords and actions rather than game functions, so you'd really need to get the right combination of abilities to knock them out of the ballpark.
They make for awfully lazy design ... but at the same time, done right every ten years or so, provide a warm and fuzzy feeling of nostalgia and memories of older sets, helping create and sustain the belief in Magic lore.
They help define the differences between colors by examining how each would approach a particular aspect of the game. I'm not certain how many different aspects of the game there really are, though. I'd think wedge-potences and guild-potences, etc. would rely more on their own faction keywords and actions rather than game functions, so you'd really need to get the right combination of abilities to knock them out of the ballpark.
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Jonas Ukulore Rowley Birkin, QC fan.
- Posts: 23
- Joined: 5 years ago
- Pronoun: he / him
I think you might be right. Wedge- or Shard-potences are indeed perhaps not ideal for something that should be iconic. Necropotence is such a classic, it deserves some reverence. The mono-coloured versions, though, I like. It's weird that only should have such a powerful, iconic enchantment.OneAndOnly wrote: ↑3 years agoMuch as I like cycles and think they're cute, I also hate cycles and think they're wretched.
They make for awfully lazy design ... but at the same time, done right every ten years or so, provide a warm and fuzzy feeling of nostalgia and memories of older sets, helping create and sustain the belief in Magic lore.
They help define the differences between colors by examining how each would approach a particular aspect of the game. I'm not certain how many different aspects of the game there really are, though. I'd think wedge-potences and guild-potences, etc. would rely more on their own faction keywords and actions rather than game functions, so you'd really need to get the right combination of abilities to knock them out of the ballpark.
Commanders:
Psycho Cultleader • Deranged Boy and Dental Imagination
Creepy Girl • Big Thing • Your Deck = My Deck
Hatebear Angel • Bounty-filled Pillowfort
Psycho Cultleader • Deranged Boy and Dental Imagination
Creepy Girl • Big Thing • Your Deck = My Deck
Hatebear Angel • Bounty-filled Pillowfort