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Necropotence

Posted: Fri Oct 23, 2020 1:21 pm
by Jonas Ukulore
What if... hypothetically, the iconic Necropotence had 4 equivalents?
Interested in your views for a WWW or GGG or... powerful enchantment that trades one resource into another?

Re: Necropotence

Posted: Sun Oct 25, 2020 7:35 pm
by spacemonaut
Interesting thinking. Lemme see if I can do something real broken.

Gaea's Call GGG
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.

Re: Necropotence

Posted: Wed Oct 28, 2020 11:11 pm
by OneAndOnly
Something like this?
.
Armipotence -- RRR
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.

Re: Necropotence

Posted: Thu Oct 29, 2020 12:09 am
by Legend
Psychopotence (Mythic)
XUU
Enchantment
Spend only U 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.

Re: Necropotence

Posted: Thu Oct 29, 2020 2:38 am
by Pygyzy
Impotence WWW
Enchantment
Skip your untap step.
At the beginning of your end step, untap each tapped permanent you control. Target opponent gains that much life.
Whenever an opponent gains life, you and that player both draw that many cards.

Re: Necropotence

Posted: Thu Nov 05, 2020 10:34 am
by Jonas Ukulore
Whow, these are al very creative and good! Thanks!

Do you think 'multi-color'-potences are possible as well?
(like URG 'Temurpotence' or UWB 'Esperpotence'?)

Re: Necropotence

Posted: Thu Nov 05, 2020 3:59 pm
by OneAndOnly
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.

Re: Necropotence

Posted: Thu Nov 05, 2020 4:46 pm
by Jonas Ukulore
OneAndOnly wrote:
3 years ago
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.
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 BBB should have such a powerful, iconic enchantment.