CardName: Profession/Role Concept Cost: {2}{B} Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant creature you control Enchanted creature gets +2/+0 and has lifelink. Identity (If this would be put into the graveyard for being unattached, you may attach it to a creature you control instead.) Flavour Text: Set/Rarity: temporary storage Common |
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For NE American Indian plane. I for one want to keep auras around. Colored equipment being recurring unnerves me, and auras that benefit your own creatures need a way to survive.
See Hunter's Prowess
I feel you'd be best served with a keyword ability.
The rules around Auras were written in a kinda convoluted and created to replicate the functionality local enchantments used to have before introduction of the type. We are left with a grokkable enchantment type that has gameplay issues, because it lacks the inherent value of Equipment.
One way to handle this is to make it Equipment-like:
> Enduring (This is no Aura and loses enchant while unattached.)
: Attach ~ to target creature. Activate this aility only any time you could cast a sorcery.
Or to be closer to what you want:
> Enduring (If this would be put into the graveyard for being unattached, you may attach it to a creature you control instead.)
It might be beneficial to have "enchant creature you control" instead not "enchant creature" that way you have the flexibility of "enduring" always mimicking the restriction of the enchant ability.
Used Keyword like SecretInfiltrator suggested (though changed the name to fit match what I was looking for)
forgot last part of what SecretInfiltrator suggested
I had been hoping to avoid a keyword so that the ability could be more generally reusable, and thus avoid the fate of Totem Armor, but if it must be so, then it must be so.