Link's Unplaced Cards: Recent Activity
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Recent updates to Link's Unplaced Cards: (Generated at 2025-12-01 21:21:20)
| Link's Unplaced Cards: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics |
Recent updates to Link's Unplaced Cards: (Generated at 2025-12-01 21:21:20)
How about "Until your next turn, whenever a creature you control dies, you may remove a loyalty counter from ~. If you do, return that creature to the battlefield under your control." I think that's the only template that will get around sacrifice (by not trying to "get around" it at all).
Right now -N/-N (counters) are still a problem because if it has 0 toughness, the ability saves it once and then the rules kil it again. I guess +2 to give target creature indestructible is better here. Gives nice combat options as a plus, deals with the damage by itself but doesn't save from sacrifice or -N/-N.
Oh. Duh.
Edit: Right. The whole reason I worded it without regeneration was to save things from sacrifice, too.
Why not just regenerate it? "Until your next turn, if a creature you control would be destroyed, you may regenerate it. If you do, remove a loyalty counter from ~." That's basically what you're doing anyway.
Ah yes. Making cards at midnight doesn't always lead to me considering all of the rules or power implications. Let's change things up slightly.
Yow, Obzedat's Aid as a +2?! Zingy. Even Nicol Bolas, Planeswalker only had a 4-mana sorcery as his + ability (
TubersquishBramblecrush), though I guess that was a +3...(Also, should that + ability say "up to one"?)
I guess there are some rules issues with the middle ability here. If they bolt my guy it gets marked 3 damage and the next time state based effects are checked, it's destroyed if the damage is lethal. Then, if I remove a loyalty counter from the PW to keep my guy alife it still has 3 damage marked so when state based actions come again, it will just die again.
So as it is worded right now you can only save creature from dying for reasons other than damage. If you want to fix that, you should add "If you do, remove all damage from it."
I guess it automatically doesn't work in a non-commander game since the word "Commander" doesn't have any rules meaning there right?
jmg: If that step 6 worked, then you'd have a bit of a problem getting the blue mana for Control Magic in step 5.
However fortunately this is an issue that's already been addressed with Sakashima the Impostor and Lazav, Dimir Mastermind. The commander's colour identity is a deckbuilding-time restriction, and doesn't change even if the card currently identified as your commander has a different colour identity to what it did at deckbuilding time. So sadly the red mana isn't available.
It's not intended to work in a non-commander game. For some reason I thought it just automatically wouldn't work.
Hmmm. Well, in non-commander this is pretty much just a two-step resurrection. Although it's equivalent to "Return target creature from graveyard to hand" for
which seems a bit cheaper than normal for white. Especially as, presumably, this lets you re-res the creature like a normal commander, forever.
Adding general damage to a normal game is fiddly; but as life totals are 20, it isn't going to matter often enough to care about. So that's probably ok.
So yeah - go for it. I think this is a bit too cheap for such a flashy effect, and would probably want, you know, reminder text for wtf a commander is for non-EDH players, but sure.
Step one: Play Angus MacKenzie as your commander.
Step two: Living Wish for Norin the Wary.
Step three: Discard Norin the Wary.
Step Four: Ascend into Immortality Norin the Wary.
Step Five: Control Magic your opponent's Fiery Hellhound.
Step Six: Activate City of Brass for one red mana, pumping Fiery Hellhound. High fives all around.
Does this work in a non-commander game?
I considered moving this to Avoren with the other Law cards, but I want the only nonbasic lands in that set to be countries. They take up enough space.
Forgot P/T.