[NONCANON] My Random Shit: Grey Mana
Can't decide on Grey or Gray. I hate spelling.
Update: CTRL+F says i've been typing Grey this whole time so that's how it's gonna be. I'm used to that, but I kinda think the other ones cool. Still, have to go with the easiest solution.
This is a sixth color and there is no reason this won't workout with flawless execution and brilliant taste.
So basically I'm not really putting thought into MAKING a color #6. Because that would require playing around with WUBRG, and therefore allies/enemies/etc/etc
Ok i'll just start with this then:
Basic Info
The land subtype that adds grey is City. Because that sounds cool I guess.
Grey more or less does things to certain colors and i dunno what that is yet, i might not even make 1 and 2 go together and just have certain color combinations do wacky things because i felt like it.
Color symbol:
Mono Color
There likely won't be many if any mono-grey cards (meaning grey without watermark distinction)
- Mono Grey is affiliated with cities
- This allows any color(s) with grey to search for cities
- This also allows any color(s) with grey to Untap a City instead of Draw a card
- This is like cantripping
Two Color
All colors in two color identities will appear on monocolor cards (as well as multicolored and possibly hybrid)
White Grey (Indus) is flavorfully designated as Industry.
White Grey mechanically cares about:
- Workers
- All workers have abilities that are activated by tapping them
- Labor
- Appears on instant and sorcery spells. Wording: "Copy this spell for each creature you control that you tapped while casting it"
- Having tapped workers matters
- Adding
- Called "Generators"
- Giving
to you
- Called "Energizers"
- Spending
on
- Called "Transformers"
- Creating and rewards for Land - City tokens
- Called "Urbanizing"
- Treasure tokens
- Called "Manufacturing"
- Themed counter(s?)
- Fuel
- Fuel is made by Workers flavored as Miners and Fuel is made by Artifacts flavored as Motors
- Fuel is spent on Engines to produce mana or give other goodies
- Fuel
White Grey helps you and your allies
Blue Grey (Alimen) is flavorfully designated as Ailments.
Blue Grey mechanically cares about:
- Illness
- An enchantment subtype that can appear on...
- Auras, as Illnesses.
- Curses, as Diseases.
- Enchantments with no subtype(s), as Plagues.
- An enchantment subtype that can appear on...
- Blue Punishment against players and creatures
- Milling players
- Giving creatures -N/-0 UEOT
- Tapping creatures
- Freezing creatures
- Permafreezing creatures
- Tapping creatures target player controls
- Freezing creatures target player controls
- Permafreezing creatures target player controls (while allowing them a way out by paying
or
per creature)
- Preventing players from untapping during their upkeep unless they pay
or
per permanent
- Limiting players to untapping a pseudoarbitrary number of permanents each upkeep
- Blue Planeswalker Punishment
- Depends on...
- If: They entered this turn
- Else If: They have been around longer than some pseudoarbitrary number of turns
- Else If: They have/have not used a loyalty ability this turn
- Then: You can remove counters, pacify temporarily, bounce or shuffle
- Depends on...
Blue Grey hurts your enemies
Black Grey (Maphøsa) is flavorfully designated as the Mafia
Black Grey mechanically cares about:
- Money counters
- Like
, is put on players
- Like life, is 'pay'ed for effects
- Like
- Debt counters
- Alternate loss condition
- Certain rare and mythic spells punish for debt counters
- Creatures
- Anywhere from the expendable gangster to the eponymous mafia boss with every plan on his card
- High power at low CMC and high toughness at high CMC
- Evasion and protection
- Skulk
- Afflict
- Protection from colors
- Protection from artifacts
- Hexproof
- Indestructible
- Creating Bodyguard creature tokens
- Damage prevention
- Redirect
Black Grey both hurts your opponents and helps your allies, though neither as well as other color combinations. It also hurts you.
By the way, Wurms gave me the idea for black grey using money and debt counters, big thanks.
Red Grey (Ponash) is flavorfully designated as Wrath
Red Grey mechanically cares about:
- Punisher effects
- Only to players.
- Random discard
- Burn
- Forced sacrifice of artifacts
- Only to players.
- Prometheus
- Forcing players to:
- "Reckless" Rummage (Discard two cards at random. Then, draw three cards)
- Bullying them if they are nerds (have a pseudoarbitrary number of cards in hand)
- Letting them cast spells for a painful cost
- Forcing them to cast spells or pay a painful cost
- Casting their spells against them
- Forcing players to:
Red Grey hurts your enemies, like Blue Grey. Maybe you can tell the next term in the pattern, meaning you know what Green Grey does
Green Grey (Entrice) is flavorfully designated as caring about the Intricacies of Nature
Green Grey mechanically cares about:
- Lands with Growth (can search for them, or dig, you'll see that soon)
- Growth is a mechanic which puts 1 growth counter up to X each controllers upkeep.
- This allows your lands to become useful depending on the threshold of Growth counters on them. This is diverse enough to appear at uncommon and mythic
- Digging (looking at 2-4 cards of library. Cards care about whenever they dig or whenever anyone digs, and lets you get advantage accordingly)
- Dig is a mechanic which looks at the top X cards of your library.
- Germs, Plants, Saprolings and Insects (0/0s, 0/1s 1/1s and 1/2s)
- All spells can NOT target the whole board. ie Giant Growth but not Hurricane
- Everything rewards you for going wide but not tall. This will be hard to keep the flavor of intricacy while still respecting greens playstyle and card tropes
- 0 mana spells
- Probably just vanilla permanents for gowide purposes
- "As long as" is the main common theme, where you can care about having another creature, a +1/+1 counter, having dug this turn, etc.
- A single condition for a single reward. This can also work at rare a few times, like Zegana, Utopian Speaker
Green Grey helps you and your allies. The pattern for playstyle for two colors is a palindrome in WUBRG order. (1,2,3,2,1)
Three Color
I'm pretty sure I want Grey to affect colors in a different way, meaning that adding them together results in something unrelated to the previous colors. So white blue grey would not be a combo of all, but rather something totally unique. I know this is weird, but color number six is a terrible idea so whatever. The only problem is, this can get weird, so I don't want people to see a random white common that does something totally out of pie, but is on purpose because it's part of the white blue grey archtype. So, I will be using watermarks to distinguish how a thing interacts with grey. This means if you see a thing with a certain watermark, it has a different slice of the jumbo pie.
I think the same may go for two colors, but I don't know the logistics just yet
Update 5/17/2019: I've decided that I don't think there will be very many monogrey cards in this group. If I make any, it won't be a lot. The same does NOT go for two color, it will have a much higher amount of mono grey cards. There will be no hybrid at all between any parts of the identity in three color, if there was ever any at two color anywhoms.
White Blue Grey (Creamwater (Thanks, Wurms!)) is flavorfully designated as Neutrality, Stoicism, and Super Intelligence
White Blue Grey mechanically cares about:
- Counterspells, but ONLY if they return spells to hands
- Removing abilities from permanents via global enchantments
- Global effects (symmetry)
- Vanilla creatures matter
- Resetting the game
- Entirely
- Or by resetting hands to 7
- Or by resetting life total to starting
- Or by putting exiled cards into graveyards and exiling graveyards
- Or by shuffling cards in exile and graveyards into libraries
White Black Grey (Shadryl) is flavorfully designated as Compromise and Spectrums
White Black Grey mechanically cares about:
- Balance effects
- Removing creatures equal to the:
- Highest player's
- Lowest player's
- And other abilities equal to inequalities
- Comes as sorceries, global enchantments and sometimes curses
- Removing creatures equal to the:
- Visibility Spectrum
- Light
- Blinding (temporary removal of nonwhite)
- Illuminating (buff of white)
- Smiting (permanent removal of nonwhite)
- Darkness
- Blinding (permanently messing with low cmc)
- Confusing (temporary messing with low cmc)
- Smothering (destroy)
- Twilight
- Draining
- Card advantage and recursion at high rarities and costs
- Enchantments matter cards at all rarities and costs
- Board wipes
- Board wipes with special effects
- Messing with lands.
- Effects that care about Duality mechanic
- Light
- Duality
- Duality is a mechanic on creature cards, and possibly other permanents that lets you cast either end of the card.
- It also lets you switch between either end for a fixed price
- So it's basically letting you have a double utility.
- Exchange
- Permanents on the battlefield.
- Graveyards, hands.
- Effects for/against players with highest/lowest X
- e.g. Target player gains 4 life. If that player has the highest life total, that player gains 7 life instead.
- e.g. ~ deals 2 damage to target player. If that player has been dealt the most damage that turn, ~ deals 4 damage to them instead.
- Keyword: Blur
- Creatures with Blur cannot be blocked by enchanted creatures
- Synergizes with forced enchanting
- There might be some synergy, if I decide to reference keywords, which I've heard is unallowed/unusual.
- A creature with Blur is Blurred
- Not to be confused with the unset mechanic on Blurry Beeble
White Red Grey (Ath'Leta) is flavorfully designated as Sports, Fame, Riches, Fashion and generally being Ostentatious.
( White Red Grey both has cards that depict living this life in earnesty and holding up a facade of it )
White Red Grey mechanically cares about:
- Creatures with Role Model
- Role Model is triggered by entering the battlefield, dying or can be activated for a cost.
- Whenever a creature becomes a Role Model, it give all creatures their controller controls with lower CMC a certain effect UEOT.
- Creatures are Role Models if they have the keyword in their textbox. Doesn't matter if they've become one this turn.
- Creatures with Aspire N
- Creatures with Aspire get +1/+1 for each creature you control or in your graveyard with a higher CMC. Then if you control N creatures with higher CMC, they become Aspiring.
- Spells that care about aspiring creatures and your number of role models
- Exiling permanents and returning your exiled permanents to the battlefield.
- Global enchantments with the type (not supertype, it's like Tribal): Trending
- Trending enchantments give bonuses to all creatures controlled by a player who controls something or another
- Kind of like cartouches? That is good, I think.
- Secret Life
- Secret Life is an ability on creatures that makes you flip them during your opponents' turns.
- This can be used as a downside or to hose your opponents.
- e.g. Being a national traitor or a serial killer.
- Also, this color combination has synergies with Treasure tokens, and artifacts in general
- The watermarked white cards will care about hoarding artifacts and securing them by putting Vault counters on them, which prevents them from leaving the battlefield
- The watermarked red cards will care about spurge spending (mass sacrifice for rewards) and impulse buying (impulse drawing and casting artifacts)
- Both will have cards that care about Net Worth (the number of artifacts you control or in your graveyard.)
White Green Grey (Valadan) is flavorfully designated as Village Lifestyle
White Green Grey mechanically cares about:
- Some cards that are homesick (unofficial idea-word)
- Land and creature fetching
- Does different things depending on the number of turns they were away (work around memory issues by simplifying and rares with counters-tracking..?)
- Can be from graveyard (Recursion), library (Tutor), or exile (Pardoning?)
- Regaining control of creatures you control (very few cards do this)
- Probably just one legendary, ala Trostani Discordant style
- Might not do this one
- Land and creature fetching
- Nationality matters
- Anthems for creatures you control that share X
- Colors (white, green, grey), race types (Human, Elf), class types (Druid, Cleric), etc
- Patriots
- Commons that have as-long-as abilities or enter-boon abilities.
- Uncommons that lower Tradesman costs
- Uncommons that are abilities on sticks (see Aegis of the Gods)
- Anthems for creatures you control that share X
- Culture
- Food
- Life gain on sorceries and enchantments
- Benefits for more creatures w/ the keyword: Feast (If you control three or more creatures, repeat this effect for each creature you control)
- Art
- Talisman matter
- Painted keyword: As long as this creature has a Talisman on it, it gets +1/+1 and is Redeemed.
- Food
- Tradesmen
- Pay mana for Talisman
- Activation costs can be lowered by other cards.
- It's a mechanic: Trade
- Name of Talisman token (Talisman is an aura or equipment subtype, doesn't matter to me)
- Harvest
- Mana matters.
- Untap lands
- Doubling mana
- Additional mana
- Rewards for each mana you have
- Mana matters.
- Modesty
- Redeemed matters
- Creature pump enchant - Bonus for redeemed
- Creature pump instant and/or sorcery - Bonus for redeemed
- Board wipes that doesn't hit a redeemed creature
- Humble Angels
- Redeem creatures.
- Attack keywords: Exalted, Battalion, etc
- Talisman creation, but far less than tradesmen
- Redeemed matters
Blue Black Grey (Confuriel) is flavorfully designated as Information Modification
Blue Black Grey mechanically cares about:
- Card advantage
- Generic black blue stuff. Recursion, milling yourself, drawing cards (via player damage), casting from exile, etc
- Card disadvantage
- Generic black blue stuff. Forced discard, mill
- Both advantage and disadvantage
- Destroy for a price (controller draws cards, gets lands, you lose life, etc)
- Mechanic: Meddle N (Reveal the top N cards of target opponents library, that player may pay
for each card revealed this way, put those cards back in the same order, and exile the rest)
- Rogues with Stall
- Whenever this creature would tap to activate an ability the first time each turn, untap it.
- Commons will be harder to stall, they may get sacrificed, bounced, or make you bounce something else or discard a card
- They may not have it at all.
- Uncommons will just have useful abilities
- Rares will boost your effects if they were stalled.
- Untap spells and rewards for creatures that stalled this turn.
- Countermagic and control magic
- Rhystic stuffs
- Counterspells that can be ignored if opponent pays life or sacrifices stuffs.
- Clones
- Upkeep Enchantments
Blue Red Grey (Elthundron) is flavorfully designated as Overwhelming the Mind and the Machine
Blue Red Grey mechanically cares about:
- Noncreature spells for Machine
- Instants and sorceries
- One time effects, that can be copied and reused.
- Copy mechanic: Overwhelm (Copy this spell for each time you could cast it, you may choose new targets for the copies)
- Reuse mechanic: Outburst (As long as you have the mana to cast this spell, you may return this spell to your hand)
- Enchantments
- Global enchantments will either reward you for casting instants and sorceries or punish your opponents for it
- With card advantage or punisher effects
- Aura enchantments will enchant artifacts and give them cool abilities
- Artifacts
- Adding mana
- Adding
- Spending
on
and
mana
- Instants and sorceries
- Noncreature spells for Mind
- Instants and sorceries
- Punish opponents with...
- Only things that blue grey and red grey do independently
- Enchantments
- Prometheus (punish em for things you give em)
- Rhysticism (punish em if they want their stuff to stay)
- Upkeep Punishment (punish em just cause, on-the-clock time!)
- Artifacts
- Nothing here
- Instants and sorceries
- Creatures
- Whenever deals combat damage to a player, untap target Island in
- Whenever deals combat damage to a player, untap target artifact in
- Whenever deals combat damage to a player, add
in
- Whenever deals combat damage to a player, you MAY sacrifice an artifact to add
- Whenever deals combat damage to a player, untap target Island in
- Lands
- Add mana equal to the number of artifacts you control in
- Add mana equal to the umber of artifacts in all graveyards in
- Add mana equal to the number of artifacts you control in
- Artifact hate and artifact sacrifice
- Artifacts matter
- Mono-Blue
- Common creatures with as long as one or more
- Uncommons with whenever x as long as three or more (or two or more other, if self is artifact)
- Rares with "Do X for each artifact you control"
- Counterspell unless pays X
- Opponent Mills X
Blue Green Grey (Genvox) is flavorfully designated as Genetic Manipulation (via Temporary/Permanent Spells/Pseudo-Science & Breeding/Evolution)
Blue Green Grey mechanically cares about:
- Science (U)
- Temporary
- Transforming creatures into 1/1s
- Clones UEOT (not super sure how to flavor this, probably chameleons or helping the endangered)
- Permanent
- Enchantments is the type for this concept.
- Mostly auras that change a creature somehow (Boons and the opposite, not on the same card ofc)
- A few global and symmetrical(?), but only at rare and only if I can find abilities not done better elsewhere.
- Temporary
- Magic (U/G)
- Change creatures UEOT
- Blue can mess with em in the same way they do with auras above, but are UEOT for balance reasons
- Green can pump them, but with the occasional side effect of green-downsides
- Permanent
- Enchantments that are flavored magical, but work similar to most this stuff already, lol.
- Change creatures UEOT
- Breeding (G with lighter splashes of U)
- Unfold (mechanic)
- Appears on instant and sorcery spells which lets you pay an extra cost for an extra effect
- You have to tap two untapped creatures that share a creature type (this will allow me to do different effects across different types)
- These main creature types supported are going to be Beasts (mono-green), Elves (mostly green) and Mutants (blue-green)
- Mono- Blue Unfolding each turn matters.
- Unfold (mechanic)
- Evolution (G, with heavier splashes of U)
- Sagas with high costs, maybe 2-4 lines depending on what naturally fits the topic, these will be mostly green and based off of species
- Maybe one or two that tell stories of augmentation in blue, of course.
- Cumulative Upkeep for balancing and increasing pay-off (must be balanced via costs and maybe elsewise)
- Mostly green, but some blue related to methodological principles
- Enchantments that grow
- Actually, that's gonna be Cumulative Upkeep space. Instead, Enchantments that have the same effect every turn, growing for you, but not themselves
- This will be green
- Sagas with high costs, maybe 2-4 lines depending on what naturally fits the topic, these will be mostly green and based off of species
- "Acts of Abandon"
- "Grossness"
- "Negative Emotions"
Four Color
- "Big Brother"
- "True Fulfillment"
- "The Family Tree"
- "Annex"
- "Exhibition"
- "Soul Studies"
- "Population Control"
- "The Kurse"
- "Harden Thyself"
- "Double-Edged Blades"
Five Color
- "Unnatural Artifice"
- "Growth for it's Own Sake"
- "Philanthropic"
- "Kombat"
- "The Chaos Effect"
Six Color
- "Bored with Omnipotence"