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Recent updates to Ideas Manifested: (Generated at 2025-04-30 20:12:14)
Continuous tormenting! Top swap gives a sense of inevitability here. Each turn, an opponent can torment opponents. It's not an effect strong enough to win on its own, but given time it can add up.
This is identical to the "torment" mini-effect of Hour of Devastation, like Torment of Hailfire.
Seeking how much this should fairly cost, and how much Top Swap adds to that. Torment of Venom does this effect at

, but is also a targeted removal spell.
Only gives a spell cast from hand Top-swap.
Top-swap puts cards on top of your library. Theoretically if you could cast spells from the top of your library, you could continually cast the same Top Swap spell. So to imagine what that's like, here's a legendary creature that explicitly takes advantage of that.
In this space it means that if you can cast your Top Swap spell infinitely, you could keep filtering your deck until you get what you want in hand. Scary, and really does just combo off easily.
Whether this gives Top Swap or not, I want to test the boundaries of that. It should be a fun combo possibility, not an instant "I win" button, in the case of you having a Storm-Kiln Artist. Maybe this only lets you cast one spell per turn from the top?
Top Swap gives predictability in access to Instant/Sorcery, so this card rewards you for having storm-ish turns. You can always throw it out there as the end cap to a turn, knowing you'll draw it again next turn. Scales with how many spells you were able to play.
This has to be considered in the space where you have two copies; in that case you could cast this as many times as you have cards in hand, continually getting little fighters. That's probably fine..? It could be that things with this mechanic need to cost 2+ in order to reduce their use as combo pieces.
Create some dudes! This was the other obvious application of the Top Swap mechanic for me, creating creature tokens. This'd be in a set that wants frequent creature token generation as a theme, and this card helps you consistently have that.
I feel like the mechanic of Top Swap is elegant enough to include additional mechanics, so here's Kicker. You can make a 1/1, and later you can make two 1/1s if you need the extra one.
This does perfectly gum up boards, which might be too much. Every turn you can make a 1/1 and filter away, which as long as you have cards in hand to bottom to Top Swap's ability you can always have blocks. They're as unimpressive as blockers as possible, at least.
This was my first idea on how to utilize this. If a set contains a theme of putting counters on creatures, you could draft this to regularly have a way of doing that.
It does have the potential to give you overly flexible combats repeatedly; opponents will have to consider your ability to put a counter on any creature each combat. And if you have two of these, you can really pump up anything as long as you're willing to trade down in card advantage.
The Top Swap mechanic is meant to be gated by your willingness to go down on cards. Say you have seven cards in hand and cast this; you rummage, put this on top, and now you have six cards in hand. If you had two of these you could cast it six times over, but then you'd be out of cards. Seems fine to me!
Smooth your land drops! The floor of this is to play it turn 2, get a land, crack it turn 3, get another land! You have to actually use your land drop play to play it, and you only get to have the land to play if you crack it on your own turn.
This is meant to be compared to Armillary Sphere; this gets you two lands, Armillary Sphere gets you two lands. The Sphere gets you both to hand, this exiles and needs to be played. The Sphere gets you both at once, this can be stretched out across two turns. This also costs one less to play. Finally, this is a food, so it gains you life.
It could be that this has to be
to be fair. Depends on the environment; in the scenario where you use turns 2 and 3 to utilize this, are you already behind enough on board that it matters?
This also really wants to be cracked at effectively sorcery speed. Does that run contrary to the philosophy of food?
Only tokens are immune to legend rule
How about gaining life? That's white.
First turn => 1 life Second turn => 3 life (+2 token copies) Third turn => 5 life (+4 token copies)
Gives a reason to have a bunch of them. Doesn't feel terribly "legendary" though...
Static ability => "At the beginning of your end stpe, gain 1 life."
This one's prompt is giving other creatures Make A Little Me. It has flying to have some evasion and get more attacks in, and the ability is on an attack trigger to feel like the commander is involved in the combat plan.
Perhaps it can only give some kinds of things Make A Little Me.
The idea for this one is, what if being smaller is an advantage? The Make A Little Me mechanic produces a 1/1, which is more likely to be out-sized than your 4/2 nontoken.
This needs to connect in order to make that token, so it has trample. You can decide when to try and get a token, but if your opponent has any blockers it'll possibly be the only token this copy survives to make.
If you can survive to have multiple of these, you can start drawing cards and get a great advantage. It could be that the stats need to change on this, possibly even having MORE power as a drawback, or less toughness, or more cost... but it feels like this isn't more pushed than the 3 mana enchantments and creatures with a similar effect without the cloning.
This is an attempt to make a legendary with this effect on itself. In order to have it on itself, it needs some kind of legend rule ignoring effect. So the one written here is the least build-around-y, just does one thing. Perhaps it could apply only to token copies?
Double Strike means the nontoken copy gets to make two tokens on hitting. That means if it connects, that's two double striking 1/1s. Pretty intense! Is that interesting enough for a buildaround draft commander?
The" commander spells you cast cost
less to cast" ability is currently a stand-in for some kind of token effect to pile on. If this is your commander then the token copies sticking around will discount its future plays. If this isn't your commander, maybe it makes your commander cheaper? I'm not sure, this might not be the best ability for it.
This one is meant to be like one of those draft "draft a bunch of the same cards" cards, with Whisper Squad as the base. It's like a reassembling skeleton in the ability to return to the battlefield, but it's best able to do this if your Make A Little Me ability activates. Now you can let the main one die and keep a token around to bring it back to the field!
Probably too pushed for a common, though. This could easily need to just cost more mana in the first place, or the ability to activate costs less. We'll see!
If it were to be one of those draft-y cards, it would need to be common. There's a chance that "make a draftable at common" is at odds with the design we'd finally land on. Hard to say.