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Apex is the kind of mechanic that can make your own cards fight with each other. :(
Make sure to make the card text unambiguous concerning how to resolve ties!
Yeah, I was looking at ways for white to increase the amount of mana potentially available. FWIW, I was considering putting this mechanic in both blue and white.


to mana ramp? Hmmm. That doesn't seem to be a thing.
A shame; since turning yourself to stone for (small boost) seems like a very white thing. Just the boost needs to be life, or at a stretch cards.
Can white do this?
Keyword for this ability. Likely I would not keyword this ability and include the nameless ability on five or so cards.
Considering this alternative to the current -2 Which would everyone prefer? Is the ultimate okay in white, or do I need to find something in-color?
See Shieldmaiden of Justice. Big question, does the wording work as written. Can I condense the other effects the equipment gives to the creature with the clause about rgb the equipped creature not transforming back?
See Purify Test.
Another magical girl card. I figured DFC was the best way of illustrating the transformation of a magical girl character. I would want to make all magical girl-styled creatures to transform at the beginning of combat, and back to their normal form at the end of combat.
Purify will be mardu colors, white being tradition flying spirit tokens, red will have menace, and black as you can see here will get lifelink. This is inspired by magical girl series.
See Pressure of the Deep.
Giving cards bonuses/nerfs for caring about aquatic and aerial supertypes.
Aerial and aquatic are supertypes to designate which of the two factions the spell belongs too. I was inspired by Snow, but I did not want to include basic aquatic or aerial lands, as ic recall Wizards regretting having done so with snow basics (admittedly, that was some years ago, so my memory may be wrong). I am trying to make snow without falling on the lands.
I suggest linking not just some random cards for the set, but also at least one comment explaining what aerial and aquatic do/mean.
See Pollen Gust. Test sky vs. water plane mechanic for the sky side.
See Fins and Pod, Please.
> Would Wish Harm still look fine if it said for "Target creature gets -1/-1 for each instant or sorcery spell that you have cast this turn."
Not worse than its current second ability and you'd save the need to have the first at all.
You could also go the devotion route ("Your mantra is equal to the number of instant and sorcery spells you cast this turn.") Though mantra probably is no longer the best term for that use, but with the right term it might make for abilities that read very well.
That's fair. I need something to ocunt though that's only temporary. Would Wish Harm still look fine if it said for "Target creature gets -1/-1 for each instant or sorcery spell that you have cast this turn."
I feel like counters are the wrong way to track it. Counters are expected to mark things over multiple turns, rather than just one. Compare to any mechanic like storm or prowess, where it's simple enough to remember what happened during the same turn.
Vitenka- parasitism is something I accepted. Energy has shown that parasitic mechanics can be justified to hone and direct flavor.
@dude1818: Makes sense on the wording. What are the specific concerns about temporar counters here? If they were on permanents, I would agree, but I think for the player, they should know that counters are removed at the end of each turn, and that wouldn't be hard to physically represent.
Or "~ deals damage to target player equal to the number of mantra counters you have." My only concern is that temporary counters are really weird and fiddly