Ersatz: Cycles
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Mechanics | The Tokens | Cycles | Themes, Mechanics, and Brainstorming |
"Ancestral Blades"
I had considered implementing Living Weapon itself, but I'm not going to do that. I do think that Equipment in the vein of Ancestral Blade is a great way to get some variation on creatures, though, so I plan to have a cycle at Common and at Uncommon.
Equipped creature has first strike.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature attacks, scry 1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +1/+0, has haste, and attacks each combat if able.
Equip
Equipped creature gets +1/+0 and has reach.
Equip
Equipped creature has ": Produce one mana of any color."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At uncommon, the cycle currently provides a P/T bonus to the equipped creature and a second bonus to all equipped creatures. This might be a bad idea. I'll have to think about it. There are already a lot of anthem effects floating around, after all.
Equipped creature gets +0/+3.
Equipped creatures you control get +1/+0.
Equip
Equipped creature gets +0/+2.
Equipped creatures you control have hexproof.
Equip
Equipped creature gets +1/+1.
Whenever an equipped creature you control dies, each opponent loses 1 life.
Equip
Enhancement Enchantments
These cycles create a token and give a bonus to that token's creature type.
Whenever a Citizen you control blocks, you gain 1 life.
At the beginning of your end step, you may tap or untap target Merfolk. If you tap a Merfolk this way, scry 1.
Germ creatures you control get +1/+1.
Treefolk creatures you control have reach.
Horses you control have flying.
Note that the Germ enchantment, because of the necessity, would be the only on at common to provide a P/T bonus.
Aurora Anthems
This uncommon cycle grants a stat bonus and one other bonus to creatures of a certain color.
Whenever one or more white creatures you control attack, you may tap target creature.
Spells your opponents cast that target blue creatures you control cost more to cast.
Damage dealt to and by red creatures you control is dealt as though its source had faze. (Use power rather than toughness to determine lethal damage to creatures marked with faze damage.)
Whenever a green creature arrives under your control, untap target permanent.