temporary storage: Recent Activity
| temporary storage: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics | Cult World references | Aerial vs. Aquatic mechanical ideas | Clan Lore and Individuals | Katonah's Plane Tests & Details |
Recent updates to temporary storage: (Generated at 2025-12-26 02:49:35)
See Cemetery Vandalism.
See Tombstone.
See Quick on the Draw.
See Rust Away (only relates in that there would be a cycle of ally-colored rares).
A storm is created that divides the continents on a plane, forcing them to exist in isolation and not attack each other. That storm's purpose is why I chose the name Separation Storm
Person A: Yo dawg, I heard you like artifacts. Person B: No.
See Death, the Silent. I did want "At the beginning of each endstep, each creature fights another creature at random.," but that would probably take too much time.
This iteration was based around killing creatures that tried to buff up.
See Death, the Unjudgemental. Blue as death was hard to conceptualize. I went for a "death of knowledge" which is admittedly kind of bogus in that it doesn't have the universal fit of the other cards (so far) in this cycle. I specifically based this around Alzheimer's.
See Death, The Sudden.
See Death, The Constant. The potential set that would include this would use -1/-1 counters, and I actually wanted to put -1/-1 counters on as damage, but I felt that was too outright black. I don't like this version, since it doesn't seem like a constant threat to everything.
That's a fair assessment. In a vacuum, unless you wanted to fill up your graveyard, you're facing a card disadvantage just to keep something out of a graveyard to be reused. If I don't make heavy use of the graveyard for the set, this example may not be worth including. However, if your opponent chooses discards a high cmc to win the shootout, there's a good chance they're paying a hefty price for something they'll miss. But, if I don't make high use of the graveyard for the set that this mechanic would appear in, this individual card may not be worth including.
I probably need to add words to make the effect work better. Something like "Each player may exile a card from their hand face down. Then, each player reveals the card exiled this way and puts it into their graveyard. The player who exiled the card with the higher converted mana cost wins the Shootout."?
Right now the shootout does not seem worth it. Card disadvantage t get a spell exiled? And if I ever get an effect out of a shootout I actually would want, then my opponent may still cancel it?
Reads bad in the rhystic vein to me.
See Vitals-Curser. Changed Shootout to make Discarding optional, so to avoid forcing discard and thus breaking color pie.
I believe optional discard for the mechanic does not break the color pie, since the player has the choice to lose the shootout. Should no player discard a card or if two or more players discard cards of equal CMC, then there is no winner of the Shootout.
Wild west and death plane concept. Shootout is clearly evocative of what the card wants to do, but without guns I'm worried I may have to something that will just sound wacky, like spelloff.
See Heirloom of Hate. See THE DOLLS OF DEATH: A brief history
Memento Mori aura test; see Baneshooter
Okay, Rod of Ruin is so bad.
If I included art, this would be a revolver that shoots magic. I'm seeking to try and get ideas for a wild west & death-themed world.
The Memento Mori ability lasts indefinitely. That being said, that depiction of Memento Mori isn't something that I'm actually satisfied with. I want a Memento Mori mechanic, but could possibly conceptualize another, more pleasing way. Of the current iteration, I had considered using a soul-bond wording. In this incarnation, Memento Mori would only appear on artifacts and enchantments.
Underwater vs aerieal plane
On Aggravated Rattler I added Flash into the reminder text for quick. The key reason for this is that if I went forward with this idea, red would be one of the colors that would get quick and red shouldn't get flash normally. I feel that Quick having flash leans towards bend more than a break since the creature entering to use an ability and can't block, although there's the issue of just holding creatures to quick to have mana to cast on other spells during one's own turn.
For me, the creature having some ability go off when it enters tapped felt like the creature had been active to me. Flavor isn't universal.
I do have to admit that quick was mostly conceptualized as making Cunning Sparkmage, but without saying haste, so this may have never been an idea worth exploring.
Honestly, I just guessed what sounded right. Are you saying that "Put a -1/-1 counter on any creature dealt damage by this creature." is all the reminder text would need?
This creature would be replaced by "this source" if I gave the ability to noncreatures.
I feel this is coming out backwards right now. On this card e. g. flash is the mechanic that feels fast and also communicates that.
Quick on the other hand slows down the creature (it enters tapped), so while it kinda feels like it got "hasty and tapped for an effect", the part that actually is labeled "quick" feels slow in two ways:
So maybe that's fixable with an ability word that unifies activated abilities that can only be activated the turn the creature enters:
> Circling Buzzards
: Creatures dying don't cause abilities to trigger this turn. Activate this ability only if ~ entered the battlefield this turn.
Creature - Bird (C)
Flash
Flying
Quick -
Still is awfully similar to kicker, so maybe:
> Circling Buzzards


: Creatures dying don't cause abilities to trigger this turn.
Creature - Bird (C)
Flash
Flying
Quick (When this enters the battlefield, you may activate one of its activated abilities without paying its activation cost.)
Now this reads all upside and actually feels like flash/haste for activated abilities. The key to me is that you can actually see the contrast to using the ability "slowly".
What exactly does "resolved" mean for damage?
If you want the counter to be placed after the damage, why not just use a triggered ability? That's what they are there for.
I feel I have seen this before somewhere.
See Death From Dehydration. Choke on Dust is just the test-name for concept- wearing a creature down permanently due to health hazards from a dry, dusty environment.
Why this isn't Wither- the damage of a creature (or potentially other card type) is to occur as normal, this -1/-1 counter is only a bonus from the damage. So, it's damage and a -1/-1 counter.
See Aggravated Rattler.