Post by Atreides Conscript on Jan 16, 2007 18:05:52 GMT -5
In the Planar Chaos thread, Eunhathes posted to the effect of, only red could have handled superman (Morphling) in the time-shiftingness of the Planar Chaos set. I disagreed, and thus put up the following black time-shifted Morphling in response:
Corpseling
3BB
------------------
B: Untap Corpseling.
B: Target creature gets -1/-1 until end of turn.
B: Until end of turn, if a spell or effect would put Corpseling into a graveyard, regenerate it if able.
1: Corpseling gets +1/-1 until end of turn.
1: Corpseling gets -1/+1 until end of turn.
3/3
I then posted that I was working on white and green varients, both of which are now below:
Forceling
3GG
------------------
G: Untap Forceling.
G: Target forest becomes a 1/1 creature until end of turn. It's still a land.
G: Add one mana of any color to your mana pool. Play this ability no more than than twice each turn.
1: Forceling gets +1/-1 until end of turn.
1: Forceling gets -1/+1 until end of turn.
3/3
Faithling
3WW
------------------
W: Untap Faithling.
W: Faithling gains first strike until end of turn.
W: The next spell this turn that could target Faithling must target Faithling.
1: Faithling gets +1/-1 until end of turn.
1: Faithling gets -1/+1 until end of turn.
3/3
Now, before anybody responds to these, I have a couple of things to say about them. But even before that, I should announce that the purpose of this thread is to come up with conjectural time-shifted cards based upon the Planar Chaos flavour.
As for Forceling, the card is powerful... yet tempered (I just couldn't make it's third single green mana ability limitless....). The land ability is useful, and in green potentially dangerous. The mana ability is incredibly handy, but at least limited in its use (like we all know R&D would make it). There were other abilities that I considered, but none of them really felt right.
Now, on to Faithling (I, for the life of me, couldn't get the name to even closely rhyme with Morphling.... AAARGH!). I think that first strike ability is a bit weak, but far better when you consider the generic mana abilities. The second ability is quite useful, but I think might also need some work. Any suggestions?
Oh yeah... and what do you all think of Corpseling?
Corpseling
3BB
------------------
B: Untap Corpseling.
B: Target creature gets -1/-1 until end of turn.
B: Until end of turn, if a spell or effect would put Corpseling into a graveyard, regenerate it if able.
1: Corpseling gets +1/-1 until end of turn.
1: Corpseling gets -1/+1 until end of turn.
3/3
I then posted that I was working on white and green varients, both of which are now below:
Forceling
3GG
------------------
G: Untap Forceling.
G: Target forest becomes a 1/1 creature until end of turn. It's still a land.
G: Add one mana of any color to your mana pool. Play this ability no more than than twice each turn.
1: Forceling gets +1/-1 until end of turn.
1: Forceling gets -1/+1 until end of turn.
3/3
Faithling
3WW
------------------
W: Untap Faithling.
W: Faithling gains first strike until end of turn.
W: The next spell this turn that could target Faithling must target Faithling.
1: Faithling gets +1/-1 until end of turn.
1: Faithling gets -1/+1 until end of turn.
3/3
Now, before anybody responds to these, I have a couple of things to say about them. But even before that, I should announce that the purpose of this thread is to come up with conjectural time-shifted cards based upon the Planar Chaos flavour.
As for Forceling, the card is powerful... yet tempered (I just couldn't make it's third single green mana ability limitless....). The land ability is useful, and in green potentially dangerous. The mana ability is incredibly handy, but at least limited in its use (like we all know R&D would make it). There were other abilities that I considered, but none of them really felt right.
Now, on to Faithling (I, for the life of me, couldn't get the name to even closely rhyme with Morphling.... AAARGH!). I think that first strike ability is a bit weak, but far better when you consider the generic mana abilities. The second ability is quite useful, but I think might also need some work. Any suggestions?
Oh yeah... and what do you all think of Corpseling?