Post by Daij_Djan on Sept 13, 2021 21:41:40 GMT
Challenge said:
Create a noncreature card with a new or existing card subtype. (Subtypes appear after main types in the typeline, for example Instant – Trap.) If you're creating a new subtype, make sure to explain what it would be used for. Please remember: You're not allowed to vote for yourselves. For further information please look at the CotW Rules.
{Vunik}
{Notes} Crystals are unique to Tahnkosha, and they all grow in power the more you have. The proccess to mine them, however, is quite dangerous, and almost all miners sucumb to calthisis, a disease that results in them turning to the very crystals they mine.
{HvT}Emrakul's Arrival
Enchantment – Saga
I & II: Discard a card, then draw a card.
III: You may put a creature from your hand onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
Enchantment – Saga
I & II: Discard a card, then draw a card.
III: You may put a creature from your hand onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
{spazlaz}
{viriss}
{sdfkjgh}Industrial Brewery
Artifact
: Add . Activate this ability only if you control an Island.
, Tap X untapped creatures you control: Create X Kegs.
Activated abilities of Kegs you control cost less to activate.
Legends still tells of the petty, spiteful, bitter rivalry of the two competing breweries: Anh-Urza’s Bush and Mishra’s Lobe Ultra.
Artifact
: Add . Activate this ability only if you control an Island.
, Tap X untapped creatures you control: Create X Kegs.
Activated abilities of Kegs you control cost less to activate.
Legends still tells of the petty, spiteful, bitter rivalry of the two competing breweries: Anh-Urza’s Bush and Mishra’s Lobe Ultra.
{Notes} The way I see it, Kegs will be used similarly to how Clues/Food/Gold/Treasure are used, as an additional resource that also has its own ability that can be activated in a pinch for some sort of value. The lifegain is because it's a comestible, like Food, but it's not quite as nutritious, and it comes with other benefits/drawbacks, like drunkenness. We've all heard stories of how a drunk driver gets into an accident, and they're fine, but the victim isn't; because the drunk was relaxed, they suffered fewer &/or less severe injuries than the victim, who quite naturally tensed up in anticipation of the impact, thus the damage reduction. The increase of mana payments is to reflect the reduced capabilities of drunkenness.
Also, I'd love it if, during the deciding attack of a major tournament (remember those?), the defending player shouts out "I needa get drunk!", activates a bunch of Kegs in response to the attack, and each Keg activation (yes, this works that way), and uses the stacked damage reductions to survive and crack back for the win. Bonus Cool Points if they start playing the Popeye theme as they're tapping all those kegs.
Also, I'd love it if, during the deciding attack of a major tournament (remember those?), the defending player shouts out "I needa get drunk!", activates a bunch of Kegs in response to the attack, and each Keg activation (yes, this works that way), and uses the stacked damage reductions to survive and crack back for the win. Bonus Cool Points if they start playing the Popeye theme as they're tapping all those kegs.
{the5lacker}
{Notes} So how Programs and Execute work:
1. Program is an Artifact subtype. It has no inherent rules meaning but acts as a marker for Execute effects.
2. Execute is a keyword action. It also has no inherent rules meaning, but acts as a trigger for triggered ability on Programs.
3. Programs all have some triggered ability when Executed.
4. Most Programs can Execute themselves, typically with an Enters the Battlefield ability for commons and repeatable effects at uncommon and above. Some Programs and non-Program sources can also Execute other programs.
1. Program is an Artifact subtype. It has no inherent rules meaning but acts as a marker for Execute effects.
2. Execute is a keyword action. It also has no inherent rules meaning, but acts as a trigger for triggered ability on Programs.
3. Programs all have some triggered ability when Executed.
4. Most Programs can Execute themselves, typically with an Enters the Battlefield ability for commons and repeatable effects at uncommon and above. Some Programs and non-Program sources can also Execute other programs.
{kefke}
{Notes} Implements represent objects of immense power - tools that can only be effectively wielded by someone with a planeswalker's spark. Which in this case means the player. In essence, you are equipping yourself with these powerful tools, and their loyalty represents your ability to control the magic within. As such, it is a subtype exclusive to Planeswalker Artifacts.
The main purpose of Implements in game is both to simulate the players equipping themselves, and to allow players to be an actor on the battlefield, with the abilities of the Implement standing in for the player taking part in combat or having a direct board presence. (And, just like with Equipment for Creatures, a player may be "equipped" with as many Implements as they like.)
The main purpose of Implements in game is both to simulate the players equipping themselves, and to allow players to be an actor on the battlefield, with the abilities of the Implement standing in for the player taking part in combat or having a direct board presence. (And, just like with Equipment for Creatures, a player may be "equipped" with as many Implements as they like.)
{sade612}
{Orion Rings}
{Notes} shard is an existing subtype created by niko aris. i read that they can temporarily trap people in the shards they make, which means they can put an ally in a shard, throw it at an enemy, and have them pop out behind them. which is amazing
Please message me immediately if you notice a discrepancy in your entry or another's entry.