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PostPosted: Fri Jan 05, 2018 1:02 am 
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Posted this on Let's Have Some YMTC Fun, but I wanted to keep it here for posterity because I liked it so much.

Stretch the Hours
Sorcery (M)
During your next turn, take an extra beginning phase after each main and combat phase. (A beginning phase consists an untap step, an upkeep, and a draw step.)
"I strive to make each moment of my life a new beginning."
—Jodah, the eternal

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PostPosted: Mon Jan 08, 2018 11:52 pm 
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Not to be confused with Cease-Fire...

Ceasefire
Instant (R)
Cast Ceasefire only during combat.
End the current combat. (Exile all spells and abilities, including this card. "This combat" and "until end of combat" effects wear off.)
All at once, the warriors dropped their weapons and their hatred as a single, soft word overpowered their weary souls: "Enough."


I wonder if mono-white can get away with this effect, or if it needs the help of blue. Either way, I thought it was extremely evocative and flavorful.

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PostPosted: Tue Jan 09, 2018 12:39 am 
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Well, I guess it has a few benefits that Holy Day doesn't have, like countering "on attack" triggers


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PostPosted: Tue Jan 09, 2018 11:40 am 
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Or countering instant speed effects that would kill your attacking or blocking creatures.

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PostPosted: Tue Jan 09, 2018 5:11 pm 
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If devour were ever to make a comeback...

Scrumptious Goblin
Creature — Goblin (U)
2/2
Creatures you control devour Scrumptious Goblin if able.
Whenever a creature you control devours Scrumptious Goblin, put two additional +1/+1 counters on that creature.

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Last edited by Q is 564453 on Tue Jan 09, 2018 7:55 pm, edited 1 time in total.

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PostPosted: Tue Jan 09, 2018 7:46 pm 
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I feel like the first ability is unnecessary.

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PostPosted: Tue Jan 09, 2018 7:56 pm 
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Maybe, but it sounded fun.

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PostPosted: Sat Jan 13, 2018 2:50 pm 
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Quest for Convergence
Legendary Enchantment (R)
When Quest for Convergence enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
At the beginning of your end step, if you control a land of each basic land type, transform Quest for Convergence.

-----

Omnitzal, Core of Ixalan
Legendary Land (R)
Lands you control have all basic land types.
"We see ourselves as separate, as individuals, as tribes and races. But here, at the center of the world, the truth of our likeness is revealed."
—Tishana


This seems like such an obvious card, now that I think of it.

Edit: Bumped the cost up to . At only one mana, It makes turn 3 five mana of any combination of colors altogether too easy.

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Last edited by Q is 564453 on Mon Jan 15, 2018 11:19 pm, edited 1 time in total.

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PostPosted: Sun Jan 14, 2018 10:48 am 
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Piercing Melody
Enchantment (R)
You can't cast Piercing Melody if you have cast another spell this turn.
Each player can't cast more than one spell each turn.
"Some call it harmony, but I call it cacophony. Nothing should distract from the beauty of the melody."
—Ethmis, heretic composer


This seemed like a very intuitive extension of the Rule of Law mechanic.

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PostPosted: Sat Jan 20, 2018 2:18 pm 
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Fleeting Wind Eidolon
Enchantment Creature — Spirit (U)
2/1
Flash
Flying
: Return Fleeting Wind Eidolon to its owner's hand. Its owner may cast spells named Fleeting Wind Eidolon without paying their mana costs this turn.
The winds surrounding the Polis are as inconstant as they are cold.

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PostPosted: Sat Jan 20, 2018 10:42 pm 
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Nocturnal Flow
Enchantment (R)
Players can't cast spells on their own turns.
Players may cast spells as though they had flash.
The waters of the Shombra falls remain stagnant until nightfall, when currents cascade with the pull of the moon.

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PostPosted: Sun Jan 21, 2018 2:18 pm 
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These cards made me feel like Edna Mode from The Incredibles. "I made Robert's suit and it turned out so beautiful, I had to continue!" I designed Worldly Summoner, and then the rest all kind of spilled out of my brain.

Worldly Summoner
Creature — Human Shaman (R)
2/2
At the beginning of your upkeep, if you control three or more other creatures, you may exile Worldly Summoner. For as long as it remains exiled, you may cast it transformed without paying its mana cost.
"I am nothing more than a humble messenger of Gaea. And when Gaea calls..."

---

Worldly Summons
Instant (R)
Search your library for a creature card, reveal it, then shuffle your library and put that card on top of it.
"... Nature listens."

---------------

Demon's Pupil
Creature — Human Wizard (R)
2/2
Whenever a Demon enters the battlefield under your control, exile Demon's Pupil. For as long as it remains exiled, you may cast it transformed without paying its mana cost.
The student waited anxiously to learn the secrets of his master.

---

Demon's Task
Sorcery (R)
Search your library for a card and put it into your hand. Then shuffle your library. You lose 2 life.
The master waited anxiously to exploit the eagerness of his student.

---------------

Lightning Splicer
Creature — Human Wizard (R)
2/1
Haste
Whenever a creature or player is dealt damage by an instant or sorcery spell you control, you may exile Lightning Splicer. For as long as it remains exiled, you may cast it transformed without paying its mana cost.
He conjures equidistant paths for lightning to strike.

---

Lightning Splice
Instant (R)
Copy target instant or sorcery spell you control. The copy gains "This spell deals 3 damage to target creature or player." You may choose new targets for the copy.
When the paths are equidistant, one bolt of lightning can strike multiple targets at once.

---------------

Studious Journeyman
Creature — Human Druid (R)
2/2
Whenever you search your library for one or more land cards, you may reveal them and put a travel counter on Studious Journeyman. Then if there are three or more study counters on Studious Journeyman, exile it. For as long as it remains exiled, you may cast it transformed without paying its mana cost.

---

Journeyman's Revelation
Sorcery (R)
Draw a card for each land you control.
The seeds of nature bring forth life. The seeds of study bring forth knowledge.

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Last edited by Q is 564453 on Mon Jan 22, 2018 3:03 am, edited 4 times in total.

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PostPosted: Mon Jan 22, 2018 12:45 am 
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I'm confused as to which cards inspired you to make these.
They are good though.

The green one has no flaws.
The life loss on Demon's Pupil might be more than necessary given that you need to play 2 cards in specific order (and one is likely expensive) to activate the ability.
I feel like Lightning Splicer should require the spell dealing the damage be one you control. I'm also upset that the flavour text loses the gimmick of the first two.
I'm guessing searching for an unrevealed card can't put a Travel counter on Journeyman? That kink might kill the wording. Go ask somebody who actually knows that sort of thing.

These should probably all be in a spoiler for the sake of those with poor connections.

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CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Mon Jan 22, 2018 1:02 am 
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I posted the first one in a game thread, and I liked it so much that I had to continue.

I actually adjusted Demon's Pupil and it's actually a 2/2 for and only costs 2 life. Updated the render.

I actually changed Lightning Splicer to be one you control as well. Updated the render.

Yeah, I dunno about unrevealed cards on that one. The more correct wording should probably be, whenever a land card you own is put anywhere from your library, you may reveal it. If you do, get a counter. But I'll need to think on that one. "Whenever you search for a land" just sounds so flavorful.

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PostPosted: Mon Jan 22, 2018 1:43 am 
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I really like the concept and the wording, but I feel like the drawback of losing a body often isn't worth it, especially with the green one. The Simic one is cool, though. This would work best as a cycle, I think.

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PostPosted: Mon Jan 22, 2018 1:52 am 
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It is all optional with Worldly Summoner. A 2/2 for isn't awful, and he does replace himself with another body. I felt that making his transformed side an instant and triggering on upkeep would be a nice way for you to quickly replace him with a more relevant or needed creature, since you'll draw it right away.

I really wanna fill out the cycle.

Updated with text versions. Small change to Studious Journeyman's wording to account for unrevealed cards. :)

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PostPosted: Mon Jan 22, 2018 2:30 am 
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Blue one. :)

Storm Invoker
Creature — Human Wizard (R)
2/2
Whenever the third instant or sorcery of a turn is cast, you may exile Storm Invoker. For as long as it remains exiled, you may cast it transformed without paying its mana cost.
"At my call, the clouds gather and the winds wail."

---

Invoke the Storm
Instant
Search your library for an instant or sorcery card, reveal it, and put it into your hand. Then shuffle your library.
"By my will, the lightnings shatter and the rains prevail."

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PostPosted: Mon Jan 22, 2018 8:30 pm 
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Curse of Wanderlust
Enchantment — Aura Curse (R)
Enchant player
At the beginning of enchanted player's upkeep, you may put a land card from your hand onto the battlefield.
"What affliction it is to wander forever, but never belong."
—Azusa, lost but seeking


I wonder if this card is too strong at two mana.

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PostPosted: Tue Jan 23, 2018 11:48 pm 
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Fatespin
Sorcery (M)
Choose X. During your next turn, skip each instance of the modes you didn't choose.
  • Draw step.
  • Main phase.
  • Combat phase.
Take an extra turn after this one. Exile Fatespin.

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PostPosted: Wed Jan 24, 2018 2:01 am 
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A couple more extra turn spells. They're so fun to design. I understand why WOTC only prints a few, but they're so much fun. Tons of design space just waiting to be mined.

Hour of Silence
Sorcery (M)
Take an extra turn after this one. You can't cast spells or activate abilities during that turn. Exile Hour of Silence.
"The silent moments of meditation bring the soul closest to enlightenment."
—Narset


This one is tricky to know if it's priced right. On the one hand, it feels way better than Relentless Assault. On the other, upping the cost to makes it strictly worse than Time Warp. Perhaps ? I dunno.

After designing Hour of Silence, I realized that I've designed a lot of extra turn cards with downsides recently. I'm surprised we haven't seen more of that kind of thing, since every other fantasy genre makes meddling with time seem super risky. Magic just laughs in its face and says nothing could go wrong. Still, it got me thinking about what kinds of synergistic upsides you could add to extra turns. So this card was born:

Temporal Benefaction
Sorcery (M)
Take an extra turn after this one. Until the next opponent's turn, spells you cast cost less to cast for each consecutive turn you've taken. Exile Temporal Benefaction.
"Most wormholes ain't worth goin' down. Trust me, kid, been down most of 'em. But this one — this one will keep you young for centuries."
—Zebulus, time thief


Seems like a little overkill, but I think Timmy and Johnny would enjoy making the most of it. Not sure if I'm OK with encouraging people taking tons of extra turns by mentioning consecutive turns on a card, but it was still fun design space to explore.

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