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PostPosted: Wed Apr 18, 2018 10:02 pm 
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Cumiyith, Spire of Peace
Legendary Land — Spire (R)
: Add . Each opponent gains 1 life.
Whenever another Spire you control becomes tapped, you gain 1 life.
Its winds whisper platitudes of pacifism. Those who top it have wills of steel, knowing bliss cannot swallow tribulation.

Sayanith, Spire of Sorrow
Legendary Land — Spire (R)
: Add . Put the top card of your library into your graveyard.
Whenever another Spire you control becomes tapped, each opponent puts the top card of their library into their graveyard.
The mists encircling it dampen the body and spirit. Its conquerors wield perspective, knowing that life persists beyond its failures.

Karkarith, Spire of Torment
Legendary Land — Spire (R)
: Add . Discard a card.
Whenever another Spire you control becomes tapped, each opponent with three or more cards in hand discards a card.
Its fogs poison the mind and enshroud the senses. To climb it takes determination, knowing power can be found in many forms.

Farakith, Spire of Pain
Legendary Land — Spire (R)
: Add . Farakith, Spire of Pain deals 1 damage to you.
Whenever another Spire you control becomes tapped, Farakith deals 1 damage to each opponent.
Its constant cinders singe the skin. Its vanquishers bear persistence, knowing focus is found through suffering.

Alyalith, Spire of Vitality
Legendary Land — Spire (R)
: Add . Each opponent creates a 0/1 green Plant creature token.
Whenever another Spire you control becomes tapped, create a 0/1 green Plant creature token.
Its flowers distract and intoxicate the soul. To see past them requires purpose, knowing life is far more than vanity.

Omnizith, Spire of Communion
Legendary Land — Spire (M)
Omnizith, Spire of Unity enters the battlefield tapped.
: Add one mana of any color.
Whenever another Spire enters the battlefield under your control, untap it. Then, if you control six Spires, you win the game.
The prize is in sight. But to take it, one must have balance, for the world spins precariously.

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PostPosted: Thu Apr 19, 2018 10:13 am 
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I tried something like the Ravnica commands with "Climaxes" awhile back.

The Dimir Command has 3 1/2 black effects and only 1/2 a blue effect. I'd swap out "Sacks a creature" for "Return target permanent to its owner's hand" and make the bounce mode 1 so you can get a Recoil out of it. FWIW, the Dimir Command isn't overpowered at all, with or without my changes.

Gruul Command needs a lot of work. The first two modes are weak and the second two modes are strong. I'd make mode 3 "TARGET creature gets +2/+2 and trample" and maybe mode four just a straight-up 3 to the dome. If you make those changes you can drop the cost to

I feel like Simic needs more fun with +1/+1 counters

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PostPosted: Thu Apr 19, 2018 12:47 pm 
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these spires whiiiiiiiiiiiip

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PostPosted: Thu Apr 19, 2018 1:53 pm 
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these spires whiiiiiiiiiiiip

Trying to figure out what whiiiiiiiiiiiiip means here.

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PostPosted: Thu Apr 19, 2018 9:37 pm 
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History Repeats Itself
Enchantment (R)
If a Saga on its final chapter would leave the battlefield, remove all lore counters from it instead.
"The key to becoming a legend is interrupting history at just the right moment."
—Teferi

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PostPosted: Thu Apr 26, 2018 11:32 am 
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Messenger's Demise
Sorcery (U)
Return target creature card from your graveyard to the battlefield. Then sacrifice it.
"The spy returned, weak and wounded, delivering the news of the impending onslaught. As he perished before us, we shuddered, knowing we would soon be joining him along the ranks of the dead."
—Maira, journal entry

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PostPosted: Mon May 07, 2018 12:30 am 
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Communal Growth
Enchantment (R)
If a player would add mana, instead each player adds that mana.

Communal Plague
Enchantment (R)
If a player would lose life from a noncreature source, instead each player loses that much life.

Communal Research
Enchantment (R)
If a player would draw a card, instead each player draws a card.

Communal Prosperity
Enchantment (R)
If a player would gain life, instead each player gains that much life.

Communal Ravaging
Enchantment (R)
If a player would sacrifice a permanent, instead each player sacrifices a permanent.

No flavor text because lateness. If you want to nominate one of these for some reason, let me know so I can write flavor text.

Not a fan of how the new mana phraseology affects the wording of Communal Growth.

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PostPosted: Tue May 08, 2018 5:29 am 
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I feel like this would work better as a 3-card cycle if you just cut the black and red ones. Bant are the colors that care most about community anyway, and the effects the cards produce are the most elegant and effortless.

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PostPosted: Wed May 09, 2018 12:54 am 
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You have a really good point there. The Bant ones certainly make a lot more sense.

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